Information processing device, information processing program and information processing method
The information processing device dynamically adjusts background music and images based on player-customized character parts, improving attachment and immersion, thus increasing player motivation.
Patent Information
- Application Number
- JP2025126603
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-29
- Publication Date
- 2025-10-03
AI Technical Summary
Existing technologies do not allow for background music and images to be dynamically adjusted based on the player's customized character appearance, limiting player attachment and immersion in the game.
An information processing device that generates character objects based on player-specified parts and determines background music or images to be output during gameplay based on the combination of these parts, allowing seamless adjustment and customization.
Enhances player attachment to their customized character and increases immersion, thereby boosting motivation to participate in the game.
Smart Images

Figure 2025146973000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing program, and an information processing method. [Background technology]
[0002] In recent years, communication devices with touch panel displays such as smartphones have become widespread, and each user has their own communication device. In this context, services that provide users with community-based services over the Internet, namely, social networking services (hereinafter referred to as "SNS"), have become well known. Online games (social games) are one type of SNS that are provided to users.
[0003] In such games, music (background music, BGM) may be played during the game. The BGM used in a game is one of the important elements in the game's presentation. Playing BGM that is appropriate for various scenes in the game can be expected to have an effect of making the game more exciting. The following technologies are related to BGM in such games.
[0004] For example, a technology has been disclosed in which music in the main game in which the user can control a player character is played back, output to a music output unit, and, in response to a specific operation of the player character by the user, the music played back by a music playback means is modified from a predetermined section of the music after the specific operation (see, for example, Patent Document 1).
[0005] Furthermore, a technology has been disclosed in which multiple pieces of information representing the unique abilities and states of a game character are quantified into multiple numbers according to a predetermined game progress status, and information relating to at least one of a music pattern having a melody and an audio pattern consisting of calls for performing control processing to generate game sounds according to the obtained multiple numbers is quantified into multiple numbers, and game sounds are generated according to the obtained multiple numbers (see, for example, Patent Document 2).
[0006] Also, a technology has been disclosed that allows a user to listen to music played by a playback device, while displaying a character on a screen in a form that matches the trends of the music, and to generate a unique melody for their own character (see, for example, Patent Document 3). In this technology, an evolution form that satisfies evolution conditions is set for the character form of the character information in the evolution process, and an evolution melody is generated by linking melody elements associated with the evolution form to the character melody before evolution, and the generated evolution melody is set as the melody for the evolved character.
[0007] Also, a technique has been disclosed in which the number of timbres increases as the menu hierarchy progresses, resulting in a richer performance (see, for example, Patent Document 4).
[0008] In addition, a technology has been disclosed in which fashion power is determined by the combination of game cards with three types of attributes (H, D, F) for the head (hairstyle and makeup), torso (clothing), and feet (shoes), and the coolness level increases as the fashion power value increases, and music plays on the dance battle screen (see, for example, Patent Document 5).
[0009] In addition, a technology has been disclosed that allows a piece of music consisting of the same motif to be played in different ways depending on the playing situation by changing performance techniques such as tempo, volume, type of chord, and rhythm using predetermined parameters (see, for example, Patent Document 6). [Prior art documents] [Patent documents]
[0010] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-131409 [Patent Document 2] Patent No. 3947548 [Patent Document 3] Patent No. 4012921 [Patent Document 4] Patent No. 5433809 [Patent Document 5] Japanese Patent Application Laid-Open No. 2014-061428 [Patent Document 6] Japanese Patent Application Laid-Open No. 2004-267498 Summary of the Invention [Problem to be solved by the invention]
[0011] If a player can design and customize the player character they control, it is expected that the player will feel an attachment to the player character and become immersed in the game. In this case, if the background music, background image, etc. can also be changed according to the appearance of the player character that the player has designed and customized, it is expected that the player will feel an even greater attachment to the player character and become immersed in the game, thereby increasing the player's motivation to participate in the game.
[0012] The above-mentioned prior art discloses techniques such as changing music in response to operations that cause a character to act, creating music for a character based on the character's ability parameters, and generating music for a character based on the character's evolution (morphological change).
[0013] However, the above-mentioned prior art does not disclose how to change background music, background images, etc. in accordance with the appearance of a player character that has been designed or customized by the player himself.
[0014] Therefore, the present invention provides a technique that allows a player to feel more attached to a player character created by the player himself and to feel more immersed in the game while playing, thereby increasing the player's motivation to participate in the game. [Means for solving the problem]
[0015] An information processing device according to one aspect of the present invention includes a generation unit that generates the form of a character object controlled by a player based on a plurality of parts specified by the player, and a performance control unit that determines performance information for specifying at least one of background music or background images to be output during the progress of a game based on the combination of the plurality of parts that make up the character object. [Effects of the Invention]
[0016] According to one aspect of the present invention, the present invention can make a player feel more attached to a player character created by the player himself or herself and feel more immersed in the game, thereby increasing the player's motivation to participate in the game. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 1 is a diagram illustrating an example of an information processing apparatus according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of a network configuration of a game distribution system according to a first example of the present embodiment. [Figure 3] FIG. 2 is a diagram illustrating an example of functional blocks of a game distribution system according to a first example of the present embodiment. [Figure 4] FIG. 2 is a diagram illustrating an example of a data structure of a database managed by a server 15 in Example 1 of the present embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a player character craft screen in Example 1 of this embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a battle screen in Example 1 of the present embodiment. [Figure 7] FIG. 10 is a sequence diagram of a game distribution system according to a first embodiment of the present invention. [Figure 8] 10 is a flowchart showing a process of arranging music by a server in Example 1 of the present embodiment. [Figure 9] FIG. 10 is a diagram illustrating an example of functional blocks of a game distribution system according to a second example of the present embodiment. [Figure 10] FIG. 10 is a diagram showing an example of a viewing screen displayed on a viewer terminal in Example 2 of the present embodiment. [Figure 11] FIG. 10 is a sequence diagram of a game distribution system according to a second embodiment of the present invention. [Figure 12] 10 is a flowchart of a process performed by a server according to a second embodiment of the present invention. [Figure 13] FIG. 1 is an example of a configuration block diagram of a hardware environment of a computer that executes programs in Example 1 and Example 2 of this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0018] 1 is a diagram showing an example of an information processing device in this embodiment. The information processing device 1 includes a generation unit 2 and a performance control unit 3. An example of the information processing device 1 is a server 15, which will be described later.
[0019] The generation unit 2 generates the form of a character object to be controlled by a player based on a plurality of parts specified by the player. An example of a part is a block, which will be described later. An example of the generation unit 2 is a block / form management unit 24, which will be described later.
[0020] The performance control unit 3 determines performance information for specifying at least one of background music or background image to be output during the game based on the combination of multiple parts that make up the character object. An example of the performance information is a music or background image after an original music or original background image corresponding to a character ID (described later) has been arranged using an arrangement pattern determined based on the combination of multiple parts. An example of the performance control unit 3 is the output control unit 25 and output control unit 25a (described later).
[0021] Here, the term "game" refers not only to the in-game (hereinafter referred to as the "first game"), which is the main part of the game, but also to the so-called out-game (hereinafter referred to as the "second game") that takes place before or after the first game. For example, in the case of a competitive game, the first game is a game in which clearing conditions are set and in which the player controls his or her own player character to compete against an opponent. In the first game, the opponent may be another player or the CPU (computer).
[0022] The first game is not limited to an in-game in which there is an opponent, but also includes games of various genres such as role-playing games (RPGs) and puzzle games. More specifically, the first game may be a game in which the player aims to achieve at least a predetermined clear condition set for the first game by using a player character, operating the player character, or utilizing parameters set for the player character. Furthermore, "in progress of the game" refers to a state in which the first game is progressing, and in the case of a fighting game, for example, refers to a state in which a battle with an opponent is in progress (battle mode, battle stage, etc.).
[0023] The second game includes, for example, a home screen displayed before the first game, character object settings (such as the player character craft screen 41 in FIG. 5 described below), screens for setting the background, etc. The second game also includes post-processing after the first game (such as a screen that tallies the points, experience points, coins, or items acquired in the first game), a preparation screen for the next first game, a screen for guiding the player to the next first game, etc.
[0024] This configuration allows the player to feel more attached to the player character that the player himself / herself has created and to feel more immersed in the game, thereby increasing the player's motivation to participate in the game.
[0025] The performance control unit 3 selects first performance information from among a plurality of pieces of performance information based on the character object designated by the player, and changes the first performance information according to the plurality of parts. An example of the first performance information is an original music piece or an original background image corresponding to a character ID, which will be described later.
[0026] By configuring in this way, the more detailed the player character is created, the more the music and background images are arranged accordingly, so that the player's attachment to the player character he or she has created becomes stronger, and the player's motivation to participate in the game can be improved.
[0027] The performance control unit 3 may change the first performance information based on an arrangement pattern selected from a plurality of arrangement patterns depending on the type and number of parts arranged on the character object.
[0028] As a result, the more the player character is created using different kinds and quantities of parts, the more the music and background images are arranged accordingly, so that the player's attachment to the player character he or she has created becomes stronger, and the player's motivation to participate in the game can be improved.
[0029] When the parts specified by the player are changed, the performance control unit 3 may change the first performance information based on an arrangement pattern selected based on the changed parts.
[0030] By configuring it in this way, the first performance information is adjusted each time a part is changed, which makes the player constantly conscious of customizing the player character, thereby increasing the player's motivation to participate in the game.
[0031] When a character object acquires a part during the progress of a game using the character object, the performance control unit 3 may change the first performance information based on the acquired part, and may continue to change the first performance information based on the acquired part even after the game has progressed. "After the game has progressed" includes a second game (for example, a player character craft screen 41 in FIG. 5 described below) that is executed after the first game has ended due to the completion or non-completion of the first game's clearing conditions.
[0032] By configuring it in this way, the effect on the first performance information by the parts added during the in-game (for example, quest, battle, etc.) can be continued even outside the game. For example, when returning from the battle screen to the home screen, the tempo of the background music changes, but the effect of the music change by the parts added during the event can be continued.
[0033] When the arrangement position of the part with respect to the character object is the first position, the performance control unit 3 may change the first performance information so that it is different from when the arrangement position of the part is the second position.
[0034] With this configuration, when arranging parts on a character object, even if the same parts are arranged in different locations, the changes caused by the arrangement will be different, so the player needs to arrange parts in various locations and check the changes, which stimulates the player's curiosity. Furthermore, since the arrangement of the first effect information is determined based on the combination of parts as well as the combination of locations to be arranged, the number of arrangement combinations is countless, and the possibility of the combination overlapping with that of another player's character is reduced, allowing the player to create their own original arrangement.
[0035] The performance control unit 3 may move a body part of the character object in response to an operation by the player, and change the first performance information based on the part to be placed in the body part when the operation is received.
[0036] By configuring it in this way, the background music and background image can be changed in accordance with the movements of the character object, so that the player can try out, for example, which movements result in the background music and image that suits their taste, thereby stimulating the player's spirit of exploration.
[0037] The performance control unit 3 may change the first performance information based on the action history recorded for each part of the character object that moves in response to an operation by the player during the progress of a game using the character object.
[0038] This configuration allows the background music and background image to be changed based on the past action history, so that the player can look back and remember the past actions of the player character from the changes in the background music and image, which can make the player feel more attached to the player character.
[0039] When multiple players each operate a character object corresponding to each player, the performance control unit 3 may change the first performance information output from the terminal device operated by the first player depending on the relative position of the character object operated by the first player to the character objects operated by the other players.
[0040] By configuring it in this way, it is possible to change the background music and background images, so that the background music and background images can be changed according to the relative position of the opposing player character in the battle scene, making the battle scene feel more realistic.
[0041] When a video of the game progress including the movements of a character object controlled by a player is distributed based on access information issued by the player, the performance control unit 3 may change the first performance information based on information sent from a viewer who has viewed the video.
[0042] This configuration can increase viewers' interest in watching a streaming video of a game played by multiple players.
[0043] The information transmitted from the viewer may be an in-game object that can be acquired by a character object selected by the viewer. In this case, the effect control unit 3 may change the first effect information according to the in-game object placed in the in-game space.
[0044] This configuration allows viewers watching a streaming video of a game being played by multiple players to intervene in the game, thereby increasing viewers' interest in watching the streaming video.
[0045] The information transmitted from the viewer may be voting information from the viewer. In this case, the performance control unit 3 may change the first performance information according to the result of tallying the voting information from the multiple viewers.
[0046] By configuring it in this way, the in-game environment can be influenced according to the viewer's voting behavior, thereby increasing the viewer's motivation to watch the distributed video.
[0047] 2 is a diagram showing an example of a network configuration of a game distribution system in Example 1 of this embodiment. The game distribution system 11 includes one or more terminal devices (hereinafter referred to as "player terminals") 12, a server device (hereinafter referred to as "server") 15, and a communication network 16. The player terminals 12 and the server 15 are connected to each other via the communication network 16 so as to be able to communicate with each other.
[0048] The player terminal 12 is a terminal device operated by a player who plays the game program in this embodiment. The player terminal 12 is an electronic terminal device having a communication function that can be connected to a communication network, such as a personal computer, a smartphone, a tablet terminal, or a mobile phone.
[0049] A web browser for browsing information on the Internet is installed in the player terminal 12. The web browser is software for connecting to a web server and has functions such as displaying web pages and following hyperlinks. The player terminal 12 can display images generated by the server 15 via the web browser.
[0050] Hereinafter, the player terminal 12 used by the first player will be referred to as the player terminal 12a, and the player terminal 12 used by the second player will be referred to as the player terminal 12b.
[0051] The server 15 is an information processing device that operates and manages the game distribution system according to this embodiment. For example, the server 15 manages information about players who use the game program (e.g., gameplay details, status information of the characters being played, point information, etc.), and manages information about billing. The server 15 also manages screen display control during competitive play between players, and calculation and management of damage to characters (player characters) operated by each player.
[0052] The server 15 may be a server system made up of one or more physical information processing devices, or may be a virtual server system made up of one or more virtual server devices.
[0053] Here, an overview of an example of a game in this embodiment will be described. A player can create (craft) a player character to be used by the player using a plurality of blocks. In this case, the background music (hereinafter referred to as "BGM") and background image (hereinafter referred to as "BGI") of the game can be seamlessly changed according to the combination of blocks.
[0054] Players can also control player characters created using blocks to progress through the game, and in multiplayer battles, can compete against player characters created by other players.
[0055] In this embodiment, the game is assumed to be structured such that each stage has an "in-game" and an "out-game." The "in-game" is the main part of the game that is actually played. The "out-game" is the part of the game where preparations for the main game are made. For example, in a fighting game, the in-game phase is the phase in which the player actually fights against other player characters, and the out-game is the phase in which the player selects and equips characters before the fight.
[0056] 3 is a diagram showing an example of functional blocks of the game distribution system 11 in Example 1 of this embodiment. The server 15 includes a control unit 21, a storage unit 26, and a communication unit 27. The communication unit 27 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 27 communicates with the player terminals 12 (12a, 12b, ...) via the communication network 16.
[0057] The control unit 21 is a computing device (processor) that controls the overall operation of the server 15. For example, the control unit 21 executes processing in response to a request from the player terminal 12 and returns the execution result to the player terminal 12. Specifically, the control unit 21 performs control such as authenticating the player playing the game, sharing screen information used among players when multiple people are playing, managing the content of play, and managing charges.
[0058] The control unit 21 controls the entire server 15, and also functions as a reception unit 22, a game control unit 23, a block / form management unit 24, and an output control unit 25 by executing the program according to this embodiment.
[0059] The reception unit 22 receives operation instructions from the player from the player terminal 12. The operation instructions from the player include, for example, instructions regarding logging in to the game, initial settings, selection of a player character, designation of a block to be placed on the player character, designation of a direction for moving the player character, and operations for causing the player character to attack using a technique, weapon, etc., or to defend using a technique, weapon, etc.
[0060] The game control unit 23 controls the game other than the block / form management unit 24 and the output control unit 25. The game control unit controls, for example, the pre-settings of the game, the actions of the player characters, the progress of the game, the occurrence of events, and their timing, and in the case of a multiplayer battle scene, manages the actions of the player characters in the battle and the parameters of the player characters associated with those actions (for example, life points associated with damage).
[0061] The block / form management unit 24 places one or more blocks designated by the player on the parts designated by the player for the character object operated by the player, thereby generating the form of the character object. In this embodiment, blocks are used as an example of parts that make up the player character, but this is not limiting, and any in-game object that can be equipped by the character object may be used.
[0062] The output control unit 25 controls the screen display and sounds (music, sound effects, background music, voice, etc.) throughout the game. In this embodiment, the output control unit 25 particularly controls the background music and background image that are output while the game is in progress. Specifically, the output control unit 25 determines the framework of a piece of music and a background image based on a character object designated by the player, and arranges the determined piece of music and background image based on the combination of multiple blocks that make up the character object.
[0063] The storage unit 26 stores the program according to this embodiment (including a game program, an application program interface (API), etc.), an operating system (OS), and other programs. The storage unit 26 also stores game element data and various other data. Examples of game element data stored include player information, player character setting information, player character parameter information, viewer parameter information, background data, object data, item data, effect data, and sound data. Here, data includes not only status information and character data, but also graphical data. The storage unit 26 also stores a database (hereinafter referred to as "DB"), which will be described later.
[0064] The player information includes each player's account information, billing information, etc. The player character setting information includes information about the player character selected by the player, information about objects (weapons, armor, etc.) to be equipped to the player character, etc. The player character parameter information includes, for example, parameters such as the player character's offensive power, defensive power, stamina, etc.
[0065] Background data includes, for example, data related to the background of a game stage, such as a game field. Object data includes object data for player character objects, connection objects, and other objects. When a player character acquires an object during a game, the player character's attack power, defense power, stamina, or certain status parameters are temporarily or permanently increased. Objects include, for example, weapons objects, recovery items that restore stamina parameters, and parameter-boosting items that temporarily or permanently increase attack power, defense power, etc.
[0066] The effect data is, for example, data relating to effect images related to attacks when knocking away enemy player objects, combination techniques, etc. The sound data is data relating to music played during game play and sound effects used in various scenes, and includes data on the music, sound effects, background music, voices, etc. described above.
[0067] 4 is a diagram showing an example of the data structure of the databases managed by the server 15 in Example 1 of this embodiment. The storage unit 26 stores a player character management DB 31, a block master DB 32, a body part master DB 33, a player character body part action history management DB 34, a character-corresponding music master DB 35, a music arrangement management DB 36, and a scene-corresponding music arrangement management DB 37.
[0068] Hereinafter, each record in the player character management DB 31 may be referred to as player character information. Each record in the block master DB 32 may be referred to as block information. Each record in the body part master DB 33 may be referred to as body part information. Each record in the player character body part action history management DB 34 may be referred to as player character body part action history information. Each record in the character corresponding music master DB 35 may be referred to as player character corresponding music information. Each record in the music arrangement management DB 36 may be referred to as music arrangement information. Each record in the scene corresponding music arrangement management DB 37 may be referred to as scene corresponding music arrangement information.
[0069] The player character management DB 31 is a DB that manages information about the player characters operated by each player. The player character management DB 31 includes data items such as a "player ID," a "character ID," a "music ID," a "arrangement pattern ID," and a "composition block." The "player ID" item stores information (player ID) that identifies the player. The "character ID" item stores information (character ID) that identifies the player character designated by the player as the character to be operated by the player. The "music ID" item stores information (music ID) that identifies the song corresponding to the player character. The "arrangement pattern ID" item stores information (arrangement pattern ID) that identifies the arrangement pattern for arranging the song identified by the song ID. The "composition block" item stores information (part ID) that identifies each part of the player character and information (block ID) that identifies the blocks (one or more blocks) that make up that part. In the example of FIG. 4(A), a part ID and a block type ID are stored for each part in the format of "(part ID: block type ID, . . .)." Here, one region may be made up of one block, or one region may be made up of multiple blocks.
[0070] The block master DB 32 is a DB that manages all blocks that can be assigned to a player character in an in-game object in this embodiment. The block master DB 32 includes data items such as "block type ID," "block type name," "parameters," and "3D data." The item "block type ID" stores information that identifies a block type (block type ID). The item "block type name" stores the name of the block type identified by the block type ID. The item "parameters" stores parameters that differ for each type of block (type of block). The item "3D data" stores three-dimensional data of a block of the type identified by the block type ID.
[0071] The body part master DB 33 is a DB that manages each body part that constitutes a player character. The body part master DB 33 includes data items such as "character ID," "body part ID," and "body part name." The "character ID" item stores information (character ID) that identifies the player character designated by the player as the character that the player will control. The "body part ID" item stores information (body part ID) that identifies the body part of the player character. The "body part name" item stores the name of the body part identified by the body part ID.
[0072] The player character part action history management DB 34 is a DB that manages the action history of each player character's part. The player character part action history management DB 34 includes data items such as "player ID," "character ID," "part ID," "part constituent block ID," and "action history." The "player ID" item stores information that identifies the player (player ID). The "character ID" item stores information that identifies the player character designated by the player as the character to be controlled by the player (character ID). The "part ID" item stores information that identifies the player character's part (part ID). The "part constituent block ID" item stores one or more block type IDs that make up the part identified by the part ID (if the part is composed of multiple blocks of the same type, then the block type IDs and the number of block type IDs). The "action history" item stores the action history of the part identified by the part ID. For example, if the player character kicks with the right foot (body part ID = B25) at 12:01:05:10 on March 1, 2021, "2021030112010510:Kick" is stored in the "Action History" item.
[0073] The character corresponding song master DB 35 is a DB that manages the character objects prepared in the game in this embodiment and the songs assigned to those character objects. The character corresponding song master DB 35 includes data items such as "character ID," "character name," "song ID," and "song data." The item "character ID" stores information (character ID) that identifies the character object. The item "character name" stores the name of the character object identified by the character ID. The item "song ID" stores information (song ID) that identifies the song. The item "song data" stores data of the song identified by the song ID.
[0074] The song arrangement management DB 36 is a DB that manages arrangement patterns for arranging target songs. The song arrangement management DB 36 includes data items of "arrangement pattern ID" and "arrangement pattern name." The item "arrangement pattern ID" stores information that identifies the arrangement pattern (arrangement pattern ID). The item "arrangement pattern name" stores the name of the arrangement pattern identified by the arrangement pattern ID.
[0075] The scene-specific music arrangement management DB 37 is a DB that manages arrangement patterns for arranging the tempo (Beats Per Minute: BPM), number of tracks, and tone of background music according to the scene (stage, battle) in the game. In the example of FIG. 4(G), "each screen of the out-game," "standard battle," and "tense battle" are registered as in-game scenes. For "each screen of the out-game," an arrangement pattern of "slow BPM, few tracks, quiet tone" is registered. For "standard battle" (a standard battle scene), an arrangement pattern of "medium BPM, medium number of tracks, moderately intense tone" is registered. For "tense battle" (a tense battle scene), an arrangement pattern of "fast BPM, many tracks, intense tone" is registered.
[0076] 5 is a diagram showing an example of a player character crafting screen in Example 1 of this embodiment. The player character crafting screen 41 is a screen displayed in a pre-game stage (out-game) before an in-game battle against other player characters, and is a screen for creating (crafting) one's own character object.
[0077] 5(A), the player character craft screen 41 has a player character configuration setting area 50 on the right and a designated body part block setting area 42 on the left. The body part to be created is specified in the player character configuration setting area 50 on the right, and the specified body part is created using blocks in the designated body part block setting area 42.
[0078] The player character configuration setting area 50 includes a body part selection field 51 and a configuration display area 53. The body part selection field 51 is a field for specifying which part of the player character to be created. For example, if "body" is specified in the body part selection field 51, several options such as "human type" and "dinosaur type" are displayed. If "human type" is selected from these, options such as "chest," "belly," and "waist" are displayed.
[0079] The configuration display area 53 displays the configuration of the player character 54 in the process of being created. In FIG. 5(A), the player character 54 has been created up to the head 55, both arms, chest, and abdomen. In this state, if "Body" -> "Humanoid" -> "Waist" is selected in the body part selection field 51, a coordinated display 52 is displayed. Then, the part corresponding to the waist is displayed in a blinking display 56 in the configuration display area 53. Then, in the specified body part block setting area 42, a block can be specified for the blinking waist part.
[0080] The designated part block setting area 42 includes a "character block" designation button 43, a "block" designation button 44, a block display field 45, a "back" button 47, and a "decide" button 48.
[0081] The "character block" designation button 43 is a button for designating a character object to be played by the player, and specifically, a button for selecting the head 55 of the player character 54 to be created. When the "character block" designation button 43 is pressed, the head portions of a plurality of different types of character objects are displayed in the block display field 45, and the player can select a head from among them and press the "decide" button 48 to determine the head, i.e., the character object. At this time, the song (original song) corresponding to the determined character object is also determined, and the original song is output from the speaker of the player terminal 12.
[0082] The "Block" designation button 44 is a button for designating a character object to be played by the player. Specifically, it is a button for selecting the head 55 of the player character 54 to be created. In the player character configuration setting area 50, a part corresponding to the waist is designated in the configuration display area 53, and in the state where the part is flashing 56, the "Block" designation button 44 is pressed. Then, different types of blocks, such as block A (46a), block B (46b), ..., become selectable in the block display field 45. From among them, for example, block A (46a) is selected, and the "Confirm" button 48 is pressed. Then, the flashing waist part displayed in the configuration display area 53 is replaced with the block A selected and confirmed in the block display field 45. At this time, the music (original music) corresponding to the character object determined above is arranged based on the determined block or a combination of previously selected and confirmed blocks, and is output from the speaker of the player terminal 12.
[0083] The block display field 45 displays one or more selectable block types by pressing the "character block" designation button 43 or the "block" designation button 44. The "decide" button 48 is a button for selecting and deciding on one of the different types of blocks displayed in the block display field 45. The "back" button 47 is a button for returning to the previous screen.
[0084] As described above, the player operates the player terminal 12 to designate each part of the player character, and places blocks on the designated parts to create the form of the player character, thereby completing the player character 54. Then, as shown in FIG. 5(B), by pressing the "Confirm" button 57, the configuration and form of the player character 54 are confirmed.
[0085] Fig. 6 is a diagram showing an example of a battle screen in Example 1 of this embodiment. In Fig. 5, when each player completes his / her own player character and performs a predetermined operation, the screen transitions to a battle screen 61 in Fig. 6, and the player characters can battle each other.
[0086] On the battle screen 61, a player character 63a and a player character 63b are displayed on a battle field 62. The player character 63a is a character object operated by a first player using the player terminal 12a. The player character 63b is a character object operated by a second player using the player terminal 12b. Above the player characters 63 (63a, 63b), life gauges 64 (64a, 64b) indicating the life values of each player character 63 are displayed.
[0087] A player can operate the player terminal 12 to have his / her own player character 63 attack the opposing player character 63, or to defend against or avoid attacks from the opposing player character 63. When each player character is attacked by the opposing player character, the life value of that character is consumed by the amount of the attack, and the remaining amount of the life gauge 64 decreases. If the remaining amount of the life gauge 64 of a player character reaches zero first, the player operating that player character will be defeated.
[0088] Here, as shown in FIG. 6(A), even during a battle, the player character 63 can acquire a display object such as a block 65 placed on the battle field 62 and equip it as a block as shown in FIG. 6(B). As a result, the player character 63 equipped with the block can increase his attack power, increase his defense power, recover his life value, etc. FIG. 6(B) shows an example in which two blocks 65 are equipped on the back. Furthermore, when a display object such as a block 65 placed on the battle field 62 is acquired and equipped as a block as shown in FIG. 6(B), the music (original music) corresponding to the character object determined above is arranged accordingly and output from the speaker of the player terminal 12.
[0089] 7 is a sequence diagram of the game distribution system in Example 1 of this embodiment. Each player accesses the server 15 via a web browser installed in the player terminal 12 and performs an operation to log in to the game in the game distribution system 11. Then, the player terminal 12 makes a login request to the server 15 (S1). The server 15 responds with permission to the login request, and the connection between the player terminal 12 and the server 15 is completed.
[0090] The player performs an operation to transition to the player character craft screen 41 (FIG. 5) using the player terminal 12. In response, the server 15 displays the player character craft screen 41 (FIG. 5) on the display unit of the player terminal 12 (S2).
[0091] The player operates the player terminal 12 to press the "character block" designation button 43 on the player character craft screen 41 to select and designate the character object that the player will control. The player terminal 12 then transmits information about the designated character object (player ID, character ID) to the server 15 (S3).
[0092] When the server 15 receives the information about the specified character object (player ID, character ID), it displays a head 55 corresponding to the character ID in the configuration display area 53 of the player character craft screen 41. Furthermore, the server 15 outputs the music (original music) corresponding to the character ID from the speaker of the player terminal 12 (S4).
[0093] 5, the player operates the player terminal 12 to specify a body part of the player character and specify the blocks that make up that body part on the player character craft screen 41. Then, the player terminal 12 transmits information about the specified body part (player ID, character ID, body part ID, block type ID) to the server 15 (S5).
[0094] When the server 15 receives the information about the specified body part (player ID, character ID, body part ID, block type ID), it displays the block identified by the block type ID at the position corresponding to the body part ID in the configuration display area 53 of the player character crafting screen 41. Furthermore, the server 15 arranges the original music output in S4 based on the total value of the parameters for each type of block identified by the block type ID, and outputs the arrangement from the speaker of the player terminal 12 (S6). The processes of S5 to S6 are repeated until the crafting of the player character is completed.
[0095] When the player completes crafting the player character, the player presses the "Confirm" button 57 on the player character craft screen 41. The player terminal 12 then transmits to the server 15 a message that the configuration of the player character has been confirmed (S7).
[0096] When the server 15 receives notification that the configuration of the player character has been finalized, as soon as the craft of the opposing player's player character is completed, the server 15 causes the battle screen 61 to be shared between the competing players and displayed on the display unit of each player terminal 12 (S8).
[0097] Each player operates the player terminal 12 to attack the opposing player character, or to defend against or avoid attacks from the opposing player character, etc. Then, each player terminal 12 transmits the operation information received from that player to the server 15 (S9).
[0098] When the server 15 receives the operation information from the player, it responds to the player terminal 12 with a display result showing the action corresponding to the operation information (S10). During the match, the processing of S9 to S10 is repeated.
[0099] Here, when a block that can be equipped by a player character is placed on the battle field 62 during a battle, it is assumed that the player character 63a operated by the first player acquires the block and equips it on a predetermined body part (for example, an arm, a leg, a back, a chest, etc.) as described in Fig. 6. Then, the player terminal 12a transmits information (player ID, character ID, body part ID, block type ID) indicating that the block has been equipped on the predetermined body part to the server 15 (S11).
[0100] When the server 15 receives information (player ID, character ID, body part ID, block type ID) indicating that the block has been equipped to the predetermined body part, the server 15 displays the form of the player character after the block has been equipped to the body part on the player terminal 12. Furthermore, the server 15 rearranges the music output in S6 based on the total value of the parameters for each type of block identified by the block type ID, and outputs the rearranged music from the speaker of the player terminal 12a (S6).
[0101] The process of S11 to S12 is repeated every time the player character acquires a block that can be acquired and equipped during a battle and equips it on a predetermined part. Also, the process of S9 to S10 and S11 to S12 is repeated during a battle.
[0102] 8 is a flowchart of the music arrangement process by the server in Example 1 of this embodiment. The control unit 21 of the server 15 reads out the program according to this embodiment from the storage unit 26, and functions as a reception unit 22, a game control unit 23, a block / form management unit 24, and an output control unit 25.
[0103] The reception unit 22 receives information (player ID, character ID) relating to the designation of a character object operated by a player from the player terminal 12 (S21). The reception unit 22 registers the player ID and character ID in the player character management DB 31. Then, the output control unit 25 acquires a song ID and song data corresponding to the received character ID from the character corresponding song master DB 35 (S22). The output control unit 25 registers the acquired song ID in the "song ID" field of a record in the player character management DB 31 that matches the player ID and character ID. The output control unit 25 distributes the original song data corresponding to the character ID to the player terminal 12 and outputs it from the speaker of the player terminal 12 (S23).
[0104] Next, the reception unit 22 receives, from the player terminal 12, the body part of the player character designated by the player and the block information designated for that body part (player ID, character ID, body part ID, block type ID) (S24). The reception unit 22 registers the body part ID and block type ID in the item "composition block" of the record in the player character management DB 31 where the player ID and character ID match.
[0105] Then, the block / form management unit 24 generates a form of the specified body part based on the combination of the specified blocks (S25). That is, the block / form management unit 24 identifies the body part of the player character corresponding to the received character ID and body part ID from the body part master DB 33. The block / form management unit 24 acquires parameters and 3D data corresponding to the received block type ID (the received block type ID may be multiple) from the block master DB 32. The block / form management unit 24 combines the acquired 3D data for each block type ID to generate the form of the identified body part.
[0106] The output control unit 25 distributes the generated shape of the body part to the player terminal 12 and outputs it from the display unit of the player terminal 12 (S26).
[0107] The output control unit 25 selects an arrangement pattern according to the type and number of blocks, and arranges the music according to the selected arrangement pattern (S27). That is, the output control unit 25 counts the types of blocks (block type IDs) that make up the player character at that time and the number of blocks of each type, and calculates the parameters of the counted blocks for each type. For example, suppose that the blocks that make up the player character at that time are five block A and two block B. In the case of FIG. 4(B), the parameter of block A is 1 and the parameter of block B is 2, so the total parameter of block A is calculated as 1 x 5 = 5, and the total parameter of block B is calculated as 2 x 2 = 4.
[0108] Here, for example, if the difference between the total parameter values of block B and the total parameter values of block A is 10 or more, arrange pattern ID=5 is set. If the difference between the total parameter values of block B and the total parameter values of block A is 6 or more and less than 10, arrange pattern ID=4 is set. If the difference between the total parameter values of block B and the total parameter values of block A is 2 or more and less than 6, arrange pattern ID=3 is set. If the difference between the total parameter values of block B and the total parameter values of block A is 0 or more and less than 2, arrange pattern ID=2 is set. If the difference between the total parameter values of block B and the total parameter values of block A is less than 0 (negative), arrange pattern ID=1 is set.
[0109] In the above example, the difference obtained by subtracting the total parameter value of block A from the total parameter value of block B is 4-5=-1<0, so an arrange pattern ID of 1 is set. The output control unit 25 acquires an arrange pattern corresponding to arrange pattern ID 1 from the music arrangement management DB 36. The output control unit 25 uses the acquired arrange pattern to arrange the original music data acquired in S22 (S27). The output control unit 25 registers the acquired arrange pattern ID in the "arrange pattern ID" field of the record in the player character management DB 31 where the player ID and character ID match. The output control unit 25 distributes the arranged music data to the player terminal 12 and outputs it from the speaker of the player terminal 12 (S28).
[0110] Thereafter, if the reception unit 22 receives from the player terminal 12 the body part of the player character specified by the player and the block information (player ID, character ID, body part ID, block type ID) specified for that body part (YES in S29), the processing of this flow returns to the processing of S25. If the reception unit 22 does not receive from the player terminal 12 the body part of the player character specified by the player and the block information (player ID, character ID, body part ID, block type ID) specified for that body part (NO in S29) and the game is not to end (NO in S30), the processing of this flow returns to the processing of S29. If the game is to end (YES in S30), this flow ends.
[0111] In S27, different parameters are used for each type of block, but the parameter for any block may be set to 1. In this case, the output control unit 25 may select an arrangement pattern according to the quantity of each type of block, and arrange the music according to the selected arrangement pattern.
[0112] The output control unit 25 may also select an arrangement pattern according to the type of block most recently placed in a location and arrange the music according to the selected arrangement pattern. In this case, it is assumed that a block type ID / arrangement pattern ID management DB that associates block type IDs with arrangement pattern IDs is pre-registered in the storage unit 26. The output control unit 25 identifies the type of block most recently placed in a location (block type ID) and obtains the arrangement pattern ID corresponding to that block type ID from the block type ID / arrangement pattern ID management DB. The output control unit 25 then obtains the arrangement pattern corresponding to the obtained arrangement pattern ID from the music arrangement management DB 36 and arranges the music according to that arrangement pattern.
[0113] Furthermore, if a certain section is made up of multiple blocks, and at least one of the blocks is changed to a different type of block, or a new block is added, and the arrangement pattern ID identified by this is changed, the song will be arranged in the same manner as in Example 1 above.
[0114] The output control unit 25 may also use the scene-based music arrangement management DB 37 to control the tempo, tracks, tone, etc. of music arranged for each scene in the game. Here, the "battle standard" and "battle tension" in the scene-based music arrangement management DB 37 will be described. "Battle standard" refers to, for example, a situation in which the life values of the life gauges of all competing player characters are equal to or greater than a predetermined value during a battle. "Battle tension" refers to, for example, a situation in which the life value of the life gauge of any one of the competing player characters falls below a predetermined value during a battle. For example, when the screen on which the player is playing is an out-of-game screen, the output control unit 25 outputs the music arranged as described above with "BPM: slow, number of tracks: few, tone: quiet" using the scene-based music arrangement management DB 37. If the screen on which the player is playing is a battle screen and meets the above-mentioned "battle standard" conditions, the music arranged as described above is output using the scene-compatible music arrangement management DB 37 with "BPM: medium, number of tracks: medium, tone: slightly intense." If the screen on which the player is playing is a battle screen and meets the above-mentioned "battle tension" conditions, the music arranged as described above is output using the scene-compatible music arrangement management DB 37 with "BPM: fast, number of tracks: many, tone: intense." In this way, by controlling the tempo, tracks, and tone of the same arranged music for each scene, it is possible to give it the properties of a mechanical sound.
[0115] Furthermore, when the player character acquires a block and places it on a body part during a match (in-game), the output control unit 25 may arrange a song based on that block, and may continue arranging the song based on the acquired block in the out-game after the in-game or in the in-game of the next stage.
[0116] Furthermore, in the above embodiment, the arrangement pattern is adjusted according to the type and number of blocks, but this is not limiting, and the arrangement pattern may be adjusted according to the part where the block is placed. In this case, by using a part ID / arrangement pattern ID management DB that associates part IDs with "arrangement pattern IDs," the output control unit 25 can adjust the arrangement pattern according to the part where the block is placed. In this way, if there are multiple parts on the player character where the same block can be placed, the arrangement pattern of the song can be adjusted by changing the part where the block is placed.
[0117] In the above embodiment, the arrangement is performed at the timing when the blocks are placed on the target body part of the player character, but this is not limited to this. For example, the body part of the player character may be moved in response to a player operation, and the output control unit 25 may arrange the music based on the blocks placed on the movable body part at the timing when the operation from the player is received. For example, when the player operates the player to attack an enemy with the left arm, the arrangement pattern of the music may be adjusted based on the blocks constituting the left arm or the type and number of those blocks during the attack period.
[0118] Furthermore, the output control unit 25 may arrange music based on an action history recorded for each body part of the player character that moves in response to player operation during the progression of a game using the player character. For example, when the reception unit 22 receives an operation instruction for the player character from the player, the game control unit 23 moves the player character in accordance with the operation instruction. The game control unit 23 records a history for each body part of the player character that moves in response to player operation and registers it in chronological order in the player character body part action history management DB 34. Here, for example, a body part / action / arrangement pattern ID management DB that associates body parts (head, hands, feet, etc.), actions (headbutt, punch, kick, etc.) with arrangement pattern IDs is registered in advance in the storage unit 26. The output control unit 25 can obtain the movement history of a predetermined part (e.g., a foot) of the player character from the player character part movement history management DB 34, from which the movement history of a predetermined time ago (e.g., 10 minutes ago, 30 minutes ago, 1 hour ago, etc.) can then obtain the part ID of the predetermined part and the arrangement pattern ID corresponding to the movement history obtained from the part / movement / arrangement pattern ID management DB. As a result, the output control unit 25 can adjust the arrangement pattern using the arrangement pattern ID.
[0119] Furthermore, when multiple players each control a player character corresponding to each player, the music output from the player terminal controlled by the first player may be arranged according to the relative position of the character object controlled by the first player relative to the character objects controlled by the other players. In this case, a relative position (scalar quantity) / arrange pattern ID management DB that associates the scalar quantity of the relative position with an arrange pattern ID is registered in advance in the storage unit 26. For example, the relative position (scalar quantity) / arrange pattern ID management DB may register the relative position scalar quantity and the arrange pattern ID, such as arrange pattern ID = 1 when the scalar quantity of the relative position is between 0 and less than 2, arrange pattern ID = 2 when the scalar quantity of the relative position is between 3 and less than 6, etc. During a match between the first player and the second player, the output control unit 25 measures the relative position of the character object controlled by the first player relative to the character object controlled by the second player. The output control unit 25 obtains the arrange pattern ID corresponding to the measured scalar quantity of the relative position from the relative position (scalar quantity) / arrange pattern ID management DB. As a result, the output control unit 25 can adjust the arrange pattern using the arrange pattern ID. In this case, the arranged music is output from the player terminal 12 operated by the first player.
[0120] Furthermore, the original music or an arrangement of the music corresponding to the player character operated by the player is output from a speaker on the player terminal 12 operated by the player. The number of players may be not only two but also three or more. In this case, three or more player characters corresponding to each player may compete against each other. Furthermore, the player characters may be non-player characters (NPCs) or may be controlled by NPCs.
[0121] In Example 1 of this embodiment, the arrangement of music output during the game is described based on the combination of multiple blocks constituting the player character. However, the present invention is not limited to this. Background images (BGI) output during the game may also be arranged based on the combination of multiple blocks constituting the player character. The arrangement of background images may be, for example, by changing the brightness of the background image to represent sunny days, cloudy days, morning, daytime, night, etc., by adding rain or snow to the background image, or by displaying the trees in the forest or mountains as cherry blossoms, fresh greenery, autumn leaves, fallen leaves, etc., to represent the four seasons. In this case, by performing Example 1 using a background image arrangement pattern, in which an arrangement pattern for a background image is stored in the "arrangement pattern" field of the music arrangement management DB 36, instead of the music arrangement management DB 36, the same handling as for BGM can be achieved.
[0122] According to Example 1 of this embodiment, the player can feel a greater attachment to the player character created by the player himself and feel a greater sense of immersion while playing, thereby increasing the player's motivation to participate in the game.
[0123] Next, as Example 2 of this embodiment, we will explain an example in which the game screen played by the player is live-streamed via a video streaming service, and viewers can view the streamed video and take action on the game streaming system.
[0124] FIG. 9 is a diagram showing an example of functional blocks of a game distribution system 11a in Example 2 of this embodiment. FIG. 9 shows the game distribution system 11 of FIG. 3 to which one or more viewer terminals 71 (71a, 71b, ...), a distribution control unit 81, and a transmission information acquisition unit 82 have been added. In Example 2 of this embodiment, the same configurations, functions, or processes as those in Example 1 are given the same reference numerals, and their description will be omitted. Also, in Example 2, as described in Example 1, a player selects his or her own player character in an out-of-game, places blocks on it to create the player character, and the players compete against each other in an in-game (match).
[0125] The viewer terminal 71 is a portable electronic terminal device with a communication function that can connect to a communication network, such as a smartphone, tablet terminal, or mobile phone. The viewer terminal 71 may also be a so-called personal computer. A web browser for viewing information on the Internet is installed in the viewer terminal 71.
[0126] In the following, the viewer terminal 71 used by the first viewer will be referred to as viewer terminal 71a. The viewer terminal 71 used by the second viewer will be referred to as viewer terminal 71b. The viewer terminals 71a and 71b are connected to the server 15 via the communication network 16 so as to be able to communicate with each other.
[0127] By reading the game program according to Example 2 of this embodiment, the control unit 21 of the server 15 functions as a reception unit 22, a game control unit 23, a block / form management unit 24, an output control unit 25a, a distribution control unit 81, and a transmission information acquisition unit 82.
[0128] The distribution control unit 81 controls the application program of the video distribution service to display the distribution screen on the viewer terminal 71 via a web browser, controls the comment input field provided on the distribution screen, and controls the distribution of the video of the game screen.
[0129] The transmission information acquisition unit 82 receives transmission information from the viewer terminal 71. Note that the transmission information acquisition unit 82 may be configured to permit transmission from the viewer terminal 71 every time a video is continuously played on the viewer terminal 71 for a predetermined period of time.
[0130] The output control unit 25a can change the background music or background image (BGI) based on information transmitted from a viewer terminal 71 used by a viewer who has viewed a video. For example, if the information transmitted from the viewer terminal 71 is an in-game object that can be acquired by a character object selected by the viewer, the output control unit 25a places the in-game object in the in-game space. Furthermore, the output control unit 25a may change the in-game background music or background image (BGI) according to the in-game object placed in the in-game space.
[0131] Here, the in-game objects placed in the in-game space are parts that can be acquired by the character object. When a part is placed, the first performance information (BGM or BGI) may be changed based on the relative position of the placed part and the character object, and the degree of change in the first performance information may be increased as the character object approaches the position of the placed part. Furthermore, when a character object acquires a part, the first performance information output to the player terminal of the player operating the character object that acquired the part may be changed. Furthermore, when a character object operated by another player acquires a part, the first performance information output to the player terminal of the player who was unable to acquire the part may be changed.
[0132] Furthermore, for example, when the information transmitted from the viewer is voting information from the viewer, the output control unit 25a may change the background music or background image in the game according to the result of tallying the voting information from a plurality of viewers.
[0133] 10 is a diagram showing an example of a viewing screen displayed on a viewer terminal in Example 2 of this embodiment. A viewer can operate the viewer terminal 71 to access the viewing screen 91 from the access information issued by the player terminal 12 via the server 15, thereby displaying the viewing screen 91 on the display unit of the viewer terminal 71. Here, the access information includes, for example, a URL (uniform resource locator) relating to the location of the distributor (server 15).
[0134] The viewing screen 91 includes a video display field 92, a comment display field 93, and selection buttons 94 (94a, 94b, 94c). The video display field 92 displays gameplay video distributed from the server 15. The comment display field 93 displays comments posted by each viewer.
[0135] Regarding the selection buttons 94 (94a, 94b, 94c), the viewer can select one of a plurality of options and press the selection button 94 corresponding to the selected option. Then, information about the option corresponding to the pressed selection button 94 is transmitted to the server 15.
[0136] The selection button 94 may be, for example, a button for selecting an in-game object that the player character can acquire and placing the in-game object in the game space. That is, when the server 15 receives information regarding the designation of an in-game object that the player character can acquire from the viewer terminal 71, the server 15 can place the in-game object on the battle field 62 during the battle based on the designation information. The viewer may operate the viewer terminal 71 to designate any one of the player characters during the battle and transmit information regarding the designation of the in-game object, or may transmit information regarding the designation of the in-game object without designating a player character.
[0137] Furthermore, the selection button 94 may be, for example, a button for a viewer to vote for one of a plurality of options (voting targets). In this case, when the server 15 receives voting information from each viewer terminal 71 indicating that the viewer is voting for one of the options, the server 15 tallys the voting information.
[0138] 10, three selection buttons 94a, 94b, and 94c are displayed as an example of the selection buttons 94, but the present invention is not limited to this. For example, there may be only one selection button 94 (in this case, the decision is whether to select one option). There may also be two selection buttons 94, or four or more selection buttons.
[0139] 11 is a sequence diagram of a game distribution system according to Example 2 of this embodiment. It is assumed that a player has previously opened a channel for distributing his / her gameplay video on a video distribution service, for example. On the other hand, it is assumed that a viewer has previously registered for the channel.
[0140] The player operates the player terminal 12 to instruct the server 15 to issue a notification including access information (uniform resource locator: URL) (S41). When the server 15 receives the instruction to issue the notification from the player terminal 12, it uses the notification function of the video distribution service to send a notification including the URL to the viewer terminals 71 of the viewers who have subscribed to the channel (S42).
[0141] When the viewer receives the notification via the viewer terminal 71, he or she clicks on the URL in the notification to access the server 15 that provides the video distribution service (S43). At the same time, the viewing screen 91 of Fig. 10 is displayed on the display unit of the viewer terminal 71. When the server 15 accepts the access from the viewer terminal 71, it distributes to the viewer terminal 71 the gameplay video of the player who issued the notification (S44).
[0142] The viewer selects one of the options from the multiple selection buttons 94 and clicks the selection button 94 corresponding to the selected option. The viewer terminal 71 then transmits information corresponding to the selected option to the server 15 (S45). Here, the option may be one selected from multiple in-game object options, as described in FIG. 10, or one selected from multiple voting targets.
[0143] When the server 15 receives the transmission information transmitted from the viewer terminal 71, it performs processing corresponding to the transmission information, and performs control to change the background music or background image in the game according to the processing result (S46).
[0144] 12 is a flowchart of server processing in Example 2 of this embodiment. The control unit 21 reads out the game program according to Example 2 of this embodiment from the storage unit 26, and functions as a reception unit 22, a game control unit 23, a block / form management unit 24, an output control unit 25a, a distribution control unit 81, and a transmission information acquisition unit 82.
[0145] The reception unit 22 receives an instruction to issue a notification including access information (uniform resource locator: URL) from the player terminal 12 (S51). When the delivery control unit 81 receives the instruction to issue the notification from the player terminal 12, it uses the notification function of the video delivery service to send a notification including the URL to the viewer terminal 71 of the viewer who has subscribed to the channel (S52).
[0146] The distribution control unit 81 waits (NO in S53) until it receives access based on the access information from the viewer terminal 71. When it receives access based on the access information from the viewer terminal 71 (YES in S53), the distribution control unit 81 distributes gameplay video to the viewer terminal 71 based on the access (S54).
[0147] During distribution of a video, the transmission information acquisition unit 82 waits until it receives transmission information from the viewer terminal 71 (NO in S55, NO in S58). When the transmission information acquisition unit 82 receives transmission information from the viewer terminal 71 (YES in S55), the output control unit 25a performs processing corresponding to the transmission information (S56).
[0148] In S56, for example, if the transmitted information is information specifying an in-game object, the output control unit 25a places the specified in-game object in the in-game field information and changes the in-game background music or background image (BGI) according to the type of the specified in-game object. In this case, the storage unit 26 stores an object arrangement pattern ID management DB that associates the type of in-game object with an arrangement pattern ID. The output control unit 25a obtains an arrangement pattern ID corresponding to the type of in-game object included in the transmitted information from the object arrangement pattern management DB 36. The output control unit 25a obtains an arrangement pattern corresponding to the obtained arrangement pattern ID from the music arrangement management DB 36 and arranges the original music being output in the game using that arrangement pattern.
[0149] Also, in S56, for example, if the transmitted information is voting information specifying a voting target, the output control unit 25a changes the in-game background music or background image (BGM) in accordance with the results of tallying the voting information. For example, if the voting target is the type of in-game object to be placed in the field information in the game, the output control unit 25a tallys up the voting information transmitted from multiple viewer terminals 71 and determines the type of in-game object that has received the most votes. The output control unit 25a obtains an arrange pattern ID corresponding to the determined type of in-game object from the object arrange pattern ID management DB. The output control unit 25a obtains an arrange pattern corresponding to the obtained arrange pattern ID from the music arrangement management DB 36 and arranges the original music being output in the game with that arrange pattern.
[0150] The transmission information sent from the viewer terminal 71 may be a message from the viewer.
[0151] According to Example 2 of this embodiment, it is possible to increase viewers' interest in watching a streamed video of a game played by multiple players. Furthermore, each player terminal 12 outputs from its speaker an original song or an arrangement of a song corresponding to the player character operated by each player. At this time, the viewer terminal 71 may output background music (BGM) that is set for viewers, or, if the viewer terminal 71 transmits transmission information indicating that it is cheering on one of the players, it may output the same BGM as the BGM being output from the player terminal 12 of that player for a predetermined period of time.
[0152] 13 is an example of a configuration block diagram of a hardware environment of a computer that executes the programs in Examples 1 and 2 of this embodiment. A computer 101 functions as a player terminal 12, a viewer terminal 71, or a server 15. The computer 101 is composed of a CPU 102, a ROM 103, a RAM 104, a storage device 105, an input I / F 106, an output I / F 107, a communication I / F 108, a reading device 109, and a bus 110.
[0153] Here, CPU refers to a central processing unit. ROM refers to a read-only memory. RAM refers to a random access memory. I / F refers to an interface. The bus 110 is connected to the CPU 102, ROM 103, RAM 104, storage device 105, input I / F 106, output I / F 107, communication I / F 108, and, if necessary, a reading device 109.
[0154] The CPU 102 reads the program according to this embodiment from the storage device 105 and executes the program as the reception unit 22, game control unit 23, block / form management unit 24, output control unit 25a, distribution control unit 81, and transmission information acquisition unit 82. The ROM 103 is a read-only memory. The RAM 104 is a memory for temporary storage.
[0155] The storage device 105 is a device that stores large amounts of information. Various types of storage devices can be used as the storage device 105, such as a hard disk, a solid state drive (SSD), or a flash memory card. The storage device 105 stores programs, databases, and various data according to the embodiments of the present invention.
[0156] The input I / F 106 can be connected to input devices such as a keyboard, a mouse, an electronic camera, a web camera, a microphone, a scanner, a sensor, a tablet, a touch panel display, an information reading device, etc. The output I / F 107 can be connected to output devices such as a display, a touch panel display, a projector, a printer, a speaker, etc.
[0157] The communication I / F 108 is an interface such as a port for connecting to a communication network and communicating with other devices. The communication network may be the Internet, a local area network (LAN), a wide area network (WAN), a dedicated line, a wired line, a wireless line, etc. The reading device 109 is a device for reading portable recording media.
[0158] The program for realizing the processes described in the above embodiments may be stored in, for example, the storage device 105 from a program provider via a communication network and the communication I / F 108. The program for realizing the processes described in the above embodiments may also be stored in a commercially available portable storage medium. In this case, the portable storage medium may be set in the reading device 109, and the program may be read and executed by the CPU 102. Various types of storage media can be used as the portable storage medium, such as a CD-ROM, a flexible disk, an optical disk, a magneto-optical disk, an IC card, a USB memory device, or a semiconductor memory card. The program stored in such a storage medium is read by the reading device 109.
[0159] Furthermore, the program may be installed on a stand-alone computer, or may be installed by a cloud computer and provide only its functions to the player. In the present embodiment, the server 15 is accessed using a web browser installed on the player terminal 12 and the viewer terminal 71, and the game distribution system according to the present embodiment, which is operated on the server 15 side, is controlled, but this is not limiting. For example, the game distribution system according to the present embodiment may be controlled by installing an application program capable of communicating with the server 15 on the player terminal 12 and the viewer terminal 71.
[0160] This aspect has been described above based on embodiments and modifications. However, the above-described embodiments are intended to facilitate understanding of this aspect and are not intended to limit this aspect. This aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in this aspect. Furthermore, if a technical feature is not described as essential in this specification, it may be deleted as appropriate.
[0161] In addition to the above embodiment, the following is further noted. (Appendix 1) a generation unit that generates a form of a character object to be operated by a player based on a plurality of parts designated by the player; a performance control unit that determines performance information for specifying at least one of background music and background images to be output during the progress of the game based on a combination of the plurality of parts that constitute the character object; An information processing device comprising: This configuration allows the player to feel more attached to the player character that the player himself / herself has created and to feel more immersed in the game, thereby increasing the player's motivation to participate in the game. (Appendix 2) The performance control unit selects first performance information from a plurality of pieces of performance information based on the character object designated by the player, and changes the first performance information according to the plurality of parts. 2. The information processing device according to claim 1, By configuring in this way, the more detailed the player character is created, the more the music and background images are arranged accordingly, so that the player's attachment to the player character he or she has created becomes stronger, and the player's motivation to participate in the game can be improved. (Appendix 3) The performance control unit changes the first performance information based on an arrangement pattern selected from a plurality of arrangement patterns according to the types and quantities of the parts arranged on the character object. 3. The information processing device according to claim 2. As a result, the more the player character is created using different kinds and quantities of parts, the more the music and background images are arranged accordingly, so that the player's attachment to the player character he or she has created becomes stronger, and the player's motivation to participate in the game can be improved. (Appendix 4) When the part designated by the player is changed, the performance control unit changes the first performance information based on an arrangement pattern selected based on the changed part. 4. The information processing device according to claim 2 or 3. By configuring it in this way, the first performance information is adjusted each time a part is changed, which makes the player constantly conscious of customizing the player character, thereby increasing the player's motivation to participate in the game. (Appendix 5) When the character object acquires the part during the progress of a game using the character object, the effect control unit changes the first effect information based on the acquired part, and continues to change the first effect information based on the acquired part even after the game has progressed. 5. The information processing device according to any one of Supplementary Notes 2 to 4, wherein: By configuring it in this way, the effect on the first performance information by the parts added during the in-game (for example, quest, battle, etc.) can be continued even outside the game. For example, when returning from the battle screen to the home screen, the tempo of the background music changes, but the effect of the music change by the parts added during the event can be continued. (Appendix 6) The performance control unit changes the first performance information when the arrangement position of the part with respect to the character object is a first position so as to be different from when the arrangement position of the part is a second position. 6. The information processing device according to any one of Supplementary Notes 2 to 5, With this configuration, when arranging parts on a character object, even if the same parts are arranged in different locations, the changes caused by the arrangement will be different, so the player needs to arrange parts in various locations and check the changes, which stimulates the player's curiosity. Furthermore, since the arrangement of the first effect information is determined based on the combination of parts as well as the combination of locations to be arranged, the number of arrangement combinations is countless, and the possibility of the combination overlapping with that of another player's character is reduced, allowing the player to create their own original arrangement. (Appendix 7) The performance control unit moves a part of the character object in response to an operation by the player, and changes the first performance information based on the part to be placed on the part when the operation is received. 7. The information processing device according to any one of Supplementary Notes 2 to 6, By configuring it in this way, the background music and background image can be changed in accordance with the movements of the character object, so that the player can try out, for example, which movements result in the background music and image that suits their taste, thereby stimulating the player's spirit of exploration. (Appendix 8) The effect control unit changes the first effect information based on an action history recorded for each part of the character object that moves in response to an operation by the player during the progress of a game using the character object. 8. The information processing device according to any one of Supplementary Notes 2 to 7, wherein: This configuration allows the background music and background image to be changed based on the past action history, so that the player can look back and remember the past actions of the player character from the changes in the background music and image, which can make the player feel more attached to the player character. (Appendix 9) When a plurality of players respectively operate character objects corresponding to the respective players, the effect control unit changes the first effect information output from the terminal device operated by the first player in accordance with a relative position of the character object operated by the first player with respect to the character objects operated by the other players. 9. The information processing device according to any one of Supplementary Notes 2 to 8, wherein: By configuring it in this way, it is possible to change the background music and background images, so that the background music and background images can be changed according to the relative position of the opposing player character in the battle scene, making the battle scene feel more realistic. (Appendix 10) When a video of a game progress including an action of the character object operated by the player is distributed based on access information issued by the player, the performance control unit changes the first performance information based on information transmitted from a viewer who has viewed the video. 10. The information processing device according to any one of Supplementary Notes 2 to 9, This configuration can increase viewers' interest in watching a streaming video of a game played by multiple players. (Appendix 11) the information transmitted from the viewer is an in-game object that can be acquired by the character object selected by the viewer; The effect control unit changes the first effect information in accordance with the in-game object placed in the in-game space. 11. The information processing device according to claim 10. This configuration allows viewers watching a streaming video of a game being played by multiple players to intervene in the game, thereby increasing viewers' interest in watching the streaming video. (Appendix 12) The information transmitted from the viewer is voting information from the viewer, The performance control unit changes the first performance information in accordance with a result of tallying vote information from a plurality of viewers. 12. The information processing device according to claim 10 or 11. By configuring it in this way, the in-game environment can be influenced according to the viewer's voting behavior, thereby increasing the viewer's motivation to watch the distributed video. (Appendix 13) On the computer, a generation process for generating a form of a character object to be operated by a player based on a plurality of parts designated by the player; a performance control process that determines performance information for specifying at least one of background music and background images to be output during the progress of the game based on a combination of the plurality of parts that constitute the character object; An information processing program that executes the above. This configuration allows the player to feel more attached to the player character that the player himself / herself has created and to feel more immersed in the game, thereby increasing the player's motivation to participate in the game. (Appendix 14) a computer generates a form of a character object to be operated by a player based on a plurality of parts designated by the player; The computer determines performance information for specifying at least one of background music and background images to be output during the game based on the combination of the plurality of parts that make up the character object. Information processing methods. This configuration allows the player to feel more attached to the player character that the player himself / herself has created and to feel more immersed in the game, thereby increasing the player's motivation to participate in the game. [Explanation of symbols]
[0162] 1. Information processing equipment 2 Generation part 3 Production Control Unit 11 Game Distribution System 12 (12a, 12b) Player terminal 13(13a,13b) Operation display section 14(14a,14b) screen 15 servers 16. Communication Networks 21 Control section 22 Reception 23 Game control unit 24 Block and Shape Management Department 25 Output control section 26 Memory section 27 Communications Department 25a Output control section 71(71a, 71b) Viewer terminal 81 Distribution control section 82 Transmission information acquisition unit
Claims
[Claim 1] a generation unit that generates a form of a character object to be operated by a player based on a plurality of parts designated by the player; a performance control unit that determines performance information for specifying at least one of background music and background images to be output during the progress of the game based on a combination of the plurality of parts that constitute the character object; An information processing device comprising:
Citation Information
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