Game system, program and information processing device

The game system improves character control in competitive games by dynamically adjusting movement and interaction based on group proximity and state, enhancing strategic gameplay and entertainment value.

JP2025150480APending Publication Date: 2025-10-09BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024051379
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-27
Publication Date
2025-10-09

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  • Figure 2025150480000001_ABST
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Abstract

To improve amusement of a game by controlling information of characters in the game in which a first group (e.g., a fleeing group) and a second group (e.g., a pursuing group) appear.SOLUTION: A game system controls characters belonging to a first group and characters belonging to a second group. In a prescribed state where a plurality of characters belonging to the first group are present within a first prescribed area and the plurality of characters are fleeing from at least one character belonging to the second group, control is performed to change prescribed information regarding escape of at least one character of the plurality of characters belonging to the first group and being present within the first prescribed area.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a game system, a program, and an information processing device. [Background technology]

[0002] Conventionally, there have been game devices for games (for example, battle games such as tag) in which characters belonging to a first group (a group on the run) capture characters belonging to a second group (a group on the chase).

[0003] Furthermore, there is a conventional technique for controlling the movement speed of characters (see Patent Document 1). There is also a technique for increasing the movement power when characters on the same team move together as a connected group (see Patent Document 2). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 3927821 [Patent Document 2] Patent Publication No. 2021-53187 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in a game in which a first group (for example, a group of fugitives) competes against a second group (for example, a group of pursuers), there is room for improvement in terms of character control.

[0006] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game system etc. that can control character information (e.g., movement speed) related to escape and / or pursuit in a game featuring a first group (e.g., a group of escapees) and a second group (e.g., a group of pursuers), thereby improving the entertainment value of the game. [Means for solving the problem]

[0007] (1) The present invention is In a game system in which a first group and a second group appear, a character control unit that controls characters belonging to the first group and characters belonging to the second group; When a plurality of characters belonging to the first group are present within a first predetermined range, and in a predetermined state in which the plurality of characters are fleeing from at least one character belonging to the second group, control is performed to change predetermined information regarding the escape of at least one character of the plurality of characters belonging to the first group and present within the first predetermined range; and a game control unit that, when a plurality of characters belonging to the second group are present within a second predetermined range and in a predetermined state in which the plurality of characters are tracking at least one character belonging to the first group, performs at least one of controls to change predetermined information regarding the tracking of at least one character of the plurality of characters that belong to the second group and are present within the second predetermined range.

[0008] The present invention also relates to an information processing device (terminal device, game device, server device) including each of the above-mentioned units. The present invention also relates to a program that causes a computer to function as each of the above-mentioned units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as each of the above-mentioned units.

[0009] According to the present invention, when a plurality of characters belonging to a first group are present within a first predetermined range and in a predetermined state where the plurality of characters are fleeing from at least one character belonging to a second group, at least one of the following control operations is performed: control to change predetermined information (e.g., movement speed) related to the escape of at least one character of the plurality of characters belonging to the first group and present within the first predetermined range; and control to change predetermined information (e.g., movement speed) related to the pursuit of at least one character of the plurality of characters belonging to the second group and present within the second predetermined range when a plurality of characters belonging to the second group are present within a second predetermined range and in a predetermined state where the plurality of characters are chasing at least one character belonging to the first group, thereby making it possible to at least one of the following control operations to improve the interest of the game.

[0010] (2) In addition, in the game system, program, and information processing device according to the present invention, The control for changing the predetermined information includes: The control may be to increase the moving speed of the character.

[0011] According to the present invention, the control increases the movement speed of at least one of a plurality of characters belonging to a first group and existing within a first predetermined range when they escape, and the movement speed of at least one of a plurality of characters belonging to a second group and existing within a second predetermined range when they pursue, thereby improving the entertainment value of the game.

[0012] (3) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit determining a character for which the predetermined information regarding escape is to be changed based on information of each character belonging to the first group and existing within the first predetermined range; A character for which the predetermined information relating to tracking is to be changed may be determined based on information about each character that belongs to the second group and exists within the second predetermined range.

[0013] According to the present invention, information (e.g., stamina value, items) of each character belonging to a first group and existing within a first predetermined range can influence the determination of the character to be targeted for changing the predetermined information regarding escape, and control can be exercised making use of the information of each character.

[0014] According to the present invention, information (e.g., stamina value, item) of each character belonging to the second group and existing within the second predetermined range can influence the determination of the character for which the predetermined information related to tracking is changed, and control can be performed making use of the information of each character.

[0015] (4) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit performing control to change the predetermined information regarding escape based on the number of characters belonging to the first group and present within the first predetermined range and / or the ratio of the number of characters belonging to the first group to the total number of characters; The specified information regarding tracking may be changed based on the number of characters belonging to the second group and present within the second specified range, and / or the ratio of the number of characters belonging to the second group to the total number of characters.

[0016] According to the present invention, the player will play the game strategically while being aware of the number of characters belonging to the first group and present within the first predetermined range, and / or the ratio of the number of characters belonging to the first group to the total number of characters, thereby further increasing the interest of the game.

[0017] Furthermore, according to the present invention, the player will play the game strategically while being aware of the number of characters belonging to the second group that are present within the second predetermined range, and / or the ratio of the number of characters belonging to the second group to the total number of characters, thereby further increasing the interest of the game.

[0018] (5) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit performing control to change the predetermined information regarding escape based on a period during which the plurality of characters belonging to the first group are present within the first predetermined range; The predetermined information regarding tracking may be changed based on a period during which the plurality of characters belonging to the second group are present within the second predetermined range.

[0019] According to the present invention, the player will play the game strategically, being aware of the period during which multiple characters belonging to the first group are present within the first predetermined range, thereby further increasing the interest of the game.

[0020] Furthermore, according to the present invention, the player will play the game strategically, being aware of the period during which multiple characters belonging to the second group are present within the second predetermined range, thereby further increasing the interest of the game.

[0021] (6) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit The predetermined information may be changed based on at least one of the relative merits of the first group and the second group, the remaining time of the game, and the duration of the predetermined state.

[0022] According to the present invention, the player will play the game strategically while being aware of at least one of the relative strengths of the first group and the second group, the remaining time in the game, and the duration of a predetermined state, thereby further increasing the interest of the game.

[0023] (7) Furthermore, in the game system, program, and information processing device according to the present invention, A process of selecting a reference character that serves as a reference for control of changing the predetermined information regarding escape from among the plurality of characters that belong to the first group and exist within the first predetermined range, according to predetermined selection conditions; and The tracking control system may further include a selection unit that performs at least one of the following processes: a process of selecting a reference character that serves as a basis for control of changing the specified information regarding tracking from among the plurality of characters that belong to the second group and exist within the second specified range, using specified selection conditions.

[0024] According to the present invention, the selection of a reference character from among a plurality of characters present within a first predetermined range will affect the change of predetermined information regarding escape, thereby further increasing the interest of the game.

[0025] According to the present invention, the change of the predetermined information regarding tracking is affected by which character is selected as the reference character among the plurality of characters present within the second predetermined range. This can further increase the interest of the game.

[0026] (8) Furthermore, in the game system, program, and information processing device according to the present invention, The selection unit a process of selecting a reference character that serves as a reference for control of changing the predetermined information regarding escape from among the plurality of characters that belong to the first group and exist within the first predetermined range, based on the character with the highest moving speed and / or the attributes of the character; and The method may also be configured to perform at least one of the following processes: a process of selecting a reference character that serves as a basis for control of changing the specified information regarding tracking, based on the character with the highest movement speed and / or the attributes of the character from among the plurality of characters that belong to the second group and exist within the second specified range.

[0027] According to the present invention, the character with the highest moving speed and / or the attributes of the character are strategically considered, which can further increase the interest of the game.

[0028] (9) Furthermore, in the game system, program, and information processing device according to the present invention, The game may further include a role control unit that changes role information set for at least one player when a given condition is met during execution of the game.

[0029] The present invention changes the role information set for at least one player when a given condition is met during the execution of a game, so that the player can play the game while taking the role information into consideration.

[0030] (10) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit If there is a character that has experienced a role change among the plurality of characters that belong to the first group and exist within the first predetermined range, changing the predetermined information regarding escape based on at least one of the number of characters that have experienced a role change, the ratio of the number of characters that have experienced a role change to the total number of characters, and the number of times that the character that has experienced a role change has changed roles; If there is a character that has experienced a role change among the plurality of characters that belong to the second group and exist within the second predetermined range, control may be performed to change the predetermined information regarding tracking based on at least one of the number of characters that have experienced a role change, the ratio of the number of characters that have experienced a role change to the total number of characters, and the number of times that character that has experienced a role change has changed roles.

[0031] According to the present invention, the player will play the game strategically while being aware of at least one of the number of characters that have experienced role changes, the ratio of the number of characters that have experienced role changes to the total number of characters, and the number of times that a character that has experienced role changes has changed role, thereby further increasing the interest of the game.

[0032] (11) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit At a predetermined timing after the start of the game, a predetermined object may be made to participate in the game, and depending on the game situation, the predetermined object may be made to take action to assist the first group or the second group.

[0033] According to the present invention, the interest of the game can be further increased by having the predetermined object take an action to assist the first group or the second group.

[0034] (12) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit When a predetermined object inserted at a predetermined timing after the start of the game is present within the first predetermined range, the state of the characters belonging to the first group is changed to an advantageous or disadvantageous state; When a specified object is inserted at a specified timing after the start of the game and is present within the second specified range, the characters belonging to the second group may be put into an advantageous or disadvantageous state.

[0035] According to the present invention, when a specified object is present within a first specified range, the characters belonging to the first group are changed to an advantageous or disadvantageous state, so that the player is forced to take into consideration the location of the specified object, further increasing the interest of the game.

[0036] Furthermore, according to the present invention, when a specified object is present within a second specified range, the characters belonging to the second group are changed to an advantageous or disadvantageous state, so that the player is forced to take into consideration the location of the specified object, further increasing the interest of the game.

[0037] (13) Furthermore, in the game system, program, and information processing device according to the present invention, The game control unit a first advantageous control that changes at least one of one character belonging to the first group and another character belonging to the first group to an advantageous state based on a predetermined interference action taken by the one character belonging to the first group within the first predetermined range against the other character belonging to the first group within the first predetermined range; a second advantageous control that changes at least one of one character belonging to the second group and the other character to an advantageous state based on a predetermined interference action taken by the one character belonging to the second group within the second predetermined range against the other character belonging to the second group within the second predetermined range; a third advantageous control that changes at least one of one character belonging to the first group and another character belonging to the second group to an advantageous state based on a predetermined interference action taken by the one character belonging to the first group within the first predetermined range against the other character belonging to the second group within the second predetermined range; At least one of a fourth advantageous control may be performed based on a predetermined interference action taken by a character belonging to the second group within the second predetermined range against another character belonging to the first group within the first predetermined range, to change the one character and / or the other character to an advantageous state.

[0038] According to the present invention, in the first advantageous control, one character can tactically outmaneuver other characters within the same first group, further increasing the entertainment value of the game.

[0039] Furthermore, according to the present invention, in the second advantageous control, one character can tactically outmaneuver other characters within the same second group, further increasing the entertainment value of the game.

[0040] Furthermore, according to the present invention, in the third and fourth advantageous control, one character can outwit another character in different groups, further increasing the interest of the game. It can be increased. [Brief explanation of the drawings]

[0041] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Figure 3] FIG. 2 is a diagram showing functional blocks of the terminal device according to the embodiment. [Figure 4] FIG. 4 is a diagram for explaining a first predetermined range in the present embodiment. [Figure 5] FIG. 4 is a diagram for explaining a second predetermined range in the present embodiment. [Figure 6] FIG. 4 is a diagram for explaining a period during which a predetermined state is maintained in the present embodiment. [Figure 7] FIG. 4 is a diagram for explaining a period during which a predetermined state is maintained in the present embodiment. [Figure 8] 10 shows an example of role information settings according to the present embodiment. [Figure 9] 1 is a flowchart showing an example of a processing flow according to an embodiment of the present invention. [Figure 10] 1 is a flowchart showing an example of a processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0042] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0043] [1] Game System First, an overview and a general configuration of a game system (for example, an information processing system) according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system according to this embodiment.

[0044] The server device 10 is an information processing device capable of providing a given service using a terminal device (game device) 20 connected for communication via the Internet (an example of a network).

[0045] The terminal device 20 is an information processing device such as a terminal device, smartphone, mobile phone, PHS, computer, terminal device, PDA, portable game console, image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN.

[0046] [1.1] Game system based on a client-server model As shown in FIG. 1, the game system of this embodiment is configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) are connectable to the Internet (an example of a network).

[0047] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.

[0048] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device 20.

[0049] It should be noted that the various processes relating to the present invention may be performed by the server device 10 alone, or by the terminal device 20 alone.

[0050] [1.2] Terminal equipment The game system of this embodiment may be realized by a single terminal device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0051] Furthermore, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a game system realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.

[0052] A plurality of such terminal devices may be connected by wire or wirelessly, and one terminal device may function as a host (server device 10), and the system may be realized by the plurality of terminal devices.

[0053] The terminal device is not limited to a terminal device, but may be a tablet information terminal device, a personal computer, or a terminal device (casing) installed in an amusement park.

[0054] [1.3] Cloud-based game system The game system of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, basic processing (including game processing, drawing processing, etc.) is performed solely by the server device 10 (cloud device), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 also transmits information such as input information (operation information) of the controller to the server device 10. In this case, the terminal device 20 may also transmit information other than the input information.

[0055] Furthermore, in this embodiment, except for input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing input and image display by streaming.

[0056] Furthermore, the game system may store the information stored in the server device 10 and the information stored in the terminal device 20 in a given storage area on the Internet.

[0057] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.

[0058] [1.5] Examples of social games In this embodiment, the SNS server may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.

[0059] Furthermore, in this embodiment, for example, when functioning as an SNS server, it is possible to provide a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS that is provided.

[0060] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. In addition, this embodiment has a configuration that can provide an online game in which players can connect to other players' terminal devices 20 via a network and simultaneously share the same game progress online.

[0061] [1.6] Example of a browser game In particular, in this embodiment, games may be provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0062] The terminal device 20 also has a web browser capable of viewing web pages (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting player operation data to the server device 10, and is configured to execute various processes for providing a screen to the player and allowing the player to play the game. However, the terminal device 20 may also acquire game control information provided from the server device 10, execute predetermined game processing, and play a game based on the game processing.

[0063] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may be configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to obtain player information and the like managed by the server device 10 functioning as an SNS server, and then execute the game.

[0064] [1.7] Other In this embodiment, the server device 10 may be configured with one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in the storage area (storage unit 170 described later) of the server device 10 may be stored in a database (broadly speaking, a storage device, a memory) connected via a network (an intranet or the Internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0065] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. In this embodiment, some of the components (each unit) of Fig. 2 may be omitted.

[0066] In this embodiment, the system includes an input unit 160 for use in input by the administrator and others, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with the terminal device 20 and others, a processing unit 100 that mainly executes processing related to the game to be provided, and a memory unit 170 that mainly stores various data used in the game.

[0067] The input unit 160 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is configured with a mouse, keyboard, and the like.

[0068] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0069] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0070] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 170 may be managed by a database.

[0071] In addition to the main memory unit 171, the memory unit 170 of this embodiment also has an image buffer 172, a game data memory unit 174 in which game information indicating information related to the game is stored, a player information memory unit (user information memory unit) 176, a group information memory unit 177, and a role information memory unit 178.

[0072] In particular, the game data storage unit 174 stores information about the virtual space (game field) in which the game is played, information about the virtual camera, setting values ​​used in the game, and the like.

[0073] Furthermore, player information (user information) is stored in association with a player ID (user ID) for each player (user) in the player information storage unit 176. The player ID is identification information for identifying a player.

[0074] The player information includes input information (operation information) of the player. Furthermore, the player information may be a concept that includes not only information about the player associated with the player, but also information about the player's game media (for example, game media such as characters, cards, and items owned by the player).

[0075] The group information storage unit 177 stores information about groups (group name, number of members, players, etc.).

[0076] In the role information storage unit 178, one piece of role information is set from among a plurality of types of role information (escape, chase) in association with the player ID (or the character ID of the player's operation target).

[0077] The processing unit 100 performs various processes using a main memory unit 171 in the memory unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0078] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0079] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.

[0080] The processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment for each player based on input from the player input via the terminal device 20.

[0081] In this embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.

[0082] The processing unit 100 includes a game control unit 111, a display control unit 112, a character control unit 113, a selection unit 114, a role control unit 115, a presentation unit 119, a communication control unit 120, a management unit 122, an image generation unit 130, and a sound processing unit 140.

[0083] The game control unit 111 executes game processing based on input information (operation information) from a player. For example, the game control unit 111 may receive input information (operation information) from a player from the player's terminal device 20 and execute game processing.

[0084] That is, the game control unit 111 progresses the game based on the operation input of the player. For example, the game control unit 111 may progress the game by making the character operated by the player take a predetermined action.

[0085] The game control unit 111 determines whether the player wins or loses. For example, if the fugitive meets a predetermined clearing condition, it determines that the fugitive wins and the pursuer loses. On the other hand, if the fugitive does not meet the predetermined clearing condition, it determines that the fugitive loses and the pursuer wins.

[0086] When a plurality of characters belonging to a first group are present within a first predetermined range and in a predetermined state in which the plurality of characters are escaping from at least one character belonging to a second group, the game control unit 111 performs control (first game control) to change predetermined information regarding the escape of at least one character of the plurality of characters belonging to the first group and present within the first predetermined range.

[0087] Furthermore, when a plurality of characters belonging to a second group are present within a second predetermined range and in a predetermined state in which the plurality of characters are pursuing at least one character belonging to the first group, the game control unit 111 performs control (second game control) to change predetermined information regarding the pursuit of at least one character of the plurality of characters belonging to the second group and present within the second predetermined range. The game control unit 111 performs at least one of the first game control and the second game control.

[0088] For example, the control for changing the predetermined information may be to increase the character's movement speed, to make the character transparent, or to improve the character's jumping power.

[0089] The game control unit 111 may determine the character for which the predetermined information regarding escape is to be changed, based on the information of each character that belongs to the first group and exists within the first predetermined range.

[0090] The game control unit 111 may determine the target character for which the predetermined information related to tracking is to be changed, based on the information of each character that belongs to the second group and exists within the second predetermined range.

[0091] The game control unit 111 may be configured to control the change of specified information regarding escape based on the number of characters belonging to the first group and present within a first specified range, and / or the ratio of the number of characters belonging to the first group to the total number of characters.

[0092] The game control unit 111 determines whether or not the number of characters belonging to the second group is within a second predetermined range, and / or determines whether or not the number of characters belonging to the second group is within a second predetermined range, based on the ratio of the number of characters belonging to the second group to the total number of characters. Based on this, control may be performed to change predetermined information related to tracking.

[0093] The game control unit 111 may perform control to change the predetermined information regarding escape based on the period during which a plurality of characters belonging to the first group exist within the first predetermined range.

[0094] The game control unit 111 may perform control to change the predetermined information regarding tracking based on the period during which a plurality of characters belonging to the second group exist within the second predetermined range.

[0095] The game control unit 111 may be configured to control the change of the specified information (specified information regarding escape and / or specified information regarding pursuit) based on at least one of the relative superiority status between the first group and the second group, the remaining time in the game, and the duration of the specified state.

[0096] The game control unit 111 may cancel the control of changing the predetermined information (predetermined information regarding escape and / or predetermined information regarding pursuit) based on a predetermined cancellation condition.

[0097] When there is a character that has experienced a role change among a plurality of characters that belong to a first group and exist within a first predetermined range, the game control unit 111 may change the predetermined information regarding escape based on the number of characters that have experienced a role change, the ratio of the number of characters that have experienced a role change to the total number of characters, and / or the number of times the character that has experienced a role change has changed roles.

[0098] When there is a character that has experienced a role change among the multiple characters that belong to the second group and exist within the second predetermined range, the game control unit 111 may perform control to change the predetermined information related to tracking based on the number of characters that have experienced a role change, the ratio of the number of characters that have experienced a role change to the total number of characters, and / or the number of times the character that has experienced a role change has changed roles.

[0099] The game control unit 111 may allow a predetermined object to participate in the game at a predetermined timing after the start of the game, and may cause the predetermined object to take action to assist the first group or the second group depending on the game situation.

[0100] The game control unit 111 may be configured to change the state of the characters belonging to the first group to an advantageous or disadvantageous state when a specified object that is introduced (appears) at a specified timing after the start of the game is present within a first specified range.

[0101] The game control unit 111 may be configured to change the state of the characters belonging to the second group to an advantageous or disadvantageous state when a specified object that is introduced (appears) at a specified timing after the start of the game is present within a second specified range.

[0102] The game control unit 111 performs control (first advantageous control) to change at least one of one character belonging to the first group and the other character to an advantageous state based on a predetermined interference action taken by the one character belonging to the first group within a first predetermined range against the other character belonging to the first group within the first predetermined range.

[0103] The game control unit 111 may perform control (second advantageous control) to change at least one of a character belonging to a second group and another character belonging to the second group within a second predetermined range to an advantageous state based on a predetermined interference action taken by the character belonging to the second group within the second predetermined range against the other character belonging to the second group within the second predetermined range.

[0104] The game control unit 111 may perform control (third advantageous control) to change at least one of a character belonging to a first group within a first predetermined range and another character belonging to a second group within a second predetermined range to an advantageous state based on a predetermined interference action taken by the character.

[0105] The game control unit 111 may perform control (fourth advantageous control) to change at least one of a character belonging to the second group within a second predetermined range and another character belonging to the first group into an advantageous state based on a predetermined interference action taken by the character within the second predetermined range against the other character belonging to the first group within a first predetermined range.

[0106] The display control unit 112 controls the display unit 290 of the terminal device 20 to display the screen (image) generated by the server device 10. In other words, the display destination of the screen (image) generated by the server device 10 is the display unit 290 of the terminal device 20.

[0107] The character control unit 113 controls the characters belonging to the first group and the characters belonging to the second group, for example, by setting (updating) character information (stamina value, points, attack power, defense power, growth parameters, items).

[0108] The selection unit 114 performs a process (first selection process) of selecting a reference character that serves as a basis for control of changing predetermined information related to escape from among a plurality of characters that belong to a first group and exist within a first predetermined range, using predetermined selection conditions.

[0109] For example, the selection unit 114 selects a reference character that serves as a basis for control of changing specified information regarding escape from among a plurality of characters that belong to a first group and exist within a first specified range, based on the character with the highest movement speed and / or the attributes of the character.

[0110] The selection unit 114 performs a process (second selection process) to select a reference character, which is a control standard for changing predetermined information related to tracking, from among a plurality of characters that belong to a second group and exist within a second predetermined range, under predetermined selection conditions. The selection unit 114 performs at least one of the first selection process and the second selection process.

[0111] For example, the selection unit 114 selects a reference character that serves as a basis for control of changing the specified information related to tracking, based on the character with the highest movement speed and / or the attributes of the character from among multiple characters that belong to the second group and exist within a second specified range.

[0112] The role control unit 115 controls role information associated with a player (a character controlled by the player). For example, when a given condition is met during execution of a game, the role control unit 115 changes the role information set for at least one player.

[0113] The presentation unit 119 performs processing to present given information to the terminal device 20 of the player.

[0114] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing to communicate (transmit and receive) data via the network.

[0115] For example, the communication control unit 120 transmits information about the game to the player's terminal device 20. The communication control unit 120 also receives, from the player's terminal device 20, player operation information accepted by the terminal device 20.

[0116] Furthermore, the communication control unit 120 receives information about the game from the server device 10.

[0117] The management unit 122 manages game information and player information associated with player identification information for each player. The management unit 122 may also manage information such as in-game currency and items.

[0118] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100 , thereby generating an image, and outputs it to the display unit 290 of the terminal device 20 .

[0119] The image generation unit 130 is realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, and the like.

[0120] The image generation unit 130 generates one image (game screen) of the game screen in one frame time (for example, 1 / 60 seconds) in accordance with the progress of the game. The image generation unit 130 outputs the generated image to the image buffer 172. The image generation unit 130 also transmits the generated image to the terminal device 20.

[0121] The image generation unit 130 generates an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in a virtual space (object space, game space).

[0122] For example, when generating a 3D game image, the image generation unit 130 first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, or perspective transformation, and then creates rendering data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, alpha values, etc.) based on the results of these processing. Then, based on this rendering data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometry processing) is rendered in the image buffer 172 (a buffer that can store image information in pixel units, such as a frame buffer or work buffer; VRAM). This generates an image seen from a virtual camera (a given viewpoint) in object space.

[0123] Furthermore, when multiple players play a multiplayer online game in which data is transmitted and received via a network, the image generator 130 generates an image for each player as seen from a virtual camera that follows the movement of an object controlled by that player. In other words, an independent rendering process is performed for each player. The image generator 130 may also generate a two-dimensional image in the virtual space.

[0124] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates (plays) game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20.

[0125] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.

[0126] The input unit 260 is used by the player to input operation data, and its function can be realized by a touch panel or a touch panel display. That is, the input unit 260 is a device capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. The input unit 260 includes a detection unit 262. For example, the input unit 260 includes a detection unit 262 that can detect two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).

[0127] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using a fingertip or an input device such as a touch pen.

[0128] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input input information (operation signals) other than the indicated position.

[0129] The storage unit 270 serves as a work area for the processing unit 200, communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which final display images and the like are stored, a game data storage unit 274, and a player information storage unit 276. Note that some of these may be omitted, or the storage unit 170 of the server device 10 may constitute part of them.

[0130] The image buffer 272 may store image data generated by the image generating unit 230 or image data received from the server device 10.

[0131] The game data storage unit 274 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera, other setting values ​​used in the game, etc. Note that the terminal device 20 may store information received from the server device 10 in the game data storage unit 274.

[0132] Player information is stored in the player information storage unit 276. Note that the terminal device 20 may receive player information corresponding to a player ID from the server device 10 and store the information in the player information storage unit 276.

[0133] The group information storage unit 277 stores information about groups (group name, number of members, players, etc.). Note that the terminal device 20 may receive information about groups from the server device 10 and store the information in the group information storage unit 277.

[0134] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0135] Furthermore, a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit) can be stored in the information storage medium 280. Note that the processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280, as will be described later.

[0136] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0137] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Examples of touch panels include resistive film type (four-wire type, five-wire type), capacitance type, electromagnetic induction type, ultrasonic surface elastic type, and the like. A touch panel of a wave type, an infrared scanning type, or the like can be used.

[0138] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0139] The communication unit 296 performs various controls for communicating with the outside (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0140] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 170 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. Such cases in which the terminal device 20 functions by receiving programs and data are also included within the scope of the present invention.

[0141] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.

[0142] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is met, processing for progressing the game, processing for placing objects such as characters and enemy characters, processing for displaying objects, processing for calculating game results, and processing for ending a game when a game end condition is met.

[0143] The processing unit 200 also performs game processing (e.g., processing of a competitive game) based on player input information input by the input unit 260. The processing unit 200 may be executed in conjunction with the server device 10, or a part or all of the processing unit 200 may be formed in the server device 10.

[0144] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0145] The processing unit 200 includes a display control unit 211, a reception unit 212, a communication control unit 220, an image generation unit 230, and a sound processing unit 240. Note that some of these units may be omitted.

[0146] The display control unit 211 performs processing to display a screen on the display unit 290. For example, the display control unit 211 may display the screen using a web browser. Furthermore, the display control unit 211 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays the screen display information received from the server device 10.

[0147] Furthermore, the display control unit 211 may perform all or part of the same processing as the display control unit 112 of the server device 10.

[0148] The receiving unit 212 performs processing to receive input from a player. For example, the receiving unit 212 may transmit input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information.

[0149] The communication control unit 220 performs processing to transmit and receive data to and from each of the server devices 10. Furthermore, the communication control unit 220 performs processing such as storing data received from the server device 10 in the storage unit 270, analyzing the received data, and controlling other processing related to the transmission and reception of data.

[0150] The communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and the server device 10 in the storage unit 270 or the information storage medium 280. The communication control unit 220 may then communicate with the server device 10 when receiving input information from the player to start communication.

[0151] In particular, the communication control unit 220 transmits the player's identification information and input information to the server device 10. The communication control unit 220 may also receive data (predetermined parameters of the player, the player's web page, screen, etc.) from the server device 10.

[0152] The communication control unit 220 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 220 of this embodiment performs processing to receive given screen information (for example, screen information, etc.) from the server device 10.

[0153] The image generation unit 230 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. Note that the image generation unit 230 may perform all or part of the same processing as the image generation unit 130 of the server device 10.

[0154] The sound processing unit 240 performs sound processing based on the results of various processes performed in the processing unit 200, generates (plays) game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound processing unit 240 may perform all or part of the same processing as the sound processing unit 140 of the server device 10.

[0155] In the present embodiment, when a game is played by a plurality of terminal devices 20 using P2P or the like, one terminal device 20 may act as a host and execute processing. In such a case, the terminal device 20 as the host may execute processing of each processing unit (part or all of each processing unit) of the server device 10.

[0156] Furthermore, the terminal device 20 of this embodiment may perform the same processing as the server device 10 and display a screen on the display unit of the terminal device 20.

[0157] [4] Overview The game system of this embodiment is a game system in which a first group and a second group appear.

[0158] The game of this embodiment is a game in which players are divided into fugitives (hereinafter also referred to as "survivors" or "humans") and pursuers (hereinafter also referred to as "hunters," "ogres," or "killers"). In other words, the game of this embodiment relates to a game in which a first group and a second group compete against each other. This type of game is also called an asymmetric competitive game (or tag game) because the number of pursuers at the start of the game is smaller than the number of fugitives.

[0159] In this embodiment, as shown in FIG. 4, when a plurality of characters CA, CB, and CC belonging to the fleeing group GA (an example of the first group) are present within the first predetermined range AR1, In this case, and in a predetermined state (e.g., a fleeing state) in which the plurality of characters CA, CB, and CC are fleeing from at least one character (e.g., character CD) belonging to at least the pursuing group (an example of the second group), predetermined information regarding the escape of at least one of the plurality of characters CA, CB, and CC belonging to group GA and present within the first predetermined range AR1 is changed. For example, the moving speed of character CA is increased, thereby changing the state to be advantageous to character CA.

[0160] In this way, the fugitive is encouraged to cooperate with multiple fugitive characters to gain an advantage in the game, allowing for strategic gameplay. Furthermore, the fugitive characters can be clustered together, creating a situation in which the pursuing character can more easily pursue them. As a result, the interest of the game can be enhanced.

[0161] 5, in this embodiment, when multiple characters CD, CE, and CF belonging to the pursuing group GB (an example of the second group) are present within the second predetermined range AR2, and the multiple characters CD, CE, and CF are in a predetermined state (e.g., a tracking state) in which they are pursuing at least one character (e.g., character CA) belonging to the fleeing group GA, predetermined information relating to the pursuit of at least one of the multiple characters CD, CE, and CF belonging to group GB and present within the second predetermined range AR2 is changed. For example, the movement speed of character CD is increased, thereby changing the state to be advantageous to character CD.

[0162] In this way, the pursuer is encouraged to cooperate with multiple pursued characters to gain an advantage in the game, allowing for strategic gameplay. Also, the pursued characters can be concentrated, creating a situation where the fugitive character can easily escape. As a result, the entertainment value of the game can be increased.

[0163] In the following explanation, a player who has been assigned the role information of a pursuer will be referred to as the "pursuer," and a player who has been assigned the role information of a fugitive will be referred to as the "fugitive." Furthermore, a character that can be controlled by a pursuer will be referred to as the "pursued character," and a character that can be controlled by a fugitive will be referred to as the "fugitive character."

[0164] [5] Game Description The game of this embodiment is played by a plurality of people (for example, 4 to 10 people) including a fugitive and a pursuer.

[0165] In this embodiment, the role information of the player, escaping or pursuing, is determined based on computer control at the start of the player's game. Note that the role information of the player, escaping or pursuing, may also be determined based on instructions from the player.

[0166] Each player plays the game to satisfy a clearing condition. For example, a clearing condition for a fugitive character may be that the fugitive character escapes from a predetermined area in the game space. For example, the fugitive character aims to make an exit appear and escape by completing a mission such as building an escape device in the game space, operating a predetermined number of generators, or acquiring a predetermined number of items.

[0167] The pursuer may set a clearing condition that the pursuing group GB captures (makes contact with) a predetermined number of fugitive characters of the escaping group GA. The clearing condition of the escaping group GA is met when a predetermined number or more of the fugitive characters manage to escape. Note that even if a predetermined number or more of the fugitive characters of the group GA do not manage to escape, points may be awarded to the players of the characters of the group GA that managed to escape.

[0168] As a modified example, for example, the pursuing character may be able to switch roles with the fugitive character by performing a predetermined action (for example, attacking or contacting) on ​​the fugitive character. In such a case, there is no clearing condition for the pursuing group GB, and the pursuer may aim to clear the game as the fugitive by switching places with the fugitive.

[0169] In this embodiment, the stamina value of the fugitive character may be decreased over time, and when the stamina value reaches 0 (zero), the role may be changed to pursuer. In other words, the ratio of characters who are pursuers among the participating players may increase over time. Then, when all players become pursuers, all players may be defeated.

[0170] [6] Specified range 4, in this embodiment, a first predetermined range AR1 is generated in the game space when the positional relationship between at least two or more characters belonging to the fleeing group GA reaches a predetermined positional relationship. For example, the first predetermined range AR1 is generated when the mutual distances between at least two or more characters (e.g., the distance between characters CA and CB, the distance between CB and CC, and the distance between CC and CA) are each within 10 meters. For example, a circular first predetermined range AR1 with a radius of 10 meters is set to surround characters CA, CB, and CC.

[0171] The first predetermined range AR1 may be set to a range with a radius of 10 meters centered on a given character among the characters CA, CB, and CC. The first predetermined range AR1 may also be set for each of the characters CA, CB, and CC. When the first predetermined range AR1 is set for each character, the size and duration of the first predetermined range AR1 may be controlled based on the character's type and / or character parameters (e.g., growth parameters such as experience points). The first predetermined range AR1 may also be set based on a character (e.g., character CA) that satisfies a predetermined condition during the game.

[0172] In this embodiment, the first predetermined range AR1 may not only be set around the character, but also may be set as a fixed first predetermined range AR1 in a partial area of ​​the game space.

[0173] In this embodiment, multiple first predetermined ranges AR1 may be set. In this case, a valid first predetermined range AR1 may be determined from the multiple first predetermined ranges AR1 according to the game situation, and the predetermined information may be changed for a fugitive character (at least one fugitive character) that exists in the valid first predetermined range AR1.

[0174] 5, in this embodiment, when the positional relationship between at least two or more characters belonging to the pursuit group GB in the game space reaches a predetermined positional relationship, the second predetermined range AR2 is generated. For example, when the mutual distances between at least two or more characters (for example, the distance between characters CD and CE, the distance between CE and CF, and the distance between CF and CD) are each within 10 meters, the second predetermined range AR2 is generated. For example, a circular second predetermined range AR2 with a radius of 10 meters is set to surround characters CD, CE, and CF.

[0175] The second predetermined range AR2 may be set to a range with a radius of 10 meters centered on a given character among the characters CD, CE, and CF. Alternatively, the second predetermined range AR2 may be set for each character CD, CE, and CF. When the second predetermined range AR2 is set for each character, the width and duration of the first predetermined range AR1 may be controlled based on the type of character and the character's parameters (for example, growth parameters such as experience points). During the game, the second predetermined range AR1 may be set based on a character (for example, character CD) that satisfies a predetermined condition. A fixed range AR2 may be set.

[0176] In this embodiment, the second predetermined range AR2 may not only be set around the character, but also may be set as a fixed second predetermined range AR2 in a partial area of ​​the game space.

[0177] In this embodiment, a plurality of second predetermined ranges AR2 may be set. In this case, a valid second predetermined range AR2 may be determined from the plurality of second predetermined ranges AR2 according to the game situation, and the predetermined information may be changed for the tracking character (at least one tracking character) that exists in the valid second predetermined range AR2.

[0178] [7] Predetermined state The predetermined state in this embodiment indicates an escape state and / or a pursuit state. The predetermined state (escape state and / or pursuit state) includes a state in which the pursued character is moving (running or walking) and also includes a state in which the pursued character is stationary. The predetermined state (escape state and / or pursuit state) also includes a state in which the fugitive character is moving (running or walking) and also includes a state in which the fugitive character is stationary.

[0179] For example, in this embodiment, as shown in FIG. 4, in the game space, when a fugitive character (e.g., characters CA, CB, CC) present in a first predetermined range AR1 escapes from a pursued character (e.g., character CD) and the positions of the fugitive character and the pursued character satisfy a predetermined position condition (predetermined distance condition), the fugitive character is placed in a predetermined state (fugitive state).

[0180] For example, if the distance between at least one of the fugitive characters CA, CB, and CC present in the first predetermined range AR1 and the pursued character CD is within 20 meters, it is determined that the state is a predetermined state (fugitive state). On the other hand, if the distance between all of the fugitive characters CA, CB, and CC present in the first predetermined range AR1 and the pursued character CD is 20 meters or more, it is determined that the state is not a predetermined state (fugitive state).

[0181] Also, as shown in FIG. 5, in the game space, a pursued character (e.g., characters CD, CE, CF) present in a second predetermined range AR2 pursues a fleeing character (e.g., character CA), and when the positions of the fleeing character and the pursued character satisfy a predetermined position condition (predetermined distance condition), a predetermined state (tracking state) is entered.

[0182] For example, if the distance between at least one of the tracking characters CD, CE, and CF in the second predetermined range AR2 and the escaping character CA is within 20 meters, it is determined to be in a predetermined state (tracking state). On the other hand, if the distance between all of the tracking characters CD, CE, and CF in the second predetermined range AR2 and the escaping character CA is 20 meters or more, it is determined not to be in a predetermined state (tracking state).

[0183] In this embodiment, an escape state in which the fugitive characters CA, CB, and CC present in the first predetermined range AR1 escape from the pursued characters CD, CE, and CF present in the second predetermined range AR2, and a pursuit state in which the pursued characters CD, CE, and CF present in the second predetermined range AR2 pursue the fugitive characters CA, CB, and CC present in the first predetermined range AR1 may occur simultaneously.

[0184] In this embodiment, when it is determined that the predetermined state has been reached, a process of playing background music (music data) representing the predetermined state at the timing when it has been determined that the predetermined state has been reached, and displaying information indicating that the predetermined state has been reached on the screen (image information, message information indicating that the predetermined state has been reached) may be performed so that the player can understand. Note that the predetermined state may be determined internally, and the fact that the predetermined state has been reached may not be indicated by sound output or screen output.

[0185] [8] Processing to change predetermined information In this embodiment, as shown in Fig. 6, the game starts at timing TS, and during a period TA during which the fugitive characters CA, CB, and CC maintain a predetermined state, predetermined information regarding the escape of the character to be changed (for example, the fugitive character CA) is changed. The game ends at timing TE.

[0186] In this embodiment, changing the predetermined information regarding the escape of a character means, for example, changing the predetermined information regarding the escape of the character in a favorable manner.

[0187] 7, the game starts at timing TS, and during a period TB during which the tracking characters CD, CE, and CF maintain a predetermined state, predetermined information related to the tracking of the character to be changed (for example, the tracking character CD) is changed. The game ends at timing TE.

[0188] In this embodiment, changing the predetermined information related to the tracking of a character means, for example, changing the predetermined information advantageously with respect to the tracking of the character.

[0189] (A) Movement speed In this embodiment, changing the predetermined information related to the escape of a fugitive character means, for example, increasing the movement speed of the fugitive character. Also, in this embodiment, changing the predetermined information related to the pursuit of a pursued character means, for example, increasing the movement speed of the pursued character.

[0190] (B) Clearing treatment In this embodiment, the control for changing the predetermined information may be a transparency process. For example, in this embodiment, changing the predetermined information regarding the escape of the fugitive character CA may mean, for example, setting the transparency (α value) of the fugitive character CA to 0 (complete transparency) in the game image of the player operating the pursued character CD.

[0191] In this embodiment, changing the predetermined information related to the tracking of the tracking character CD may mean, for example, setting the transparency (α value) of the tracking character CD to 0 in the game image of the player controlling the fugitive character CA.

[0192] (C) Increased parameters such as jumping power, dashing power, stamina, and physical strength In this embodiment, the control for changing the predetermined information may be to increase parameters such as jumping power, dash power, stamina value, and physical strength value.

[0193] That is, in this embodiment, changing the predetermined information regarding the escape of a fugitive character means increasing the parameters of the fugitive character, such as the jumping power, dashing power, stamina value, and vitality value. Also, in this embodiment, changing the predetermined information regarding the pursuit of a pursued character means increasing the parameters of the pursued character, such as the jumping power, dashing power, stamina value, and vitality value.

[0194] (D) Controlling the size and shape of the character In this embodiment, the control for changing the predetermined information may be to control the size or shape of the character to give an advantage.

[0195] That is, in this embodiment, changing the predetermined information regarding the escape of the fugitive character means reducing the size of the fugitive character (changing the shape to give the fugitive character an advantage). This makes it easier for the fleeing character to hide.

[0196] In this embodiment, changing the predetermined information related to the pursuit of the pursued character means, for example, increasing the size of the pursued character (changing the shape to give the pursued character an advantage). This makes it easier for the pursued character to come into contact with the fleeing character, giving the pursued character an advantage.

[0197] (E) Skill Granting In this embodiment, the control of changing information includes the control of imparting special skills to the character to give it an advantage. The special skill is, for example, a skill that increases jumping power (a skill that allows the character to jump twice as high as normal).

[0198] [9] Determine the character whose specified information will be changed In this embodiment, the character whose predetermined information is to be changed may be determined based on information (e.g., stamina value, etc.) of each of the characters CA, CB, and CC belonging to the group GA and existing within the first predetermined range AR1. For example, the character CA whose predetermined information is to be changed may be determined to be the character whose predetermined information is to be changed, either the character CA whose predetermined information is the highest stamina value or the character CB whose predetermined information is the lowest stamina value.

[0199] In this embodiment, the character whose predetermined information is to be changed may be determined based on information (e.g., stamina value, etc.) of each character CD, CE, CF belonging to the group GB and existing within the second predetermined range AR2. For example, the character CD whose predetermined information is to be changed may be determined to be the character whose predetermined information is to be changed, either the character CD whose predetermined information is the highest stamina value or the character CE whose predetermined information is the lowest stamina value.

[0200]

[10] Control based on the number and percentage of characters In this embodiment, the predetermined information regarding escape may be changed based on the number of characters that belong to the group GA and exist within the first predetermined range AR1.

[0201] For example, the movement speed may be increased as the number of fleeing characters within the first predetermined range AR1 increases.

[0202] In this embodiment, the predetermined information regarding escape may be changed based on the ratio of the number of escaped characters belonging to the group GA to the total number of characters. For example, the higher the value of this ratio, the higher the movement speed may be.

[0203] In this embodiment, control may be performed to change predetermined information related to tracking based on the number of characters to be tracked that belong to the group GB and exist within the second predetermined range AR2.

[0204] For example, the moving speed may be increased as the number of characters to be tracked within the second predetermined range AR2 increases.

[0205] In this embodiment, the predetermined information related to tracking may be changed based on the ratio of the number of characters belonging to the group GB to the total number of characters. For example, the higher the value of this ratio, the higher the movement speed may be.

[0206]

[11] Duration-based control In this embodiment, the control to change the predetermined information may be performed based on the period Tx (length of time) during which multiple characters CA, CB, and CC belong to the group GA and exist within the first predetermined range AR1. For example, the longer the period Tx, the more likely it is that the character (e.g. , character CA) may be increased. Furthermore, the multiple characters present within the first predetermined range AR1 may be at least two characters from the multiple characters CA, CB, and CC. Furthermore, when the period Tx has elapsed a predetermined period (for example, 30 seconds), the movement speed of the character to be changed (for example, character CA) may be decreased.

[0207] Furthermore, in this embodiment, the control for changing the predetermined information may be performed based on the period Ty (length of time) during which multiple characters CD, CE, and CF belonging to the group GB exist within the second predetermined range AR2. For example, the movement speed of the character to be changed (e.g., character CD) may be increased as the period Ty is longer. Furthermore, the multiple characters existing within the second predetermined range AR2 may be at least two characters from the multiple characters CD, CE, and CF. Furthermore, the movement speed of the character to be changed (e.g., character CA) may be decreased when the period Ty has reached a predetermined period (e.g., 30 seconds).

[0208] In this embodiment, as shown in FIG. 6, control may be performed to change predetermined information about a character to be changed based on the duration TA of a predetermined state.

[0209] In this embodiment, as shown in FIG. 7, control may be performed to change the predetermined information of the character to be changed based on the duration TB of the predetermined state.

[0210]

[12] Control based on superiority / inferiority In this embodiment, control may be performed to change the predetermined information based on the superiority or inferiority between the population GA and the population GB.

[0211] In this embodiment, for example, the number of people in the group GA may be compared with the number of people in the group GB, and the superiority / inferiority status may be determined by determining whether the larger number is superior or inferior.

[0212] Also, for example, the sum of the parameters (stamina values) of each character in group GA can be compared with the sum of the parameters (stamina values) of each character in group GB, and the superiority / inferiority status can be determined by determining whether the character with the higher sum is superior or inferior.

[0213] Then, if the character whose specified information is to be changed is character CA of the fleeing group GA, and character CA's group GA is dominant, the movement speed is increased by 10%. On the other hand, if character CA's group GA is dominant, the movement speed is increased by 20%. In this way, it is possible to prevent situations where the group GA is too strong or too weak, and the game can proceed with a moderate balance between the groups maintained.

[0214] Furthermore, if the character whose predetermined information is to be changed is a character CD of the pursuing group GB, and the group GB of character CD is in a superior position, the movement speed is increased by 10%. On the other hand, if the group GB of character CD is in a disadvantageous position, the movement speed is increased by 20%. In this way, it is possible to prevent a situation in which the group GB is too strong or too weak, and the game can proceed with a moderate balance between the groups being maintained.

[0215]

[13] Control based on remaining time in the game In this embodiment, the predetermined information may be changed depending on the remaining time of the game.

[0216] For example, if the character whose predetermined information is to be changed is the character CA of the fleeing group GA, and there is one minute or more remaining in the game, the movement speed is increased by 10%. If the remaining time in the game is less than 1 minute but more than 30 seconds, increase the movement speed by 20%. If the remaining time in the game is less than 30 seconds, increase the movement speed by 30%.

[0217] For example, if the character whose specified information is to be changed is character CD of the pursuing group GB and there is one minute or more left in the game, the movement speed is increased by 10%. If the remaining time in the game is less than one minute but 30 seconds or more, the movement speed is increased by 20%. If the remaining time in the game is less than 30 seconds, the movement speed is increased by 30%.

[0218] This makes it easier to reach a conclusion to the game, and also promotes tactics between characters, further increasing the interest of the game.

[0219]

[14] Example of selection of base character for the fugitive side In this embodiment, the reference character that serves as the basis for controlling changes to specified information regarding escape may be selected from multiple characters CA, CB, and CC that belong to the group GA and exist within the first specified range AR1, based on specified selection conditions.

[0220] For example, from among the characters CA, CB, and CC that belong to the group GA and exist within the first predetermined range AR1, the character with the highest movement speed (for example, character CA) is selected as the reference character.

[0221] For example, if character CA is selected as the reference character, the amount of increase (or decrease) and rate of increase (or decrease) are determined based on character CA. For example, the value by which the movement speed of character CA is increased (or decreased) may be set as the movement speed of multiple characters CA, CB, and CC, including character CA.

[0222] Alternatively, table data may be prepared that divides the movement speed into predetermined ranges, and the movement speed of the characters to be changed that belong to the first predetermined range AR1 (for example, at least one of the characters CA, CB, and CC) may be corrected so that the movement speed corresponds to the first predetermined range AR1 in the table data.

[0223] In addition, the movement speed of the character to be changed (for example, at least one of characters CA, CB, and CC) that is present in the first predetermined range AR1 may be corrected so that it becomes the average value of the movement speeds of multiple characters CA, CB, and CC that are present within the first predetermined range AR1.

[0224] In this embodiment, a reference character may be selected from among the characters CA, CB, and CC that belong to the group GA and exist within the first predetermined range AR1, based on the attributes of the character.

[0225] For example, in this embodiment, among the multiple characters CA, CB, and CC present in the first predetermined range AR1, only a character (e.g., character CB) having a parameter that increases the movement speed, such as "increase the movement speed of surrounding characters in the same group by 3% when in a fleeing state," may be selected as the reference character. Then, when in a fleeing state, the movement speeds of characters CA, CB, and CC are increased by 3%.

[0226] Also, only characters having attributes that are compatible with the attributes of each stage, such as water or fire (or each area within a stage, such as water or fire), may be selected as reference characters. For example, in the case of a waterside stage, only the water attribute character CC may be selected as the reference character. It may be possible to select it.

[0227]

[15] Example of selection of reference character for the tracking side The same applies to the group GB on the pursuit side. That is, in this embodiment, a reference character that serves as a control basis for changing predetermined information related to pursuit may be selected according to predetermined selection conditions from among the multiple characters CD, CE, and CF that belong to the group GB and exist within the second predetermined range AR2.

[0228] For example, from among the characters CD, CE, and CF that belong to the group GB and exist within the second predetermined range AR2, the character with the highest movement speed is selected as the reference character.

[0229] For example, if character CD is selected as the reference character, the amount of increase (or decrease) or rate of increase (or decrease) is determined based on character CD. For example, the value by which the movement speed of character CD is increased (or decreased) may be set as the movement speed of multiple characters CD, CE, and CF, including character CD.

[0230] Alternatively, table data may be prepared that divides the movement speed into predetermined ranges, and the movement speed of the characters to be changed that belong to the second predetermined range AR2 (for example, at least one of the characters CD, CE, and CF) may be corrected so that the movement speed corresponds to the second predetermined range AR2 of the table data.

[0231] In addition, the movement speed of the character to be changed (for example, at least one of the characters CD, CE, and CF) belonging to the second predetermined range AR2 may be corrected so that it becomes the average value of the movement speeds of the multiple characters CD, CE, and CF within the second predetermined range AR2.

[0232] In this embodiment, a reference character may be selected from among the characters CD, CE, and CF that belong to the group GB and exist within the second predetermined range AR2, based on the attributes of the character.

[0233] For example, in this embodiment, among the multiple characters CD, CE, and CF present in the second predetermined range AR2, only a character (e.g., character CE) having a parameter that increases the movement speed, such as "increase the movement speed of surrounding characters in the same group by 3% in the fleeing state," may be selected as the reference character. Then, in the pursuit state, the movement speed of characters CD, CE, and CF is increased by 3%.

[0234] Also, only characters with attributes that are compatible with the attributes of each stage, such as water or fire (or each area within a stage, such as water or fire), may be selected as reference characters. For example, in the case of a waterside stage, only the water-attribute character CF may be selected as the reference character.

[0235]

[16] Release In this embodiment, the control to change the predetermined information is released based on a predetermined release condition. For example, as shown in Fig. 6, when the control to change the predetermined information of characters CA, CB, and CC (for example, when the movement speed is increased) is carried out at time T1 when a predetermined state is reached, the control to change the predetermined information (for example, the control to increase the movement speed is released) may be released at time T2 when a predetermined period (for example, 30 seconds) has elapsed from time T1.

[0236] In addition, among the fugitive characters CA, CB, and CC present in the first predetermined range AR1, When a number of characters are caught by the pursuit character, the control of changing the predetermined information regarding escape may be released.

[0237] In addition, if there are multiple (e.g., 10) fugitive characters within the first predetermined range AR1, and a predetermined number or more (e.g., 3 or more) of the fugitive characters leave the first predetermined range AR1, the control of changing the predetermined information regarding escape may be released.

[0238] In addition, if there are multiple (e.g., 10) fugitive characters within the first predetermined range AR1, and a predetermined proportion or more (e.g., 20% or more) of the fugitive characters fall outside the first predetermined range AR1, the control of changing the predetermined information regarding escape may be released.

[0239] Also, as shown in FIG. 7, when control is exercised to change the predetermined information of the characters CD, CE, and CF (for example, when the movement speed is increased) at time T11 when a predetermined state is reached, the control to change the predetermined information (for example, the control to increase the movement speed) may be released at time T12 when a predetermined period of time (for example, 30 seconds) has elapsed from time T11.

[0240] Furthermore, when a predetermined number of characters among the pursuit characters CD, CE, and CF present in the second predetermined range AR2 have caught the fugitive character, the control of changing the predetermined information relating to pursuit may be released.

[0241] In addition, if there are multiple (e.g., 10) tracking characters within the second predetermined range AR2, the control of changing the specified information related to tracking may be released if a specified number or more (e.g., 3 or more) of tracking characters leave the second predetermined range AR2.

[0242] In addition, if there are multiple tracking characters within the second predetermined range AR2, if a predetermined ratio or more (e.g., 20% or more) of the tracking characters fall outside the second predetermined range AR2, the change control of the predetermined information related to tracking may be released.

[0243]

[17] Role Information In this embodiment, role information is set in association with each player (or each character). The server device 10 of this embodiment stores the role information set for each player in the role information storage unit 178.

[0244] For example, as shown in FIG. 8, for each player, one piece of role information from among multiple types of role information (escape, pursuit) is set in association with a player ID for identifying the player (or the ID of the character operated by the player).

[0245] Furthermore, the server device 10 of this embodiment sets a group ID=GA for the group with the role of fleeing, and sets a group ID=GB for the group with the role of pursuing.

[0246] Then, a group ID may be set for each player in association with the player ID (or the ID of the character operated by the player), thereby associating role information with each player. Note that there may be a group consisting of one person (for example, there may be a pursuit group consisting of one person).

[0247] The player ID may be the ID of the terminal used by the player or the ID of the game device used by the player. In other words, the player ID may be any information that can identify the player.

[0248]

[18] Initial role information settings In this embodiment, role information for each player is set at the start of the game, but role information for each player may also be set in advance before the game starts. Alternatively, the game may be started without setting role information for any player at the start of the game, and role information may be set for some or all of the players at a given timing during the game.

[0249]

[19] Number of people to whom each role information is associated In the game of this embodiment, there are two types of role information, and at the start of the game, role information is set for each player (each character) so that the number of people associated with each role (escape, pursuit) is asymmetric (different numbers), but it is also possible to set the number of people associated with each role to be symmetric (equal numbers) at the start of the game.

[0250]

[20] Change role information In this embodiment, when the game is started, the pursuer pursues and captures the fugitive based on the role information during the game execution until the game ends.

[0251] In this embodiment, when a given condition is met during execution of the game, the role information set for at least one player (one character) is changed.

[0252] "Changing role information" means changing the role itself (for example, changing the role information of character CA from fleeing to pursuing), or changing the group to which one belongs (for example, changing character CA from group GA to group GB), etc.

[0253] For example, if character CA belonging to the escaping group GA is contacted (attacked) by character CD belonging to the pursuing group GB, the roles of character CA and character CD are swapped. In other words, if character CA is contacted by character CD, character CA belongs to the pursuing group GB, and character CD belongs to the escaping group GA.

[0254] In this embodiment, the pursuit character may switch places with the fugitive character by engaging in a predetermined action with the fugitive character (for example, contact, attack, knock down, contact, use of a special item).

[0255] The given condition is not limited to when a character performs an action (for example, contact, attack, etc.) against another character.

[0256] In this embodiment, whether or not a given condition is satisfied may be determined based on the passage of time. For example, it may be determined that a given condition is satisfied when a predetermined period of time (e.g., three minutes) has elapsed since the start of the game.

[0257] Furthermore, when a player himself / herself performs a predetermined action in the game, it may be determined that a given condition has been met, and the role information may be changed. For example, when a player (a character controlled by the player) uses an item (for example, when an input operation using an item has been performed), it may be determined that a given condition has been met.

[0258] In this embodiment, it may be determined whether a given condition is met based on the player's position in the game space (for example, the position of a character operated by the player), and if the given condition is met, the role information of the player may be changed. For example, it may be determined that the given condition is met if the character is located in a special area.

[0259]

[21] Swapping role information In this embodiment, the role information may be exchanged between a player (character) associated with one piece of role information and another player (character) associated with another piece of role information. In other words, the exchange is one aspect of the change.

[0260] For example, when a character CD operated by a player PD associated with role information of "Pursuit" makes contact with a character CC operated by a player PC associated with role information of "Flee," the role information is switched. That is, the role information of the player PD (character CD) is changed from "Pursuit" to "Flee," and the role information of the player PC (character CC) is changed from "Flee" to "Pursuit."

[0261]

[22] Role-change-based control In this embodiment, if there are any escaping characters that have experienced role changes among the escaping characters CA, CB, and CC within the first predetermined range AR1, the predetermined information regarding the escape may be changed based on the number of escaping characters that have experienced role changes. For example, the movement speed of the character to be changed may be increased as the number of escaping characters that have experienced role changes increases.

[0262] In this embodiment, if any of the escaping characters CA, CB, and CC within the first predetermined range AR1 has experienced role changes, the predetermined information regarding escape may be changed based on the ratio of the number of characters that have experienced role changes to the total number of characters. For example, the higher the ratio, the faster the movement speed of the character to be changed may be.

[0263] In this embodiment, if any of the escaping characters CA, CB, and CC within the first predetermined range AR1 has experienced role changes, the predetermined information regarding escape may be changed based on the number of times the character has changed roles. For example, the movement speed of the character to be changed may be increased as the number of times increases.

[0264] In this embodiment, if there are any characters that have changed roles among the characters CD, CE, and CF that are in the second predetermined range AR2, the predetermined information related to tracking may be changed based on the number of characters that have changed roles. For example, the movement speed of the character to be changed may be increased as the number of characters that have changed roles increases.

[0265] In this embodiment, if any of the characters CD, CE, and CF in the second predetermined range AR2 has experienced role changes, the predetermined information related to tracking may be changed based on the ratio of the number of characters that have experienced role changes to the total number of characters. For example, the higher the ratio, the faster the moving speed of the character to be changed may be.

[0266] In this embodiment, if any of the characters CD, CE, and CF in the second predetermined range AR2 has experienced a role change, the predetermined information related to tracking may be changed based on the number of times the character has changed roles. For example, the movement speed of the character to be changed may be increased as the number of times increases.

[0267] In this way, the movement speed of the group with the most role-changing experiences, percentage, and frequency between the fugitive and pursuer groups can be increased, and the movement speed of the other group can be decreased, which increases the interest of the game. It can improve the performance.

[0268] Furthermore, players can be encouraged to change roles, which gives players an incentive to actively participate in the bargaining between groups, making the game more exciting.

[0269]

[23] Predefined Objects In this embodiment, at a predetermined timing after the start of the game, a predetermined object OB1 may be allowed to join the game, and depending on the game situation, the predetermined object OB1 may be made to take action to assist the fleeing group GA or the pursuing group GB.

[0270] The predetermined object OB1 may be an item, or may be a third group GC different from the fleeing group GA or the pursuing group GB. The group that acquires (allies) the predetermined object OB1 can proceed with the game at an advantage. The supporting group may be variably controlled depending on the superiority situation. For example, the losing group GA may have the predetermined object OB1 take an action to support the group GA.

[0271] In this embodiment, if a specified object OB1, which is introduced at a specified timing after the start of the game, is present within a first specified range AR1, the characters CA, CB, and CC belonging to the group GA may be changed to an advantageous or disadvantageous state.

[0272] In addition, in this embodiment, if a specified object OB1, which is introduced at a specified timing after the start of the game, is present within a second specified range AR2, the characters CD, CE, and CF belonging to the group GB may be put into an advantageous or disadvantageous state.

[0273]

[24] Interference In this embodiment, based on a predetermined interference action taken by a character (e.g., character CA) belonging to group GA within the first predetermined range AR1 against another character (e.g., character CB) belonging to group GA within the first predetermined range AR1, at least one of the character (e.g., character CA) and the other character (e.g., character CB) may be changed to an advantageous state.

[0274] A predetermined interference behavior is when fugitives attack each other. For example, a fugitive character CA changes predetermined information about the escape by being within the first predetermined range AR1 (for example, its movement speed increases), so while a certain degree of cooperation is created, when it attacks another fugitive character CB, the predetermined information about the escape of the attacking character CA changes (for example, the movement speed of character CA increases further for a certain period of time, or the movement speed of the attacked character CB decreases). In other words, it is possible to change the attacking character CA to an advantageous state, providing an element of bargaining that allows him to outwit other characters in the group GA.

[0275] The interfered (attacked) character CB may be changed to an advantageous state. For example, when a fugitive character CA present within the first predetermined range AR1 attacks a fugitive character CB present within the first predetermined range AR1, predetermined information regarding the escape of the attacked character CB may be changed (for example, the movement speed of the character CB may be further increased for a certain period of time, or the movement speed of the attacking character CA may be decreased).

[0276] In this embodiment, based on a predetermined interference action that one character (for example, character CD) belonging to the group GB within the second predetermined range AR2 performs on another character (for example, character CE) belonging to the group GB within the second predetermined range AR2, At least one of the one character (for example, character CD) and the other character (for example, character CE) may be changed to an advantageous state.

[0277] A predetermined interference behavior is when pursuers attack each other. The pursued character changes predetermined information related to the pursuit by being within the second predetermined range AR2 (for example, the movement speed increases), so while a certain degree of cooperative relationship is created, when the pursued character attacks another pursued character, the predetermined information related to the pursuit of the attacking character CD changes (for example, the movement speed of the character CD increases for a certain period of time, or the movement speed of the attacked character CE decreases). In other words, the attacking character CD can be put in an advantageous state, providing an element of bargaining that allows it to outwit the other characters in the group GB.

[0278] The interfered (attacked) character CE may be changed to an advantageous state. For example, when a pursuit character CD present within the second predetermined range AR2 attacks a pursuit character CE present within the second predetermined range AR2, predetermined information regarding the escape of the attacked pursuit character CE may be changed (for example, the movement speed of the character CE may be further increased for a certain period of time, or the movement speed of the attacking character CD may be decreased).

[0279] In this embodiment, based on a predetermined interference action taken by a character (e.g., character CA) belonging to group GA within the first predetermined range AR1 against another character (e.g., character CD) belonging to group GB within the second predetermined range AR2 (or within the first predetermined range AR1), at least one of the character (e.g., character CA) and the other character (e.g., character CD) may be changed to an advantageous state.

[0280] A predetermined interference behavior is when a fugitive and a pursuer attack each other. When a fugitive character CA attacks a pursued character CD that is within the second predetermined range AR2 (or within the first predetermined range AR1), predetermined information related to the escape of the attacking fugitive character CA is changed (for example, the movement speed of the fugitive character CA is further increased for a certain period of time, or the movement speed of the attacked pursued character CD is decreased). In other words, the attacking character CA is put in an advantageous position, adding an element of bargaining.

[0281] The interfered (attacked) character CD may be changed to an advantageous state. For example, when a fugitive character CA present within the first predetermined range AR1 attacks a pursued character CD present within the second predetermined range AR2 (or within the first predetermined range AR1), predetermined information regarding the pursuit of the attacked character CD may be changed (for example, the movement speed of the character CD may be further increased for a certain period of time, or the movement speed of the attacking character CA may be decreased).

[0282] In this embodiment, based on a predetermined interference action taken by a character (e.g., character CD) belonging to group GB within the second predetermined range AR2 against another character (e.g., character CA) belonging to group GA within the first predetermined range AR1 (or within the second predetermined range AR2), at least one of the character (e.g., character CD) and the other character (e.g., character CA) may be changed to an advantageous state.

[0283] The predetermined interference behavior is a case where the fugitive and the pursuer attack each other. When the pursued character CD attacks the fugitive character CA that is present within the first predetermined range AR1 (or within the second predetermined range AR2), predetermined information regarding the pursuit of the attacking pursued character CD is changed (for example, the movement speed of the pursued character CD is further increased for a certain period of time). (The movement speed of the attacked fleeing character CA is reduced.) In other words, the attacking character CD can be put in an advantageous position, adding an element of bargaining.

[0284] The interfered (attacked) character CA may be changed to an advantageous state. For example, when a pursued character CD present within the second predetermined range AR2 attacks a fleeing character CA present within the first predetermined range AR1 (or within the second predetermined range AR2), predetermined information regarding the escape of the attacked character CA may be changed (for example, the movement speed of the character CA may be further increased for a certain period of time, or the movement speed of the attacking character CD may be decreased).

[0285]

[25] Processing flow for changing predetermined information regarding escape The process flow for changing the predetermined information regarding escape will be described with reference to Fig. 9. First, the group is divided into a group of escapees and a group of pursuers (step S1). The game is started (step S2). It is determined whether or not multiple characters belonging to the group of escapees exist within a first predetermined range (step S3).

[0286] If there are multiple characters belonging to the fleeing group within the first predetermined range (Y in step S3), it is determined whether the multiple characters are in a predetermined state of fleeing from at least one character belonging to the pursuing group (step S4).

[0287] If the predetermined state is met (Y in step S4), predetermined information relating to the escape of at least one of the characters belonging to the fugitive group and present within the first predetermined range is changed (step S5). This ends the process.

[0288]

[26] Process flow for changing predetermined information related to tracking The process flow for changing the predetermined information related to pursuit will be described with reference to Fig. 10. First, the group is divided into a fugitive group and a pursuer group (step S11). The game is started (step S12). It is determined whether or not multiple characters belonging to the pursuer group exist within a second predetermined range (step S13).

[0289] If multiple characters belonging to the pursuing group are present within the second predetermined range (Y in step S13), it is determined whether or not the multiple characters are in a predetermined state of pursuing at least one character belonging to the fleeing group (step S14).

[0290] If the state is a predetermined state (Y in step S14), predetermined information related to the tracking of at least one of the multiple characters that belong to the group of characters on the tracking side and exist within the second predetermined range is changed (step S15). This ends the processing.

[0291]

[27] Event occurrence In this embodiment, when a game event occurs, the predetermined information regarding escape may be changed depending on the number of players who succeed in the event. For example, if the player who succeeds in the event is one player PA among the players PA, PB, and PC who control the characters CA, CB, and CC present in the first predetermined range AR1, the movement speed of the character CA controlled by player PA is increased by 1.1 times. If two players PA and PB are successful in the event, the movement speeds of the characters CA and CB controlled by players PA and PB are increased by 1.2 times. If all players PA, PB, and PC are successful in the event, the movement speeds of the characters CA, CB, and CC controlled by players PA, PB, and PC are increased by 1.3 times.

[0292] In this embodiment, when a game event occurs and the event is successful, The predetermined information related to tracking may be changed depending on the number of players. For example, if the player who succeeds in the event is one of the players PD, PE, and PF who control the characters CD, CE, and CF present in the second predetermined range AR2, the movement speed of the character CD controlled by player PD is increased by 1.1 times. If two players PD and PE are successful in the event, the movement speeds of the characters CD and CE controlled by players PD and PE are increased by 1.2 times. If all players PD, PE, and PF are successful in the event, the movement speeds of the characters CD, CE, and CF controlled by players PD, PE, and PF are increased by 1.3 times.

[0293]

[28] Control based on the number of characters in a given range In this embodiment, if a first predetermined range AR1 is set in advance in the game space, a predetermined number of characters corresponding to the first predetermined range AR1 may be determined. Then, if a predetermined number of fugitive characters exist within the first predetermined range AR1, predetermined information regarding the pursuit of at least one of the fugitive characters is changed.

[0294] For example, if the first predetermined range AR1-1 is set to "two people" and the first predetermined range AR1-2 is set to "three people," and there are two fugitive characters within the first predetermined range AR1-1, the predetermined information regarding the pursuit of at least one of the fugitive characters is changed. If there are three fugitive characters within the first predetermined range AR1-2, the predetermined information regarding the pursuit of at least one of the fugitive characters is changed.

[0295] In this embodiment, when a first predetermined range AR2 is set in advance in the game space, a predetermined number of characters corresponding to the second predetermined range AR2 may be set. Then, when a predetermined number of characters to be tracked exist within the second predetermined range AR2, predetermined information regarding the tracking of at least one of the characters to be tracked is changed.

[0296] For example, if the second predetermined range AR2-1 is set to "two people" and the second predetermined range AR2-2 is set to "three people," and there are two fleeing characters within the second predetermined range AR2-1, the predetermined information regarding the tracking of at least one of the fleeing characters is changed. If there are three fleeing characters within the second predetermined range AR2-2, the predetermined information regarding the tracking of at least one of the fleeing characters is changed.

[0297]

[29] Controlling Dropout Characters In this embodiment, characters from at least one of the escaping group GA and the pursuing group GB may be dropped based on a predetermined dropping condition (condition based on the passage of time, condition that a dropped item hits a character, etc.), which can further increase the entertainment value of the game.

[0298]

[30] Control based on whether or not a charge is made In this embodiment, the character CA operated by the player PA who has paid may be controlled more advantageously than the other escaping characters in the escaping group GA.

[0299] Controlling advantageously means, for example, positioning character CA at the head of group GA, making his movement speed faster than other fleeing characters for a predetermined period (for example, 10 seconds) from the start of the game, and so on.

[0300] In this embodiment, in the group GB on the pursuit side, the character CD to be operated by the player PD who has paid may be controlled more advantageously than the other characters to be pursued.

[0301] Controlling advantageously means, for example, positioning the character CD at the head of the group GB, making the character move faster than the other fleeing characters for a predetermined period (for example, 10 seconds) from the start of the game, and so on.

[0302]

[31] Definition of Player The player in this embodiment may be a player that exists in reality (a real player), or may be a computer player (also called an NPC player or a CPU player) controlled by a computer (CPU).

[0303]

[32] Example of role information In this embodiment, the role information of the game is of two types: fugitive (the one being pursued) and pursuer (the one pursuing), but any information that indicates the role of the player in the game may be used. Furthermore, the role information is not limited to two types, and may be of three or more types. Furthermore, multiple players may be divided into two groups, or into three or more groups, and each group (group ID) may be used as role information.

[0304] For example, role information may be two-type information, such as enemy and ally, or attacking and defending side. Role information may also be team names, such as escape team and pursuit team, or military team names, such as East Army and West Army. Role information may also be three-type information, such as Force A, Force B, and Force C.

[0305] In the case of a sports game, the role information may be divided into two types: a position name (for example, in a soccer game, role information may be divided into four types, such as midfielder, forward, defender, and goalkeeper), or manager and player. In the case of a role-playing game, the role information may be the character's occupation (multiple types of occupations, such as warrior, priest, and wizard).

[0306]

[33] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0307] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0308] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0309] 10 Server device, 20, 20A, 20B, 20C Terminal device, 100 processing unit, 111 game control unit, 112 display control unit, 113 character control unit, 114 selection unit, 115 role control unit, 119 presentation unit, 120 communication control unit, 122 management unit, 130 image generation unit, 140 sound processing unit, 160 input unit, 170 memory unit, 171 main memory unit, 172 image buffer, 174 game data storage unit, 176 player information storage unit, 177 group information storage unit, 178 role information storage unit, 180 Information storage media, 196 Communications Department, 200 processing unit, 211 display control unit, 212 reception unit, 220 communication control unit, 230 image generation unit, 240 sound processing unit, 260 input unit, 262 detection unit, 270 storage unit, 271 main memory unit, 272 image buffer, 274 game data memory unit, 276 player information storage unit, 277 group information storage unit, 280 information storage medium, 290 display section, 292 sound output unit, 296 communication unit

Claims

1. In a game system for a game in which a first group and a second group appear, a character control unit that controls characters belonging to the first group and characters belonging to the second group; When a plurality of characters belonging to the first group are present within a first predetermined range, and in a predetermined state in which the plurality of characters are fleeing from at least one character belonging to the second group, control is performed to change predetermined information related to the escape of at least one character of the plurality of characters belonging to the first group and present within the first predetermined range; A game system characterized by including: a game control unit that, when a plurality of characters belonging to the second group are present within a second predetermined range and in a predetermined state in which the plurality of characters are tracking at least one character belonging to the first group, performs at least one of the following controls: changing predetermined information regarding the tracking of at least one character of the plurality of characters belonging to the second group and present within the second predetermined range.

2. In claim 1, The control for changing the predetermined information includes: A game system characterized in that the control is to increase the character's movement speed.

3. In claim 1 or 2, The game control unit determining a character for which the predetermined information regarding escape is to be changed based on information of each character belonging to the first group and existing within the first predetermined range; A game system characterized by determining a character for which the specified information regarding tracking is to be changed based on information about each character belonging to the second group and present within the second specified range.

4. In claim 1 or 2, The game control unit performing control to change the predetermined information regarding escape based on the number of characters belonging to the first group and present within the first predetermined range and / or the ratio of the number of characters belonging to the first group to the total number of characters; A game system characterized by controlling the change of the specified information regarding tracking based on the number of characters belonging to the second group and present within the second specified range, and / or the ratio of the number of characters belonging to the second group to the total number of characters.

5. In claim 1 or 2, The game control unit performing control to change the predetermined information regarding escape based on a period during which the plurality of characters belonging to the first group are present within the first predetermined range; A game system characterized by controlling the change of the specified information regarding tracking based on the period during which the plurality of characters belonging to the second group are present within the second specified range.

6. In claim 1 or 2, The game control unit Control is performed to change the predetermined information based on at least one of the relative strength between the first group and the second group, the remaining time of the game, and the duration of the predetermined state. A game system characterized by the following.

7. In claim 1 or 2, a process of selecting a reference character that serves as a reference for control of changing the predetermined information regarding escape from among the plurality of characters that belong to the first group and exist within the first predetermined range, according to predetermined selection conditions; and a selection unit that performs at least one of the following processes: a process of selecting a reference character that serves as a basis for control of changing the specified information regarding tracking from among the plurality of characters that belong to the second group and exist within the second specified range, using specified selection conditions.

8. In claim 7, The selection unit a process of selecting a reference character that serves as a reference for control of changing the predetermined information regarding escape from among the plurality of characters that belong to the first group and exist within the first predetermined range, based on the character with the highest moving speed and / or an attribute of the character; and a process of selecting a reference character that serves as a basis for control of changing the specified information regarding tracking from among the plurality of characters that belong to the second group and exist within the second specified range, based on the character with the highest movement speed and / or the attributes of the character.

9. In claim 1 or 2, The game system further comprises a role control unit that changes role information set for at least one player when a given condition is met during execution of the game.

10. In claim 1 or 2, The game control unit If there is a character that has experienced a role change among the plurality of characters that belong to the first group and exist within the first predetermined range, changing the predetermined information regarding escape based on at least one of the number of characters that have experienced a role change, the ratio of the number of characters that have experienced a role change to the total number of characters, and the number of times that the character that has experienced a role change has changed roles; A game system characterized in that, when there is a character that has experienced a role change among the plurality of characters that belong to the second group and exist within the second specified range, control is performed to change the specified information regarding tracking based on at least one of the number of characters that have experienced a role change, the ratio of the number of characters that have experienced a role change to the total number of characters, and the number of times that character that has experienced a role change has changed roles.

11. In claim 1 or 2, The game control unit A game system characterized by having a predetermined object participate in the game at a predetermined timing after the start of the game, and having the predetermined object take action to assist the first group or the second group depending on the game situation.

12. In claim 1 or 2, The game control unit When a predetermined object inserted at a predetermined timing after the start of the game is present within the first predetermined range, the state of the characters belonging to the first group is changed to an advantageous or disadvantageous state; A game system characterized in that, when a specified object inserted at a specified timing after the start of the game is present within the second specified range, the characters belonging to the second group are put into an advantageous or disadvantageous state.

13. In claim 1 or 2, The game control unit a first advantageous control that changes at least one of one character belonging to the first group and another character belonging to the first group to an advantageous state based on a predetermined interference action taken by the one character belonging to the first group within the first predetermined range against the other character belonging to the first group within the first predetermined range; a second advantageous control that changes at least one of one character belonging to the second group and the other character to an advantageous state based on a predetermined interference action taken by the one character belonging to the second group within the second predetermined range against the other character belonging to the second group within the second predetermined range; a third advantageous control that changes at least one of one character belonging to the first group and another character belonging to the second group to an advantageous state based on a predetermined interference action taken by the one character belonging to the first group within the first predetermined range against the other character belonging to the second group within the second predetermined range; A game system characterized by performing at least one advantageous control among fourth advantageous controls that change at least one of a character belonging to the second group and another character belonging to the first group within the first predetermined range into an advantageous state based on a predetermined interference action taken by the character belonging to the second group within the second predetermined range against the other character belonging to the first group within the first predetermined range.

14. In a game program in which a first group and a second group appear, a character control unit that controls characters belonging to the first group and characters belonging to the second group; When a plurality of characters belonging to the first group are present within a first predetermined range, and in a predetermined state in which the plurality of characters are fleeing from at least one character belonging to the second group, control is performed to change predetermined information related to the escape of at least one character of the plurality of characters belonging to the first group and present within the first predetermined range; A program that causes a computer to function as a game control unit that performs at least one of the following controls to change specified information regarding the tracking of at least one character of multiple characters that belong to the second group and are present within the second specified range, when multiple characters belonging to the second group are present within a second specified range and in a specified state in which the multiple characters are tracking at least one character that belongs to the first group.

15. In an information processing device for a game in which a first group and a second group appear, a character control unit that controls characters belonging to the first group and characters belonging to the second group; When a plurality of characters belonging to the first group are present within a first predetermined range, and in a predetermined state in which the plurality of characters are fleeing from at least one character belonging to the second group, control is performed to change predetermined information related to the escape of at least one character of the plurality of characters belonging to the first group and present within the first predetermined range; In a case where a plurality of characters belonging to the second group are present within a second predetermined range, and in a predetermined state where the plurality of characters are tracking at least one character belonging to the first group, and a game control unit that performs at least one of control to change predetermined information related to the tracking of at least one of a plurality of characters present.

Citation Information

Patent Citations

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