Program and information processing device
The program and device enhance player environments by determining unique event occurrence points based on attributes and preferences, addressing crowding and privacy issues in position-based games.
Patent Information
- Application Number
- JP2025115492
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-09
- Publication Date
- 2025-09-19
AI Technical Summary
Existing position-based games that generate common events for multiple players cause crowding, leading to inconvenience for non-playing individuals and a less enjoyable environment for players.
A program and information processing device that acquire each player's current location, determine unique occurrence points for events based on player attributes and preferences, and control participation to prevent overcrowding and identity exposure.
Improves the playing environment by preventing players from causing inconvenience to others and reducing crowding, while maintaining privacy and safety.
Smart Images

Figure 2025137559000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] BACKGROUND ART Position-based games that generate common events in which multiple players can participate (for example, battle events against enemy characters) have been known.
[0003] In this regard, Patent Document 1 discloses a technique for controlling an enemy character (raid boss) to move toward a group of players when the position information of a predetermined number of players is densely gathered within a predetermined range. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6090495 Summary of the Invention [Problem to be solved by the invention]
[0005] However, with the technology described in Patent Document 1, while having multiple players crowded together gives an advantage in playing an event, there are problems in that the crowding means that each player has to play in a crowded environment and causes inconvenience to those around them, such as passersby who are not playing the game.
[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can improve the playing environment for each player and reduce the inconvenience to those around them. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention is a program for executing a common event in which each player can participate, and causes a computer to function as an acquisition means for acquiring the current location of each player, a determination means for determining an occurrence point of the common event corresponding to the player, and a control means for permitting the player to participate in the common event when the current location of the player reaches the occurrence point corresponding to that player, and the determination means causes a first occurrence point corresponding to one player to differ from a second occurrence point corresponding to another player as the occurrence point. In addition, the above phrase "when the current position of the player reaches the generation point corresponding to the player" may also include when the current position of the player reaches a predetermined range that includes the generation point corresponding to the player.
[0008] In a second aspect of the present invention, the determining means changes the occurrence point for each piece of player attribute information.
[0009] In a third aspect of the present invention, the attribute information is the age of the player, and the determining means varies the occurrence point depending on the age of each player.
[0010] In addition, in a fourth aspect of the present invention, the attribute information is tolerance information indicating whether it is acceptable for the occurrence point of the common event to be the same as that of another player, and the determination means varies the occurrence point depending on the tolerance information of the player.
[0011] In a fifth aspect of the present invention, the permission information is set by a setting operation performed by the player.
[0012] In a sixth aspect of the present invention, the permission information is set in accordance with the action history of the player.
[0013] In a seventh aspect of the present invention, the determining means determines the second occurrence point corresponding to the other player to be a point that is more than a predetermined distance from the current position of the one player.
[0014] In an eighth aspect of the present invention, the determination means determines the second occurrence point corresponding to the other player to be a point that is more than a predetermined distance from a destination of the quest being performed by the one player.
[0015] In a ninth aspect of the present invention, the control means notifies at least one of the players when the one player and the other player are closer than a certain distance.
[0016] In addition, in a tenth aspect of the present invention, the determination means determines the first occurrence point and the second occurrence point within a predetermined area, and the control means notifies the other player of the current location of the one player and notifies the one player of the current location of the other player.
[0017] In addition, an information processing device according to an eleventh aspect of the present invention is an information processing device that executes a common event in which each player can participate, and is equipped with an acquisition means for acquiring the current location of each player, a determination means for determining an occurrence point of the common event corresponding to the player, and a control means for allowing the player to participate in the common event when the current location of the player reaches the occurrence point corresponding to that player, and the determination means makes the occurrence point a first occurrence point corresponding to one player and a second occurrence point corresponding to another player different. [Effects of the Invention]
[0018] According to the present invention, it is possible to improve the playing environment for each player and to prevent the player from causing inconvenience to those around them. [Brief explanation of the drawings]
[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6A] FIG. 10 is a diagram showing an example of a notification screen displayed on a terminal device of one player. [Figure 6B] FIG. 10 is a diagram showing an example of a notification screen displayed on a terminal device of another player. DETAILED DESCRIPTION OF THE INVENTION
[0020] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0021] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.
[0022] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to the terminal devices 12.
[0024] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0029] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.
[0030] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.
[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.
[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiving unit 39, a memory unit 40, and a speaker 42.
[0033] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiving unit 39, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.
[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0036] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] The GPS receiver 39 has a function of receiving radio waves from GPS satellites via the antenna 39A and acquiring location information indicating the current location. This location information includes, for example, an address, latitude, and longitude.
[0039] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.
[0040] The speaker 42 has a function of outputting game sounds and the like.
[0041] <Game Overview> The game according to this embodiment is a position-based game in which the player's position and movement in the real world are reflected in the game content. In this game, for example, as the player moves in the real world, a player character placed in the game field (virtual world) also moves. The player character is one or more characters that the player can use in the game. The player gives instructions to the player character by performing input operations on the touch panel 32.
[0042] Furthermore, the game according to this embodiment has a field mode and an event mode. Field mode is a mode in which the player character moves around the game field. In this field mode, the player can instruct the player character to equip (attach) equipment items that the player owns and to use (consume) consumable items that the player owns. Equipment items include, for example, weapons, armor, accessories, etc. Consumable items include, for example, tools that restore the player character's hit points, tools that restore the player character's status abnormalities (paralysis, confusion, etc.), tools that strengthen equipment items, etc. The event mode is a mode in which events that occur in response to a player's movement in the real world, i.e., the player character's movement in the game field, are executed. These events are, for example, a battle game against enemy characters (various monsters). For example, a battle game against a normal monster is executed in response to a normal monster appearing (encountered) at random in the game field. A battle game against a boss monster is executed in response to the boss monster appearing as a result of a player reaching a quest destination. A battle game against a raid boss monster is executed in response to a player reaching an appearance point (spawn point) of a raid boss monster corresponding to that player. This battle game against a raid boss monster is, for example, a common event in which all players matched in the same group can participate, and is a game in which the players cooperate with each other to battle the raid boss monster. Specifically, the players matched in the same group battle against a common (same) raid boss monster, with the objective of gradually reducing the raid boss monster's hit points by cooperating with each other. In these fighting games, the player instructs the player character to attack, use skills, defend, use (consume) items, etc. When the player defeats various monsters, the player is given a clear reward. A victory in this case means, for example, reducing the monster's hit points to 0 or less. The clear reward may be, for example, experience points that allow the player character to grow (level up), currency that can be used in the game (for example, medals or coins), dropped items (for example, equipment items or consumable items), etc. For example, if the monster has high abilities or appears infrequently, a large amount of experience points, currency, etc. is given as a reward.
[0043] The game according to this embodiment also includes multiple types of quests, each with a different name (title). Each quest can be selected by the player on a quest menu screen or the like. The player can clear the quest by defeating a boss monster encountered at the quest's destination (goal point). These quests include normal quests and limited-time quests. A normal quest is a quest in which the player can play (unlock) the next quest after clearing one selectable quest. This next quest may be set to a higher difficulty level than the first quest, and the abilities of monsters and boss monsters may be enhanced. Limited-time quests are quests in which the selectable quests change depending on the time of day or period. These quests are associated with normal monsters that appear in the game field and boss monsters that appear at the quest's destination.
[0044] In addition, in the game according to this embodiment, locations in the real world are set as locations where common events occur and destinations for each quest. Examples of such locations include commercial facilities, public facilities, tourist attractions, and locations set arbitrarily by the player. These locations correspond to virtual locations in the game field, and these virtual locations can become locations where raid boss monsters and boss monsters appear. For example, a player performing a quest can battle normal monsters and raid boss monsters that appear in the game field on the way (on the travel route) to the destination of the quest. For example, a player can participate in a common event shared with another player by reaching (moving) within the vicinity of the occurrence point of the common event (for example, within a radius of 20 meters). In other words, a player can battle a raid boss monster by reaching (moving) the player character within the range of the appearance point where the raid boss monster appears in the game field. Furthermore, by moving to the vicinity (for example, within a 20 m radius) of the point where the destination of the quest is set, the player can fight a boss monster corresponding to the quest in the game field.
[0045] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG.
[0046] 4, the server device 10 has, as its functional configuration, a storage means 50, an acquisition means 52, a determination means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.
[0047] The storage means 50 is a functional means for storing player information 50A, player character information 50B, enemy character information 50C, quest information 50D, and the like.
[0048] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, attribute information, character information, owned item information, and quest progress information. The attribute information indicates the attributes of a player, and includes, for example, age, gender, address (place of residence), and tolerance information. The tolerance information is information (e.g., flag information) indicating whether or not it is acceptable for a common event location to be the same as that of another player. This tolerance information is set in advance based on the player's setting operation regarding the tolerance and the player's behavioral history. This setting operation is, for example, an operation in which the player sets the tolerance information to "allow" or "not allow" on an in-game setting menu screen. The behavioral history includes, for example, the amount of time the player spent in a crowded place in the real world (e.g., a downtown area, a major terminal station, a crowded train, etc.) while playing the game. The tolerance information includes, for example, "allow" if the player's stay in the crowded place is equal to or longer than a predetermined time (e.g., one hour) per unit time (e.g., five hours). On the other hand, the tolerance information includes "not allow" if the player's stay in the crowded place is less than the predetermined time per unit time. The available character information includes ability information associated with the character ID of each player character available to the player. The ability information includes ability values and skill information. The ability values include, for example, level, hit points, attack power, and defense power. The skill information includes the skill IDs of skills that the player character has learned (and can use). Examples of such skills include magic that restores the player character's hit points and a special skill that attacks with a fire attribute. The owned item information includes the item IDs and the number of items (equipment items and consumable items) owned by the player. The quest progress information includes playable quest information and executed quest information. The playable quest information includes the quest IDs of normal quests and limited-time quests that the player can play. For example, when a player clears a normal quest with the highest difficulty level among the quests that the player can play, the quest ID of the next normal quest is added to the playable quest information. Also, for example, the quest IDs of limited-time quests in the playable quest information change after a certain amount of time (a certain period) has passed. The executed quest information includes a destination in association with the quest IDs of the normal quest and limited-time quest that the player is executing (selecting). The destination includes, for example, the address of a location in the real world, or the latitude and longitude.
[0049] The player character information 50B is stored for each player character in association with the character ID of the player character. This player character information 50B includes, for example, the player character's name and image, required experience points for each level, ability information for each level, equippable items, etc. Experience required includes the total experience required to reach each level. The ability information includes acquired skills at each level and ability values (hit points, attack power, defense power, etc.). Equippable items include the item IDs of equippable equipment items.
[0050] Enemy character information 50C is stored for each enemy character in association with the character ID of the enemy character. This enemy character includes, for example, normal monsters, boss monsters, and raid boss monsters. This enemy character information 50C includes the name, image, appearance information, ability information, reward information, etc. The appearance information includes the appearance time and appearance area. The appearance time includes the time when the enemy character appears in the game field corresponding to the real world. For example, the appearance time of normal monster N is from 12:00 PM to 5:00 PM. Also, for example, the appearance time (occurrence time) of raid boss monster R is from 7:00 PM to 8:00 PM. Note that since boss monsters appear when the player reaches the quest destination, the appearance time includes "#N / A". The appearance area includes multiple locations or areas (ranges) where enemy characters appear (occur) in the game field corresponding to the real world. This appearance area is indicated by an address or latitude and longitude in the real world. Note that this appearance area may also be indicated by coordinates in the game field. The ability information includes ability values (hit points, attack power, defense power, etc.) and skill information. The reward information includes experience points, currency amount, and dropped item information. The dropped item information includes the item ID of the dropped item and the drop rate. The drop rate is the probability that a dropped item will be granted to the player as a reward.
[0051] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes, for example, the name (title) of the quest, the conditions for unlocking the quest, and enemy character appearance information. For example, the unlocking conditions include clearing the previous quest in the case of a normal quest, and the unlocking time (period) in the case of a time-limited quest. The enemy character appearance information includes the character IDs of various characters that appear in the game field as a result of the quest. For example, the enemy character appearance information includes the character IDs of normal monsters that appear on the way to the quest destination and boss monsters that appear at the destination.
[0052] The acquisition means 52 is a functional means for acquiring various information related to each player. In this embodiment, the acquisition means 52 acquires the current location of each player in the real world. For example, the acquisition means 52 acquires, from the GPS receiving unit 39, an address or latitude and longitude indicating the current location of the player's terminal device 12 at regular intervals (e.g., every 10 seconds).
[0053] The determination means 54 is a functional means for determining the occurrence location of an event. In the present embodiment, the determination means 54 determines the occurrence location of a common event (the appearance location of a raid boss monster) corresponding to each player matched by the control means 56. For example, the determination means 54 refers to the appearance region of the enemy character information 50C and randomly determines the occurrence location corresponding to each player from among the appearance regions (locations or areas) of the raid boss monster.
[0054] In this embodiment, the determination means 54 makes the generation point corresponding to one player different from the generation points corresponding to the other players. For example, the determination means 54 determines the second generation point corresponding to the other players to be a point in the raid boss monster appearance area that is different from the first generation point corresponding to the one player. Specifically, the determination means 54 determines the first generation point and the second generation point to be more than a predetermined distance (for example, 100 m) apart.
[0055] Furthermore, in this embodiment, the determination means 54 sets different occurrence points for each piece of player attribute information. For example, the determination means 54 sets different occurrence points according to the age of each player. Specifically, when one player's age group (e.g., teenagers) is different from the age group of another player (e.g., in their 30s), the determination means 54 sets different first occurrence points for one player and different second occurrence points for the other players. Furthermore, for example, the determination means 54 sets different first occurrence points for one player who is under a first predetermined age (e.g., 12 years old) and different second occurrence points for other players who are over a second predetermined age (e.g., 18 years old). Note that the first predetermined age and the second predetermined age may be the same. Furthermore, the determination means 54 varies the generation point depending on the tolerance information of the player. For example, the determination means 54 varies the first generation point corresponding to one player whose tolerance information is "not allowed" from the second generation point corresponding to another player. On the other hand, the determination means 54 allows the first generation point corresponding to one player whose tolerance information is "allowed" and the second generation point corresponding to another player whose tolerance information is "allowed" to be the same point or less than a predetermined distance (for example, 100 m).
[0056] Furthermore, in this embodiment, the determination means 54 determines the second generation point corresponding to the other player to be a point that is more than a predetermined distance from the current location of the one player. This predetermined distance is, for example, 300 m. For example, the determination means 54 determines the second generation point corresponding to the other player to be a point that is more than a predetermined distance from the current location of the one player within the appearance area of the raid boss monster. In other words, the determination means 54 does not determine the second generation point corresponding to the other player to be a point within the predetermined distance from the current location of the one player.
[0057] In this embodiment, the determination means 54 determines the second generation point corresponding to the other player to be a point that is more than a predetermined distance from the destination of the quest being performed by the one player. For example, the determination means 54 determines the second generation point corresponding to the other player to be a point that is more than a predetermined distance from the destination in an area where a raid boss monster appears. In other words, the determination means 54 does not determine the second generation point corresponding to the other player to be a point within the predetermined distance from the destination. Also, for example, the determination means 54 may not determine a second occurrence point corresponding to another player on one or more movement routes from the current location of one player to the quest destination, thereby making it possible to prevent one player from bumping into another player and to prevent the identities of each player from being identified.
[0058] In this embodiment, the determination means 54 determines a first generation point corresponding to one player and a second generation point corresponding to another player within a predetermined area. This predetermined area may be, for example, within the same city or town, or a predetermined block (for example, a circle or polygon with a circumference of 4 km). For example, the determination means 54 determines a first generation point corresponding to one player and a second generation point corresponding to another player within the same town in an area where a raid boss monster appears.
[0059] The control means 56 is a functional means for controlling the entire game. In this embodiment, the control means 56 matches multiple players who can participate in a common event. For example, the control means 56 refers to the appearance information of the enemy character information 50C and matches players who are playing the game within a predetermined distance (e.g., 600 m) from the appearance area of the raid boss monster at the appearance time (start time of appearance) of the raid boss monster into the same group. Furthermore, for example, when matching, the control means 56 controls so as not to match players who are playing a game closer than a predetermined distance (for example, 200 m). In other words, the control means 56 performs matching so that at least one of the players who are closer than the predetermined distance cannot participate in the battle game against the raid boss monster. This makes it possible to prevent players from bumping into each other and to prevent the identities of each player from being identified.
[0060] Furthermore, in this embodiment, when the current location of a player who is eligible to participate in a common event reaches the occurrence point corresponding to that player, the control means 56 permits that player to participate in the common event. For example, when the current location of a player matched to a common event reaches the vicinity (for example, within 20 meters) of the occurrence point of the common event corresponding to that player, the control means 56 permits that player to participate in the common event (to play a battle game against a raid boss monster). In other words, when the player character reaches within a range set around the appearance point of the raid boss monster in the game field, the control means 56 permits that player to play a battle game against the raid boss monster.
[0061] In this embodiment, when a player and another player who can participate in a common event are closer than a certain distance, the control means 56 notifies at least one of the players. This certain distance is, for example, 25 meters. For example, when the current location of the other player is approaching the current location of the stationary player (when the distance is shorter than the certain distance), the control means 56 displays a first notification screen on the terminal device 12 of the first player. This first notification screen includes, for example, text information such as "Another player is approaching." The control means 56 also displays a second notification screen on the terminal device 12 of the approaching other player. This second notification screen includes, for example, text information such as "You are moving away from the appearance point of a raid boss monster." For example, when both the first player and the other player are moving and approaching each other, the control means 56 displays the first notification screen or the second notification screen on the terminal devices 12 of both players. In addition, the control means 56 may cause the terminal device 12 to display a first notification screen or a second notification screen when a predetermined number of players (e.g., five players) or more remain within a certain range (e.g., a radius of 25 m) for a predetermined time (e.g., 10 minutes) or more. The control means 56 may determine whether to display the first notification screen or the second notification screen depending on the attribute information of the player. For example, the control means 56 may display the first notification screen on the terminal device 12 of a younger player (e.g., a minor player), and the second notification screen on the terminal device 12 of an older player (e.g., an adult player). Furthermore, for example, the control means 56 may display the first notification screen on the terminal device 12 of a player whose tolerance information is "not allow" and the second notification screen on the terminal device 12 of a player whose tolerance information is "allow". Furthermore, the control means 56 may end the common event (or cancel the matching) when the current locations of a player who can participate in the common event and another player are closer than a certain distance. Furthermore, the control means 56 may change (move) the occurrence location of the common event when the current locations of a player who can participate in the common event and another player are closer than a certain distance. For example, when the current locations of a player and another player are closer than a certain distance, the control means 56 displays a screen indicating that a raid boss monster has moved (escaped) on the terminal device 12 of the player and / or another player, and changes the first appearance location (first appearance location) and / or second appearance location (second appearance location) of the raid boss monster. This makes it possible to prevent a player from bumping into another player, and to prevent the identities of each player from being identified.
[0062] In this embodiment, the control means 56 notifies the other players of the current location of one player, and notifies the one player of the current locations of the other players. For example, the control means 56 causes the terminal device 12 of the one player to display a game field including a marker indicating a point corresponding to the current location of the other matched player. The control means 56 may not display a marker depending on the attribute information of the player. For example, the control means 56 may not display a marker indicating a point corresponding to the current location of a young player (e.g., a minor player). Also, for example, the control means 56 may not display a marker indicating a point corresponding to the current location of a player whose tolerance information is "not allowed." Furthermore, when displaying the marker, the control means 56 may enlarge the shape of the marker so that the player's current position is not identified in detail.
[0063] <Processing flow> 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to this embodiment. The processing of the following steps is initiated, for example, when a raid boss monster R appears. The order and content of the following steps can be changed as appropriate.
[0064] (Step SP10) The control means 56 refers to the appearance information of the enemy character information 50C and extracts each player who is playing the game within a predetermined distance (for example, 600 m) from the appearance area of the raid boss monster R. Then, the processing proceeds to the processing of step SP12.
[0065] (Step SP12) The control means 56 matches each player extracted in step SP10 into the same group as players who can participate in a battle game (common event) against the raid boss monster R. Then, the process proceeds to the process of step SP14.
[0066] (Step SP14) The acquisition means 52 refers to the player information 50A and acquires attribute information of each player matched in step SP12, and then the process proceeds to step SP16.
[0067] (Step SP16) The determination means 54 determines the occurrence point of the common event (the appearance point of the raid boss monster R) corresponding to each player matched in step SP12, with reference to the appearance region of the enemy character information 50C. Here, the determination means 54 varies the occurrence point for each piece of attribute information acquired in step SP14. Specifically, if the player is in their teens or younger, the determination means 54 determines the occurrence point (first occurrence point) corresponding to the player to be point P1; if the player is in their twenties, the determination means 54 determines the occurrence point (second occurrence point) corresponding to the player to be point P2; if the player is in their thirties, the determination means 54 determines the occurrence point (third occurrence point) corresponding to the player to be point P3; and if the player is in their forties or older, the determination means 54 determines the occurrence point (fourth occurrence point) corresponding to the player to be point P4. Here, points P1 to P4 may be, for example, within the same town in the real world, but are separated by more than a predetermined distance (e.g., 100 m). Then, the process proceeds to step SP18.
[0068] (Step SP18) The control means 56 causes the terminal device 12 of each player matched in step SP12 to display a notification screen notifying that a common event has occurred (that a raid boss monster R has appeared).
[0069] Fig. 6A is a diagram showing an example of a notification screen 60 displayed on the terminal device 12 of one player, and Fig. 6B is a diagram showing an example of a notification screen 60 displayed on the terminal device 12 of another player.
[0070] As shown in FIGS. 6A and 6B, the notification screen 60 includes, for example, a game field 62, a notification area 64, a quest button 66, a menu button 68, and a battle button 70. The game field 62 is rendered to resemble, for example, the scenery around the player's current location in the real world. The game field 62 depicts a player character C, a normal monster E, and a raid boss monster R. The player character C is displayed based on the player's player character information 50B. The normal monster E and the raid boss monster R are displayed based on the enemy character information 50C. In the game field 62, a range A is set with the appearance point of the raid boss monster R (the occurrence point of the common event) at its center. When the player character C reaches the inside of this range A, the player can play a battle game against the raid boss monster R. Here, the first appearance point of the raid boss monster R (the first occurrence point of the common event) in one player's game field 62 is different from the second appearance point of the raid boss monster R (the second occurrence point of the common event) in the other player's game field 62. The notification area 64 indicates that a raid boss monster R has appeared, common to both the first player and the other players. The quest button 66 is a button for displaying quests that the player can play from among the multiple quests indicated by the quest information 50D. The menu button 68 is a button for displaying various menus such as setting allowance information, equipping (attaching / detaching) equipment items, and using (consuming) consumable items. The battle button 70 is a button for issuing an instruction to execute a battle game against a raid boss monster R. This battle button 70 can be pressed when the player character C reaches the inside of the range A.
[0071] Returning to FIG. 5, the process proceeds to step SP20.
[0072] (Step SP20) The control means 56 determines whether the current position of the player notified in step SP20 has reached the vicinity (for example, within 20 m) of the occurrence point of the common event corresponding to that player. In other words, the control means 56 determines whether the player character has reached the inside of a range set around the appearance point of the raid boss monster R in the game field. If the determination is affirmative, the processing proceeds to step SP22. On the other hand, if the determination is negative, the processing proceeds to step SP20.
[0073] (Step SP22) The control means 56 permits players located near the occurrence point of the common event to participate in the common event. Specifically, the control means 56 enables the player to press the battle button to battle the raid boss monster R. Then, the processing proceeds to the processing of step SP24.
[0074] (Step SP24) The control means 56 determines whether or not an instruction to participate in the common event has been given by the player. Specifically, the control means 56 determines whether or not the player has pressed the battle button to battle the raid boss monster R. If the determination is affirmative, the process proceeds to step SP26. On the other hand, if the determination is negative, the process proceeds to step SP20.
[0075] (Step SP26) The control means 56 executes a common event by the player and determines whether or not the player has cleared the common event. Specifically, the control means 56 executes a battle game by the player (player character) against a raid boss monster R and determines whether or not the player has defeated the raid boss monster R. If the determination is affirmative, the process proceeds to step SP28. On the other hand, if the determination is negative, the process proceeds to step SP20.
[0076] (Step SP28) The control means 56 awards a clear reward to each player who participated in the common event. Specifically, the control means 56 refers to the reward information in the enemy character information 50C and awards a reward (experience points, currency, dropped items, etc.) corresponding to the raid boss monster R to each player who played a battle game against the raid boss monster R. Then, the series of processes shown in FIG. 5 ends.
[0077] <Effects> As described above, in this embodiment, a program for executing a common event in which all players can participate causes a computer to function as an acquisition means 52 for acquiring the current location of each player, a determination means 54 for determining the occurrence point of the common event corresponding to a player, and a control means 56 for permitting a player to participate in the common event when the current location of the player reaches the occurrence point corresponding to that player, and the determination means 54 makes the first occurrence point corresponding to one player different from the second occurrence point corresponding to another player.
[0078] According to this configuration, by making the first generation point corresponding to one player different from the second generation point corresponding to another player, it is possible to prevent multiple players from congregating together, thereby improving the playing environment for each player and preventing players from causing trouble to those around them.
[0079] Furthermore, in this embodiment, the determining means 54 varies the occurrence point for each piece of player attribute information.
[0080] According to this configuration, the occurrence point differs depending on the attribute information of the player, so it is possible to prevent multiple players from gathering together in large numbers.
[0081] In this embodiment, the attribute information is the age of the player, and the determining means 54 varies the occurrence point depending on the age of each player.
[0082] With this configuration, since the location of occurrence differs depending on the age of the player, it is possible to prevent multiple players from gathering together in large numbers. It is also possible to prevent players from bumping into each other, which can prevent underage players from becoming involved in crimes, for example.
[0083] In addition, in this embodiment, the attribute information is tolerance information indicating whether it is acceptable for the occurrence point of a common event to be the same as that of another player, and the determination means 54 varies the occurrence point depending on the tolerance information of the player.
[0084] According to this configuration, the occurrence point is varied depending on the tolerance information of the player, so that it is possible to prevent multiple players from gathering together in large numbers.
[0085] In this embodiment, the permission information is set by the player's setting operation.
[0086] According to this configuration, the player can set whether or not to allow the same occurrence point as another player through a setting operation, so that the occurrence point can be determined according to the player's preferences.
[0087] In this embodiment, the tolerance information is set according to the player's action history.
[0088] According to this configuration, whether or not to allow the same occurrence point as another player is set based on the player's action history, so that the occurrence point can be determined according to the player's preferences without any effort on the part of the player.
[0089] Furthermore, in this embodiment, the determination means 54 determines the second occurrence point corresponding to the other player to be a point that is more than a predetermined distance from the current position of the one player.
[0090] According to this configuration, since the second occurrence point corresponding to one player is determined to be a point away from the current position of the other player, it is possible to prevent players from getting close to each other, thereby preventing multiple players from gathering together. It is also possible to prevent players from bumping into each other, and to prevent the identities of players from being identified.
[0091] Furthermore, in this embodiment, the determination means 54 determines the second occurrence point corresponding to the other player to be a point that is more than a predetermined distance from the destination of the quest being performed by one player.
[0092] With this configuration, the second occurrence point corresponding to one player is determined to be a point away from the destination of the quest being performed by another player, which prevents players from getting too close to each other and thus prevents multiple players from gathering together. It also prevents players from bumping into each other, which prevents the identities of players from being identified.
[0093] Furthermore, in this embodiment, when one player and another player are closer than a certain distance, the control means 56 notifies at least one of the players.
[0094] According to this configuration, the notification can prevent players from getting close to each other, thereby preventing multiple players from gathering together. It can also prevent players from bumping into each other, preventing the identities of players from being identified.
[0095] Furthermore, in this embodiment, the determination means 54 determines the first generation point and the second generation point within a predetermined area, and the control means 56 notifies other players of the current location of one player and notifies the one player of the current locations of the other players.
[0096] With this configuration, since the player is notified that another player is participating in the common event within the predetermined area, the player can feel that he or she is playing the common event together with another player, thereby providing motivation for the player to play the common event.
[0097] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.
[0098] For example, in the present embodiment, the determination means 54 randomly determines the occurrence point corresponding to each player, but the occurrence point corresponding to each player may be determined to be a point a certain distance (for example, 500 m) away from the current position of each player. This makes it possible to encourage multiple players to participate in the common event at the same time, allowing each player to feel that they are playing the common event together with another player, thereby motivating each player to play the common event.
[0099] Furthermore, the control means 56 may cause the player's terminal device 12 to display the distance until another player arrives at the occurrence point of the common event, the estimated arrival time (estimated arrival time), etc. This can encourage multiple players to participate in the common event at the same time, allowing the player to feel that he or she is playing the common event together with another player, thereby motivating the player to play the common event.
[0100] Furthermore, in this embodiment, the control means 56 has been described as matching each player into the same group at the time when a raid boss monster appears, but it is also possible to add a player who starts the game while a raid boss monster is appearing to an already matched group.
[0101] Furthermore, in this embodiment, the tolerance information is set in advance according to the player's behavioral history (for example, the amount of time spent in a crowded place in the real world), but it may also be set in advance according to the player's behavioral history (degree of sociability) of interactions with other players. Examples of this behavioral history include the number of times a player has exchanged messages with other players, the number of times a player has given an item or the like to another player, etc. For example, the tolerance information includes "allow" if the number of times a player has exchanged messages with other players is a predetermined number (for example, 100 times) or more, and includes "not allow" if the number is less than the predetermined number.
[0102] In addition, in this embodiment, the common event is described as a game in which players matched into the same group cooperate with each other to fight a raid boss monster, but it may also be a game in which teams to which one or more players belong compete against each other. For example, this game may be a survival game in which players travel (arrive) to the occurrence point of a common event associated with them, participate in a competitive game against players belonging to other teams, and the goal is for their team to be the last team standing. [Explanation of symbols]
[0103] 10...server device (computer), 12...terminal device, 50...storage means, 52...acquisition means, 54...determination means, 56...control means
Claims
1. A program for executing a common event in which all players can participate, Computer, an acquisition means for acquiring the current position of each player; a determination means for determining an occurrence point of the common event corresponding to the player; a control means for permitting the player to participate in the common event when the current position of the player reaches an occurrence point corresponding to the player; It functions as the determining means sets, as the generation point, a first generation point corresponding to one player and a second generation point corresponding to another player to be different from each other; program.
2. the determining means varies the occurrence point for each piece of attribute information of a player. The program according to claim 1.
3. The attribute information is the age of the player, the determining means varies the generation point depending on the age of each player. The program according to claim 2.
4. The attribute information is permission information indicating whether or not it is permitted for an occurrence point of the common event to be the same as that of another player, the determining means varies the occurrence point depending on the allowable information of the player. The program according to claim 2 or 3.
5. The permission information is set by a setting operation of the player. The program according to claim 4.
6. the permission information is set in accordance with the player's action history; The program according to claim 4.
7. the determining means determines a second occurrence point corresponding to the other player to be a point that is more than a predetermined distance from a current position of the one player; The program according to any one of claims 1 to 6.
8. the determining means determines a second occurrence point corresponding to the other player to be a point that is more than a predetermined distance from a destination of the quest being performed by the one player; The program according to any one of claims 1 to 6.
9. the control means notifies at least one of the players when the one player and the other player are closer than a certain distance; The program according to any one of claims 1 to 8.
10. The determining means determines the first generation point and the second generation point within a predetermined area; the control means notifies the other players of the current location of the one player, and notifies the one player of the current locations of the other players; The program according to any one of claims 1 to 9.
11. An information processing device that executes a common event in which all players can participate, an acquisition means for acquiring the current position of each player; a determination means for determining an occurrence point of the common event corresponding to the player; a control means for permitting the player to participate in the common event when the current position of the player reaches an occurrence point corresponding to the player; Equipped with the determining means sets, as the generation point, a first generation point corresponding to one player and a second generation point corresponding to another player to be different from each other; Information processing device.
Citation Information
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