Program, computer system and game system
The program dynamically sets and updates a partial game map based on real-world data to ensure relevant features are included, addressing inconsistent difficulty and enabling adaptive game control and event generation.
Patent Information
- Application Number
- JP2025111279
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-01
- Publication Date
- 2025-09-11
AI Technical Summary
Existing game technologies face challenges in setting game parameters when an arbitrary map range is selected, leading to inconsistent difficulty and enjoyment based on the presence of facilities within the map range, and fail to adaptively control game progression.
A program that uses a computer system to set a partial map range based on real-world map information, searches for and updates the map to include specific spot conditions, and sets game progress reference information to adaptively control game events and parameters.
Enables adaptive game control by ensuring the partial map includes relevant game features, maintaining consistent difficulty and enjoyment, and allows for dynamic game event generation and advertisement display based on player location and history.
Smart Images

Figure 2025133824000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program for controlling the progress of a game. [Background technology]
[0002] Games that use real-world maps have been known for some time. For example, Patent Document 1 discloses a game technology that displays a map of a predetermined range cut out to include the player's current location, and sets game parameters based on information about facilities that exist within that range. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-23544 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in a configuration in which an arbitrary map range is selected in accordance with the player's instructions, such as by simply cutting out a predetermined area around the player, and used to set game parameters, it can be difficult to set game parameters because the expected facilities do not exist within the map range. Also, when the number of facilities existing within the range is reflected in the game parameters, there is a problem that the difficulty and enjoyment of game play can differ greatly depending on whether there are many corresponding facilities nearby or not.
[0005] The problem to be solved by the present invention is to provide a technique that enables adaptive control when a map is used to control the progress of a game. [Means for solving the problem]
[0006] A first invention for solving the above problem is a program for causing a computer system to control the progress of a game based on given game progress reference information, the program including: partial map range setting means for setting the range of a partial map from an entire map based on map information of the real world (for example, partial map range setting unit 233 shown in FIG. 12 or partial map range setting unit 233A shown in FIG. 17); condition determination means for determining whether or not the partial map includes a spot recorded in the map information that satisfies a given specific spot condition (for example, condition determination unit 235 shown in FIG. 12 or condition determination unit 235A shown in FIG. 17); and, when a negative determination is made by the condition determination means, determining whether or not the partial map includes a spot that is recorded in the map information and that satisfies a given specific spot condition. The program (e.g., server program 501 shown in FIG. 12 or server program 501A shown in FIG. 18) causes the computer system to function as a search and update means (e.g., search and update unit 237 shown in FIG. 12 or search and update unit 237A shown in FIG. 17) that updates the partial map by searching for the range of a new partial map that satisfies given proximity conditions for the partial map set by the range setting means and includes spots that satisfy the specific spot conditions, and a game progress reference information setting means (e.g., game progress reference information setting unit 239 shown in FIG. 12 or game progress reference information setting unit 239A shown in FIG. 17) that sets the game progress reference information based on the partial map.
[0007] According to the first aspect of the present invention, when a spot that satisfies a specific spot condition is not included in an arbitrary partial map set from an overall map based on map information of the real world, a range including the spot can be searched for within a range near the partial map, and the partial map can be updated. Then, game progress reference information used for controlling the progress of the game can be set based on the set and updated partial map. This allows adaptive control to be realized, whereby when a map is used to control the progress of the game, a map with a range suitable for controlling the progress of the game can be used as the partial map.
[0008] A second invention is the program of the first invention, wherein the game progress reference information includes control information for a game event.
[0009] According to the second invention, the game progress reference information can include control information for game events.
[0010] A third invention is the program according to the first or second invention, wherein the game progress reference information includes game map information of the game.
[0011] According to the third invention, the game progress reference information can include game map information of the game.
[0012] Furthermore, the fourth invention is a program of the first invention for causing the computer system to function as a game progress control means (for example, the game progress control unit 241 shown in FIG. 12 or the game progress control unit 241A shown in FIG. 17) in which the game progress reference information includes control information for game events and game map information for the game, and which controls the progress of the game on a game map based on the game map information and controls the occurrence of game events at positions corresponding to spots in the game map that satisfy the specific spot conditions.
[0013] According to the fourth aspect of the present invention, game map information can be set based on a partial map, and the progress of the game can be controlled on that game map. Also, game event control information can be set based on the partial map, and game events can be generated at the positions of spots in the game map that satisfy specific spot conditions.
[0014] In addition, a fifth invention is a program of the third or fourth invention for causing the computer system to function as an advertisement display control means (for example, the advertisement display control unit 243 shown in Figure 12 or the advertisement display control unit 243A shown in Figure 17) in which the game progress reference information includes advertising information related to the spots included in the partial map, and which controls the display of advertisements based on the advertising information included in the game progress reference information set based on the partial map.
[0015] According to the fifth invention, it is possible to display advertisements for spots included in the partial map.
[0016] In a sixth aspect of the present invention, a priority is set to the spot, This is a program of any of the first to fifth inventions, which, when multiple new partial map ranges are searched, selects a partial map range based on the priority of spots contained in each partial map that satisfy the specific spot conditions, and updates the partial map.
[0017] According to the sixth aspect of the present invention, for example, when there are multiple ranges in the vicinity of a partial map that include spots that satisfy specific spot conditions, it is possible to update the partial map by adopting the range of the partial map that includes the spot with the highest priority.
[0018] A seventh invention is a program of the second or fourth invention, wherein the game progress reference information setting means has a means for changing the control information of the game event based on the difference between the spot before and after the update by the search update means when a negative judgment is made by the condition judgment means.
[0019] According to the seventh invention, control information for a game event can be set based on the difference between the number of spots that satisfy specific spot conditions in the partial map before the update and the number of spots that satisfy specific spot conditions in the partial map after the update.
[0020] An eighth invention is a program of any of the first to seventh inventions, further causing the computer system to function as a current position information acquisition means (for example, the player position acquisition unit 231 shown in FIG. 12) that acquires information on the player's current position, and the partial map range setting means sets the range of the partial map based on the current position in accordance with an instruction from the player.
[0021] According to the eighth aspect of the present invention, the range of the partial map can be set based on the current position of the player.
[0022] A ninth invention is a program of any one of the first to eighth inventions, wherein the search and update means has means for changing the size and / or shape of the area to be the new partial map based on the player's play history and / or given parameter values related to the player's game play.
[0023] According to the ninth aspect of the present invention, the size and shape of the new partial map to be searched for can be changed in accordance with the player's play history and parameter values related to the game play.
[0024] Furthermore, a tenth invention is a program of any of the first to ninth inventions, further causing the computer system to function as a current location information acquisition means for acquiring information on the player's current location, and the search update means having means for changing the size and / or shape of the area to be the new partial map based on the player's current location.
[0025] According to the tenth aspect of the present invention, for example, it is possible to change the size and shape of the new partial map to be searched in accordance with the spot that exists at the player's current position.
[0026] An eleventh invention is a program of any one of the first to tenth inventions, wherein the spot includes a road spot that is at least one of a road intersection, a road dead end, and a passing point of a road that continues outside the range of the partial map, and the specific spot condition is a condition regarding the quantity of the road spots.
[0027] According to the eleventh aspect of the present invention, a partial map can be searched for using the number of road spots included in the partial map as a condition.
[0028] A twelfth invention is a program of any one of the first to eleventh inventions, wherein the spot includes a landmark spot that is at least one of a building, a facility, a store, and a famous place, and the specific spot conditions include at least a condition regarding the presence or absence of the landmark spot.
[0029] According to the twelfth aspect of the present invention, a partial map can be searched based on the condition of whether or not the partial map includes a landmark spot.
[0030] Furthermore, a thirteenth invention is a program of the twelfth invention for causing the computer system to further function as a specific spot condition change means, in which the specific spot conditions include conditions related to the type of landmark spot, and which changes the conditions related to the type of landmark spot included in the specific spot conditions based on the player's play history and / or given parameter values related to the player's gameplay.
[0031] According to the thirteenth aspect of the present invention, when a partial map is required to include a specific type of landmark spot, the type of landmark spot can be changed according to the player's play history and parameters related to game play, and the partial map can be set and updated.
[0032] In addition, a 14th invention is a program of the 12th or 13th invention, in which the search and update means searches the range of the new partial map and updates the partial map so that a landmark spot that satisfies the specific spot condition is located at a predetermined position on the new partial map.
[0033] According to the fourteenth aspect of the present invention, the partial map can be updated so that the position of the landmark spot in the partial map becomes a predetermined position. For example, it is possible to use a map of a predetermined range centered on the landmark spot as the partial map.
[0034] In addition, a fifteenth invention is a computer system that controls the progress of a game based on given game progress reference information, comprising: a partial map range setting means that sets the range of a partial map from an overall map based on map information of the real world; a condition determination means that determines whether the partial map includes a spot that is recorded in the map information and satisfies a given specific spot condition; a search and update means that, when a negative determination is made by the condition determination means, updates the partial map by searching for a new partial map range that satisfies a given proximity condition for the partial map set by the partial map range setting means and includes a spot that satisfies the specific spot condition; and a game progress reference information setting means that sets the game progress reference information based on the partial map (for example, server system 1100 shown in Figure 1).
[0035] According to the fifteenth aspect, a computer system that provides the same effects as the first aspect can be realized.
[0036] A sixteenth aspect of the present invention is a game system (e.g., game system 1000 shown in FIG. 1) that includes a server system, which is the computer system of the fifteenth aspect of the present invention, and an operation terminal (e.g., operation terminal 1500 shown in FIG. 1) on which a player plays a game.
[0037] According to the sixteenth aspect, a game system that provides the same effects as the first aspect can be realized. [Brief explanation of the drawings]
[0038] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of an operation terminal. [Figure 3] FIG. 1 is a diagram for explaining an outline of a game in a first embodiment. [Figure 4] FIG. 4 is a diagram showing an example of the data configuration of event definition data. [Figure 5] FIG. 10 is a diagram showing an example of event content data. [Figure 6] FIG. 10 is a diagram showing another example of event content data. [Figure 7] FIG. 10 is a diagram showing another example of event content data. [Figure 8] FIG. 10 is a diagram illustrating a search update process. [Figure 9] FIG. 10 is a diagram illustrating a search and update process according to a modified example. [Figure 10] FIG. 10 is a diagram showing an example of the data structure of game progress reference information. [Figure 11] An example of the map screen display [Figure 12] FIG. 2 is a block diagram showing an example of the functional configuration of a server system according to the first embodiment. [Figure 13] FIG. 4 is a diagram showing an example of the data configuration of user management data. [Figure 14] FIG. 2 is a block diagram showing an example of the functional configuration of an operation terminal. [Figure 15] 5 is a flowchart illustrating a processing flow in the server system of the first embodiment. [Figure 16] FIG. 10 is a diagram showing an example of a game screen of a game according to a second embodiment. [Figure 17] FIG. 10 is a diagram showing an example of the configuration of a server processing unit of a server system according to a second embodiment. [Figure 18] FIG. 10 is a diagram showing an example of the configuration of a server storage unit of a server system according to a second embodiment. [Figure 19] FIG. 10 is a diagram showing an example of the functional configuration of an operation terminal according to a first modification. DETAILED DESCRIPTION OF THE INVENTION
[0039] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.
[0040] [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system 1000 according to this embodiment. As shown in Fig. 1, the game system 1000 includes a server system 1100, which is a computer system, and an operation terminal 1500 that is owned by a player 2 of the game according to this embodiment and through which the player 2 plays the game, and these are connected via a network N so that they can communicate data with each other.
[0041] The network N refers to a communication path that allows data communication. That is, the network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method can be either wired or wireless.
[0042] The server system 1100 includes a main device 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main device 1101 incorporates a control board 1150 on which electronic components such as a CPU (Central Processing Unit) 1151, various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).
[0043] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for playing the game on the operation terminal 1500 and manages execution control of the game on the operation terminal 1500, by having the CPU 1151 and the like perform calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server online game. Player 2 accesses the server system 1100 with his / her own operation terminal 1500, logs in using an issued account (user ID), and enjoys the game of this embodiment.
[0044] The server system 1100 also cooperates with an external electronic settlement server operated by an electronic settlement service provider or the like to carry out the purchase procedure (billing process) of game coins, which are in-game currency. During the billing process, the electronic settlement server responds to an inquiry from the server system 1100 and settles the purchase amount of the game coins with Player 2's credit card, prepaid card, or the like. The server system 1100 then grants Player 2 game coins equivalent to the purchase amount settled by the electronic settlement server.
[0045] 1, the server system 1100 may be configured to include multiple blade servers each assigned to one function, connected to each other via an internal bus for data communication. Alternatively, the server system 1100 may be configured to function as a whole as a server system 1100 by having multiple independent servers installed in remote locations communicate with each other via a network N.
[0046] The operation terminal 1500 is a computer system that functions as a man-machine interface, and is connected to the network N via a mobile phone base station, a wireless communication base station, or the like, and can perform data communication with the server system 1100. This operation terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller for a stationary home game device, an arcade game device, a personal computer, a tablet computer, a wearable computer, or the like.
[0047] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the operation terminal 1500. As shown in Fig. 2, the operation terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data from and to a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc., which are not shown, are also provided.
[0048] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, a DSP, etc.; various IC memories 1552 such as a VRAM, a RAM, and a ROM; a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless communication base station connected to the network N; a positioning module 1555; an interface circuit 1557, etc. The interface circuit 1557 includes a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating an audio signal collected by the microphone 1512, and a signal input / output circuit for the memory card reader 1542. These elements equipped on the control board 1550 are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. Note that part or all of the control board 1550 may be configured using an ASIC, an FPGA, or an SoC.
[0049] In this control board 1550, IC memory 1552 stores a game client program and various setting data required to execute this game client program. The game client program and the like are downloaded from server system 1100 at appropriate times. Alternatively, the program may be read from a separately obtained storage medium such as memory card 1540. Then, CPU 1551 and the like execute the game client program to perform arithmetic processing, and control each section of operation terminal 1500 in response to operational inputs made to touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling player 2 to play the game.
[0050] The positioning module 1555 is a means for acquiring information about the current location of the player 2 (player position). In this embodiment, a known positioning system is used to acquire position coordinates and orientation in real space. That is, the positioning module 1555 provides a positioning function for the operation terminal 1500 by receiving a signal from the positioning system and outputting positioning information including the player's position at predetermined intervals (e.g., every second). As the positioning system, for example, a Global Navigation Satellite System (GNSS), which is a satellite positioning system typified by the Global Positioning System (GPS), can be used. In this case, the positioning module 1555 can be realized by a known GPS module, GPS receiver, or the like. Other than GPS, Galileo or the Beidou System (BDS) may also be used. Furthermore, a system that performs positioning by triangulation based on communication with multiple communication base stations and mobile stations, or a RTK positioning system that uses both GNSS and base station communication may also be used. The "positioning information" includes the positioning date and time (UTC: Coordinated Universal Time), position coordinates (latitude, longitude, altitude), direction, etc. The position coordinates obtained by the positioning module 1555 (i.e., the position of the operation terminal 1500) are called the "player position."
[0051] The positioning module 1555 can be replaced with a configuration including a communication device that wirelessly communicates with a mobile phone base station for a mobile phone or a wireless communication base station for a Wi-Fi network, and a direction sensor. That is, the positioning module 1555 can be replaced with so-called simple position information acquisition, in which pre-measured position information for the connected wireless base station is acquired and used as the position coordinates of the device in real space. The direction in real space to which the device is facing may then be acquired using the direction sensor.
[0052] [First embodiment] FIG. 3 is a diagram illustrating an overview of the game in the first embodiment. The game of this embodiment is an action RPG in which a city in real space is used as a playfield 90, and a display screen is displayed on a game map in virtual space corresponding to the playfield 90, with a player character 4 positioned at a position corresponding to the position of a player 2 (hereinafter referred to as the "player position" as appropriate). As will be described later with reference to FIGS. 8 and 9, the game map corresponds to the range of a partial map that is set in advance based on map information of the real world. In other words, the game map is a limited range that is set as the range of a partial map of a predetermined distance based on the player's position (more specifically, as the range corresponding to the partial map). Because the game map is set before the game begins and gameplay begins, it is not possible to move outside of this game map (or playfield 90) during one game play.
[0053] As player 2 moves within the playfield 90, player character 4 moves to follow. When a predetermined enemy character appearance condition based on the player's position is satisfied, operation terminal 1500 displays a battle screen with enemy character 6, such as battle screen W1 shown in FIG. 3. In the battle screen, player 2 can control player character 4 to fight enemy character 6. Player 2 can also obtain game objects, such as items 5 that can be equipped to player character 4, by winning the battle with enemy character 6 or by moving within the playfield 90 to satisfy a predetermined treasure chest condition associated with player 2's position.
[0054] The player's position is based on positioning information measured by a positioning module 1555 provided in the operation terminal 1500. The timing at which enemy characters 6 appear and the type and number of enemy characters 6 that appear are controlled based on the player's position. In addition, predetermined game objects such as items 5 are given to the player 2 based on the player's position.
[0055] To this end, the server system 1100 stores and manages position coordinates indicating a predetermined appearance position Pe in real space in association with setting information on the type and number of enemy characters 6. Meanwhile, the operation terminal 1500 periodically or intermittently transmits positioning information measured by its own device to the server system 1100 in association with the account of player 2 of the own device. Then, when the latest player position received from the operation terminal 1500 falls within an appearance range 92 determined based on the appearance position Pe, the server system 1100 causes the enemy character 6 associated with that appearance position to appear on the battle screen W1.
[0056] Similarly, the server system 1100 stores and manages position coordinates indicating a predetermined attachment position in real space and the type of game object to be attached in association with each other. When the latest player position received from the operation terminal 1500 falls within an attachment range determined based on the attachment position, the server system 1100 performs control to attach the game object attached to the attachment position to player 2.
[0057] Game objects include various items such as weapons, armor, bullets, medicine, etc. that can be equipped or used by the player character, as well as characters that can be selected as the player character, vehicles for the player character, summoned creatures, additional abilities that can be added to the player character such as magic and skills, the unlocking of new game stages and maps, and lottery tickets to draw items, characters, etc.
[0058] Furthermore, in the game of this embodiment, augmented reality (AR) and mixed reality (MR) are used to control the occurrence of game events that utilize locations (spots) recorded in map information. The spots include landmark spots consisting of natural objects and structures such as buildings, facilities, shops, and famous places. Specific examples include buildings, radio towers, parks, mountains, lakes, bridges, stations, amusement parks, shrines and temples, schools, restaurants, retail stores, and various service industry outlets in the real world.
[0059] For this purpose, server system 1100 stores and manages event definition data that defines the content of the game event to be generated for each predetermined spot where a game event is to occur (hereinafter referred to as an "event spot"). In this embodiment, some or all of the landmark spots are set as event spots.
[0060] Fig. 4 is a diagram showing an example of the data configuration of event definition data 530. As shown in Fig. 4, one piece of event definition data 530 is associated with an event ID 531 of a game event related to the corresponding event spot, and event spot information 540, spot rarity 551, event content data 553, and advertisement settings 555 are set. Figs. 5 to 7 show examples of event content data 553.
[0061] The event spot information 540 includes the name of the event spot (spot name) 541, the type of the event spot (spot type) 542, and the position coordinates of the event spot in real space (spot position) 543.
[0062] The spot rarity 551 is set to the rarity of the event spot, for example, in three stages: "standard," "rare," and "super rare." The number of rarity stages is not limited to three, and may be two, four, or more. For example, in the case of a famous tourist attraction or a unique and unusual building, the spot rarity 551 is set high. On the other hand, in the case of a convenience store or the like, which is found in large numbers around town, the spot rarity 551 is set low.
[0063] Note that spot rarity 551 may be set not only based on the rarity of the event spot itself, but also based on the rarity of the event content that will occur. For example, even if the event spot in question is the same convenience store, the rarity may be set low if the event content awards an easy-to-obtain game object, and high if the event content awards a difficult-to-obtain game object.
[0064] The event content data 553 specifies the event content of the game event related to the event spot. Specifically, as illustrated in FIGS. 5 to 7, the type of the game event (event type) is set in the event content data 553. The type of game event is not particularly limited, but may include, for example, a game event in which a player fights an enemy character such as a boss character, a game event in which a special game object such as a limited character or item is awarded, a game event in which a game object is drawn (gasha), and a game event in which a mini-game is executed. The event content data 553 also sets the event content. In this embodiment, one or more event contents are set in association with selection conditions for selectively selecting one of the event contents. The selection conditions may be set as conditions related to the game play level (see FIG. 5) or conditions related to the difference in the number of spots before and after update (see FIG. 7), which will be described later. Meanwhile, the event content stores various data necessary for controlling the game event.
[0065] For example, in the example of FIG. 5, the event type is "boss battle," and the selection conditions are three game play levels: "beginner," "intermediate," and "advanced." The event content of the boss battle includes settings for the enemy characters that will appear as boss characters (such as their type and combination, the number of characters that will appear, and ability parameters), as well as settings for the game objects that will be awarded as a reward for defeating the boss character if Player 2 wins the battle against the boss character (such as their type, combination, and number of game objects to be awarded). For example, the higher the corresponding rank, the stronger the boss character that will appear, and the rarer the game object that will be awarded as a reward for defeating the boss character. Conversely, the lower the corresponding rank, the stronger the boss character that will appear, and the rarer the game object that will be awarded as a reward for defeating the boss character may be.
[0066] 6, the event type is "Gasha" and the selection condition is "No condition." The Gasha game event content includes a setting for the type of Gasha to be executed.
[0067] In the example of FIG. 7, the event type is set to "limited item award," and three conditions based on the difference in the number of spots before and after the update, which will be described later, are set as selection conditions. The event content for awarding limited items includes settings for the game objects to be awarded (their types, combinations, and numbers to be awarded). For example, the smaller the difference in the number of spots before and after the update, the rarer the game object to be awarded, or the same game objects can be awarded in greater numbers.
[0068] Furthermore, the combinations of event types and selection conditions are not limited to the examples shown in Figures 5 to 7. For example, when focusing on event definition data 530 for an event type of "boss battle," event content data 553 can be appropriately included in which the selection condition is set as a condition related to the difference in the number of spots before and after the update, or in which no condition is set.
[0069] Returning to FIG. 4, advertisement content for the corresponding event spot is set in advertisement settings 555. In this embodiment, when the event spot is a spot where an advertisement is to be displayed (hereinafter referred to as an "advertised spot"), various data necessary for controlling the advertisement display is stored. For example, when a specific convenience store is set as a target for advertisement display, the advertisement content is set as advertisement settings 555 in event definition data 530 related to the convenience store. The advertisement content data can include store information such as the store name as well as information on campaigns currently being held at the store, as appropriate.
[0070] In this example, some of the event spots are also advertising spots, but it is also possible to configure spots that are not event spots to include advertising spots. In this case, instead of including advertising setting 555 in event definition data 530, the advertising content for each advertising spot is stored and managed separately from event definition data 530.
[0071] Furthermore, although a condition related to play level has been exemplified as one of the selection conditions, the event definition data 530 may appropriately include other selection conditions such as Player 2's play history, such as the number of days played, play time, and the amount of game coins used to purchase characters and items that can be used in the game, or given parameter values related to Player 2's game play, such as the level and ability parameters of the player character used in the game currently being played, and the game score.
[0072] [detail] The server system 1100 sets game progress reference information before the start of the game described above. In this embodiment, game map information for the game to be started, control information for game events to be generated in the game (game event control information), and advertising information to be displayed during the game are set as game progress reference information. Then, the progress of the game is controlled based on the set game progress reference information.
[0073] 1. Setting game progress reference information To set the game progress reference information, a partial map range setting process, a condition determination process, a search update process, and a game progress reference information setting process are performed.
[0074] 1-1. Partial map range setting process In the partial map range setting process, the server system 1100 first acquires real-world map information by, for example, accessing a map provider server. Then, when the server system 1100 receives a game start operation from the player, it sets the range of the partial map based on the player's position at that time. For example, it sets a range a predetermined distance from the player's position as the range of the partial map. The shape of the range of the partial map is not particularly limited, and may be rectangular, circular, elliptical, or the like.
[0075] Note that the configuration is not limited to a configuration in which the partial map range setting process is performed in response to a game start operation by the player. For example, the partial map range setting process may be performed when a certain amount of time has passed while the player remains in the same location, with the game starting and a range of a predetermined distance centered on the player's position at that time being set as the range of the partial map. Alternatively, the player's movement (displacement of the player's position) may be monitored, and the game may start when the state of the movement satisfies a predetermined game start condition, with the partial map range setting process being performed based on the player's position at that time.
[0076] 1-2.Conditional decision processing In the condition determination process, the server system 1100 determines whether the partial map set in the partial map range setting process includes spots that satisfy given specific spot conditions. In this embodiment, for example, the specific spot condition is determined to be "including three or more event spots and one or more advertised spots." If the determination in this condition determination process is positive, the range of the partial map is determined to be the applicable map range for the game.
[0077] The specific spot condition can be set as appropriate, and may be based solely on the number of event spots, or solely on the number of spots to be advertised. Alternatively, the condition may be limited to the type of event spot (landmark spot in this embodiment). For example, the specific spot condition may be set to "include three or more convenience stores designated as event spots."
[0078] Furthermore, the specific spot conditions are not limited to being set as conditions that are uniformly applied to all players, and it is also possible to configure the specific spot conditions to be applied differently depending on the player. For example, specific spot conditions are set in advance according to application conditions based on the player's play history and parameter values related to the game play. If the application conditions are set to the above-mentioned play level classes of "beginner," "intermediate," and "advanced," different specific spot conditions are set for each class. Specifically, a specific spot condition may be set that specifies that the higher the class, the more (or less) event spots and advertised spots are included.
[0079] Alternatively, specific spot conditions may be set for each class, including conditions related to different types of landmark spots. For example, the condition related to the type of landmark spot (spot type) for the beginner's level specific spot condition may be "any landmark spot (regardless of type)," the condition related to the type for the intermediate level may be "convenience store," and the condition related to the type for the advanced level may be "stations and convenience stores," with the number of each type and other factors separately determined to set specific spot conditions for each class. In this case, the server system 1100 uses the type-related condition as specific spot condition changing means to change and use it based on the player's play history (play level in this case), etc., and determines whether or not the game includes spots that satisfy the specific spot conditions.
[0080] Alternatively, specific spot conditions can be set for each player's attribute information, including conditions related to different types of landmark spots. For example, specific spot conditions can be set for each player's age, gender, or a combination thereof. Meanwhile, conditions related to each type are set as the type of landmark spot corresponding to the player's age or gender. For example, if the types of landmark spots designated as advertising spots are set, a positive determination will be made in the condition determination process if the partial map range includes an advertising spot of a type corresponding to the player's age or gender. In this case, the server system 1100, as a specific spot condition change means, changes and uses the type-related conditions based on the player's attribute information (here, the age and gender registered at the start of the game) and determines whether the map includes spots that satisfy the specific spot conditions.
[0081] 1-3. Search update process In the search and update process, if the determination in the condition determination process is negative, the server system 1100 searches for a new partial map range and updates the partial map. If the determination in the condition determination process is positive, the server system 1100 skips this process and moves to the subsequent game progress reference information setting process.
[0082] Fig. 8 is a diagram illustrating the search and update process. In Fig. 8, the range of the partial map set in the partial map range setting process is shown surrounded by a dashed line, and the range of a predetermined distance from the player position is set as the partial map range A11.
[0083] In the search and update process of this embodiment, the partial map is updated as needed by gradually expanding the four sides of the partial map range A11 by a predetermined unit distance. A condition determination process is then performed on the updated partial map to search for a new partial map range that satisfies the predetermined proximity conditions for the pre-update partial map and includes spots that satisfy the specific spot conditions. If the determination in the condition determination process is affirmative, the range of the updated partial map is designated as the applicable map range. In the example of FIG. 8 , the partial map is expanded and searched and updated to the range A13 indicated by the solid line. As a result, the partial map includes three or more event spots Sa (six in FIG. 8 ), and one or more of these (four in FIG. 8 ) are advertised spots Sb, resulting in a positive determination in the condition determination process. This determines the range A13 of the partial map as the applicable map range. The shape of the new partial map range is not limited to the rectangular shape shown in the example, but may also be a circle, ellipse, or the like. For example, the shape may match the shape of the partial map range set in the partial map range setting process.
[0084] Note that the range of the partial map may be expanded until the condition is met (until a spot that meets the specific spot condition is included), or an upper limit may be set. In the latter case, an upper limit range A15 is set as shown by the thick line in Figure 8. Then, if the condition is not met even when the partial map is expanded up to the upper limit range A15, the upper limit range A15 is determined as the applicable map range.
[0085] The size and shape of the upper limit range A15 may be fixed or may be variably set. For example, the upper limit range A15 may be set based on the player's play history and parameter values related to the game play. The size of the upper limit range A15 can be changed by making the upper limit range A15 wider (or narrower) for a player who has been playing for a long time (a player who created an account earlier or a player who has played for a longer time), or by making the upper limit range A15 wider (or narrower) for a player who uses a stronger or higher-level player character or a player character with a higher rarity. The same applies to the shape.
[0086] To cite a specific example, the size and shape of the upper limit range A15 are variably set based on the play history, etc., by using the vertical width B11 and horizontal width B13 of the partial map range A11 set in the partial map range setting process as references and determining the multipliers to be applied to them based on the play history, etc. The vertical multiplier to be applied to the vertical width B11 is determined using the player's play time, while the horizontal multiplier to be applied to the horizontal width B13 is determined using the character level of the player's character used in the game. Here, both multipliers are set to values greater than 1, and a relational expression between the two is previously determined so that the longer (or shorter) the play time, the larger the vertical multiplier, and so that the higher (or lower) the character level, the larger the horizontal multiplier. The upper limit range A15 is then set by multiplying the vertical width B11 by the vertical multiplier determined from the play time according to these relational expressions, and multiplying the horizontal width B13 by the horizontal multiplier determined from the player's character level.
[0087] Alternatively, the size and shape of the upper limit range A15 may be variably set based on the player's position. For example, when the player is at a specific landmark spot, the upper limit range A15 may be wider (or narrower) than normal, or may have a different shape than normal. In this case, a normal setting and a special setting for the size and shape of the upper limit range A15 for the specific landmark spot are defined in advance. For example, if there are two types of specific landmark spots, "shrines and temples" and "parks," a different size and shape of the upper limit range A15 than normal is defined as a special setting for each. Then, when the player is at a "shrine or temple" or "park," the size and shape of the upper limit range A15 are set differently from normal based on the corresponding special setting.
[0088] In addition, here, the partial map is gradually enlarged to search for and update the range of a new partial map that includes spots that meet the specific spot conditions, but the search and update may also be performed without changing the size of the partial map.
[0089] Figure 9 is a diagram illustrating the search and update process in this case. In the search and update process of this modified example, for example, first, the four sides of the range of the partial map set in the partial map range setting process are expanded by a predetermined unit distance to set a search range that satisfies the proximity condition for the partial map before updating. For example, the dashed line in Figure 9 shows the range A2 of the partial map set in the partial map range setting process, and the range indicated by the dashed line outside that expanded by a predetermined distance indicates the search range A31.
[0090] Once the search range A31 has been set, a search is made within the search range A31 for a range that is the same size as the range A2 of the partial map and that includes spots that satisfy the specific spot conditions.
[0091] If a matching area is not found, the search area A33 is further expanded by a predetermined distance as shown by the two-dot chain line in FIG. 9 , and the search of the partial map is repeated. The search area may be expanded until a matching area is found, or an upper limit may be set for the size of the search area. In the latter case, an upper limit area A4 is set as shown by the thick line in FIG. 9 . If a matching area is not found even after expanding the search area up to the upper limit area A4, the applicable map area is determined within the upper limit area A4. For example, the area of the partial map that includes the most event spots within the upper limit area A4 is set as the applicable map area. The upper limit area A4 may be a fixed area, or it may be variably set based on the play history or the like in the same manner as the setting of the upper limit area A4 described above, or it may be variably set according to the player's position.
[0092] On the other hand, if a matching range is found in the process of expanding the search range, that range is updated as a new partial map range and becomes the applicable map range.
[0093] Depending on the location of the event spot in the search range, multiple ranges may be searched within the search range. In the example of Figure 9, three ranges A51, A52, and A53 are searched. In this case, one of the ranges is selected using the methods described below.
[0094] For example, (A) the selection is made using the spot rarity 551 of the event spots included in each range A51, A52, A53 as a priority, such as selecting a range that includes more event spots with high rarity. If the spot rarity 551 of event spot Sa-1 among the event spots Sa shown in Figure 9 is "super rare," the spot rarity 551 of event spots Sa-2 and Sa-3 is "rare," and the spot rarity 551 of the other event spots Sa is "standard," then range A53, which has the most event spots with high spot rarity 551, will be selected.
[0095] As a procedure, for example, first, for each of the searched ranges A51, A52, and A53, the number N of event spots whose spot rarity 551 is "super rare" is calculated. SR and the number of "rare" event spots N R and the number of "standard" event spots N S Count the following.
[0096] Next, according to the following formula (1), each counted number N SR ,N R ,N S The coefficient K corresponding to SR ,K R ,K S Each coefficient K is multiplied to calculate the score S1 for each range A51, A52, and A53. SR ,K R ,K S The values are set in advance so that the values increase in this order. S1=K SR ×N SR +K R ×N R +K S ×N S (However, K SR >K R >K S ) ···(1)
[0097] Then, the range with the largest score S1 is selected from among the ranges A51, A52, and A53. If the scores S1 obtained for all the ranges A51, A52, and A53 are the same, one may be selected at random.
[0098] Alternatively, (B) from among the ranges A51, A52, and A53, the range closest to the range of the partial map set in the partial map range setting process (the range with the shortest center-to-center distance) may be selected. According to this method, in the example of Figure 9, range A51 is selected.
[0099] Alternatively, (C) from among the ranges A51, A52, and A53, a range that includes a greater number of event spots that are advertised spots may be selected. According to this method, in the example of FIG. 9, range A52 is selected.
[0100] Alternatively, (A), (B), and (C) may be combined to select one of the ranges A51, A52, and A53. In this case, for example, in addition to the score S1 for (A), a score S2 for (B) is calculated so that the shorter the distance between the centers, the larger the value, and a score S3 for (C) is calculated so that the larger the number of advertising spots, the larger the value. Then, the range with the largest sum of scores S1, S2, and S3 is selected.
[0101] Alternatively, a selection operation by the player may be accepted to select one of the ranges A51, A52, and A53.
[0102] Then, once the range of the new partial map has been updated as described above and the applicable map range has been determined, the difference between the number of event spots included in the partial map before update that was set in the partial map range setting process and the number of event spots included in the partial map of the applicable map range after update is calculated as the difference in the number of spots before and after update. In this embodiment, the difference in the number of spots before and after update is calculated by subtracting the number of event spots before update from the number of event spots after update, and any difference less than 0 is set to 0. If the condition determination process for the partial map before update is positive and the search update process is not performed, the difference in the number of spots before and after update is set to "0".
[0103] According to the search and update process described above, the applicable map range to be used in the game can be determined by expanding the partial map and updating it to meet the conditions. Alternatively, while keeping the size of the partial map fixed, the applicable map range to be used in the game (i.e., the game map) can be determined by expanding the search range and updating the partial map within that range to meet the conditions.
[0104] The partial map may be updated after adjusting the range of the partial map so that the spot related to the specific spot condition is at the center of the playfield. If multiple applicable spots are included, any one of them is selected and the adjustment is made. For example, if range A53 is selected, the partial map may be updated by adjusting the range of the partial map so that the event spot Sa-1 with the highest spot rarity 551 is at the center. Alternatively, the partial map may be updated by adjusting the range of the partial map so that the advertised spot is at the center of the playfield. If multiple advertised spots are included, any one of them is selected and the adjustment is made.
[0105] The size and shape of the range of a new partial map to be searched within the search range can also be configured to be variably set based on the play history, etc., in the same manner as the setting of the upper limit range A15 and upper limit range A4 described above, or to be variably set according to the player's position. In this case, the values of the vertical magnification and horizontal magnification do not necessarily have to be greater than 1; by defining a relational expression that allows values less than 1 to be set, it is possible to set the range of the new partial map to a range that is shorter in height or width than the range of the partial map set in the partial map range setting process.
[0106] 1-4. Game progress reference information setting process FIG. 10 is a diagram showing an example of the data configuration of the game progress reference information 580. As shown in FIG. 10, the game progress reference information 580 stores, for example, game map information 581 and occurrence target spot data 590. The occurrence target spot data 590 is prepared for each event spot included in the applicable map range, that is, for each event spot in real space corresponding to the applicable map range that will be the play field of the game to be started (hereinafter referred to as an "occurrence target spot"). In the example of FIG. 8, each event spot Sa included in the range A13 of the partial map that is the applicable map range is considered to be an occurrence target spot Sa, and occurrence target spot data 590 is prepared for each of these occurrence target spots Sa. As shown in FIG. 10, each occurrence target spot data 590 includes an occurrence event ID 591 that is the event ID 531 of the corresponding occurrence target spot, an occurrence position 592, game event control information 593, and advertisement information 594.
[0107] Then, in the game progress reference information setting process, the server system 1100 sets the game progress reference information 580 based on the applicable map range determined in the search update process.
[0108] Specifically, first, a game map of the playfield (real space corresponding to the applicable map range) is generated from map information of the applicable map range. Then, information related to game elements is linked to the position coordinates of the real space on the generated game map, and game map information 581 is set. The information related to game elements can include enemy character appearance information that defines the type, number of enemy characters to appear from the appearance position of the linked position coordinates, appearance conditions, etc., and game object assignment information that defines the type, number of game objects to be assigned, assignment conditions, etc. at the assignment position of the linked position coordinates.
[0109] Next, event spots included in the partial map of the applicable map range are extracted as occurrence target spots. Then, for each extracted occurrence target spot, occurrence target spot data 590 is generated based on its event definition data 530. The procedure is as follows: each occurrence target spot is sequentially designated as a processing target spot; first, event ID 531 is read from event definition data 530 of the processing target spot and set as occurrence event ID 591; and spot location 543 is read and set as occurrence location 592. Next, event details are read from event definition data 530 and set as game event control information 593 of the processing target spot. If multiple event details are set in association with the occurrence conditions, one of the event details is read based on the player's play level and the difference in the number of spots before and after the update, as described above, and set as game event control information 593 of the processing target spot.
[0110] Next, if the advertisement content is set as advertisement setting 555 in the event definition data 530, it is read out and used as advertisement information 594.
[0111] 2. Game progress control As described above, once the game progress reference information 580 has been set, the server system 1100 starts the game and controls the progress of the game on a game map based on the game map information 581. For example, a map screen based on the game map is displayed using augmented reality or the like, and control is performed regarding the appearance of enemy characters and the allocation of game objects based on positioning information (player position) transmitted from the operation terminal 1500 as needed.
[0112] Furthermore, when controlling the display of the map screen, the server system 1100 controls the display of advertisements for advertised spots for which advertisement information 594 is set. In this embodiment, the partial map is updated to include one or more advertised spots, and a game map is generated from the map information, so that advertisement displays can be included on the map screen.
[0113] During the game, the server system 1100 controls the occurrence of a game event when the player visits a target event spot, based on the positioning information transmitted from the operation terminal 1500 as needed. That is, when the player enters a predetermined occurrence range based on the occurrence position 592 of any target event spot data 590, a game event is caused to occur in accordance with the game event control information 593. For example, if the game event involves fighting a boss, the map screen switches to a battle screen, and the boss character appears, pitting the player against the player's character. If the game event involves a gacha, the player can obtain the game object that they win by drawing the gacha. If the game event involves a limited item, the player can obtain the limited item.
[0114] FIG. 11 is a diagram showing an example of the map screen W2. The map screen W2 displays a marker 7 indicating the player's position and icons indicating target spawn spots on a map of real space based on map information of the applicable map range, allowing the player to grasp the positional relationship between the player's current position and the target spawn spots. Furthermore, an advertisement display 8 is displayed near an advertisement target spot Sb among the target spawn spots Sa. Although not shown in FIG. 11, markers may also be displayed to indicate the appearance position of enemy characters and the location where game objects are assigned to the player. Furthermore, if a target spawn spot is located at the edge of the playfield (the edge of the partial map), the display position of the advertisement display 8 is adjusted so that it fits within the screen or in a predetermined center of the screen.
[0115] [Function Configuration] 1. Server system Fig. 12 is a block diagram showing an example of the functional configuration of the server system 1100 according to the first embodiment. As shown in Fig. 12, the server system 1100 according to the present embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0116] The operation input unit 100s is used to input various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, this corresponds to the keyboard 1106 and the touch panel 1108.
[0117] The server processing unit 200s can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or electronic components such as an IC memory, and controls input and output of data between the operation input unit 100s and each unit of the device, including the server storage unit 500s. The server processing unit 200s performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the operation terminal 1500, etc., and controls the overall operation of the server system 1100. In FIG. 1, this corresponds to the control board 1150 and its CPU 1151.
[0118] The server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timekeeping unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0119] The user management unit 210 performs processes related to user registration and manages data of each registered user (player) linked to an account. For example, it can execute processes such as granting a unique account to a player, registering and managing personal information for each account, and managing usage history such as login and logout history. Of course, it can also appropriately include management processes for other data linked to accounts.
[0120] The billing processing unit 220 performs billing processing in response to a player's operation to purchase game coins, and provides the player with game coins equivalent to the purchase amount.
[0121] The game management unit 230 performs various processes related to game execution management. In this embodiment, a multiplayer game is played as a client-server online game. Therefore, the game management unit 230 controls the provision of data necessary for game play while communicating with the operation terminal 1500.
[0122] This game management unit 230 includes a player position acquisition unit 231, a partial map range setting unit 233, a condition determination unit 235, a search update unit 237, a game progress reference information setting unit 239, a game progress control unit 241, and an advertisement display control unit 243.
[0123] The player position acquisition unit 231 controls the acquisition of positioning information transmitted periodically or intermittently from each operation terminal 1500. The acquired positioning information is accumulated as positioning history 571 in the play data 570 of the corresponding player according to the account transmitted together with the positioning information.
[0124] The partial map range setting unit 233 is a functional unit that performs partial map range setting processing, and sets the range of any partial map in accordance with instructions from the player from within the overall map based on map information of the real world. In this embodiment, a range of a predetermined distance from the player's position as the center is set as the range of the partial map.
[0125] The condition determination unit 235 is a functional unit that performs condition determination processing, and determines whether or not the partial map includes spots that are recorded in the map information and that satisfy given specific spot conditions.
[0126] The search update unit 237 is a functional unit that performs search update processing, and when the judgment in the condition judgment processing is negative, updates the partial map by searching for a new partial map range that satisfies the given proximity conditions for the partial map set by the partial map range setting unit 233 and includes spots that satisfy the specific spot conditions, and determines the applicable map range.
[0127] The game progress reference information setting unit 239 is a functional unit that performs a game progress reference information setting process, and sets game progress reference information 580 based on the partial map of the applicable map range determined in the search update process.
[0128] The game progress control unit 241 communicates with the operation terminal 1500 as needed, and controls the progress of the game in which the player operates the player character while moving around the playfield in real space. In this embodiment, the game progress control unit 241 controls the progress of the game on a game map based on game map information 581 in game progress reference information 580, and also generates a game event related to the corresponding generation target spot at a generation position 592 in generation target spot data 590 for each generation target spot, based on the game event control information 593.
[0129] The advertisement display control unit 243 controls the display of advertisements relating to the advertisement target spots on the map screen based on the advertisement information 594 of the occurrence target spot data 590 for each occurrence target spot.
[0130] The timekeeping unit 280s uses a system clock to keep track of the current date and time, the time limit, and the like.
[0131] The image generating unit 290s generates images relating to system management of the server system 1100 and outputs them to the image display unit 390s.
[0132] The sound generation unit 292s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.
[0133] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the operation terminal 1500) via the communication unit 394s, and realizes data exchange with the external device.
[0134] The image display unit 390s displays various screens for system management and the like based on the image signals input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 1, this corresponds to the touch panel 1108.
[0135] The sound output unit 392s outputs the audio signal input from the sound generation unit 292s. In Fig. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.
[0136] The communication unit 394s establishes communication by connecting to the network N. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In FIG. 1, this corresponds to the communication device 1153.
[0137] The server storage unit 500s stores in advance or temporarily stores each time processing is performed programs for operating the server system 1100 and implementing various functions of the server system 1100, as well as data used during execution of these programs. For example, this can be implemented by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 1, this corresponds to the IC memory 1152 and storage 1140.
[0138] The server storage unit 500s also stores a server program 501, a distribution game client program 503, user management data 510, game setting data 520, and play data 570. In addition, other necessary data such as timers, counters, and various flags are also stored as appropriate.
[0139] The server program 501 is a program for causing the server processing unit 200s to function as the user management unit 210, the billing processing unit 220, and the game management unit 230. Note that the server program 501 may also include programs for causing the server processing unit 200s to function as the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s, as appropriate.
[0140] The distribution game client program 503 is the original of the game client program 502 (see FIG. 14) downloaded to the operation terminal 1500.
[0141] User management data 510 is prepared for each player who has completed user registration, and stores various management data related to the game play of that player. Specifically, as shown in Fig. 13, one user management data 510 includes the player's account 511, payment medium ledger data 512, owned object data 513, and play level 515. In addition, the data includes attribute information such as the player's age and gender registered at the start of the game, play history such as play date and play time, and save data related to the game progress.
[0142] The payment medium ledger data 512 stores information on the income and expenditure of the electronic payment medium (in this embodiment, game coins, which are the in-game currency) linked to the player, such as the purchase date and time and number of game coins purchased (charged amount), and the consumption date and number of game coins consumed.
[0143] The owned object data 513 stores data on game objects such as characters and items that the player has acquired during the game and currently owns. The data on owned characters includes the character level indicating the character's development level, experience points, current values of ability parameters, acquired skills, etc.
[0144] Game setting data 520 stores various setting data necessary to execute the game. This game setting data 520 includes event definition data 530 for each event spot described with reference to Fig. 4. In addition, the game setting data 520 includes setting data related to the player character, such as model data and motion data of the player character and initial values of ability parameters, setting data related to enemy characters that defines model data and behavior patterns of enemy characters, and object definition data related to various game objects that the player can obtain during the course of the game.
[0145] The play data 570 is prepared for each player playing the game (i.e., for each operation terminal 1500 connected to the server system 1100), and stores various data describing the progress of the game of the player in question, in addition to the positioning history 571 and game progress reference information 580 (see FIG. 10).
[0146] 2.Operation terminal 14 is a block diagram showing an example of the functional configuration of the operation terminal 1500. As shown in FIG. 14, the operation terminal 1500 includes an operation input unit 100, a positioning unit 110, a device processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a device storage unit 500.
[0147] The operation input unit 100 is used by the player to input various operations, and can be realized by, for example, button switches, a joystick, a touchpad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 2, this corresponds to the direction input keys 1502, the home key 1504, and the touch panel 1506.
[0148] The positioning unit 110 acquires positioning information including the player's position and outputs it to the device processing unit 200. In FIG.
[0149] The device processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an electronic component such as an IC memory, and controls input and output of data between the device and each unit including the operation input unit 100 and the terminal storage unit 500. The device processing unit 200 performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, and the like, and controls the operation of the operation terminal 1500. In FIG. 2, this corresponds to the control board 1550 and its CPU 1551. The device processing unit 200 in this embodiment includes an operation terminal arithmetic unit 270, a timer unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0150] The operation terminal calculation unit 270 executes various calculation processes to make the operation terminal 1500 function as a terminal for the player to play the game. For example, the operation terminal calculation unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0151] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100 .
[0152] The game screen display control unit 273 performs control for displaying a game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is realized as a web game, it can be realized using web technology that actively controls screen display using HTML together with Java (registered trademark) and CSS (Cascading Style Sheets) based on a web browser, or a plug-in such as Adobe (registered trademark) Flash. Of course, other methods may also be used. Furthermore, in the configuration of this embodiment, game screen images (e.g., 3DCG, etc.) are generated by the server system 1100, but it is also possible to configure the operation terminal 1500 to generate the game screen images. In this case, the game screen display control unit 273 controls objects arranged in a virtual three-dimensional space for generating the 3DCG.
[0153] The image generation unit 290 works in conjunction with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame time (for example, 1 / 60 seconds) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, this can be realized by a processor such as a GPU or digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc.
[0154] The sound generation unit 292 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec for playing audio files, and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.
[0155] The communication control unit 294 performs communication connection and data processing for data communication with an external device (for example, the server system 1100) via the communication unit 394, and realizes data exchange with the external device.
[0156] The image display unit 390 displays various screens, such as a game screen, based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 2, this corresponds to the touch panel 1506.
[0157] The sound output unit 392 emits sound effects, background music, etc. related to the game based on the audio signal input from the sound generation unit 292. In FIG.
[0158] The communication unit 394 connects to the network N to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0159] The terminal storage unit 500 stores in advance or temporarily stores each time processing is performed programs for operating the operation terminal 1500 and realizing the functions of the operation terminal 1500, data used during the execution of these programs, etc. For example, this can be realized by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 2, this corresponds to the IC memory 1552 and the memory card 1540.
[0160] The terminal storage unit 500 also stores a game client program 502. The game client program 502 is a program for causing the terminal processing unit 200 to function as the operation terminal calculation unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing the online game, or may be configured by a web browser program and a plug-in for realizing interactive image display, etc. In this embodiment, the game client program 502 is a copy of the distribution game client program 503 (see FIG. 12) provided by the server system 1100.
[0161] [Processing flow] 15 is a flowchart illustrating the processing flow in the server system 1100 of the first embodiment. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. Note that FIG. 15 illustrates the processing flow focusing on one game, and this processing begins when a player instructs the start of the game.
[0162] First, as shown in FIG. 15, the partial map range setting unit 233 performs a partial map range setting process, and sets the range of the partial map based on the player position of the positioning information of the player acquired by the player position acquisition unit 231 (step S2).
[0163] Next, the condition determination unit 235 performs a condition determination process to determine whether or not the partial map set in step S2 includes a spot that satisfies the specific spot condition (step S3). If the determination in the condition determination process is affirmative (step S5: YES), the range of the partial map is determined as the applicable map range, and the process proceeds to step S9.
[0164] On the other hand, if the determination in the condition determination process is negative (step S5: NO), the search and update unit 237 performs a search and update process, searches for a new partial map range near the partial map set in step S1, updates the partial map, and determines the applicable map range (step S7).Then, the process proceeds to step S9.
[0165] Then, in step S9, the game progress reference information setting unit 239 performs a game progress reference information setting process, and sets game progress reference information based on the applicable map range.
[0166] Thereafter, the game is started. That is, the game progress control unit 241 controls the display of a map screen (step S11) and starts controlling the progress of the game on the game map based on the game map information 581 (step S13). Also, the advertisement display control unit 243 controls the display of advertisements related to advertised spots on the map screen (step S15).
[0167] During the game, the game progression control unit 241 monitors the timing of occurrence of a game event. In this embodiment, the game progression control unit 241 monitors the timing of occurrence as the player entering a predetermined occurrence range based on the occurrence position 592 of any occurrence target spot data 590, based on the player position of the positioning information acquired by the player position acquisition unit 231. If the timing of occurrence is detected (step S17: YES), the game progression control unit 241 generates a game event in accordance with the game event control information 593 (step S19).
[0168] If the game is over (step S21: YES), the game result is displayed and the process is then terminated.
[0169] As described above, according to this embodiment, the range of a partial map can be set based on the player's position in response to instructions from the player starting the game. If the set partial map does not include a spot that satisfies the specific spot condition, a range including the spot can be searched for within the vicinity of the partial map, and the partial map can be updated. Then, based on the partial map with the finally determined applicable map range, game progress reference information 580 used to control the progress of the game can be set, and the game can be started. For example, game map information 581, game event control information 593, and advertisement information 594 can be set as the game progress reference information 580. This allows a map with a range appropriate for the game to be used as a partial map while reflecting the player's instructions, thereby enabling adaptive control when using a map to control the progress of the game.
[0170] Second Embodiment Games to which the present invention can be applied are not limited to the game described in the first embodiment. In the second embodiment, a game in which a player controls a character and aims to clear the game is exemplified. The game of this embodiment is cleared when the time limit elapses without the game ending or when a predetermined achievement condition is met. The condition for clearing the game is not particularly limited, and may be, for example, that all of the bait described below has been collected or that a predetermined number of baits has been acquired.
[0171] 16 is a diagram showing an example of a game screen of the game of this embodiment. As shown in FIG. 16, the game screen includes a game image display unit 10 that displays an image of the game space (game image), a remaining time display unit 30, a score display unit 40, and a remaining life display unit 50.
[0172] The remaining time display unit 30 displays the time remaining until the end of the game. Specifically, it displays the time remaining until the time elapsed since the start of the game reaches the time limit. In this embodiment, the game ends when the player is over the game, or when the remaining time reaches "0".
[0173] The score display unit 40 displays the current game score of the player, which is calculated as needed during the game. The game score is added when various items such as bait 14 and power bait 15 are acquired. In this embodiment, a unit score is set for the bait 14, and each time the player character 12 acquires bait 14, that unit score is added to the game score. The game score is also added when the enemy character 13 is defeated. For example, when the enemy character 13 is defeated, a predetermined additional score is added to the game score. The player operates the player character 12 to collect bait 14 and defeat the enemy character 13, aiming to complete the game.
[0174] The remaining number of player characters 12 (remaining lives) that the player can use in the current game (two in the example of FIG. 16) is displayed on the remaining life display unit 50. For example, at the start of the game, a predetermined number of player characters 12 (e.g., three) are given to the player. Furthermore, new player characters 12 are given during the game when a predetermined condition is met, for example, when the game score reaches a predetermined value.
[0175] Here, the game of this embodiment will be described in detail with reference to the display contents of the game image display unit 10 shown in Fig. 16. First, the game space is configured by arranging a player character 12, an enemy character 13, and various items such as bait 14 and power bait 15 on a maze-like stage (game map) that serves as the setting. Fig. 16 shows the initial arrangement of characters and items at the start of the game.
[0176] As will be described later, the maze-like stage is constructed based on map information of a partial map selected from the overall map of the real world. Therefore, the passages 11 in the maze are structured along the roads in the partial map, and an icon indicating the event spot (target occurrence spot Sa) is displayed at a position in the maze that corresponds to the event spot in the partial map. Also, an advertisement display 19 is attached at a position in the maze that corresponds to the advertisement target spot in the partial map.
[0177] The passage 11 includes road intersections such as those enclosed by dashed lines and road dead ends such as those enclosed by dashed lines. In this embodiment, the passage 11 is wide enough for one character (player character 12 or enemy character 13) to pass through, and characters cannot pass each other without touching each other.
[0178] The enemy characters 13 are computer-controlled to move along the passages 11 in the maze from the nest 18 as a starting point and pursue the player character 12. Note that, although there are four enemy characters 13 in the example of FIG. 16, the number is not particularly limited. Also, in this embodiment, all four enemy characters 13 are of the same type, but enemy characters with different appearances or movement characteristics (for example, movement speed, pursuit movement pattern, etc.) may be included.
[0179] 16, the end of the passage 11 leading to the outside of the frame of the game image display unit 10 is set as a warp point, and the warp point of the warp destination is set in advance. Therefore, the player character 12 who has reached the warp point will emerge from that warp point. Note that the warp point of the warp destination may be configured to be randomly selected from other warp points each time the player character 12 reaches a warp point. Also, not all ends of the passage 11 need to be warp points, and they may be dead-end points where no further progress can be made. Also, some or all of the ends of the passage 11 may be configured as warp points for the player character 12, but as dead-ends for the enemy character 13.
[0180] The bait 14 and the power bait 15 are arranged side by side on the passage 11. In this embodiment, a plurality of placement positions are determined in advance along the passage 11, and the type of item to be placed at each position is set. Then, according to the settings, items (bait 14 and power bait 15) are placed at each placement position at the start of the game.
[0181] In addition to placing items at the start of the game, special items may be configured to appear during the game. For example, the special items may appear when a predetermined number of bait 14 has been acquired or when a predetermined number of enemy characters have been defeated, and may be placed in a predetermined location for a predetermined period of time. Examples of special items include items that add bonus points to the game score when acquired, and items that increase the movement speed of the player character 12 for a predetermined duration.
[0182] The player moves the player character 12 along the passage 11 while avoiding contact with the enemy character 13, and collects the bait 14 and power bait 15 by passing through the positions where these baits are placed. If the player character 12 accidentally comes into contact with the enemy character 13, the player character 12 is defeated by the enemy character 13 and disappears. On the other hand, when the player character 12 is defeated, if the player has any remaining lives, the number of remaining lives is reduced by one, and the player character 12 is placed again at the initial placement position. When the player runs out of remaining lives, the game is over for the player. The player character 12 may be controlled using the directional input keys 1502, or by touch operation on the touch panel 1506. In the latter case, directional input buttons are displayed at appropriate positions on the game screen to accept touch operations.
[0183] Here, the power bait 15 is an item that weakens the enemy character 13. In this embodiment, when the player character 12 obtains the power bait 15, the enemy character 13 changes from a "normal state" to a "weakened state" for a predetermined weakening time. When the weakening time has elapsed since the player character 12 obtained the power bait 15, the enemy character 13 returns to the normal state. The normal state and the weakened state are distinguishably displayed by changing the appearance or facial expression of the enemy character 13, such as the color, shape, or pattern, or by adding a mark indicating each state.
[0184] Then, when the player character 12 comes into contact with the weakened enemy character 13, the player character 12 can defeat the enemy character 13. The defeated enemy character 13 returns to the nest 18 and waits for a certain period of time, after which it revives and resumes the pursuit action.
[0185] In summary, the player moves the player character 12 through the maze by inputting directions, and collects food 14 and other items while avoiding enemy characters 13. The player also aims to clear the game by having the player character 12 come into contact with the enemy character 13, which has been weakened by obtaining power food 15, and defeating it.
[0186] [detail] In this embodiment, the server system 1100 sets game progress reference information before the start of the game described above, and then controls the progress of the game based on the set game progress reference information.
[0187] 1. Setting game progress reference information To set the game progress reference information, similarly to the first embodiment, partial map range setting processing, condition determination processing, search update processing, and game progress reference information setting processing are performed.
[0188] 1-1. Partial map range setting process In the partial map range setting process, first, the server system 1100 acquires real-world map information by, for example, accessing a map provider server. Then, the server system 1100 accepts a map selection operation by the player and sets the range of the partial map. The player selects a desired location by appropriately selecting an area or inputting an address, and then specifies the scale and range of the map to perform the selection operation. There are no particular limitations on the scale and range of the map that can be selected. Note that, as in the first embodiment, the configuration may be such that the range of the partial map is set based on the player's position.
[0189] 1-2.Conditional decision processing In the condition determination process, the server system 1100 determines whether or not the partial map set in the partial map range setting process includes a spot that satisfies a given specific spot condition, as in the first embodiment.
[0190] In this embodiment, as in the first embodiment, some or all of the landmark spots are set as event spots. Event definition data 530A (see FIG. 18) is set in advance for each event spot. Event definition data 530A can be realized with the same data configuration as shown in FIG. 4, but the selection conditions and event contents can be set according to the game.
[0191] For example, the event definition data 530 may include event content that defines the event content using conditions related to the game score as selection conditions. The event content may also include, for example, settings for items and characters to appear (such as their types and combinations, the number of items to appear, and the appearance positions). In this case, when the player character 12 passes a position corresponding to the event spot (target event spot), a new item or a new enemy character may appear at an appearance position on the passage 11 according to the game score at that time. The appearance position may be a position corresponding to the target event spot, or may be a position away from the target event spot. For example, in the example of FIG. 16, when the player character 12 reaches the position of target event spot Sa-5 (a dead end surrounded by a two-dot chain line), a new enemy character appears from the position that has been set as the appearance position (e.g., nest 18).
[0192] On the other hand, the spots in this embodiment include landmark spots that are considered to be event spots, as well as road spots such as road intersections, road dead-ends, warp points, etc. In the condition determination process of this embodiment, a determination is made using specific spot conditions for event spots, and a determination is made using specific spot conditions for road spots.
[0193] The specific spot condition for the event spot can be set in the same way as in the first embodiment. For example, it can be set as "one or more event spots and one or more advertised spots" or the like. In contrast, the specific spot condition for the road spot can be set as a condition regarding the number of intersections, dead-end points, and passing points. For example, it can be set as "a total of five or more intersections and passing points, and the number is more than twice the number of dead-end points." Then, if each condition is met and the condition determination process returns a positive result, the range of the partial map is determined as the applicable map range for the game.
[0194] 1-3. Search update process In the search and update process, if the determination in the condition determination process is negative, the server system 1100 searches for a new partial map range and updates the partial map. In this embodiment, in the same manner as described in the first embodiment with reference to Fig. 9, from within the search range that satisfies the proximity conditions for the partial map before update, a range that includes spots that satisfy both the specific spot conditions for event spots and the specific spot conditions for road spots is searched for, and the partial map is updated.
[0195] In other words, in this embodiment, the applicable map range to be used in the game can be determined by searching for the range of the partial map that includes the specified event spot and the specified road spot and updating the partial map.
[0196] In the partial map setting process of this embodiment, a map of a location freely selected by the player is set as a partial map. However, in the game of this embodiment, if there are few intersections or passing points or many dead-end points, there are fewer escape routes from enemy characters, making it difficult to move the player character while avoiding contact. This results in a problem of quickly ending the game. In contrast, the search and update process of this embodiment searches for the range of the partial map so that it includes the number of intersections, dead-end points, and passing points road spots defined as the specific spot conditions, and updates the partial map. Therefore, a partial map with a range appropriate for the game can be searched for while reflecting the player's instructions, and the range of the partial map can be used as the applicable map range for the game.
[0197] In this embodiment, the specific spot condition is exemplified as being related to the number of road spots. However, the same applies to cases where the total area of the road spots is small. That is, if a map of an urban area with many complex roads is selected, the total area of the roads will be large, and if a map of a mountainous area with few roads is selected, the total area of the roads will be small. In the latter case, it is expected that there will be few intersections and passing points, and the same problem as above may occur. Therefore, a condition related to the area of the road spots may be set as a specific spot condition related to the road spots. For example, it may be that "the total area of the road spots included in the partial map is equal to or greater than a predetermined value." In cases where the size of the partial map is not fixed, the condition may be set using the area ratio to the area of the entire partial map.
[0198] 1-4. Game progress reference information setting process In the game progress reference information setting process, the server system 1100 extracts road information from the map information of the applicable map range determined in the search update process, generates a game map for constructing a stage of maze-like passages 11, and extracts event spots included in the partial map of the applicable map range as occurrence target spots, and sets game progress reference information 580A (see FIG. 18). The game progress reference information 580A can be realized with a data configuration similar to that shown in FIG. 10.
[0199] 2. Game progress control Once the game progress reference information 580A has been set, the server system 1100 starts the game and controls the progress of the game on a game map based on the game map information. Specifically, the server system 1100 controls the progress of the game by executing the following processes: constructing a stage based on the game map information, arranging items (bait 14 and power bait 15) on the passage 11 to set up a game space, placing the player character 12 in the game space and controlling the player character 12 in accordance with operation inputs at the operation terminal 1500, placing and controlling a virtual camera in the game space, placing an enemy character 13 in the game space and controlling its movement, determining whether the player character 12 has come into contact with or acquired items such as the enemy character 13 or the bait 14 and reflecting the results, generating an image of the game space seen from the virtual camera (game image), and arranging and displaying icons indicating target spots and advertisement displays 19 for advertised spots on the generated game image.
[0200] During the game, the server system 1100 performs control to cause a game event to occur when the player character 12 passes a position corresponding to a target occurrence spot, based on the target occurrence spot data in the game progress reference information 580A. For example, the server system 1100 causes an item or an enemy character to appear at the occurrence position.
[0201] In controlling the progress of the game, the game conditions may be changed depending on whether or not the partial map was updated in the previous search and update process. For example, when a partial map is updated, the game difficulty level, the positions and types of items to be made to appear, the unit score, the added score, etc. may be changed based on the difference between the total area of road spots included in the partial map before the update (the partial map set in the partial map range setting process) and the total area of road spots included in the updated partial map. Specifically, the greater the difference in the total area of road spots before and after the update, the fewer (or more) positions of items to be made to appear.
[0202] [Function Configuration] 1. Server system Fig. 17 is a diagram showing an example of the configuration of a server processing unit 200s of a server system 1100 in the second embodiment, and Fig. 18 is a diagram showing an example of the configuration of a server storage unit 500s of the server system 1100 in the second embodiment. The server system 1100 of this embodiment can be realized by replacing the server processing unit 200s of Fig. 12 with the server processing unit 200s shown in Fig. 17, and replacing the server storage unit 500s of Fig. 12 with the server storage unit 500s shown in Fig. 18. In each part, the same components as in the first embodiment are denoted by the same reference numerals.
[0203] In the second embodiment, the game management unit 230A in the server processing unit 200s includes a partial map area setting unit 233A that performs partial map area setting processing, a condition determination unit 235A that performs condition determination processing, a search and update unit 237A that performs search and update processing, and a game progress reference information setting unit 239A that performs game progress reference information setting processing. The server processing unit 200s also includes a game progress control unit 241A that controls the progress of the game of this embodiment, and an advertisement display control unit 243A that controls the display of advertisements related to advertised spots on the game screen.
[0204] On the other hand, the server storage unit 500s stores a server program 501A, a distribution game client program 503A, user management data 510A, game setting data 520A, and play data 570A.
[0205] The server program 501A is a program for causing the server processing unit 200s to function as the user management unit 210, the billing processing unit 220, and the game management unit 230A.
[0206] User management data 510A also stores various data for managing the player's game play, including the player's account, play history, save data related to the game progress, etc. Game setting data 520A includes event definition data 530A. Play data 570A is prepared for each player playing the game, and stores game progress reference information 580A as well as various data describing the game progress, such as the game score, the remaining number of player characters, and the latest placement of various items such as bait and power bait on the corridors.
[0207] 2.Operation terminal The operation terminal 1500 can be realized with the same configuration as that of the first embodiment shown in FIG.
[0208] [Processing flow] The processing flow of the server system 1100 in this embodiment can be realized by the same procedure as the flowchart shown in FIG.
[0209] According to this embodiment, the progress of the game can be controlled by using a map of a range suitable for the game as a partial map while reflecting the player's instructions. Therefore, similar to the first embodiment, the second embodiment also makes it possible to realize adaptive control when using a map to control the progress of the game.
[0210] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.
[0211] [Variation 1] For example, in the above embodiment, the server system 1100 is described as the entity that processes game management, but the configuration may be such that the operation terminal 1500 is the entity that processes game management, or the processing related to the game management may be distributed and executed by the server system 1100 and the operation terminal 1500. For example, in the configuration of the first embodiment, when the operation terminal is the entity that processes game management, an example of the functional configuration of the operation terminal 1500B is as shown in Fig. 19. Note that in Fig. 19, the same components as those in the first embodiment are denoted by the same reference numerals.
[0212] 19 , in an operation terminal 1500B of this modification, the device processing unit 200 has a game management unit 230, and the game screen display control unit 273 is omitted. That is, the operation terminal 1500B of this modification does not acquire data for displaying an image of a game screen from the server system 1100, but rather its own game management unit 230 executes processing related to game management to control the progress of the game and generate an image of the game screen. The device storage unit 500 of this operation terminal 1500B stores a game program 504 for causing the device processing unit 200 to function as the operation terminal calculation unit 270 and the game management unit 230, and also stores user management data 510 related to the player of the operation terminal 1500B, play data 570 related to the game play, and game setting data 520.
[0213] The processing flow of the operation terminal 1500B of this modified example is basically the same as the flowchart shown in FIG. 15, and each step may be interpreted as being executed by the game management unit 230 of the operation terminal 1500B.
[0214] According to this modification, the same effects as those of the first embodiment can be obtained. Note that the operation terminal 1500 may be configured to perform only a part of the functions of the game management unit 230, rather than all of them. The same can be achieved when the operation terminal is the processing main body in the configuration of the second embodiment.
[0215] [Variation 2] Furthermore, there are no particular limitations on the content of games to which the present invention can be applied, and it can be applied to any game that progresses based on the player's position or any game in which a player character moves on a predetermined game map.
[0216] The present invention can also be applied to games in which a player cooperates with other players to progress by clearing game events, or to games in which a player competes against other players. In such cases, the partial map may be updated taking into account the number of other players within the set range of the partial map. For example, as shown in FIG. 9, when multiple partial map ranges A51, A52, and A53 that include spots that satisfy the specific spot conditions are searched for, the partial map with the largest number of players within each range may be selected based on the player positions of the other players. [Explanation of symbols]
[0217] 1000...Game System 1100...Server system 100s...Operation input section 200s...Server processing section 210...User Management Department 220...Charging processing unit 230...Game Management Department 231...Player position acquisition unit 233, 233A...Partial map range setting section 235,235A…Condition judgment section 237,237A…Search and update section 239, 239A…Game Progress Reference Information Settings 241, 241A...Game progress control unit 243, 243A...Advertisement display setting section 290s...Image generation section 292s…sound generation section 294s…Communication control unit 390s...Image display section 392s...Sound output section 394s…Communication Department 500s...Server storage section 501, 501A...Server program 503, 503A...Game client program for distribution 510, 510A...User management data 513...Owned object data 515...Play level 520,520A...Game setting data 530, 530A...Event definition data 540...Event spot information 542...Spot type 543...Spot location 551...Spot rarity 553...Event content data 555...Advertising settings 570,570A...Play data 571...Positioning information 580,580A...Game progress reference information 581...Game map information 590...Occurrence target spot data 591...Event ID 592...Location of occurrence 593...Game event control information 594...Advertising information 1500, 1500B...Operation terminal 100...Operation input section 200...Terminal processing section 270...Operation terminal calculation unit 271...Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294...Communication control unit 390...Image display unit 392...Sound output unit 394…Communications Department 500...Device memory section 502...Game client program 504...Game program N...Network 2...Player
Claims
1. A program for causing a computer system to control the progress of a game based on given game progress reference information, comprising: a partial map range setting means for setting the range of a partial map from an entire map based on map information of the real world; a condition determination means for determining whether or not the partial map includes a spot recorded in the map information that satisfies a given specific spot condition; a search and update means for updating the partial map by searching for a new partial map range that satisfies a given proximity condition for the partial map set by the partial map range setting means and includes spots that satisfy the specific spot condition when a negative determination is made by the condition determination means; a game progress reference information setting means for setting the game progress reference information based on the partial map; A program for causing the computer system to function as a
2. The game progress reference information includes game event control information. The program according to claim 1.
3. The game progress reference information includes game map information of the game. The program according to claim 1 or 2.
4. the game progress reference information includes game event control information and game map information of the game; a game progress control means for controlling the progress of a game on a game map based on the game map information and for controlling the occurrence of a game event at a position in the game map corresponding to a spot that satisfies the specific spot condition; 2. The program according to claim 1, for causing the computer system to function as:
5. the game progress reference information includes advertising information related to the spot included in the partial map, an advertisement display control means for controlling the display of advertisements based on the advertisement information included in the game progress reference information set based on the partial map; 5. The program according to claim 3, for causing the computer system to function as:
6. A priority is set for the spot, When a plurality of ranges of the new partial map are searched, the range of one of the partial maps is selected based on the priority of the spots included in each partial map that satisfy the specific spot condition, and the partial map is updated. The program according to any one of claims 1 to 5.
7. the game progress reference information setting means includes means for changing control information of the game event based on a difference between the spots before and after update by the search and update means when a negative determination is made by the condition determination means; The program according to claim 2 or 4.
8. current position information acquisition means for acquiring information on the current position of the player; and further causing the computer system to function as the partial map range setting means sets the range of the partial map based on the current position in response to an instruction from the player. The program according to any one of claims 1 to 7.
9. the search and update means has means for changing the size and / or shape of the area to be the new partial map based on the player's play history and / or given parameter values related to the player's game play; The program according to any one of claims 1 to 8.
10. current position information acquisition means for acquiring information on the current position of the player; and further causing the computer system to function as the search and update means has means for changing the size and / or shape of the area to be the new partial map based on the current position of the player; The program according to any one of claims 1 to 9.
11. the spots include road spots that are at least one of road intersections, road dead-ends, and road passing points that continue outside the range of the partial map; the specific spot condition is a condition regarding the quantity of the road spot; The program according to any one of claims 1 to 10.
12. The spot includes a landmark spot that is at least one of a building, a facility, a store, and a famous place; the specific spot condition includes at least a condition regarding the presence or absence of the landmark spot; The program according to any one of claims 1 to 11.
13. the specific spot condition includes a condition regarding the type of the landmark spot, a specific spot condition changing means for changing a condition relating to the type of the landmark spot included in the specific spot condition based on a play history of the player and / or a given parameter value relating to the game play of the player; 13. The program according to claim 12, for causing the computer system to further function as:
14. the searching and updating means searches the range of the new partial map and updates the partial map so that the landmark spot that satisfies the specific spot condition is located at a predetermined position on the new partial map. The program according to claim 12 or 13.
15. A computer system that controls the progress of a game based on given game progress reference information, a partial map range setting means for setting the range of a partial map from an entire map based on map information of the real world; a condition determining means for determining whether or not the partial map includes a spot recorded in the map information that satisfies a given specific spot condition; a search and update means for updating the partial map by searching for a new partial map range that satisfies a given proximity condition for the partial map set by the partial map range setting means and includes spots that satisfy the specific spot condition when a negative determination is made by the condition determination means; a game progress reference information setting means for setting the game progress reference information based on the partial map; A computer system comprising:
16. a server system that is the computer system according to claim 15; an operation terminal on which a player plays a game; A game system comprising:
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