Program and information processing system

The program and information processing system addresses the issue of inefficient route guidance in location-based games by providing advantageous route navigation and event management, enhancing user engagement and reducing travel time.

JP2025151772APending Publication Date: 2025-10-09COLOPL
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Patent Information

Application Number
JP2024053361
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-10-09

AI Technical Summary

Technical Problem

Existing location-based games do not effectively guide users to the most advantageous routes in real space, leading to unnecessary travel time and inconvenience when progressing through events.

Method used

A program and information processing system that uses location information to guide users through a route that is advantageous for completing events, including a guidance means to navigate to specific locations in real space, managing event execution and user state to optimize the gaming experience.

Benefits of technology

Improves user engagement by reducing unnecessary travel time and enhancing the gaming experience through optimized route guidance and event management.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program that enhances interest of service.SOLUTION: A program for executing a position information game that uses position information in which a position in real space is specified causes a computer to function as guidance means capable of guiding a route advantageous to a user among routes to move to a first position through a second position in a first event that can be progressed when the user moves to the first position in the real space and in a second event that can be progressed when the user moves to the second position in the real space.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, services that use location information that identifies a location in real space have been known (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2023-107907 Summary of the Invention [Problem to be solved by the invention]

[0004] The present invention aims to improve the interest of the service. [Means for solving the problem]

[0005] In order to solve the above problem, the program of the present invention is a program for executing a location information game that uses location information to identify a location in real space, and causes a computer to function as a guidance means that can guide the user to a first event that can be progressed when the user moves to a first location in real space, a second event that can be progressed when the user moves to a second location in real space, and a route that is advantageous to the user from among each route that passes through the second location to the first location. [Effects of the Invention]

[0006] According to the present invention, the interest of the service is improved. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is a diagram illustrating each configuration of the information processing system. [Figure 2] FIG. 1 is a hardware configuration diagram of an information processing system. [Figure 3] FIG. 2 is a functional block diagram of the information processing system. [Figure 4] FIG. 10 is a schematic diagram of a specific example of a play screen. [Figure 5] 10A to 10C are schematic diagrams of various screens for starting a quest state. [Figure 6] FIG. 10 is a schematic diagram of a specific example of a map screen. [Figure 7] 3 is a flowchart of each process in the information processing system. [Figure 8] FIG. 10 is a diagram for explaining a second embodiment. [Figure 9] FIG. 10 is a diagram for explaining a modified example. [Figure 10] FIG. 10 is a diagram for explaining another modified example. DETAILED DESCRIPTION OF THE INVENTION

[0008] First Embodiment Fig. 1 is a diagram illustrating each component of an information processing system 1000. The information processing system 1000 includes a terminal device 100 and a server device 200. As shown in Fig. 1, the terminal device 100 and the server device 200 can communicate with each other via a network N. The network N may be, for example, the Internet.

[0009] The terminal device 100 is portable by a user, and may be, for example, a smartphone, a personal computer, or a portable game console. The terminal device 100 stores various programs including application programs. In reality, a plurality of terminal devices 100 communicate with the server device 200. However, for the sake of explanation, only one terminal device 100 is shown in FIG. 1 .

[0010] The server device 200 provides the terminal device 100 with various types of information that the terminal device 100 uses when executing an application program. Specifically, the terminal device 100 and the server device 200 work together to provide a service that uses the user's location information, such as a game that uses the user's location information (referred to as a location information game). Note that while FIG. 1 shows an example in which the server device 200 is configured as a single server device, the server device 200 may also be configured as a plurality of server devices (systems).

[0011] The terminal device 100 is configured to be able to acquire position information in the real space Sr. Specifically, the terminal device 100 is equipped with a GPS (Global Positioning System) receiving unit and is configured to be able to receive GPS signals. The GPS signals include position information indicating the position of the terminal device 100 on a horizontal plane. In this embodiment, the position of the terminal device 100 on the horizontal plane of the real space Sr may be referred to as a "user position Pr." It can be estimated that the user position Pr indicates the position of the user who owns the terminal device 100.

[0012] In a location-based game, various events can be executed in the virtual space Sv by the user (terminal device 100) moving through the real space Sr. For example, in the specific example of FIG. 1, when the user moves to an event spot in the real space Sr, an event corresponding to the event spot can be executed. As will be described in detail later, when the user moves to an area within a predetermined distance (e.g., approximately 200 meters) from the event spot, the event can be started. In this embodiment, for the sake of explanation, the area in the real space Sr where an event can be started in the virtual space Sv may be referred to as a "real event position ra."

[0013] The above-mentioned real event locations ra (event spots) are set up in various locations in the real space Sr. In the above configuration, the user can carry out various events in the virtual space Sv by moving sequentially to each real event location ra. For example, in the specific example of FIG. 1, it is assumed that the user moves sequentially to three real event locations ra.

[0014] However, there is usually more than one route that passes through each real-life event location ra. Furthermore, depending on the route that passes through each real-life event location ra, the user may be at a disadvantage. For example, depending on the route that passes through each real-life event location ra, the user's travel time may be unnecessarily long. Therefore, if an appropriate route is not selected, the time required to complete each event may be unnecessarily long, which may be an inconvenience.

[0015] Taking the above circumstances into consideration, this embodiment employs a configuration that can guide the user to a route that is advantageous to the user from among the routes that lead to each real-life event position ra. Hereinafter, for the sake of explanation, the route that is guided to the user may be referred to as "route R." According to this embodiment, the user can easily select an advantageous route R from multiple types of routes, thereby suppressing the above-mentioned inconveniences. Details of the above configuration will be described later.

[0016] Fig. 2 is a hardware configuration diagram of the information processing system 1000. As described above, the information processing system 1000 includes the terminal device 100 and the server device 200. As shown in Fig. 2, the terminal device 100 includes a processing device 101, a storage device 102, a communication device 103, a display device 104, a GPS receiving unit 105, and an acceleration and direction sensor 106. Each of the above components is connected to each other so as to be able to communicate with each other via a system bus.

[0017] The processing device 101 controls the entire terminal device 100. The processing device 101 may be configured with one or more processors. Specifically, the processing device 101 may be configured with one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC).

[0018] The storage device 102 stores various programs including a basic program and an application program PGx. Well-known storage media such as semiconductor storage media and magnetic storage media can be used as the storage device 102. The storage device 102 may be configured as a single storage medium or multiple storage media. The application program PGx is downloaded in advance and installed on the terminal device 100. The storage device 102 also stores various game data used in the location-based game (such as data indicating items given to the user and data indicating the status of the user character).

[0019] The display device 104 includes a display panel 104a and a touch panel 104b. The display panel 104a is, for example, a flat display configured with organic EL (Electro Luminescence). The touch panel 104b is configured to be able to detect a touch operation by a user. Specifically, the touch panel 104b is provided over the display panel 104a and receives a touch operation on an image displayed on the display panel 104a.

[0020] The GPS receiver 105 receives GPS signals from GPS satellites. The acceleration and direction sensor 106 is configured by a combination of various sensors including an electronic magnetic compass that detects geomagnetism, a gyrocompass, and an acceleration sensor. The communication device 103 communicates with the server device 200 via the network N.

[0021] The server device 200 includes a processing device 201, a storage device 202, and a communication device 203. These components are communicatively connected via a system bus. The processing device 201 controls the entire server device 200. The processing device 201 of the server device 200 may be configured with one or more processors, similar to the processing device 101 of the terminal device 100 described above. Specifically, the processing device 201 may be configured with one or more types of processors, such as a CPU, a GPU, a DSP, an FPGA, or an ASIC.

[0022] The storage device 202 stores various programs including a basic program and a game management program PGy. The storage device 202 of the server device 200 may be, for example, a known storage medium such as a semiconductor storage medium or a magnetic storage medium. The storage device 202 may be configured with a single storage medium or multiple storage media. The storage device 202 also stores various game data used in the location-based game (such as data indicating items given to the user and data indicating the status of the user character) in association with the user's identifier. The communication device 203 communicates with the terminal device 100 via the network N.

[0023] 3 is a functional block diagram of the information processing system 1. As shown in FIG. 3, the information processing system 1 of this embodiment is configured to include a terminal device 10 and a management device 20. For example, the above-mentioned terminal device 100 executes an application program PGx to function as the terminal device 10. Furthermore, the above-mentioned server device 200 executes a game management program PGy to function as the management device 20. Each of the above components can communicate via a network N.

[0024] The terminal device 10 includes a guide means 11, an event management means 12, and a state management means 13. However, the management device 20 may be configured to include some or all of the above components (functions).

[0025] The guidance means 11 can guide the user to a route R (e.g., the shortest route, a route that allows battles with all mid-boss monsters) that is advantageous to the user among the routes that pass through the second position to the first position in the real space Sr in a specific state (a quest state described below) in which a first event (e.g., a battle with a boss monster described below) that can be started when the user moves to a first position (a real event position ra) in the real space Sr, and a second event (e.g., a battle with a mid-boss monster described below) that can be started when the user moves to a second position (another real event position ra) in the real space Sr) can be executed.

[0026] In the above configuration, the first event and the second event may be configured to have different grantable benefits (e.g., items). Also, the second event may be configured to be executable up to multiple times in a specific state. In the above configuration, the guidance means 11 may be configured to be able to guide the shortest route R among routes that travel to the first location via multiple second locations. The above configuration will be described in detail later using Figures 4(a) and 4(b).

[0027] In the case where each second event is classified into a different group (group x, group y, etc., described later) (see FIG. 6(a)), when a second event is executed, the event management means 12 makes it impossible to execute other second events in the group to which the second event belongs. Furthermore, the above-mentioned guidance means 11 makes it possible to provide guidance on a route R according to the group to which the second event belongs. The above configuration will be described in detail later using FIGS. 6(a) to 6(c).

[0028] When a first event is executed (a victory over a boss monster) in a specific state (quest state), the state management means 13 controls the state to a predetermined state (non-quest state) in which the second event cannot be started even if the user moves to a second location, regardless of whether a second event (a battle with a mid-boss monster) is executed in the specific state.

[0029] As described above, the guidance unit 11 provides guidance on the route R that moves to the first location via the second location. That is, according to this embodiment, the route R is provided on which the second event of the first and second events can be started first. Therefore, when the user moves along the route R, the first event starts before the second event, which reduces the inconvenience of the specific state ending before the second event is executed.

[0030] 4(a) is a schematic diagram of a specific example of a play screen Mp displayed on the terminal device 10. A virtual space Sv is displayed on the play screen Mp, and a location-based game progresses in the virtual space Sv. Specifically, in the location-based game, various events (battles with monsters, acquisition of items) can be performed in the virtual space Sv by the user moving through the real space Sr.

[0031] The virtual space Sv is displayed based on map information in the real space Sr and the user position Pr. The above map information is provided to the terminal device 10 from the management device 20, for example. However, the management device 20 may acquire the map information from an external server and transfer the map information to the terminal device 10. The user position Pr is identified using the above-mentioned GPS signal.

[0032] As shown in Fig. 4(a), the play screen Mp is configured to include various objects. Specifically, the play screen Mp is configured to include a character image Gp, a monster image Gm(a, b), an item image Gi, and a ground image Gg. Note that the specific example in Fig. 4(a) shows only a selection of the objects displayed on the play screen Mp.

[0033] The ground surface image Gg in the virtual space Sv is displayed in an area corresponding to the ground surface in the real space Sr. The ground surface image Gg described above is displayed based on map information in the real space Sr. Specifically, road areas are displayed in the ground surface image Gg at positions corresponding to roads in the real space Sr. In other words, the ground surface image Gg described above represents a map in the real space Sr.

[0034] The map information of this embodiment includes information indicating the location of roads in the real space Sr as well as the name and type of the road (such as a major trunk road). Each road area in the ground image Gg is displayed in a manner (width, color) according to the type of road represented by the road area. For example, a road area representing a major trunk road is displayed with a wider width than other road areas. Note that the name of the road indicated by the road area may also be displayed in the virtual space Sv.

[0035] The character image Gp represents the user character in the virtual space Sv. As shown in FIG. 4(a), the character image Gp is ​​displayed at the character position Pv. The character position Pv in the virtual space Sv corresponds to the user position Pr in the real space Sr. Specifically, the character position Pv in the virtual space Sv moves in accordance with the movement of the user position Pr identified from the GPS signal. In other words, the character image Gp moves in the virtual space Sv in accordance with the movement of the user in the real space Sr.

[0036] In the above configuration, the positional relationship between each road area and the character position Pv (character image Gp) in the virtual space Sv indicates the positional relationship between each road and the user position Pr (user) in the real space Sr. Therefore, the user can grasp his / her current location (Pr) by checking the position (Pv) of the character image Gp in the virtual space Sv (ground image Gg). For example, the user can grasp the road on which he / she is currently traveling.

[0037] In this embodiment, an area in the virtual space Sv corresponding to an area within a predetermined distance (e.g., approximately 200 meters) from the user position Pr in the real space Sr is set as the usable area. The usable area is an area that can be selected to start an event (battle with a monster, acquisition of an item) in the virtual space Sv. Note that an image showing the outer edge of the usable area may be configured to be displayed on the play screen Mp.

[0038] For example, if a monster image Gm is located in the available area, the user can start a battle (event) with the monster by touching (selecting) the monster image Gm. When the user defeats the monster, experience points are granted to the user character. When the total experience points granted to the user character reaches a predetermined threshold, the level (status) of the user character increases.

[0039] When an item image Gi is located in the available area, an item is granted to the user when the item image Gi is touched. When an item image Gi is selected and an item is granted, the item image Gi becomes hidden. Note that the trigger for granting an item is not limited to when an item image Gi is selected. For example, an item may be granted when defeating a monster.

[0040] Each object (monster image Gm, item image Gi) on the play screen Mp is placed at each event spot in the virtual space Sv in a predetermined manner. The positions of the event spots in the virtual space Sv correspond to the positions of the event spots in the real space Sr described in FIG. 1. Furthermore, the "real event position ra" described in FIG. 1 refers to the area from the event spot in the real space Sr to a distance (approximately 200 meters) that defines the usable area described above.

[0041] For ease of explanation, the area in the virtual space Sv that corresponds to the real event position ra in the real space Sr may be referred to as the "virtual event position va." The position of the character position Pv at the virtual event position va can also be said to mean that the user position Pr is located at the real event position ra. Therefore, when the character position Pv moves to the virtual event position va, the object located at the virtual event position va becomes selectable, and an event corresponding to the object can be started.

[0042] The monster image Gm in this embodiment includes a mid-boss monster image Gma, a boss monster image Gmb, and a normal monster image Gmc. The mid-boss monster image Gma represents the mid-boss monster corresponding to the mid-boss monster image Gma. The boss monster image Gmb represents the boss monster corresponding to the boss monster image Gmb, and the normal monster image Gmc represents the normal monster corresponding to the normal monster image Gmc.

[0043] Although details will be described later using FIG. 5, this embodiment is configured to be controllable to a quest state. When the above quest state begins, a mid-boss monster image Gma and a boss monster image Gmb corresponding to the quest state are placed on the play screen Mp. The specific example in FIG. 4(a) assumes a case where control is performed in the quest state. The same applies to FIG. 4(b) described below. For the sake of explanation, a state that is not a quest state may be referred to as a "non-quest state." The normal monster image Gmc is a monster image Gm that is displayed regardless of whether the state is a quest state or a non-quest state.

[0044] The mid-boss monster image Gma, boss monster image Gmb, and normal monster image Gmc are displayed on the play screen Mp in a manner that allows each to be distinguished (the same applies to the map screen Mt, which will be described later). Specifically, the mid-boss monster image Gma and boss monster image Gmb are displayed larger than the normal monster image Gmc. Furthermore, the boss monster image Gmb is displayed larger than the mid-boss monster image Gma.

[0045] However, the configuration for making each monster image Gm distinguishable on the play screen Mp is not limited to the above example. For example, a configuration may be adopted in which the character string "Middle Boss Monster" is displayed near the middle boss monster image Gma. Also, instead of the boss monster image Gbm, an object representing the location where the boss monster lurks (such as a cave) may be displayed.

[0046] As will be described in detail later, the boss monster image Gmb is displayed at a virtual event position va (event spot) selected by the user from among a plurality of virtual event positions va (see FIG. 5(b) described later). On the other hand, when the quest state begins, the mid-boss monster image Gma is randomly placed at one of the virtual event positions va (event spot). The normal monster image Gmc is displayed at one of the virtual event positions va (the same applies to the item image Gi) regardless of whether the state is quest or non-quest.

[0047] When a normal monster image Gmc is selected, a battle with the normal monster corresponding to the normal monster image Gmc begins. Similarly, when a mid-boss monster image Gma is selected, a battle with the mid-boss monster begins. When a user defeats a mid-boss monster, the user is more likely to be awarded a beneficial benefit than when a user defeats a normal monster. For example, when a user defeats a mid-boss monster, the user is more likely to be awarded an advantageous item (e.g., an item that improves the status of the user character) than when a user defeats a normal monster.

[0048] A more advantageous benefit is awarded to the user when the user defeats a boss monster compared to a victory over a mid-boss monster. Specifically, a more advantageous item is more likely to be awarded to the user when the user defeats a boss monster compared to a victory over a mid-boss monster. Note that the benefit awarded when the user defeats a mid-boss monster may be configured to be more advantageous to the user than the benefit awarded when the user defeats a boss monster.

[0049] However, if you defeat a boss monster in quest mode, the quest mode ends and you transition to a non-quest mode, regardless of whether you have already defeated a mid-boss monster. When you transition to a non-quest mode, the mid-boss monster image Gma disappears from the play screen Mp, and you cannot start a battle with the mid-boss monster.

[0050] In the above quest state, the user progresses through the game so that a battle with a boss monster is executed after defeating a mid-boss monster. Specifically, the user moves to a real-life event position ra where a battle with a mid-boss monster can start, and then moves along a route to a real-life event position ra where a battle with a boss monster can start.

[0051] For example, in the specific example of FIG. 4(a), assume that in a quest state, mid-boss monster images Gma are placed at virtual event positions va1 and va2, and a boss monster image Gmb is placed at virtual event position va3. In the above case, the user first moves to a real event position ra corresponding to either virtual event position va1 or virtual event position va2, and engages in a battle with the mid-boss monster. Then, the user moves to a real event position ra corresponding to the other of virtual event positions va1 and va2, and engages in a battle with another mid-boss monster. After defeating each mid-boss monster, the user moves to a real event position ra corresponding to virtual event position va3, where the boss monster image Gmb is placed.

[0052] However, after battling a mid-boss monster, there is usually more than one route by which a battle with a boss monster can be carried out. Furthermore, depending on the route, the user may be at a disadvantage. For example, depending on the route selected by the user, the travel time to reach the real-life event location ra where the battle with the boss monster is possible may be unnecessarily long. Therefore, if an appropriate route is not selected, the time required to complete the quest state may be unnecessarily long, which may be an inconvenience.

[0053] Taking the above circumstances into consideration, this embodiment employs a configuration that can guide the user to a route R that is advantageous to the user from among the routes from the user's current location (user position Pr) to a real-life event position ra where a battle with a boss monster can be started. Specifically, as shown in FIG. 4(a), a guide button Gb1 is displayed on the play screen Mp. When the guide button Gb1 is touched, the terminal device 10 switches to a guide state or a non-guide state. In the guide state, the user is guided to a route R that is advantageous to the user from among the routes from the user position Pr to a real-life event position ra where a battle with a boss monster can be started. The specific example of FIG. 4(a) assumes the play screen Mp in the non-guide state.

[0054] 4(b) is a schematic diagram of a specific example of the play screen Mp in the guidance state. In the guidance state, a route image Gr is displayed on the play screen Mp. The route image Gr is an image for guiding the user to the route R that is advantageous to the user among the routes from the user position Pr to the real-life event position ra where a battle with a boss monster can begin. As will be described in detail later, in this embodiment, the route image Gr guides the user to the shortest route R among the routes that allow battles with all of the mid-boss monsters that can be defeated in the quest state (see FIG. 6(b)).

[0055] As shown in FIG. 4(b), the route image Gr shows an arrow whose starting point is located near the character position Pv and whose ending point is located at the virtual event position va of the boss monster image Gmb. The route image Gr is also displayed in the road area of ​​the ground image Gg that corresponds to the route R. The route image Gr described above allows the user to easily select a route that is advantageous to the user. Note that the configuration for guiding the user along the route R is not limited to the above configuration (route image Gr). Other configurations for guiding the user along the route R will be described later as modified examples (see FIGS. 10(a) and 10(b)).

[0056] Returning to Fig. 4(a), the play screen Mp displays, in addition to the above-mentioned guide button Gb1, a quest button Gb2, a map display button Gb3, and an autoplay button Gb4.

[0057] When the autoplay button Gb4 is touched, the game enters auto mode. In the auto mode described above, when the character position Pv moves inside the virtual event position va, an object placed at the virtual event position va is automatically selected (without a touch operation), and the event corresponding to that object is executed. In addition, in auto mode, a started event is automatically progressed and completed.

[0058] The above-mentioned route image Gr is displayed on the play screen Mp even in auto mode. As described above, in auto mode, the user can omit the operation of executing an event when moving. Therefore, compared to a configuration in which the user must perform an operation of executing an event in addition to checking the route image Gr when moving, for example, the user's convenience in the guidance state is improved. Note that if the user's moving speed is slower than a predetermined speed, each event may not be automatically executed even in auto mode.

[0059] When the map display button Gb3 is touched, the play screen Mp is switched to the map screen Mt (see FIG. 6(b) described below). The map screen Mt is a bird's-eye view of the virtual space Sv, and displays a wider area of ​​the virtual space Sv than the play screen Mp. The above configuration will be described in detail using FIG. 6(b).

[0060] When the quest button Gb2 is touched, it becomes possible to transition to the quest state. Specifically, when the quest button Gb2 is touched, a quest start screen Mq is displayed on the terminal device 10. The user can start the quest state via the quest start screen Mq. The above configuration will be described in detail using Figures 5(a) and 5(b).

[0061] As shown in Figures 4(a) and 4(b), the play screen Mp displays the virtual space Sv in a bird's-eye view. In this embodiment, the angle at which each object is viewed in the virtual space Sv (hereinafter referred to as "line-of-sight angle θ") can be changed. Note that the "line-of-sight angle θ" refers to the size of the angle between the line-of-sight direction in the virtual space Sv and the ground image Gg.

[0062] Specifically, when the play screen Mp (touch panel 104b) is pinched, the line-of-sight angle θ changes. In this embodiment, the line-of-sight angle θ can be changed within the range of "approximately 0 degrees≦θ≦approximately 90 degrees." Furthermore, the closer the line-of-sight angle θ is to 0 degrees, the more the virtual space Sv is displayed as viewed from a viewpoint closer to the ground image Gg. With the above configuration, the route image Gr can be viewed from various viewpoints in the virtual space Sv. This has the advantage of making it easier to view the route R guided by the route image Gr.

[0063] 5(a) is a schematic diagram of a specific example of the quest start screen Mq. As described above, the quest start screen Mq is displayed when the quest button Gb2 on the play screen Mp is touched. However, the trigger for displaying the quest start screen Mq is not limited to the above example.

[0064] In this embodiment, the location-based game can be progressed in one of a plurality of quest states. Each quest state may differ in the type of mid-boss monster and the type of boss monster deployed when the quest state starts. Also, there is a limit to the number of mid-boss monsters that can be defeated in a quest state. Even if the type of mid-boss monster is the same in each quest state, the number of times that the mid-boss monster can be defeated may differ.

[0065] Specifically, as shown in FIG. 5(a), the quest start screen Mq displays a quest list consisting of multiple quest images Gq. Each quest image Gq corresponds to one of multiple types of quest states. Furthermore, the quest image Gq displays the content of the quest state corresponding to that quest image Gq. Specifically, the quest image Gq displays the name of the quest state corresponding to that quest image Gq, as well as the mid-boss monster image Gma and boss monster image Gmb that will be placed in that quest state.

[0066] The quest image Gq also indicates the number of times a player can defeat a mid-boss monster in a quest state. For example, in quest state A among the quest states, a player can defeat a mid-boss monster corresponding to the mid-boss monster image Gma1 (hereinafter referred to as "mid-boss monster A") only once, and a player can defeat a mid-boss monster corresponding to the mid-boss monster image Gma3 only once. On the other hand, in quest state B among the quest states, a player can defeat a mid-boss monster A up to two times, and a player can defeat a mid-boss monster corresponding to the mid-boss monster image Gma2 (hereinafter referred to as "mid-boss monster B") only once. In the above configuration, if the player clears the battle with the boss monster (first event) or if the player clears the battle with the mid-boss monster (second event) the maximum number of times. Furthermore, if the player clears the battle with the mid-boss monster the maximum number of times, the mid-boss monster image Gma is no longer displayed.

[0067] The quest start screen Mq can display up to, for example, 60 quest images Gq. For example, when the quest start screen Mq (touch panel 104b) is swiped, the displayed quest image Gq is switched. Also, as shown in FIG. 5(a), each quest image Gq includes a start button Gbx. When the start button Gbx on a quest image Gq is touched, the quest state corresponding to that quest image Gq can be started. Specifically, when the start button Gbx on a quest image Gq is touched, a destination setting screen Mqt (see FIG. 5(b) described below) is displayed.

[0068] 5(b) is a schematic diagram of a specific example of the destination setting screen Mqt. As described above, the destination setting screen Mqt is displayed when the start button Gbx in the quest image Gq of the quest start screen Mq is touched.

[0069] In this embodiment, the user is configured to be able to select a virtual event position va that will be the destination of the quest state. As described above, the destination of the quest state is the virtual event position va where a battle with a boss monster can begin. The destination setting screen Mqt is a screen for setting the destination in the quest state (the virtual event position va where the boss monster is placed). The destination setting screen Mqt displays the name of the quest state for which the destination is to be set ("Quest A" in the specific example of FIG. 5(b)) and a message that prompts the user to select a destination.

[0070] 5(b), the destination setting screen Mqt includes a map image Gt. Similar to the ground image Gg on the play screen Mp described above, the map image Gt is displayed based on map information and shows a map of the area around the character position Pv (user position Pr).

[0071] The destination setting screen Mqt displays a current location image Gpy. The current location image Gpy is displayed at the character position Pv on the map image Gt. The destination setting screen Mqt also displays each object that was placed before the quest state started. For example, in the specific example of FIG. 5(b), it is assumed that an item image Gi was placed at the virtual event position vai before the quest state started. With the above configuration, the user can select a destination taking into consideration the placement of the item image Gi and the like.

[0072] As shown in FIG. 5(b), a plurality of candidate images Gd are displayed on the destination setting screen Mqt. The candidate images Gd are displayed at virtual event positions va that are candidates to be set as the destination of the quest state (where the boss monster image Gmb is placed). The virtual event positions va that can be set as the destination of the quest state are a predetermined portion of each virtual event position va.

[0073] The above candidate images Gd are placed in a selected state when touched. The user can select any one of the candidate images Gd. In the specific example of FIG. 5(b), it is assumed that the candidate image Gd displayed at the virtual event position va1 is selected from among the candidate images Gd. When the candidate image Gd is placed in a selected state, the name (such as the store name) of the real event position ra corresponding to the virtual event position va where the candidate image Gd is located and the distance from the user position Pr to the real event position ra are displayed.

[0074] Furthermore, when the candidate image Gd is in a selected state, a set button Gby is displayed on the destination setting screen Mqt. When the set button Gby is touched, the virtual event position va where the selected candidate image Gd is located is set as the destination. For example, when the set button Gby is touched in the specific example of FIG. 5(b), a boss monster image Gmb is placed at the virtual event position va1 (the virtual event position va1 is set as the destination), and the quest state begins.

[0075] Furthermore, when the quest state begins, a mid-boss monster image Gma is placed at one of the virtual event positions va. The monster images Gm (except for the boss monster image Gmb) on the play screen Mp are rearranged at a predetermined time (for example, 3:00 PM). The same applies to the item images Gi.

[0076] When the return image Gb5 on the destination setting screen Mqt is touched, the display returns to the above-mentioned quest start screen Mq. Also, when the return image Gb5 (see FIG. 5(a)) on the quest start screen Mq is touched, a new quest state does not start, and the display returns to the above-mentioned play screen Mp.

[0077] In a location-based game, placing each object (e.g., a monster image Gm) at various virtual event positions va is expected to have the effect of attracting the user to various locations in the real space Sr. However, in a configuration (e.g., this embodiment) in which the shortest route among the routes to the destination is guided, there is a problem that the user's travel distance becomes excessively short, which may result in a reduction in the above-mentioned effect. In consideration of the above-mentioned circumstances, this embodiment employs a configuration that suppresses the above-mentioned disadvantages. The above-mentioned configuration will be described in detail using FIGS. 6(a) to 6(c) below.

[0078] 6(a) is a conceptual diagram of a specific example of a quest management table. As described above, when a quest state begins, a boss monster (boss monster image Gmb) and a mid-boss monster (mid-boss monster image Gma) corresponding to the quest state are placed at each virtual event position va. The quest management table stores the type of each monster placed at each virtual event position va in the current quest state.

[0079] The specific example in Figure 6(a) assumes that the game is controlled in the quest state B described above in Figure 5(a). In the above quest state B, in addition to the boss monster (boss monster image Gmb), a mid-boss monster A (mid-boss monster image Gma1) and a mid-boss monster B (mid-boss monster image Gma2) are placed at each virtual event position va.

[0080] As described above, when the quest state begins, a boss monster is placed at one virtual event position va. Meanwhile, mid-boss monsters are placed at multiple virtual event positions va. Specifically, the mid-boss monsters are placed at a number of virtual event positions va greater than the number of times that the player can win in the current quest state. With the above configuration, the user has more freedom in selecting the position (ra) to move to, compared to, for example, a configuration in which the mid-boss monsters are displayed on the map screen Mt (play screen Mp) in the same number as the number of times that the player can win.

[0081] For example, in the specific example of FIG. 6(a), it is assumed that a boss monster is placed at virtual event position va1 among the virtual event positions va. It is also assumed that a mid-boss monster A is placed at four virtual event positions va (va2, va4, va5, va6), and a mid-boss monster B is placed at two virtual event positions va (va3, va7). As described above, in quest state B, it is possible to defeat mid-boss monster A a maximum of two times, and it is possible to defeat mid-boss monster B a maximum of one time. Therefore, in the specific example of FIG. 6(a), the mid-boss monsters are placed at a number of virtual event positions va that is greater than the number of times that the mid-boss monsters can be defeated in the quest state.

[0082] The quest management table stores the "status" of each mid-boss monster in the quest state. The "status" of a mid-boss monster indicates whether the mid-boss monster has been defeated or not. If the "status" of the mid-boss monster is "not defeated," a battle with the mid-boss monster can be started by moving to the virtual event position va where the mid-boss monster is located. On the other hand, if the "status" of the mid-boss monster is "won," a battle with the mid-boss monster cannot be started. Specifically, if the "status" of the mid-boss monster is "not defeated," the mid-boss monster is displayed on the play screen Mp and the map screen Mt. On the other hand, if the "status" of the mid-boss monster is "won," the mid-boss monster is not displayed.

[0083] The quest management table also stores the group (x, y, w) of each mid-boss monster (A, B). Specifically, identification information indicating the group of each mid-boss monster is stored in association with the mid-boss monster. In this embodiment, one type of mid-boss monster may be divided into multiple groups. Specifically, the mid-boss monsters may be divided into groups the number of times that the mid-boss monster can be defeated in the quest state. For example, in quest state B, the number of times that the mid-boss monster B can be defeated is "1 time." In the above quest state B, all mid-boss monsters B belong to a common (single) group w.

[0084] On the other hand, in quest state B, the number of times that mid-boss monster A can be defeated is "two times." In the above quest state B, each mid-boss monster A is divided into two groups (x, y). For example, in the specific example of FIG. 6(a), it is assumed that the mid-boss monster A at virtual event position va2 and the mid-boss monster A at virtual event position va4 are divided into group x, and the mid-boss monster A at virtual event position va5 and the mid-boss monster A at virtual event position va6 are divided into group y.

[0085] However, if the mid-boss monsters are of the same type (A, B), even if they belong to different groups, the mid-boss monster images Gma representing the respective mid-boss monsters will be the same. In other words, the groups to which the mid-boss monsters of the same type belong cannot be distinguished from the mid-boss monster images Gma representing the respective mid-boss monsters.

[0086] In this embodiment, if a mid-boss monster is defeated, it becomes impossible to battle other mid-boss monsters in the group to which the mid-boss monster belongs. Specifically, if a mid-boss monster is defeated, not only the defeated mid-boss monster but also the other mid-boss monsters in the group to which the mid-boss monster belongs are hidden from the play screen Mp and the map screen Mt.

[0087] For example, in the specific example of FIG. 6(a), if a player defeats mid-boss monster B at virtual event position va3, the status of that mid-boss monster B in the quest management table changes from "unbeaten" to "won," and the mid-boss monster B disappears from the virtual event position va3. As described above, the specific example of FIG. 6(a) assumes that the mid-boss monster B at virtual event position va3 belongs to group w. In this case, the status of the mid-boss monster B at virtual event position va7, which also belongs to group w, changes from "unbeaten" to "won," and the mid-boss monster B disappears from the virtual event position va7.

[0088] Similarly, if you first battle and win against the mid-boss monster B at virtual event position va7, the status of the mid-boss monster B at virtual event position va3 will be changed to "won."

[0089] Also, in the specific example of FIG. 6(a), assume that a player has defeated mid-boss monster A at virtual event position va2. In this case, the status of mid-boss monster A at virtual event position va2 in the quest management table is changed from "unbeaten" to "won," and mid-boss monster A is no longer visible at virtual event position va2. Furthermore, mid-boss monster A at virtual event position va2 belongs to group x. Therefore, mid-boss monster A at virtual event position va4, which also belongs to group x, has its status changed from "unbeaten" to "won," and is no longer visible at virtual event position va4, even if it has not yet been won.

[0090] However, even if you defeat the mid-boss monster A of group x (the mid-boss monsters A placed in va2 and va4), the status of the mid-boss monster A of group y (the mid-boss monsters A placed in va5 and va6) will remain "undefeated." In other words, even if you defeat the mid-boss monster A of group x, the mid-boss monsters A of group y will not be hidden. As with the mid-boss monsters of other groups, if you defeat one of the mid-boss monsters A of group y, the status of the other will also change to "defeated" and will be hidden.

[0091] In the above specific example, the mid-boss monsters are divided into groups corresponding to the number of times they can be defeated in the quest state, but the mid-boss monsters may be divided into groups with a number greater than the number of times they can be defeated. For example, a mid-boss monster that can be defeated up to two times in the quest state may be divided into three or more groups. However, in the above configuration, if a player defeats a mid-boss monster in the second group, the mid-boss monsters in the remaining groups are also hidden from the play screen MP and the map screen MT.

[0092] 6(b) is a schematic diagram of a specific example of the map screen Mt. The map screen Mt is a bird's-eye view of the virtual space Sv represented by the play screen Mp. On the map screen Mt, like the play screen Mp, each object is displayed at each virtual event position va.

[0093] The specific example of Figure 6(b) assumes a case where control is performed in quest state B, similar to Figure 6(a) above. The specific example of Figure 6(b) also assumes a case where a boss monster (Gmb) is placed at virtual event position va1, mid-boss monster A (Gma1) is placed at virtual event positions va2 and va4-va6, and mid-boss monster B (Gma2) is placed at virtual event positions va3 and va7 (similar to the specific example of Figure 6(a)). It also assumes a case where no victory has been achieved against the mid-boss monsters (A, B).

[0094] As described above, in this embodiment, it is possible to control the display to a guidance state in which the user is guided along a route R that is advantageous to the user. The specific example in Fig. 6(b) assumes the map screen Mt when controlled to the guidance state. In the guidance state, the map screen Mt displays a route image Gr that guides the user along the route R that is advantageous to the user, similar to the play screen Mp described above (see Fig. 4(b)).

[0095] 6(b), a route image Gr is displayed that guides the player along route R that allows the player to defeat monster B at virtual event position va3, monster A (group x) at virtual event position va4 (first time), and monster A (group y) at virtual event position va5 (second time), and then battle the boss monster at virtual event position va1. The above route R is the shortest route among all routes that allow the player to defeat all mid-boss monsters.

[0096] As described above, if a player defeats monster A (group y) at virtual event position va5, the player will be unable to battle monster A of the same group y at virtual event position va6. In this embodiment, the route R is determined according to the group of each mid-boss monster, and therefore a route R is not determined that assumes consecutive victories over mid-boss monster A at virtual event positions va5 and va6.

[0097] Now, let us assume a configuration (hereinafter referred to as a "comparison") in which, of the mid-boss monsters displayed on the map screen Mt (play screen Mp), only the mid-boss monsters that the user character has defeated are hidden. That is, we will assume a comparison in which, when a mid-boss monster is defeated once, only one mid-boss monster is hidden. In the above comparison, even when a mid-boss monster is defeated, the other mid-boss monsters remain available for battle.

[0098] In the above comparison, it is assumed that the boss monster and each mid-boss monster are placed at each virtual event position va (va1 to va7) as shown in Figure 6(b). In this case, of the routes to the destination where a battle with the boss monster is possible, the route R' indicated by the dashed arrow in Figure 6(b) is advantageous for the user.

[0099] Specifically, if the user travels along the above route R', they will defeat monster A at virtual event position va5 (first time), defeat monster A at virtual event position va6 (second time), defeat monster B at virtual event position va7, and then be able to battle the boss monster at virtual event position va1. In the comparative example, the above route R' is the shortest route among all the routes that allow a battle with the boss monster after defeating all mid-boss monsters. In the comparative example, the above route R' is guided.

[0100] However, in the above comparison, it is easy for a situation to arise where the user can consecutively defeat mid-boss monsters located at virtual event positions va (for example, va5 and va6 in Figure 6(b)) that are close to each other, and the route to be guided is likely to be excessively short. Therefore, the user's travel distance is likely to be short, making it difficult to attract the user to various real event positions ra. Taking the above into consideration, this embodiment adopts a configuration in which, when a mid-boss monster is defeated, it is impossible to battle other mid-boss monsters in the group to which the mid-boss monster belongs, and also adopts a configuration in which it is possible to guide the user along a route R according to the group to which the mid-boss monster belongs.

[0101] Specifically, in this embodiment having the above configuration, let us assume that the player travels along the above-mentioned route R' (the advantageous route in the comparative example). In this case, as shown in Figure 6(c), once the player defeats the first mid-boss monster A at virtual event position va5, the player will no longer be able to battle the mid-boss monster A at virtual event position va6, which belongs to the same group y as the mid-boss monster A.

[0102] As can be understood from the above explanation, in this embodiment, if a player defeats a mid-boss monster, it becomes impossible to battle other mid-boss monsters located at the virtual event position va (mid-boss monsters in the same group as the defeated mid-boss monster), so compared to the above-mentioned comparison, it becomes difficult to defeat multiple mid-boss monsters in succession by only moving a short distance.

[0103] For example, as can be seen from FIG. 6(b), the route R guided in this embodiment is longer than the route R' guided in the above-mentioned comparative example. Therefore, according to this embodiment, the inconvenience of the route the user travels being excessively short is suppressed, for example, compared to the above-mentioned comparative example. In other words, according to this embodiment, it is easier to attract the user to various places in the real space Sr, compared to the above-mentioned comparative example.

[0104] As another comparative example, in a configuration (for example, this embodiment) in which a mid-boss monster is defeated and it becomes impossible to battle other mid-boss monsters in the group to which the mid-boss monster belongs, a comparative example is assumed in which route R is not provided. In the above comparative example, a case is assumed in which each monster image Gm is arranged as shown in FIG. 6(b).

[0105] As mentioned above, the user cannot distinguish the group to which each mid-boss monster belongs. Therefore, it is not possible to distinguish whether the mid-boss monster A at the virtual event position va5 and the mid-boss monster A at the virtual event position va6 belong to the same group. Given the above circumstances, the user moves along the route R' shown in Figure 6(b), assuming that he or she will defeat the mid-boss monster A at both of the above virtual event positions va (va5, va6).

[0106] However, as mentioned above, once you defeat the mid-boss monster A at the virtual event location va5, you will no longer be able to battle the mid-boss monster A at the virtual event location va6. Therefore, in the above-mentioned comparison, there is the inconvenience of having to reconsider the route you will take from the originally planned route R'. The configuration of this embodiment has the advantage of suppressing the above inconvenience.

[0107] If a player fails to win a battle with a mid-boss monster, the mid-boss monster will be hidden, but the other mid-boss monsters in the group to which the mid-boss monster belongs will not be hidden. However, if a player fails to win a battle with a mid-boss monster, the mid-boss monster may not be hidden. Also, even if a player fails to win a battle with a mid-boss monster, all mid-boss monsters in the group to which the mid-boss monster belongs may be hidden. In principle, a boss monster will not be hidden until it is won.

[0108] Fig. 7(a) is a flowchart of the processing executed by the terminal device 10. For example, when the above-mentioned guidance button Gb1 (see Fig. 4(a)) is touched in a non-guidance quest state, the terminal device 10 starts the processing shown in Fig. 7(a). Note that each step of the above processing may be executed by the terminal device 10 and the management device 20 in cooperation with each other, or may be executed by the management device 20. The same applies to the processing shown in Fig. 7(b) described later.

[0109] 7(a), when the guide button Gb1 is touched, the terminal device 10 determines a route R to guide the user (S101). Specifically, the route R that is most advantageous to the user is determined from among the routes from the user position Pr to the real event position ra corresponding to the virtual event position va of the boss monster. For example, in a quest state, the shortest route R is determined from among the routes that allow defeating all mid-boss monsters and then battling the boss monster.

[0110] After determining the route R to be guided to the user, the terminal device 10 starts providing guidance on the route R (S102). Specifically, a route image Gr for providing guidance on the route R determined in step S101 is displayed in step S102. After starting guidance on the route R, the terminal device 10 ends the processing shown in FIG. 7(a).

[0111] Fig. 7(b) is a flowchart of another process executed by the terminal device 10. For example, when the terminal device 10 wins a battle against a monster (a normal monster, a mid-boss monster, or a boss monster), the terminal device 10 starts the process shown in Fig. 7(b).

[0112] As shown in FIG. 7(b), when a battle with a monster is won, it is determined whether or not the boss monster has been defeated in this battle (S201). If it is determined that the boss monster has been defeated (S201: Yes), a quest end process (S202) is executed. In the quest end process, the quest state is switched to a non-quest state. In the quest end process, the boss monster image Gmb and the mid-boss monster image Gma are hidden from the play screen Mp and the map screen Mt.

[0113] If all mid-boss monsters have been defeated in the quest state, the mid-boss monster image Gma will already be hidden from the play screen Mp when the battle with the boss monster begins. On the other hand, if there are remaining attempts to defeat the mid-boss monster in the quest state, the mid-boss monster image Gma will be displayed on the play screen Mp. In the quest end process, the mid-boss monster image Gma remaining on the play screen Mp will be hidden when the quest state ends. The above quest end process can also be said to be a process that makes it impossible to start a battle with a mid-boss monster that has not yet been defeated.

[0114] After the quest end process is executed, the route guidance in the terminal device 10 ends (S203). That is, the state is switched from the guidance state to the non-guidance state. Specifically, in the battle with the monster, a battle screen is displayed on the terminal device 10. Furthermore, when the battle with the monster ends, the battle screen is switched to the play screen Mp. If the battle with the boss monster is won in the guidance state, the route image Gr is hidden from the play screen Mp that is displayed thereafter. After the state is switched from the guidance state to the non-guidance state, the process of FIG. 7(b) ends.

[0115] In the above-mentioned step S201, if it is determined that the monster that won the current battle is not a boss monster (S201: No), it is determined whether or not the mid-boss monster was defeated in the current battle (S204). If it is determined that the mid-boss monster was defeated in the current battle (S204: Yes), a non-display process A (S205) is executed. In the non-display process A, the mid-boss monster images Gma of the mid-boss monster that won the current battle, as well as the mid-boss monster images Gma of other mid-boss monsters that belong to the same group as the mid-boss monster, are hidden from the play screen Mp. After the non-display process A is executed, the process of FIG. 7(b) ends.

[0116] In the above-mentioned step S204, if it is determined that the monster that won the current battle is not a mid-boss monster (S204: No), a non-display process B (S205) is executed. Note that a case where a "No" is determined in both step S201 and step S204 is assumed to be when the monster has won the current battle against a normal monster. In the above-mentioned non-display process B, the monster image Gm of the normal monster that won the current battle is hidden from the play screen Mp. After the non-display process B is executed, the processing of FIG. 7(b) ends.

[0117] Second Embodiment Other embodiments of the present invention will be described below. In each of the following exemplary embodiments, elements that have the same actions and functions as those in the first embodiment will be designated by the same reference numerals as those in the first embodiment, and detailed descriptions thereof will be omitted where appropriate.

[0118] For the sake of explanation, the objects selectable at each real event position ra (waypoint) along the route R to be guided to the user and located on the way to the destination may be referred to as "waypoint objects" below. For example, the waypoint object in the first embodiment described above is a mid-boss monster image Gma.

[0119] In the first embodiment described above, the only transit object is the mid-boss monster image Gma, and the user cannot arbitrarily select a transit object. However, some users may want to arbitrarily select a transit object from among the objects displayed on the play screen Mp. In consideration of the above circumstances, the second embodiment employs a configuration that allows the user to arbitrarily select a transit object. Note that the terminal device 10 of the second embodiment includes a guide means 11, an event management means 12, and a state management means 13, similar to the terminal device 10 of the first embodiment described above.

[0120] 8(a) is a schematic diagram of a specific example of the route setting screen Ma of the second embodiment. The route setting screen Ma is displayed, for example, when transitioning from a non-guidance state to a guidance state. For example, a configuration may be adopted in which the route setting screen Ma is displayed on the terminal device 10 when the setting button Gby on the destination setting screen Mqt (see FIG. 5(b)) is touched.

[0121] As shown in FIG. 8(a), the route setting screen Ma includes a plurality of selection images Gca. These selection images Gca correspond to one of the objects placed in the virtual space Sv. In the specific example of FIG. 8(a), the selection images Gca corresponding to the mid-boss monster image Gma, the special item image Git, and the rare monster image Gmc' are selected and displayed.

[0122] The special item image Git is an object that is more likely to grant advantageous items to the user when selected compared to other item images Gi. The rare monster image Gmc' is a monster image Gm that has a relatively low appearance probability among the normal monster images Gmc. When the above rare monster image Gmc' is selected, a battle with a rare monster begins. When the user wins against a rare monster, the user is more likely to be granted advantageous benefits (for example, rare items, a lot of experience points, etc.) compared to when the user wins against other normal monsters.

[0123] The above objects (Git, Gmc) are displayed at a virtual event position va separate from the boss monster image Gmb and the mid-boss monster image Gma. Furthermore, the above objects (Git, Gmc) are displayed on the play screen Mp and the map screen Mt regardless of whether the state is quest or non-quest.

[0124] The waypoint setting screen Ma displays selection images Gca corresponding to each object currently placed in the virtual space Sv that is located in an area (hereinafter referred to as the "target area") from the character position Pv up to a predetermined distance. That is, selection images Gca of objects located outside the target area are not displayed, even if they are placed in the virtual space Sv. For example, the target area is set to a virtual space Sv corresponding to a range of approximately 2000 meters from the user position Pr in the real space Sr. Note that the size of the target area is not limited to the above example, as long as the length of the route R to be guided to the user is not excessively long.

[0125] For example, suppose a rare monster image Gmc' is displayed in the target area. In this case, the selection image Gca corresponding to the rare monster image Gmc' is displayed on the route setting screen Ma. On the other hand, suppose a rare monster image Gmc' is not displayed in the target area. In this case, the selection image Gca corresponding to the rare monster image Gmc' is not displayed on the route setting screen Ma.

[0126] Each time the selection image Gca is touched, it is switched between a selected state and a non-selected state. The waypoint setting screen Ma also includes a start button Gbx. When the start button Gbx is touched, a route R is determined in which the object corresponding to the selection image Gca in the selected state is used as the waypoint object. A play screen Mp is also displayed, which includes a route image Gr that guides the player along the route R. In the second embodiment, the player is guided along the shortest route R among the routes that pass through each real-life event position ra at which an event of each waypoint object can be started.

[0127] For example, in the specific example of FIG. 8(a), it is assumed that the selection image Gca corresponding to the mid-boss monster image Gma and the selection image Gca corresponding to the rare monster image Gmc' are in a selected state among the selection images Gca. In the above case, when the start button Gbx is touched, a route R with the mid-boss monster image Gma and the rare monster image Gmc' as route objects is introduced (see FIG. 8(b) described later). As described above, in the second embodiment, the user can arbitrarily set route objects. Therefore, it becomes easier to introduce a route R that suits the user's preferences. Note that when the return image Gb5 on the route setting screen Ma is touched, the screen returns to the destination setting screen Mqt.

[0128] Incidentally, there are various types of roads that can be set on the route R guided by the route image Gr. For example, major trunk roads, arterial roads, and secondary trunk roads can be included as part of the route R. However, some users may wish to limit the types of roads on the guided route R. For example, a user who prefers quiet places may not want to include major trunk roads with heavy traffic on the route R.

[0129] Furthermore, depending on the route R to be guided, there is the inconvenience that the user's behavior in the real space Sr may appear unnatural. For example, consider a case where a user travels to a real event position ra and a battle is held at the real event position ra. In the above case, if the user retraces the path he or she took to reach the real event position ra (turns around), the user's behavior in the real space Sr may appear unnatural to others. Taking the above circumstances into consideration, the second embodiment employs a configuration that can limit the route R to be guided.

[0130] Specifically, as shown in FIG. 8(a), a plurality of selection images Gcb are displayed on the route setting screen Ma. Each of the selection images Gcb corresponds to one of the constraints when determining the route R. For example, in the specific example of FIG. 8(a), a selection image Gcb corresponding to "Do not travel the same road repeatedly," a selection image Gcb corresponding to "Do not travel on major trunk roads," and a selection image Gcb corresponding to "Do not travel on trunk roads" are selected and displayed. However, the types of constraints that can be selected when determining the route R can be changed as appropriate and are not limited to the above examples.

[0131] The selection image Gcb is switched between a selected state and a non-selected state each time it is touched (similar to the selection image Gca described above). In the second embodiment, a constraint corresponding to the selection image Gcb that was in a selected state when the start button Gbx was touched is imposed when the route R is determined.

[0132] 8(b) is a diagram for explaining a specific example of the route R to be guided in the second embodiment. In the second embodiment, as in the first embodiment described above, a route image Gr is displayed on the map screen Mt and the play screen Mp in the guidance state, and the route R to the real-life event position ra where a battle with a boss monster can be started is guided.

[0133] 8(b) assumes a case where a boss monster image Gmb is placed at virtual event position va1 in the virtual space Sv, a mid-boss monster image Gma is placed at virtual event position va2, and another mid-boss monster image Gma is placed at virtual event position va3. Also assumes a case where a rare monster image Gmc' is placed at virtual event position va4, and a special item image Git is placed at virtual event position va5.

[0134] In the specific example of Figure 8(b), similar to the specific example of Figure 8(a) described above, it is assumed that the mid-boss monster image Gma and the rare monster image Gmc' are selected as the transit objects. In the above case, as shown in Figure 8(b), the route R is guided, which allows a battle with the mid-boss monster at virtual event position va2, a battle with the mid-boss monster at virtual event position va3, a battle with the rare monster at virtual event position va4, and then a battle with the boss monster at virtual event position va1.

[0135] Let us assume that, of the mid-boss monster image Gma and the rare monster image Gmc', only the mid-boss monster image Gma is selected as the route object. In this case, instead of the above-mentioned route R, the route R'1 shown by the dashed line in FIG. 8(b) is introduced. On the above-mentioned route R'1, it is not possible to battle a rare monster, but the user's travel distance is shorter than the route R in the specific example in FIG. 8(b).

[0136] Also, let us assume that in addition to the mid-boss monster image Gma and the rare monster image Gmc', the special item image Git is selected as the transit object. In this case, the route R'2 shown by the dashed line in FIG. 8(b) is guided. On the route R'2, the user travels a longer distance than the route R in the specific example in FIG. 8(b), but the user can defeat the mid-boss monster and the rare monster and obtain the special item.

[0137] In the second embodiment, the route R that passes through all of the via objects selected by the user may always be recommended, or in some cases, the route R that passes through only some of the via objects may be recommended. For example, consider a case where a route that passes through a specific via object is excessively long (for example, the required time is 10 minutes or more longer) compared to a route that does not pass through the via object. In such a case, the route R that does not pass through the via object may be recommended.

[0138] <Modification> The above embodiments can be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments selected from the following examples can be combined as appropriate.

[0139] (1) In each mode, the quest state may be progressed by multiple users (multiplayer is possible). In addition, in the above configuration, the route to the destination (the real-life event location ra where the boss monster can be battled) may be guided for each user.

[0140] FIG. 9 is a diagram illustrating a specific example of the above-described modified example. In this modified example, a party can be formed with other users by appropriately operating the terminal device 10. For example, when a quest state is started on the terminal device 10, a party formation request for that quest state is transmitted to the management device 20. When the management device 20 receives party formation requests for a common quest state from multiple terminal devices 10 at the same time, it creates a party made up of the users of those terminal devices 10. The users who make up the common party can cooperate to progress through the quest state. However, the method of forming a party is not limited to the above example and can be modified as appropriate.

[0141] FIG. 9 is a schematic diagram of a specific example of a map screen Mt displayed in a modified example. The specific example of FIG. 9 assumes that a party consisting of two users progresses through a quest state. In the above case, as shown in FIG. 9, two current location images Gpy (Gpy1, Gpy2) are displayed on the map screen Mt. Each current location image Gpy is displayed at a position corresponding to the user position Pr of each user. Furthermore, the specific example of FIG. 9 assumes that a boss monster image Gmb is placed at the virtual event position va1, and mid-boss monster images Gma are placed at each of the virtual event positions va2 to vaR5.

[0142] In the above-described modified example, similar to the above-described embodiments, it is possible to guide a route R to a real-life event position ra (destination) where a battle with a boss monster can be started. Specifically, a route image Gr is displayed on the map screen Mt for each user. For example, in the specific example of FIG. 9, a route image Gr1 guiding one user's route R and a route image Gr2 guiding the other user's route R are displayed on the map screen Mt.

[0143] In the specific example of FIG. 9, after defeating all mid-boss monsters that can be defeated in the quest state, route R is guided, which allows the user to battle boss monsters. Specifically, the specific example of FIG. 9 assumes a quest state in which it is possible to defeat mid-boss monsters up to four times in total. In the above quest state, a user who travels along route R guided by route image Gr1 can reach the destination after defeating mid-boss monsters at virtual event positions va3 and va2. Furthermore, a user who travels along route R guided by route image Gr2 can reach the destination after defeating mid-boss monsters at virtual event positions va4 and va5.

[0144] In the above-described modified example, the quest state can be progressed efficiently through multiplayer. Note that, in the above-described modified example, similar to the second embodiment, the conditions for determining the route may be configured so that the user can arbitrarily set them. For example, the number of mid-boss monsters to battle in the quest state may be configured for each user, and a route R in which the set number of mid-boss monsters and battles are possible may be presented to each user.

[0145] Furthermore, for a specific event (for example, an event desired by one user), a user may be selected to be guided along a route R that passes through a real-life event position ra at which the event can be started, regardless of the location of an object corresponding to the event. Furthermore, a route may be determined that allows each user to arrive at the destination at approximately the same time. Alternatively, the route R may be determined according to the progress of each user. For example, the route R to be guided to each user may be determined according to the level (strength) of the user character of each user. Alternatively, the route R to be guided to each user may be determined according to the number of second events that each user has already cleared in the quest state.

[0146] (2) In each embodiment, the specific method of guiding the user along the route R can be changed as appropriate. For example, the route R may be guided by a voice output from the terminal device 10 (e.g., a voice saying, "Turn left at the next intersection"). Alternatively, a message guiding the user along the route R may be displayed on the play screen Mp. In addition to the voice and / or message, a point where the user should change direction (such as an intersection) may be guided by vibrating the terminal device 10.

[0147] Furthermore, the image for guiding the user along the route R is not limited to the specific examples in the above-described embodiments. Figures 10(a) and 10(b) are diagrams for explaining other specific examples of the image for guiding the user along the route R.

[0148] The terminal device 10 in the above-described modified example includes a mode management means capable of controlling the terminal device 10 to one of a plurality of modes. Specifically, the mode management means can control the terminal device 10 to one of a plurality of modes, including a mode in which the game progresses on a play screen Mp displaying the above-described route image Gr (see FIG. 4(b)), a mode in which the game progresses on a play screen Mp displaying a mini map image Gtm (described later) (see FIG. 10(a)), and a mode in which the game progresses on an AR (Augmented Reality) screen Mr (described later) (see FIG. 10(b)). For example, by appropriately operating the terminal device 10, a mode setting screen is displayed. The user can switch modes by appropriately operating the mode setting screen.

[0149] 10(a) is a schematic diagram of the play screen Mp in a mode in which a mini map image Gtm is displayed. The mini map image Gtm is displayed in the guidance state, and displays a map of the area near the character position Pv. The mini map image Gtm also displays a current location image Gpy in the area corresponding to the character position Pv. Furthermore, the mini map image Gtm displays a direction indication image Grs for guiding the user along the route R to the destination.

[0150] The above-described direction indication image Grs is displayed near the character position Pv, ​​and guides the user in the direction to travel along the route R determined by the terminal device 10. In the above-described modified example, the user can reach the destination by moving in the direction guided by the direction indication image Grs. However, a route image Gr showing the entire route R may also be displayed in the mini map image Gtm. Note that, in each of the above-described embodiments, instead of the route R being guided by the route image Gr, a direction indication image Grs may also be displayed.

[0151] FIG. 10(b) is a diagram illustrating a mode in which a game progresses on an AR screen Mr. In this mode, the AR screen Mr is displayed in place of the above-described play screen Mp. FIG. 10(b) is a schematic diagram of the AR screen Mr. Specifically, the terminal device 10 is configured to be able to capture a real space image representing the real space Sr. The real space image is displayed on the AR screen Mr.

[0152] Furthermore, on the AR screen Mr, a character image Gp and a direction indication image Grs are displayed superimposed on the real space image. The direction indication image Grs is displayed superimposed on the real space image in a manner that indicates an area to which the user should head in order to travel along the route R determined by the terminal device 10. In the above-described modified example, the user is guided along the route R that is advantageous to the user, as in the first embodiment described above.

[0153] (3) In the second embodiment described above, the conditions for determining route R (transit objects, types of constraints) can be changed as appropriate. For example, a configuration may be adopted in which constraints can be set on the estimated time required to travel route R. For example, the user can arbitrarily set an upper limit time in addition to the transit objects by appropriately operating the transit point setting screen Mr. In the above modification, a route R is determined from among the routes that allow the user to select more transit objects set by the user, such that the estimated time required to travel does not exceed the upper limit time set in advance. The estimated time required to travel route R is calculated from the average walking speed of a person and the distance of the route R.

[0154] (4) In each embodiment, the real-world event location ra included in the route R may be configured to change depending on the user's situation (e.g., the status (level) of the user character). For example, consider a configuration in which a recommended level for the user character is set for each monster. In the above configuration, if the recommended level for the monster is higher than the actual level of the user character, a route R may be determined that does not pass through the real-world event location ra where the monster can be battled.

[0155] Also, assume that the route R where the battle with the rare monster can be started is originally guided. In the above configuration, even if the rare monster image Gmc' is located, if the user character's level is at its highest (if the level does not increase even if the user gains experience points), the route R that does not pass through the real-life event position ra where the battle with the rare monster can be started may be guided. With the above configuration, the inconvenience of the user being at a disadvantage (wasting time) despite moving along the guided route R is suppressed.

[0156] (5) In each mode, when the types of mid-boss monsters are the same, a configuration is adopted in which it is impossible to determine the group to which each mid-boss monster belongs. However, a configuration may be adopted in which the group to which the mid-boss monster belongs is notified under predetermined conditions. For example, a configuration may be adopted in which the group to which the mid-boss monster belongs is notified when the user uses a predetermined item (e.g., an item that is granted in exchange for a fee). With the above configuration, the effect of being able to efficiently battle each mid-boss monster in the virtual space Sv is particularly remarkable.

[0157] (6) In each embodiment, the route R may be determined taking into consideration the user's travel speed. Specifically, the route R may be determined taking into consideration the user's means of transportation (walking, bicycle, train, car). For example, when the user travels by bicycle, the route R may be determined to cover a wider area than when the user travels on foot. Furthermore, when the user travels by train, the route R may be determined to pass through a real event position ra around the station where the user gets off, in addition to the vicinity of the current user position Pr. The user's means of transportation and the route to be traveled by that means of transportation may be input in advance, for example, by appropriately operating the terminal device 10.

[0158] (7) In each embodiment, the destination of the route R may be changed as appropriate. For example, the shortest route among the routes passing through each real event position ra (event spot) within a predetermined range (for example, a range of approximately 1000 meters from the user position Pr) may be guided. In the above configuration, the real event position ra finally reached may change. Furthermore, in the above configuration, the type of event that can be started by moving along the route R may be selectable by the user. For example, the shortest route R that passes through all real event positions ra within the above range where a battle with a rare monster can be started may be guided.

[0159] (8) In each embodiment, the types of transit objects and destinations are not limited to the above examples. For example, consider a case where the present invention is applied to a location-based game (country-conquest game) in which players expand their country's territory by winning battles at bases in the virtual space SV. In the above cases, the system may be configured to guide players along routes that use each base as a transit object and a destination.

[0160] (9) In each mode, a configuration may be adopted in which a mid-boss monster and a boss monster can be battled in a non-quest state. That is, a mid-boss monster and a boss monster may be included in the normal monsters. However, in the above configuration, a configuration is preferred in which a user is granted a more advantageous benefit (e.g., a higher probability of obtaining a specified item) when defeating a mid-boss monster with a limited number of victories in a quest state compared to when defeating a mid-boss monster placed as a normal monster. The same applies to the benefit when defeating a boss monster.

[0161] In the above configuration, the "first event" in the present invention corresponds to "a battle with a boss monster placed at the start of the quest state," the "second event" corresponds to "a battle with a mid-boss monster placed at the start of the quest state," and the "third event" corresponds to, for example, "a battle with a boss monster as a normal monster" and "a battle with a mid-boss monster as a normal monster."

[0162] (10) In each embodiment, a configuration may be adopted in which a plurality of virtual event positions va (destinations) are provided at which the first event can be progressed. For example, when a quest state is initiated, a boss monster may be placed at each of the plurality of virtual event positions va, and the quest state may be completed when each boss monster is defeated. In addition, in the above configuration, a configuration may be adopted in which the user is guided along an efficient route R by which the second event (for example, a battle with a mid-boss monster) can be progressed while moving sequentially to each destination.

[0163] (11) In each embodiment, the means for providing guidance on route R is not limited to a means for displaying an image (route image) and can be changed as appropriate. For example, the route R may be provided by voice, sound effects, or vibrations from a vibration device output from a speaker provided in the terminal device 10. Alternatively, the route R may be provided by a combination of the above means.

[0164] (12) In each embodiment, a specific example of the present invention applied to a location-based game has been described. However, the present invention may be applied to other than location-based games. For example, the present invention may be applied to a map service that helps users reach a predetermined location (e.g., a store), a matching service that matches users, and a pedometer point service that awards points according to the number of steps taken by a user.

[0165] The above-described embodiments may be appropriately combined, replaced with other configurations, partially deleted, or partially modified. Furthermore, publicly known technologies at the time of filing that are not described in this specification may be appropriately adopted.

[0166] <Summary of the functions and effects of the exemplary embodiments of the present invention> <First aspect> The program (PGx, PGy) of this embodiment is a program for executing a location information game that uses location information to identify a location (Pr) in real space (Sr), and causes a computer (10, 20) to function as a guidance means (11) that can guide the user to a first event (a battle with a boss monster) that can be progressed when the user moves to a first location (ra) in real space, a second event (a battle with a mid-boss monster) that can be progressed when the user moves to a second location (another ra) in real space, and the route that is advantageous to the user among the routes that pass through the second location to the first location (e.g., the shortest route, a route that allows battles with more mid-boss monsters, etc.).

[0167] <Second and third aspects> In the program (PGx, PGy) of the second aspect, the second event is associated with the first event, and when the first event is placed in the virtual space of the location-based game, the second event is also placed in the virtual space (see Figures 5(a) and 5(b)). In addition, the program of the third aspect makes the first event or the second event unable to progress depending on the progress of the first event or the second event. According to each of the above aspects, the fun of the location-based game is improved.

[0168] <Fourth aspect> In the programs (PGx, PGy) of this embodiment, the benefits that can be awarded (for example, the probability of receiving an advantageous item, the type of item that can be received) differ between the first event and the second event. According to this embodiment, the fun of the location-based game is improved.

[0169] <Fifth and Sixth Aspects> In the program (PGx, PGy) of the fifth aspect, each of the second events has a different second location where progress can be made, and each is associated with identification information, and the computer functions as an event management means that, when progress of a second event is completed, makes the second event associated with the same identification information impossible to progress. Furthermore, in the program of the sixth aspect, the guidance means makes it possible to provide guidance on a route according to the identification information of the second event (see FIGS. 6(a) to 6(c)). According to each of the above aspects, even when one second event is executed, the second event becomes impossible to execute in multiple second areas. Therefore, a situation in which second events are executed consecutively in multiple second areas located in a small area is prevented, and users can be attracted to various areas.

[0170] <Seventh aspect> In the programs (PGx, PGy) of this aspect, events in a location-based game include a third event (battle with a normal monster, acquisition of an item) associated with a third location that does not affect the progress of the first or second event, and the guidance means can provide guidance along a route that passes through the third location (FIG. 8(b)). This aspect improves the enjoyment of location-based games. Note that the "third event associated with a third location that does not affect the progress of the first or second event" of this invention means that even if the third event is progressed, the result does not result in the first or second event being cleared. In other words, the "third event" of this invention may include various events, such as a battle with a normal monster, acquisition of an item, or recovery of the user character's hit points in the second embodiment described with reference to FIG. 8.

[0171] <Eighth to Tenth Aspects> In the program (PGx, PGy) of an eighth aspect, the guiding means can guide the user through the shortest route among routes that pass through a plurality of second locations to the first location. In addition, in the program of a ninth aspect, the guiding means can guide the user through any of routes that pass through the first location based on conditions set by the user (see FIG. 8(a) above). Furthermore, in the program of a tenth aspect, the guiding means can guide the user through a route that corresponds to the progress of other users. According to each of the above aspects, the fun of the location-based game is improved.

[0172] <Eleventh aspect> The programs (PGx, PGy) of this embodiment cause a computer to function as mode management means capable of controlling the computer to one of a plurality of modes, and the guidance means enables route guidance according to the current mode (see FIGS. 10(a) and 10(b)). This embodiment improves the enjoyment of location-based games.

[0173] <Twelfth aspect> The information processing system (1) of this aspect is an information processing system for playing a location-based game that uses location information that identifies a location in real space, and includes a first event that can be progressed when the user moves to a first location in real space, a second event that can be progressed when the user moves to a second location in real space, and a guidance means that can guide the user to a route that is advantageous to the user from among routes that pass through the second location to the first location. According to this aspect, the same effects as those of the first aspect described above can be achieved.

[0174] The problem-solving means configured by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, a system, a method, an information recording medium, etc. [Explanation of symbols]

[0175] 1...information processing system, 10...terminal device, 11...guide means, 12...event management means, 13...status management means, 20...management device

Claims

1. A program for executing a location information game that uses location information that identifies a position in real space, Computer, a guidance means for providing guidance on a route that is advantageous to the user from among a first event that can be progressed when the user moves to a first position in real space, a second event that can be progressed when the user moves to a second position in real space, and routes that pass through the second position to the first position; A program that functions as a

2. the second event is associated with a first event, and when the first event is placed in a virtual space of the position information game, the second event is also placed in the virtual space; The program according to claim 1.

3. making it impossible to proceed with the first event or the second event depending on the progress status of the first event or the second event; The program according to claim 2.

4. The first event and the second event have different grantable benefits. The program according to claim 1.

5. each of the second events has a different second location to which the second events can proceed, and identification information is associated with each of the second events; The computer When the progress of the second event is completed, the event management unit functions as an event management unit that disables the progress of the second event associated with the same identification information. The program according to claim 1.

6. The guidance means is capable of providing guidance on a route according to the identification information of the second event. The program according to claim 5.

7. the events in the position-based game include a third event associated with a third location that does not affect the progress of the first event or the second event; The guidance means is capable of guiding the route that passes through the third location. The program according to claim 2.

8. The guidance means is capable of guiding the shortest route among a plurality of routes that travel to the first position via the second position. The program according to claim 1.

9. The guidance means can guide the user along any one of the routes to the first location based on conditions set by the user. The program according to claim 1.

10. The guidance means can guide the user along a route according to the progress of other users. The program according to claim 1.

11. The computer Mode management means capable of controlling to one of a plurality of modes A program that functions as The guidance means enables route guidance in a manner according to the current mode. The program according to claim 1.

12. An information processing system for executing a location information game that uses location information that identifies a position in real space, a guidance means for providing guidance on a route that is advantageous to the user from among a first event that can be progressed when the user moves to a first position in real space, a second event that can be progressed when the user moves to a second position in real space, and routes that pass through the second position to the first position; An information processing system comprising:

Citation Information

Patent Citations

  • Spatial information processing apparatus and control program for information processing apparatus

    JP2023107907A