Information processing unit, program and information processing method
The information processing device with an abnormal termination counter and continue execution unit addresses unauthorized interruptions by imposing higher penalties and event resumption, enhancing gameplay integrity.
Patent Information
- Application Number
- JP2025122543
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-22
- Publication Date
- 2025-09-19
AI Technical Summary
Existing games fail to effectively prevent unauthorized interruptions during events by players, which can disrupt the game progression and undermine the integrity of the gaming experience.
An information processing device equipped with an abnormal termination counting unit and a continue execution unit that tracks unauthorized interruptions during game events, requiring players to pay a higher amount of game media when a predetermined threshold is reached, and resumes the event, thereby discouraging such actions.
This approach incentivizes players to minimize unauthorized interruptions by imposing higher penalties for frequent disruptions, ensuring fair gameplay and maintaining the integrity of game events.
Smart Images

Figure 2025137702000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, a program, and an information processing method. [Background technology]
[0002] Conventionally, games that detect unauthorized interruptions by players have been developed. For example, Patent Document 1 discloses a method for preventing unauthorized actions in a network competitive game, which detects an abnormal cumulative number of interruptions by one player and generates an abnormal signal. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-223496 Summary of the Invention [Problem to be solved by the invention]
[0004] On the other hand, there are games in which a single player or multiple players play and progress through events within the game. Even in such games, there is a need to prevent players from making unauthorized interruptions during events.
[0005] An object of the present invention is to provide an information processing device, a program, and an information processing method for preventing unauthorized interruptions by game players. [Means for solving the problem]
[0006] An information processing device is provided which includes an abnormal termination counting unit and a continue execution unit, wherein the abnormal termination counting unit counts the number of abnormal terminations during play of an event within a game, and the continue execution unit, when the number of abnormal terminations reaches a predetermined threshold after the game is interrupted during the event, accepts payment of a larger amount of game media than when the predetermined threshold has not been reached, and executes processing to return to the event that was being played at the time of interruption.
[0007] By providing such a configuration, it becomes possible to accept more game content payments from players who frequently experience abnormal terminations while playing an event, thereby preventing unauthorized interruptions (abnormal terminations) during the event. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a game providing system 1 according to a first embodiment. [Figure 2] 1 is a block diagram showing the hardware configuration of a server 10 according to a first embodiment. [Figure 3] FIG. 1 is a block diagram showing the hardware configuration of a user terminal 20 according to the first embodiment. [Figure 4] 2 is a block diagram showing the functional configuration of the server 10 according to the first embodiment. FIG. [Figure 5] FIG. 10 is a diagram showing a choice display screen 30. [Figure 6] FIG. 4 is a diagram showing an event display screen 40. [Figure 7] Fig. 7A is a diagram showing a game over screen 50A, and Fig. 7B is a diagram showing a game over screen 50B. [Figure 8] Fig. 8A is a flow diagram illustrating an example of processing by the server 10. Fig. 8B is a flow diagram illustrating the flow of processing by the server 10 in the abnormal termination processing (step S200). [Figure 9]Fig. 9A is a flow diagram illustrating the flow of processing by the user terminal 20. Fig. 9B is a flow diagram illustrating the flow of processing by the user terminal 20 in the abnormal termination processing. [Figure 10] FIG. 10 is a diagram showing a flowchart display screen 60 for explaining another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. The various features shown in the following embodiments can be combined with each other. Furthermore, each feature can be an invention independently.
[0010] 1. First Embodiment (1-1. Overview of Game Provision System 1) An information processing device according to one embodiment of the present invention is a server 10 that constitutes part of a game providing system 1 as shown in Fig. 1. The game providing system 1 includes the server 10 and user terminals 20 (for example, user terminals 20a and 20b).
[0011] The server 10 is configured to be able to communicate with the user terminal 20 via a communication line 5, and provides a game G to the user terminal 20. The game G progresses as a result of players P1 and P2 working together to operate various events provided as content.
[0012] If player P1 or P2 makes an unauthorized interruption (hereinafter also referred to as an abnormal termination) during an event, the server 10 counts the number of abnormal terminations. When performing a process to resume the interrupted game, if the number of abnormal terminations reaches a predetermined threshold, the server 10 accepts a larger payment of game media than if the predetermined threshold has not been reached. Each component will be described in detail below.
[0013] (1-2. Hardware configuration of game provision system 1) The hardware configuration of the game providing system 1 will be described with reference to FIGS.
[0014] (1-2-1. Hardware configuration of Server 10) 2 is a block diagram showing the hardware configuration of server 10 according to this embodiment. Server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. Server 10 may also include an operation input unit 14 configured with a keyboard, a mouse, etc., for accepting input of various operations, and a monitor 15, such as a liquid crystal display device, for displaying various images.
[0015] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0016] A part of the storage unit 12 is configured with, for example, RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is, for example, a non-volatile memory such as ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 11.
[0017] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, programs for realizing various functions, etc., and include the computer program related to this embodiment.
[0018] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has a function of connecting to the communication line 5. Note that the communication unit 13 may have, instead of or together with the NIC, a function of connecting to a wireless LAN (Local Area Network), a function of connecting to a wireless WAN (Wide Area Network), a function of enabling short-range wireless communication such as Bluetooth (registered trademark), infrared communication, etc. The server 10 is connected to other information processing devices such as user terminals 20 via the communication line 5, and can transmit and receive various data to and from the other information processing devices, etc.
[0019] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, grasp the operation state of the user (player) on the operation input unit 14, and access various communication networks and other information processing devices via the communication unit 13.
[0020] (1-2-2. Hardware Configuration of User Terminal 20) 3 is a block diagram showing the hardware configuration of a user terminal 20 according to this embodiment. The user terminal 20 is, for example, an information processing terminal such as a smartphone or tablet terminal, and includes a control unit 21, a storage unit 22, and a communication unit 23. The user terminal 20 may also include a display unit 24 such as a touch panel display that can display images and receive operations, a speaker 25 that outputs sound, a microphone 26 that inputs sound, a camera 27 that captures an image of a subject, and operation buttons 28. The following description will focus on the differences from the server 10.
[0021] The operation buttons 28 are provided on the side of the user terminal 20, and include a power button for starting or stopping the user terminal 20, a button for adjusting the volume of the sound output by the speaker 25, and the like.
[0022] The control unit 21, memory unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the memory unit 22, display images on the display unit 24, grasp the operation state of the touch panel display (display unit 24) and operation buttons 28 by the user, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks and other information processing devices via the communication unit 23.
[0023] (1-3. Functional configuration of server 10) As shown in FIG. 4, the control unit 11 of the server 10 includes an abnormal termination counting unit 11a and a continue execution unit 11b.
[0024] The abnormal termination counting unit 11a counts the number of abnormal terminations during play of an event within a game. An "event" is an action that a player takes to progress through a game, such as playing a mini-game. Events include games with a time limit, games with a correct answer, games with a game over, games in which a reward is awarded based on the player's performance, games in which the player's performance is evaluated or the winner is determined, and games in which the player's performance affects the player's status.
[0025] For example, if a game has a time limit as an event, allowing the player to pause the event at will would make the time limit meaningless and ruin the game's appeal. Therefore, it is common practice to disable buttons for pausing such events while they are being played. In other words, the ability to pause (end normally) through normal means is temporarily disabled.
[0026] Therefore, if a player wants to interrupt the game with dishonest intentions, such as ignoring the time limit and considering how to respond to an event or make a choice, they will need to interrupt the game (abnormally terminate) using an abnormal method, such as closing the application, turning off the device, or disconnecting from the network.
[0027] In this way, a "normal termination" is a termination method that uses a function prepared in advance by the game to interrupt the game midway. In a "normal termination," the game status at the time the player last interrupted the game is recorded. On the other hand, an "abnormal termination" is a termination method that does not use a function prepared in advance by the game for normal termination.
[0028] Furthermore, if the game result is not what the player wants, or if the situation is such that it is unlikely to be what the player wants, the player may intentionally abnormally terminate the game before the game situation is memorized, thereby replaying the events and achieving a more favorable game result.
[0029] The abnormal termination counting unit 11a may count the number of abnormal terminations as abnormal terminations when data indicating abnormal terminations is recorded. Also, even if there is no data indicating abnormal terminations, the number of abnormal terminations may be counted when there is no record of normal termination and processing to return to the game is performed.
[0030] In this embodiment, an item called a "ticket" is used as a game medium for paying a price, and is set to have a predetermined value. Here, "value" may be exchangeable for real currency such as cash, electronic money, or virtual currency coins, or may be points that can be used within a specific game. By paying a predetermined value, a user can obtain a corresponding ticket at any time.
[0031] When the number of abnormal terminations reaches a predetermined threshold after the game is interrupted by the player during an event, the continue execution unit 11b accepts payment for the game medium in a larger amount than when the predetermined threshold has not been reached, and executes processing to return to the event that was being played at the time of interruption. Details of each function will be described later.
[0032] The above-described functional configuration may be realized by software (including so-called applications) appropriately installed on the server 10, or may be realized by hardware. When realized by software, the control unit 11 can realize various functions by executing programs that constitute the software.
[0033] When the functions are realized by executing a program, the program may be stored in the memory unit 12 built into the server 10, or may be stored in a non-transitory computer-readable recording medium. Alternatively, the functions may be realized by reading out a program stored in an external storage device, using so-called cloud computing. Alternatively, when the functions are realized by hardware, they may be realized by various circuits such as ASIC, SOC, FPGA, or DRP. Furthermore, some of the above-described functional configurations may be processed by software or hardware in the user terminal 20, etc.
[0034] (1-4. Game flow) The flow of game G in this embodiment will be described with reference to FIGS. 5 to 7. Game G in this embodiment is a so-called novel game in which a scenario branches and progresses depending on the player's selection of presented options. In game G, two players are matched via the communication unit 23 of the user terminal 20 before play begins, and the two players who have completed the match will proceed with the game together (hereinafter also referred to as multiplay). That is, in game G, the two players simultaneously progress with the cooperation of the matched players, such as by selecting the same option from the options provided or by playing the provided game together. The progress of the game is recorded as history information for each combination of matched players in the storage unit 12.
[0035] For example, when a first player resumes a multiplayer game with a second player, the multiplayer game is resumed from a start point determined based on the history information of the multiplayer game with the second player. If the history information is not stored in the storage unit 12, the multiplayer game is started from a specific start point different from the above start point (for example, a prologue part, which is the starting point of the game).
[0036] 5 is a diagram showing an example of the option display screen 30. The option display screen 30 includes a mission icon 31, an owned ticket display icon 32, an option icon 33, and a required ticket display icon .
[0037] The mission icon 31 displays the mission that players P1 and P2 must complete. In the example shown in FIG. 5, the mission requires both players to select the same option. The owned ticket display icon 32 displays the number of tickets owned by the player. That is, the display unit 24 of the user terminal 20a of player P1 displays the number of tickets owned by player P1, and the display unit 24 of the user terminal 20b of player P2 displays the number of tickets owned by player P2.
[0038] A plurality of option icons 33 are displayed as options that the player can select from. A required ticket display icon 34 is added to some of the option icons 33. An option icon 33 with a required ticket display icon 34 added is called a paid option 33a, and in order to select it, the player must pay the number of tickets indicated by the required ticket display icon 34 (hereinafter also referred to as the payment amount). The payment amount is set for each paid option, and in this embodiment, the payment amount required to select a certain paid option is the same for player P1 and player P2.
[0039] In contrast, the option icon 33 without the required ticket display icon 34 is called a free option 33b, and does not require the payment of a ticket to select it. Here, selecting the paid option 33a may bring about an advantageous effect for the player in progressing through the game.
[0040] In the game G, various option display screens 30 are displayed, and the story branches and progresses according to the choices made by the players P1 and P2. As the story progresses, various events are provided for the players to carry out.
[0041] 6 is a diagram showing an event display screen 40 for a code-breaking game as an example of an event. As shown in FIG. 6, the event display screen 40 includes a mission icon 41, a time limit display icon 42, a content icon 43, an owned ticket display icon 44, a choice icon 45, and a required ticket display icon 46.
[0042] The mission icon 41 displays the mission that players P1 and P2 must complete. The time limit display icon 42 displays the time limit for accepting answers from players in the decryption game, which is the event. The content icon 43 displays the content of the decryption game. The owned ticket display icon 44 displays the number of tickets owned by the player.
[0043] In the example shown in Fig. 6, a free option 45a and a paid option 45b are displayed as option icons 45. When the player presses the free option 45a, an answer screen is displayed in which the answer to the decryption result is entered. When the player presses the paid option 45b, hints for decrypting the code are provided by paying the number of tickets indicated by the required ticket display icon 46 (three tickets in the example shown in Fig. 6).
[0044] If one of the players makes an unauthorized interruption, either a game over screen 50A shown in Fig. 7A or a game over screen 50B shown in Fig. 7B is displayed. An unauthorized interruption includes, for example, forcibly terminating the game program (or game app) or disconnecting from the network.
[0045] The game over screen 50A and the game over screen 50B include an owned ticket display icon 51, a choice icon 52, and a required ticket display icon 53. In the example shown in Fig. 7, paid choices 52a1 and 52a2 and a free choice 52b are displayed as the choice icons 52.
[0046] When the player presses paid option 52a1, the player pays the number of tickets indicated by required ticket display icon 53 (one ticket in the example shown in FIG. 7A), and the continue execution unit 11b included in control unit 11 of server 10 executes processing to return to the event that was being played at the time of interruption. When the player presses paid option 52a2, the player pays the number of tickets indicated by required ticket display icon 53 (five tickets in the example shown in FIG. 7A), and the event is skipped, and the subsequent content is provided. When the player presses non-paid option 52b, the start screen of game G is displayed, and the player starts again from the beginning.
[0047] Here, the number of tickets required to select paid option 52a1 differs between game over screen 50A and game over screen 50B. Specifically, game over screen 50A requires one ticket, while game over screen 50B requires three tickets. Here, whether game over screen 50A or game over screen 50B is displayed depends on the number of abnormal terminations counted for each player by abnormal termination counting unit 11a provided in control unit 11 of server 10.
[0048] If the number of abnormal terminations counted by the abnormal termination counting unit 11a after the game is interrupted by the player in the middle of an event does not reach a predetermined threshold (for example, five times), the continue executing unit 11b displays a game over screen 50A. On the other hand, if the number of abnormal terminations counted by the abnormal termination counting unit 11a reaches the predetermined threshold, the continue executing unit 11b displays a game over screen 50B, accepts payment of more tickets than in the case where the predetermined threshold has not been reached, and executes processing to return to the event that was being played at the time of interruption.
[0049] Here, the abnormal termination counting unit 11a is configured to count the number of abnormal terminations in in-game events, but not count the number of abnormal terminations in content other than in-game events. That is, the abnormal termination counting unit 11a counts the number of abnormal terminations that occur during events such as games with time limits, games with correct answers, games with game overs, games in which rewards are generated based on the player's execution results, games in which evaluations or wins / losses are determined based on the player's execution results, and games in which the player's status is affected based on the player's execution results, but does not count abnormal terminations in content other than the above-mentioned games.
[0050] In other words, "non-event content" is a game with no time limit, no correct answer, no game over, no reward, no win or loss, no effect on status, and no benefit to the player even if they intentionally stop the game. In other words, in an event where a player may gain an advantage by unfairly stopping the game, an abnormal termination is counted, but in "non-event content" where a player gains no advantage by unfairly stopping the game, an abnormal termination is not counted because there is no benefit to the player for unfairly stopping the game.
[0051] After the game is interrupted in the middle of content other than the event, the continue executing unit 11b displays the game over screen 50A and executes processing to return to the content that was being played without accepting any payment for the game media. With this configuration, an abnormal termination during play other than an event is not considered to be an unauthorized interruption, thereby preventing the player from being charged an unfair payment.
[0052] The abnormal termination counting unit 11a may be configured to reset the number of abnormal terminations when a predetermined condition is met, such as when a certain period of time has passed, when a predetermined event has been completed, when a player has paid more tickets, etc.
[0053] Furthermore, the continue execution unit 11b may be configured to further increase the amount of payment for game media when the number of times that the number of abnormal terminations reaches a predetermined threshold reaches a predetermined second threshold (for example, three times). For example, if the number of abnormal terminations reaches the predetermined threshold of five three times, the payment for tickets may be increased to five tickets, further increasing the amount of payment for game media from the example (three tickets) shown in FIG. 7B. With this configuration, it is possible to further deter unauthorized interruptions by increasing the payment for game media as the number of times that the number of abnormal terminations reaches the predetermined number increases.
[0054] Furthermore, the continue executing unit 11b may be configured to reduce the value of the predetermined threshold when the number of abnormal terminations reaches a predetermined threshold. For example, when the number of abnormal terminations reaches the predetermined threshold of 5, the threshold may be reduced to 3. By reducing the threshold in this way when the number of abnormal terminations reaches the predetermined threshold, it is possible to further deter players from repeatedly making unauthorized interruptions.
[0055] Furthermore, when the number of abnormal terminations reaches a predetermined threshold, the continue execution unit 11b may reduce the time limit of the event when returning to the event. For example, the time limit of the event may be reduced from 1 minute to 50 seconds. In this way, by reducing the time limit of the event when the number of abnormal terminations reaches a predetermined threshold, it is possible to further prevent unauthorized interruptions.
[0056] Furthermore, the abnormal end counting unit 11a may be configured to count the number of abnormal ends for each of a plurality of events in the game G, or may be configured to count the number of abnormal ends for all events in the game.
[0057] When restarting a multiplayer game, the status of the event when it was previously ended may be stored as history information. That is, the start point may be controlled based on the progress of the event that was being played when it was previously ended. Specifically, if an event that requires completion within 60 seconds ends at 30 seconds, the game status may be reproduced from the point at which 30 seconds have elapsed and the game may be restarted. Alternatively, in the case of a fighting game in which a specific enemy character is defeated, the parameters of the enemy character at the time of the end may be reproduced and the game may be restarted.
[0058] Furthermore, when resuming multiplayer play, the control unit 11 may preferentially display as a matching candidate a player who is the most advanced in the game based on the history information, or a player who is a good match in terms of playing frequency or playing time based on the latest history information.
[0059] Furthermore, the control unit 11 may display matching candidates in chronological order of the multiplayer matches based on history information. For example, the most recently matched player may be preferentially displayed as a matching candidate.
[0060] Furthermore, the control unit 11 may preferentially display nearby players as match candidates based on location information from the player's device. This makes it easier to determine match partners for face-to-face multiplayer play.
[0061] Furthermore, when the first player performs an operation to search for or select a second user with whom the first player has previously played multiplayer as a matching candidate but matching is not established, the control unit 11 may present, as a matching candidate, a player who is capable of playing multiplayer at the same starting point as the second user.
[0062] In this case, the control unit 11 may select as a matching candidate a player who has progressed in the game up to the same starting point as when the first player plays multiplayer with the second player, or a player who has cleared the game up to the ending once and is therefore able to play multiplayer from any starting point.
[0063] (1-5. Processing flow by game providing system 1) An example of the flow of processing by the game providing system 1 will be described with reference to FIGS.
[0064] (Server 10) First, a description will be given of the flow of processing by the server 10. In step S110 of Fig. 8A, the server 10 provides the event display screen 40 to the user terminal 20. In step S125, the server 10 accepts an end of the game G from the user terminal 20 of the player.
[0065] In step S130, the continue executing unit 11b of the server 10 determines whether the player has ended game G normally. If the continue executing unit 11b determines that the player has ended game G normally (YES in step S130), the process proceeds to step S140. If the continue executing unit 11b determines that the player has ended game G abnormally rather than normally (NO in step S130), the process proceeds to abnormal end processing (step S200).
[0066] In step S140, the server 10 provides the re-matching screen to the user terminal 20.
[0067] Next, the abnormal termination process (step S200) will be described with reference to Fig. 8B. In step S210, the server 10 provides the user terminal 20 with a re-matching screen.
[0068] In step S220, the continue executing unit 11b of the server 10 determines whether the number of abnormal terminations has reached the threshold. If the number of abnormal terminations has reached the threshold (YES in step S220), the process proceeds to step S230. If the number of abnormal terminations has not reached the threshold (NO in step S220), the process proceeds to step S235.
[0069] In step S230, the continue executing unit 11b of the server 10 provides the game over screen 50B to the user terminal 20. In step S235, the continue executing unit 11b of the server 10 provides the game over screen 50A to the user terminal 20.
[0070] (User terminal 20) Next, we will explain the flow of processing by the user terminal 20. In step S115, the user terminal 20 displays the event display screen 40 on the display unit 24.
[0071] In step S120, the player ends game G while playing the event. In step S145, the user terminal 20 displays on the display unit 24 a re-matching screen provided by the server 10, which has determined that the end of game G is normal.
[0072] Next, the abnormal termination process (step S200) will be described with reference to Fig. 9B. In step S215, the user terminal 20 displays a re-matching screen on the display unit 24.
[0073] In step S240, the user terminal 20 displays a game over screen 50 on the display unit 24. Here, if the number of abnormal terminations exceeds the threshold, a game over screen 50B provided by the server 10 is displayed. On the other hand, if the number of abnormal terminations does not exceed the threshold, a game over screen 50A provided by the server 10 is displayed.
[0074] 2. Second Embodiment A second embodiment of the present invention will be described below. The second embodiment differs from the first embodiment in that the abnormal termination counting unit 11a counts abnormal terminations by adding up the counts for multiple players. The following description will focus on this difference.
[0075] In the second embodiment, the abnormal termination counting unit 11a counts the number of abnormal terminations during play of an event by adding up the number of abnormal terminations for players P1 and P2. In this way, by counting the number of abnormal terminations by adding up the number of abnormal terminations for multiple players, it is possible to prevent multiple players from colluding to perform unauthorized interruptions in a game in which multiple players cooperate to complete an event. For example, if the number of abnormal terminations is counted for each player, each player can perform abnormal terminations up to the maximum number of times that does not reach a threshold (hereinafter referred to as the maximum allowable number of times) without being required to pay more game media.
[0076] As an example, if the number of abnormal terminations is five and the number of abnormal terminations is counted for each player, players P1 and P2 can each have a maximum of four abnormal terminations. In other words, even if two players collude to cause up to eight abnormal terminations, they will not be required to pay more game media. Therefore, in the second embodiment, the number of abnormal terminations for players P1 and P2 is counted together, and when the combined number reaches a threshold of five, a larger payment of game media is accepted.
[0077] In this case, if the game is interrupted by, for example, player P1 of players P1 and P2 during an event, the continue executing unit 11b also interrupts the game of player P2. If the combined number of abnormal terminations for players P1 and P2 reaches a predetermined threshold, a game over screen 50B is displayed to both players P1 and P2, and more game media payments are accepted.
[0078] As a variation of the second embodiment, the abnormal termination counting unit 11a may be configured to count the number of abnormal terminations during play of the event for each of the players P1 and P2. In this case, if the number of abnormal terminations by player P1 reaches a predetermined threshold, the abnormal termination counting unit 11a accepts a larger payment of tickets from player P1 than if the predetermined threshold has not been reached. On the other hand, if the number of abnormal terminations by player P2 does not reach the predetermined threshold, the abnormal termination counting unit 11a does not accept a larger payment of tickets from player P2 and executes processing to return to the event that was being played at the time of interruption.
[0079] In this way, by requiring payment of the game content due to unauthorized interruption only from the person who performed the act, it is possible to prevent players who have not performed unauthorized interruptions from losing their motivation to play the game in a game in which multiple players work together to clear an event.
[0080] In addition, the abnormal termination counting unit 11a may clear the counted number of abnormal terminations in a multiplay game between players P1 and P2 if a predetermined period of time has passed before the next multiplay game between players P1 and P2. If the abnormal termination by players P1 and P2 is a game interruption caused by improper intent, it is expected that players P1 and P2 will immediately resume the multiplay game. Therefore, if a predetermined period of time has passed since the abnormal termination, it may be determined that the abnormal termination in the multiplay game was not a game interruption caused by improper intent, and the abnormal termination count may be cleared.
[0081] Furthermore, the abnormal termination counting unit 11a may clear the counted number of abnormal terminations in a multiplayer game between players P1 and P2 if one of players P1 and P2 plays with a player other than the other (e.g., player P3). If the abnormal termination by players P1 and P2 is an interruption of the game due to dishonest intent, it is expected that players P1 and P2 will immediately resume multiplayer play with the same matched partner. Therefore, if multiplayer play is resumed with another player after an abnormal termination, it may be considered that the abnormal termination in the multiplayer game was not an interruption of the game due to dishonest intent, and the abnormal termination counting unit 11a may clear the count of abnormal terminations.
[0082] <3. Other embodiments> Although the embodiment and its modifications of the present invention have been described above, the application of the present disclosure is not limited to the above-described contents.
[0083] For example, in the above embodiment, the number of players is set to two, but the invention is not limited to this, and the game may be designed so that three or more players can play together.
[0084] In this case, if there are multiple players whose number of abnormal terminations has reached a predetermined threshold, the abnormal termination counting unit 11a may be configured to accept more ticket payments from the player who has had the most abnormal terminations. That is, it may accept more ticket payments from only the player who has had the most abnormal terminations among the multiple players, or it may accept more ticket payments from players who have had the most abnormal terminations and are ranked in a predetermined order (for example, the top two players with the most abnormal terminations) among the multiple players.
[0085] Furthermore, the continue execution unit 11b may be configured to accept payments for a larger number of tickets in equal installments from a plurality of players.
[0086] Furthermore, the payment of more tickets may be made based on the number of abnormal terminations for each of the multiple players, and the payment amount for each may be accepted based on the distribution determined by the multiple players.
[0087] Furthermore, the continue executing unit 11b may be configured to return to the point immediately before the interrupted event without displaying the game over screen 50A if the number of abnormal terminations has not reached a predetermined threshold.
[0088] In addition, if the number of abnormal terminations has not reached a predetermined threshold, the continue execution unit 11b may execute a process to return to the event that was being played at the time of interruption without requesting the player to pay for the game medium.
[0089] Furthermore, the abnormal end counting unit 11a may be configured to count the number of abnormal ends for each event within a predetermined period, and reset the number of times when the predetermined period has elapsed.
[0090] Furthermore, if a predetermined event is a game in which a variable parameter value is set depending on the play content of the player, the continue execution unit 11b may be configured to change the parameter value to a value that is disadvantageous to the player in addition to paying more tickets when returning to the event.
[0091] Furthermore, the continue execution unit 11b may be configured to pay more tickets when returning to an event, and to return to a cleared event that precedes the event that was being played at the time of interruption.
[0092] Figure 10 is a diagram showing a flowchart display screen 60 showing the progress of a game G that implements this specification. As shown in Figure 10, game G has multiple chapters 61 and sections 62 provided within each chapter 61. In the example shown in Figure 10, sections 62a that have already been played are labeled with a section name such as "Section 1," while sections 62b that have not yet been played are displayed as "???."
[0093] In such a game G, for example, if a player abnormally quits an event in section 3 a number of times and reaches a threshold, the player will return to the event in section 2 that has already been cleared when returning to the event. This configuration forces the player to resume the game from the section they have already played. This provides an incentive to avoid abnormal quits, further preventing unauthorized interruptions.
[0094] In addition, in the above embodiment, the configuration was described in which each function is mainly provided by the server 10, but it is also possible to configure the configuration in which some functions are provided by the user terminal 20, or both the server 10 and the user terminal 20 are provided with some functions.
[0095] Furthermore, an information processing device such as the server 10 may not only be a device that is physically composed of a single device, but may also include multiple devices that are connected to each other via wired or wireless communication and function essentially as a single information processing device.
[0096] Furthermore, each step described in the above embodiment as being executed by the server 10 may be implemented in a manner in which it is executed by the user terminal 20.
[0097] Furthermore, the present invention can also be realized as a program that causes the above-mentioned game providing system to function.
[0098] Furthermore, the present invention can also be realized as a computer-readable non-transitory recording medium storing the above-mentioned program.
[0099] Various embodiments of the present invention have been described above, but these are presented as examples and are not intended to limit the scope of the invention. The novel embodiments may be embodied in various other forms, and various omissions, substitutions, and modifications may be made without departing from the spirit of the invention. Such embodiments and modifications are included within the scope and spirit of the invention, and are also included in the scope of the invention and its equivalents as defined in the claims.
[0100] <4. Features of the embodiment> The features of the embodiments of the present invention are summarized below.
[0101] In one aspect of the present invention, an information processing device is provided that includes an abnormal termination counting unit 11a and a continue execution unit 11b, wherein the abnormal termination counting unit 11a counts the number of abnormal terminations during play of an event within a game, and the continue execution unit 11b, when the number of abnormal terminations reaches a predetermined threshold after the game is interrupted during an event, accepts payment of a larger amount of game media than when the predetermined threshold has not been reached, and executes processing to return to the event that was being played at the time of interruption.
[0102] By adopting such a configuration, it becomes possible to accept more payments for game media from players who frequently end events abnormally, and to prevent unauthorized interruptions in the middle of an event.
[0103] The abnormal termination counting unit 11a may not count the number of abnormal terminations in content other than events, and the continue execution unit 11b may be configured to execute a process of returning to the content that was being played after the game is interrupted in the middle of content other than events, without accepting payment for many game media.
[0104] With this configuration, there is no motivation to abnormally terminate play during play other than an event, and therefore abnormal termination during play other than an event is not considered to be an illegal interruption, thereby preventing players from being charged an unfair payment.
[0105] The continue executing unit 11b may further increase the amount of payment of the game medium when the number of times reaches a predetermined second threshold.
[0106] With this configuration, the payment of game media increases as the number of abnormal terminations reaches a predetermined number, thereby making it possible to further deter unauthorized interruptions.
[0107] When the number of times reaches a predetermined threshold, the continue executing unit 11b may decrease the value of the predetermined threshold.
[0108] With this configuration, when the number of abnormal terminations reaches a predetermined threshold, the threshold value is reduced, thereby making it possible to further prevent unauthorized interruptions.
[0109] An event may have a time limit set for the time during which input from the player is accepted, and when the number of times reaches a predetermined threshold, the continue executing unit 11b may reduce the time limit for the event when returning to the event.
[0110] With this configuration, it is possible to further prevent unauthorized interruptions by reducing the time limit for the event when the number of abnormal terminations reaches a predetermined threshold.
[0111] A game may be provided in which multiple players work together to clear an event, and the abnormal end counting unit 11a may be configured to count the total number of abnormal ends that occur during play of the event for the multiple players.
[0112] With this configuration, in a game in which multiple players work together to clear an event, abnormal terminations are counted by adding up the totals for the players, making it possible to prevent multiple players from conspiring to make unauthorized interruptions.
[0113] The continue execution unit 11b may be configured to, when one of the multiple players interrupts the game during an event, perform processing to interrupt the games of the other players of the multiple players, and, when a predetermined threshold is reached, upon receiving payments for the game medium from the multiple players, perform processing to return to the event that the multiple players were playing at the time of interruption.
[0114] By adopting this configuration, in a game in which multiple players work together to clear an event, it is possible to further deter unauthorized interruptions by requiring all players to be jointly liable for payment of the game content if one player unauthorized interrupts the game.
[0115] The game providing system 1 may provide a game that progresses by multiple players working together to clear an event, the abnormal termination counting unit 11a counts the number of abnormal terminations during play of the event for each of the multiple players, and the continue execution unit 11b may be configured to, after the game is interrupted during the event, if the number of times for one player reaches a predetermined threshold, accept a payment for game media from the one player that is larger than if the predetermined threshold has not been reached, and, if the number of times for other players does not reach the predetermined threshold, execute a process to return to the event that was being played at the time of interruption without accepting a payment for game media from the other players.
[0116] By adopting such a configuration, in a game in which multiple players work together to clear an event, payment for the game media resulting from unauthorized interruption is required only from the person who performed the unauthorized interruption, thereby preventing players who have not performed unauthorized interruptions from losing their motivation to play the game.
[0117] If there are multiple players whose number of times reaches a predetermined threshold after the game is interrupted during an event, the continue execution unit 11b may accept a larger payment of game media from the player who has experienced a larger number of abnormal terminations.
[0118] By adopting such a configuration, in a game in which multiple players work together to clear an event, the player who commits the most fraudulent interruptions will be required to pay for the game media as a warning to others, thereby making it possible to deter other players from committing fraudulent interruptions.
[0119] In another aspect of the present invention, there is provided a program that causes a computer to execute an abnormal termination counting step and a continue execution step, in which the abnormal termination counting step counts the number of abnormal terminations during play of an event within a game, and in the continue execution step, if the number of abnormal terminations reaches a predetermined threshold after the game is interrupted in the middle of an event, the program accepts payment of a larger amount of game media than if the predetermined threshold had not been reached, and executes processing to return to the event that was being played at the time of interruption.
[0120] In another aspect of the present invention, there is provided an information processing method in which a computer executes an abnormal termination counting step and a continue execution step, in which the abnormal termination counting step counts the number of abnormal terminations during play of an event within a game, and in the continue execution step, if the number of abnormal terminations reaches a predetermined threshold after the game is interrupted in the middle of an event, the information processing method accepts payment of a larger amount of game media than if the predetermined threshold has not been reached, and executes processing to return to the event that was being played at the time of interruption. [Explanation of symbols]
[0121] 1: Game provision system 5: Communication line 10: Server 11: Control section 11a: Abnormal termination count section 11b: Continue Execution Department 12: Storage section 13: Communications Department 14: Operation input section 15: Monitor 16: System bus 20: User terminal 21: Control unit 22: Storage section 23: Communications Department 24:Display section 25: Speaker 26:Mike 27: Camera 28: Operation button 29: System bus 30: Choice display screen 31: Mission Icon 32: Owned ticket display icon 33: Choice icon 34: Required ticket display icon 40: Event display screen 41: Mission Icon 42: Time limit icon 43: Content icon 44: Owned ticket display icon 45: Choice icon 46: Required ticket display icon 50: Game Over Screen 51: Owned ticket display icon 52: Choice icon 53: Required ticket display icon G: Games
Claims
1. It has an abnormal termination counting unit and a continue execution unit, the abnormal termination counting unit counts the number of abnormal terminations during play of an event in the game, The continue execution unit, when the number of times reaches a predetermined threshold after the game is interrupted in the middle of the event, accepts payment for more game media than in a case where the predetermined threshold has not been reached, and executes processing to return to the event that was being played at the time of interruption.
2. 2. The information processing device according to claim 1, the abnormal termination counting unit does not count the number of abnormal terminations in content other than the event, The continue execution unit executes a process of returning to the content that was being played without accepting payment for the many game media after the game is interrupted in the middle of content other than the event.
3. 3. The information processing device according to claim 1, The continue execution unit further increases the amount of payment for the game medium when the number of times reaches a predetermined second threshold.
4. The information processing device according to any one of claims 1 to 3, The continue execution unit reduces the value of a predetermined threshold when the number of times reaches the predetermined threshold.
5. The information processing device according to any one of claims 1 to 4, a time limit is set for the event to accept input from a player; When the number of times reaches a predetermined threshold, the continue execution unit reduces the time limit of the event when returning to the event.
6. The information processing device according to any one of claims 1 to 5, providing a game in which a plurality of players cooperate to clear the event, The abnormal termination counting unit counts the total number of abnormal terminations during play of the event for multiple players.
7. 7. The information processing device according to claim 6, the continue execution unit, when the game is interrupted by one of the plurality of players during the event, performs a process of interrupting the games of other players of the plurality of players; If a predetermined threshold has been reached, when payment for the game medium is accepted from the plurality of players, the information processing device executes a process for returning to the event that the plurality of players were playing when the event was interrupted.
8. The information processing device according to any one of claims 1 to 5, providing a game in which a plurality of players cooperate to clear the event, the abnormal termination counting unit counts the number of abnormal terminations during play of the event for each of the multiple players; The continue execution unit, after the game is interrupted during the event, When the number of times for one player reaches a predetermined threshold, a payment for the game medium is accepted from the one player in a larger amount than when the number of times for the one player does not reach the predetermined threshold; When the number of times of other players has not reached a predetermined threshold, the information processing device executes a process of returning to the event that was being played at the time of interruption without accepting payment for the large amount of game media from the other players.
9. 9. The information processing device according to claim 8, The continue execution unit, after the game is interrupted during the event, When there are multiple players whose number of abnormal terminations has reached a predetermined threshold, the information processing device accepts payment of the most game media from the player who has experienced the most abnormal terminations.
10. On the computer, A program that executes an abnormal termination count step and a continue execution step, In the abnormal termination counting step, the number of abnormal terminations occurring during play of an event in the game is counted; In the continue execution step, if the number of times reaches a predetermined threshold after the game is interrupted in the middle of the event, the program accepts payment of a larger amount of game media than if the predetermined threshold had not been reached, and executes processing to return to the event that was being played at the time of interruption.
11. The computer An information processing method that executes an abnormal termination count step and a continue execution step, In the abnormal termination counting step, the number of abnormal terminations occurring during play of an event in the game is counted; In the continue execution step, if the number of times reaches a predetermined threshold after the game is interrupted in the middle of the event, a payment for the game medium is accepted in a larger amount than if the predetermined threshold had not been reached, and a process for returning to the event that was being played at the time of interruption is executed.
Citation Information
Patent Citations
Fraudulent action preventing method and device
JP2006223496A