Information processing device, program, and information processing method
The information processing device balances team strengths in competitive events by adjusting game settings to provide advantages to weaker teams, maintaining participant motivation and engagement.
Patent Information
- Application Number
- JP2025130977
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-05
- Publication Date
- 2025-10-14
AI Technical Summary
In events where multiple teams compete, significant disparities in team strengths can lead to a loss of motivation among participants due to the perceived hopelessness of contributing to their team's success.
An information processing device and method that includes a game providing unit, status update unit, and setting change unit to balance team strengths by adjusting game settings based on team progress, providing advantages to weaker teams.
Balances team strengths, maintaining participant motivation by ensuring all teams have a chance to contribute effectively, thereby enhancing engagement and enjoyment.
Smart Images

Figure 2025156540000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, a program, and an information processing method. [Background technology]
[0002] Non-Patent Document 1 discloses a game in which two teams are divided into teams and an event is held in which players compete to win the most medals. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "Monster Strike Official YouTube Channel will be live streaming "User Participation Project! Descending! Rui! Divide into Teams and Earn Medals!" on Friday, February 14th! Take on a collaboration quest with the TV anime "Demon Slayer: Kimetsu no Yaiba"! Divide into two teams and compete to earn the most medals!", February 12, 2020, MIXI, Inc., Internet<URL:https: / / www.monsterstrike.com / news / 20200212_3.html> Summary of the Invention [Problem to be solved by the invention]
[0004] However, if there is too much difference in the superiority and inferiority of teams in an event where multiple teams compete, there is a risk that participating users will lose motivation to contribute to their team by playing during the event period.
[0005] The present invention provides an information processing device, a program, and an information processing method that can balance the strengths and weaknesses of teams during an event. [Means for solving the problem]
[0006] An information processing device according to one aspect of the present invention includes a game providing unit, a status update unit, and a setting change unit, wherein the game providing unit provides a game in which an event can be held in which multiple teams compete to see who has the most progress in completing a mission, the status update unit updates the progress of each of the multiple teams regarding the mission based on play data of users belonging to each of the multiple teams during the event period, and the setting change unit changes the settings of the game based on a comparison result of the merits and demerits of the progress of each team regarding the mission so that the weaker team has an advantage over the stronger team.
[0007] According to one aspect of the present invention, it is possible to balance the strengths and weaknesses of teams during an event. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a game event management system 1 according to a first embodiment. [Figure 2] 1 is a block diagram showing a hardware configuration of a server 10 according to a first embodiment. [Figure 3] 2 is a block diagram showing the hardware configuration of a user terminal 20 according to the first embodiment. FIG. [Figure 4] 2 is a block diagram showing the functional configuration of the server 10 according to the first embodiment. FIG. [Figure 5] FIG. 2 is a diagram showing an example of the progress of a plurality of missions in which Team A and Team B are competing according to the first embodiment. [Figure 6] FIG. 2 is a diagram illustrating a processing flow according to the first embodiment. [Figure 7] FIG. 10 is a conceptual diagram illustrating a change in the settings of a game G according to Modification 1. [Figure 8] FIG. 10 is a conceptual diagram illustrating how different changes are applied to each mission simultaneously or at different times. [Figure 9] FIG. 10 is a diagram showing an example of the progress status of a plurality of missions in which Team A and Team B are competing in a first period according to the second embodiment. [Figure 10] FIG. 10 is a diagram showing an example of the progress status of a plurality of missions in which Team A and Team B are competing in a second period according to the second embodiment. [Figure 11] FIG. 10 is a conceptual diagram showing the relationship between the first period and the second period applied to Team A and Team B, respectively, according to Modification 3. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. The various features shown in the following embodiments can be combined with each other. Furthermore, each feature can be an invention independently.
[0010] 1. First Embodiment (1-1. Game Event Management System 1) An information processing device according to one embodiment of the present invention is a server 10 that constitutes part of a game event management system 1 as shown in Fig. 1. The game event management system 1 includes the server 10 and user terminals 20 (20a, 20b, etc.).
[0011] The server 10 is configured to be able to communicate with the user terminals 20 via a communication line 5, and provides the user terminals 20 with a game G. The server 10 manages game settings related to an event based on play data of the game G progressed by users, such as user U1 and user U2, who belong to each team, operating the user terminals 20 as players. Each component will be described in detail below.
[0012] (1-2. Hardware configuration of the game event management system 1) The hardware configuration of the game event management system 1 will be described with reference to FIGS.
[0013] (1-2-1. Hardware configuration of Server 10) 2 is a block diagram showing the hardware configuration of server 10 according to this embodiment. Server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. Server 10 may also include an operation input unit 14 configured with a keyboard, a mouse, etc., for accepting input of various operations, and a monitor 15, such as a liquid crystal display device, for displaying various images.
[0014] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0015] A part of the storage unit 12 is configured with, for example, RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is, for example, a non-volatile memory such as ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 11.
[0016] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, programs for realizing various functions, etc., and include the computer program related to this embodiment.
[0017] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has a function of connecting to the communication line 5. Note that the communication unit 13 may have, instead of or together with the NIC, a function of connecting to a wireless LAN (Local Area Network), a function of connecting to a wireless WAN (Wide Area Network), a function of enabling short-range wireless communication such as Bluetooth (registered trademark), infrared communication, etc. The server 10 is connected to other information processing devices such as user terminals 20 via the communication line 5, and can transmit and receive various data to and from the other information processing devices, etc.
[0018] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, grasp the operation state of the user (player) on the operation input unit 14, and access various communication networks and other information processing devices via the communication unit 13.
[0019] (1-2-2. Hardware Configuration of User Terminal 20) 3 is a block diagram showing the hardware configuration of a user terminal 20 according to this embodiment. The user terminal 20 is, for example, an information processing terminal such as a smartphone or tablet terminal, and includes a control unit 21, a storage unit 22, and a communication unit 23. The user terminal 20 may also include a display unit 24 such as a touch panel display that can display images and receive operations, a speaker 25 that outputs sound, a microphone 26 that inputs sound, a camera 27 that captures an image of a subject, and operation buttons 28. The following description will focus on the differences from the server 10.
[0020] The operation buttons 28 are provided on the side of the user terminal 20, and include a power button for starting or stopping the user terminal 20, a button for adjusting the volume of the sound output by the speaker 25, and the like.
[0021] The control unit 21, memory unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the memory unit 22, display images on the display unit 24, grasp the operation state of the touch panel display (display unit 24) and operation buttons 28 by the user, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks and other information processing devices via the communication unit 23.
[0022] (1-3. Functional configuration of server 10) 4, the control unit 11 of the server 10 has a game providing unit 11a, a status updating unit 11b, and a setting changing unit 11c. The control unit 11 may also have a win / loss determining unit 11d.
[0023] The game providing unit 11a is configured to provide a game G in which an event can be executed in which multiple teams compete to achieve the most successful missions. Here, a "mission" refers to a task, goal, or the like that can be achieved by satisfying specific clearing conditions set within the game G. The specific clearing conditions include, for example, performing a specific action within the game G.
[0024] A specific action is, for example, the activation of a specified skill, technique, magic, effect, etc. Furthermore, a specific action may be the achievement of a specified combo, the achievement of a combination of objects that meets specified conditions, or the defeat of a specified enemy object that meets predetermined conditions (such as defeat in one turn), etc. Furthermore, a specific action may be the completion of a specified stage, quest, etc.
[0025] The status update unit 11b is configured to be able to update the mission achievement status of each of the multiple teams based on play data of users belonging to each of the multiple teams during the event period. The status update unit 11b collects play data of users through communication with the user terminal 20, records it in the storage unit 12, etc., and executes update processing.
[0026] The status update unit 11b may be configured to execute the update process at a predetermined time, interval, or timing (such as a break in the game). The status update unit 11b may also be configured to execute the update process by receiving play data transmitted by the user terminal 20 at a predetermined time, interval, or timing. The status update unit 11b may also be configured to be able to adjust the time, interval, or timing of the update process based on the progress of the achievement status or the progress of the ranking.
[0027] The status update unit 11b can determine the merits of the achievement status by calculation based on numerical values related to the achievement status of the mission, etc. The numerical values related to the achievement status of the mission include, for example, the number of users who have achieved the mission for each team, the number of times each team has achieved the mission, the ratio of users who have achieved the mission for each team, or the success rate of the mission for each team.
[0028] The status update unit 11b can execute a determination by calculation based on numerical values related to the achievement status of the mission, for example, by comparing the magnitudes of the numerical values and determining the team with the larger value as the superior team and the team with the smaller value as the inferior team. When three or more teams are competing, a determination process can be executed in which the numerical values are compared and the superiority degree is assigned in descending order. More specifically, when three teams are competing, the status update unit 11b can determine that the superiority degree of the team with the largest numerical value among the three teams is 3, the superiority degree of the team with the next largest numerical value is 2, and the superiority degree of the team with the smallest numerical value is 1.
[0029] In comparison of intermediate achievement statuses (intermediate judgment), rather than comparison of superiority and inferiority when determining the final winner at the end of the event (final judgment), the status update unit 11b may judge a team as superior or inferior when there is a difference in the achievement status of a predetermined size or more, and may judge a state of inequality when the difference is less than the predetermined size. For example, in the intermediate judgment, the status update unit 11b may judge a team as superior or inferior when the difference in the number of achievements between the teams is 100 or more, but may also judge a state of inequality without superiority and inferiority when the difference is less than 100. The predetermined size of the achievement status may be controlled to vary depending on the number of users participating in the event, etc.
[0030] The setting change unit 11c is configured to be able to change the setting of the game G so that the inferior team has an advantage over the superior team, based on the result of comparing the merits of the achievement status of each team regarding the mission.
[0031] An advantageous change to the game G settings is, for example, a change to increase or decrease the number of completed missions or to multiply by a coefficient. When a user belonging to a losing team completes a mission, the number of completed missions may be counted as 1.1 (10% increase) instead of the usual 1. More specifically, if defeating a specific enemy character is set as a clearing condition, defeating 10 enemy characters will be counted as 11.
[0032] Furthermore, changing the settings of the game G to be advantageous may be, for example, a process of providing assistance to make it easier to accomplish a mission. Assistance may, for example, be changing the status of objects such as characters or enemy characters used by users on an inferior team, changing the appearance probability of items that can be obtained by drops, or increasing the action of a predetermined game effect.
[0033] Furthermore, when three or more teams are competing, the setting change unit 11c may change the setting of the game G so that the most dominant team is uniformly advantageous over the other teams. Furthermore, the setting change unit 11c may change the setting of the game G so that teams with a lower degree of dominance are gradually advantageous according to the degree of dominance.
[0034] This configuration allows the event settings to be changed based on the results of a comparison of the mission achievement status of each team, thereby achieving a balance in the mission achievement status of each team, which is expected to prevent users from losing motivation to contribute to their team.
[0035] The win / loss determination unit 11d is configured to be able to determine which of the multiple teams has won based on the mission achievement status. Furthermore, the win / loss determination unit 11d can determine the win / loss by ranking the teams based on the number of missions in which they were determined to be superior, based on the results of comparing the achievement statuses.
[0036] In another aspect, the game providing unit 11a may provide a plurality of missions as missions, the status updating unit 11b may update the achievement status of the plurality of teams regarding the plurality of missions based on play data of users belonging to each of the plurality of teams during the event period, and the setting changing unit 11c may change the settings of the game G based on the comparison result of the merits and demerits of the achievement status of each team regarding the plurality of missions so that the inferior team has an advantage over the superior team.
[0037] With this configuration, multiple missions to be accomplished are set, allowing participating users to enjoy the strategic aspects of the game, such as deciding which missions they should accomplish in order to help their team win.
[0038] In another aspect, the status update unit 11b may be configured to provide the user terminal 20 with information regarding the merits and demerits of the achievement status for each of the multiple missions of each team as display data that allows the achievement status to be compared.
[0039] With this configuration, information regarding the progress of each mission is provided as comparable display data, which the user can use as a reference for planning strategies when playing multiple missions.
[0040] In another aspect, the setting change unit 11c may be configured to change the settings of the game G so that the inferior team has an advantage over the superior team in all missions, based on the results of a comparison of the merits and demerits of the achievement status of all of the multiple missions of each team. By configuring in this way, it is possible to achieve balance based on the achievement status of all missions.
[0041] In another aspect, the setting change unit 11c may be configured to change the settings of the game G so that the inferior team has an advantage over the superior team in the first mission or at least one of the multiple missions, based on the results of a comparison of the achievement status of each team regarding a first mission among the multiple missions. With this configuration, effective balancing in specific missions can be achieved based on the achievement status of each individual mission.
[0042] (1-4. Game flow) An example of the flow of the game of this embodiment will be described with reference to FIG. 5. Here, game G is a game in which a user, as a player, operates one or more objects using a user terminal 20 to progress through stages and quests. A quest is made up of one or more stages on which enemy characters are placed. In addition, by placing objects having characters as attributes, the user can create "words (meaningful character strings)" through combinations and placement order, and can attack enemy characters in each turn.
[0043] 5 is a conceptual diagram showing an example of how an event is held. The game providing unit 11a provides five missions (Mission M1, Mission M2, Mission M3, Mission M4, and Mission M5). Users belonging to two teams, Team A and Team B, work to complete these missions and compete with each other to see who can complete them best. Different clearing conditions are set for each mission.
[0044] For example, the clearing condition for mission M1 may be set to be defeating a specific enemy character. Furthermore, the clearing condition for mission M2 may be set to be obtaining a specific item. Furthermore, the clearing condition for mission M3 may be set to be completing a specific quest. Furthermore, the clearing condition for mission M4 may be set to be completing a specific stage within a predetermined number of turns. Furthermore, the clearing condition for mission M5 may be set to operating an object to form a word with a predetermined number of characters or more to perform an attack. The game providing unit 11a may control these missions so that each user can complete them multiple times, or may control them so that each user can complete them only once.
[0045] The status update unit 11b updates the achievement status of Team A regarding Missions M1 to M5 based on the play data during the event period transmitted from each user terminal 20 used by users belonging to Team A. The same process is performed for the play data of users belonging to Team B.
[0046] Furthermore, the status update unit 11b provides each user terminal 20 with data that allows for comparison of the updated achievement status. The comparable data is data that shows the number of achievements of each team and the difference in the number of achievements. For example, the status update unit 11b displays the number of achievements of each team in the mission M1 as a numerical value (for example, " 3500:4200 Alternatively, the status update unit 11b may transmit the number of times each team has completed the mission M1 to the user terminal 20 as data for displaying the number of times each team has completed the mission M1 as a gauge bar below the object representing the mission M1 on the display unit 24.
[0047] The user terminal 20 associates the received data regarding the number of times each team has completed the mission M1 with the mission M1 and displays it on the display unit 24 as a numerical value, a gauge bar, or in some other manner. Similar processing can be performed for other missions.
[0048] The status update unit 11b judges whether the achievement status of team A or team B is superior or inferior for mission M1 by comparing the number of achievements of mission M1. If, based on the most recently updated achievement status, the number of achievements of team A for mission M1 is greater than the number of achievements of team B, the status update unit 11b judges that team A is superior for mission M1. The status update unit 11b also makes a similar judgment for missions M2 to M5.
[0049] The update of the achievement status and the determination of the relative merits of the missions M1 to M5 may be performed for all the missions at the same time, or may be performed for each mission at a different time.
[0050] The status update unit 11b may be configured to provide the user terminal 20 with information regarding the relative merits of the achievement status of the missions M1 to M5 as display data that allows the achievement status to be compared. The display data may be transmitted together with instructions regarding the display mode. The user terminal 20 controls the display mode of the object corresponding to each mission based on the display data that allows the achievement status to be compared.
[0051] The status update unit 11b can perform control to change the color to correspond to the dominant team for the object corresponding to each mission. In Fig. 5, the status update unit 11b performs control to apply black to missions M1, M4, and M5 in which team A is dominant, and white to mission M3 in which team B is dominant. For a mission (mission M2) in which there is no dominant team, the status update unit 11b can perform control to apply a neutral color or a color that is not the color of either team (e.g., a neutral color).
[0052] Furthermore, the status update unit 11b may perform control so that an area S is provided that collectively presents the merits and demerits of missions M1 to M5. Area S is an area that can display, for example, how many of the achievable missions each team is superior in.
[0053] The setting change unit 11c changes the setting of the game G so that the inferior team has an advantage over the superior team, based on the comparison result of the achievement status of the team A and the team B with respect to the missions M1 to M5.
[0054] The setting change unit 11c can change the settings of the game G by comprehensively determining the results of comparing the merits and demerits of the achievement statuses of missions M1 to M5. In FIG. 5, as shown in area S, it can be determined that team A is superior in three of the five missions, and that team A is superior overall. In this case, the setting change unit 11c changes the settings so that team B has an advantage in all of missions M1 to M5.
[0055] Furthermore, the setting change unit 11c can change the settings of the game G so that the inferior team has an advantage over the superior team in mission M1, based on a comparison result of the superiority or inferiority of the achievement status regarding mission M1 of missions M1 to M5. The setting change unit 11c may change the settings of the game G so that the inferior team has an advantage over the superior team in at least one of missions M1 to M5, based on a comparison result of the superiority or inferiority of the achievement status regarding mission M1 of missions M1 to M5.
[0056] In FIG. 5, team A is in the lead in mission M1. In this case, the setting change unit 11c can change the settings so that team B has an advantage in mission M1. The setting change unit 11c may also be configured to change the settings so that team B has an advantage in mission M2 other than mission M1. Since the progress in mission M2 is close, changing the settings so that team B has an advantage in that mission increases the likelihood that there will be more missions in which team B has an advantage.
[0057] In addition, the setting change unit 11c can comprehensively judge the results of the comparison of the achievement status for missions M1 to M5, and if team A is superior overall, change the settings of game G so that it will have an advantage in at least one of missions M1 to M5.
[0058] In addition, the setting change unit 11c may control the application of overlapping settings changes for the game G that are made by comprehensively judging the results of a comparison of the merits and demerits of the achievement status for missions M1 to M5, and settings changes for the game G that are made based on the results of a comparison of the merits and demerits of the achievement status for some of the missions among missions M1 to M5.
[0059] The victory / loss determination unit 11d determines the outcome of the event by taking into account the progress of each mission at the end of the event. If the situation is as shown in Figure 5 at the time of final victory / loss determination at the end of the event, the number of missions in which Team A is superior is the majority, so the victory / loss determination unit 11d determines that Team A has won.
[0060] A reward granting unit (not shown) executes a process of granting a reward to users belonging to the winning team A. The reward granting unit may also grant a reward as a participation prize to users belonging to the losing team B (and the winning team A).
[0061] (1-5. Processing flow by game event management system 1) An example of the flow of processing by the game event management system 1 will be described with reference to FIG.
[0062] During a participation acceptance period after the start of the event, in step S100, a participation acceptance unit (not shown) of the server 10 accepts a user's event participation request (step S200) from the user terminal 20. The participation acceptance unit may be configured to be able to accept a participation request even before the event starts.
[0063] Next, in step S110, the participation acceptance unit determines the team to which the user U will belong, and transmits the determined team to the user terminal 20.
[0064] Next, in step S210, the user terminal 20 executes processing related to game play and accepts user operations. The user terminal 20 records data related to game play in the storage unit 22 or the like.
[0065] Next, in step S120, the status update unit 11b determines whether it is time to update the achievement status, and if not, waits. If it is time to update the achievement status, step S130 is executed.
[0066] Next, in step S130, the status update unit 11b requests the user terminal 20 to provide play data. In step S220, the user terminal 20 transmits the recorded play data to the server 10. Note that S130 and S220 may be executed at a predetermined interval, time, timing, or the like, such as before S120.
[0067] Next, in step S140, the status update unit 11b compiles the play data received from the user terminals 20 of the users participating in the event and updates the achievement status. At this time, the compiled play data is data from after the request to participate in the event is accepted and after the event starts, up to the end of the event. Then, in step S150, the merits and demerits of the achievement statuses of each team regarding the missions are compared.
[0068] Next, in step 160, the setting change unit 11c changes the setting of the game G so that the inferior team has an advantage over the superior team, based on the result of comparing the superiority of the achievement status of each team regarding the mission.
[0069] Next, in step S170, it is determined whether the end date and time of the event has passed, and if the end date and time of the event has not passed, the process returns to step S120. If the end date and time of the event has passed, step S180 is executed.
[0070] In step S180, the win / loss determination unit 11d performs a win / loss determination process. The win / loss determination unit 11d may also notify the user terminal 20 of the win / loss result.
[0071] Next, in step S190, the reward granting unit grants a reward to the user according to the result of the game, and notifies the user terminal 20 of this.
[0072] <1-6. Variation 1> In another aspect, the setting change unit 11c may be configured to be able to reflect a setting change for the game G that gives the underdog team an advantage over the dominant team during the event and for a predetermined period that is set after the status update unit 11b updates the achievement status of the multiple missions. By configuring in this way, it is possible to expect a balancing effect from the setting change and, at the same time, to prevent unnecessary setting changes from being continued.
[0073] 7 is a conceptual diagram illustrating a change in the settings of game G. In FIG. 7, during the period from time T1 to time T2 after the update of the progress status for multiple missions, if team A is at a disadvantage, the setting change unit 11c changes the settings of game G to be advantageous to team A. At time T1, the setting change unit 11c executes a process to change the settings of game G to be advantageous to team A, and at time T2, executes a process to return the changes to their original state. In FIG. 7, when settings advantageous to team A are applied, the solid line rises, and when settings advantageous to team B are applied, the solid line falls.
[0074] In addition, the setting change unit 11c may be configured to write settings to a database table or the like referenced by the status update unit 11b so that when the status update unit 11b updates the achievement status or determines superiority or inferiority, adjustment processing such as increasing or decreasing or multiplying by a coefficient is performed on various numerical values included in the play data for the period from time T1 to time T2.
[0075] Also, while Figure 7 illustrates an example in which one change to the settings of the game G is made at the same time, one change may be applied to all achievable missions in the same way, or different changes may be applied to each mission at the same time or at different times.
[0076] The length of the period from time T1 to time T2 and the length of the period from time T3 to time T4 may be the same or different. When the achievement status is updated at regular intervals, the setting change unit 11c can perform control so that the length of the period from time T1 to time T2 and the length of the period from time T3 to time T4 are the same.
[0077] In addition, the setting change unit 11c may be configured to be able to reflect setting changes for the game G that give an inferior team an advantage over the superior team during the event period and during a predetermined period that is set after the status update unit 11b updates the achievement status for at least one mission.
[0078] 8 is a conceptual diagram showing an aspect in which different changes are applied to each mission simultaneously or at different times. In this way, the setting change unit 11c may perform control so as to change the setting for each mission independently.
[0079] Furthermore, the interval at which the status update unit 11b updates the achievement status (play data aggregation period) may be controlled to be proportional to the period during which the setting change of the game G by the setting change unit 11c is reflected (effective period).
[0080] 2. Second Embodiment A second embodiment of the present invention will be described below. In the second embodiment, the game providing unit 11a is configured to be controllable so that different missions are available for users to complete in each divided period of the event period. The following description will focus on the differences.
[0081] The gaming providing unit 11a is configured to control a first mission group consisting of at least one or more missions so that the user can achieve it during a first period during the event, and to control a second mission group including one or more missions not included in the first mission group so that the user can achieve it during a second period set during the event and after the first period. With this configuration, even if there is a large difference in superiority between teams at the end of the first period, there is still a possibility that a reversal can be made in the second period.
[0082] The game providing unit 11a may divide the event period into two or more periods and provide them, or may provide a period during which play data is not reflected in the mission completion status.
[0083] 9 and 10, an example will be described in which the game providing unit 11a provides a game G in which an event in which Team A and Team B compete to see who completes Missions M1 to M9 is carried out. Portions common to those in FIG. 5 may be omitted. The game providing unit 11a divides the event period into two periods (a first period and a second period) and provides the event period.
[0084] 9 shows the situation in the first period. During the first period, the gaming providing unit 11a controls so that, among the missions M1 to M9, only missions M1 to M5 (mission group C1) can be achieved by users belonging to team A or team B. Under this control, even if there is play data during the first period that satisfies the clear conditions set for missions M6 to M9 (mission group C2) and corresponds to the completion of a mission, the play data is excluded and not processed when the status updating unit 11b updates the achievement status or determines superiority or inferiority. In other words, during the first period, missions M6 to M9 are locked so that they cannot be achieved by users.
[0085] 10 shows the situation at the start of the second period. During the second period, the gaming providing unit 11a controls the game so that all of the missions M1 to M9 can be completed by users belonging to either Team A or Team B. At this point, Missions M6 to M9 have just been released, so there is no superiority or inferiority in the completion status of each of these missions, and both teams are evenly matched.
[0086] In another aspect, the gaming providing unit 11a may perform control so that, among the missions M1 to M9, only missions M6 to M9 can be achieved by users belonging to team A or team B during the second period. In other words, the gaming providing unit 11a may perform control so that, among the missions M1 to M9, missions M1 to M5 cannot be achieved by users belonging to team A or team B during the second period.
[0087] <2-1. Variation 2> In another aspect, the status update unit 11b is configured to update the achievement status of the first group of missions of the multiple teams based on play data of users belonging to each of the multiple teams during a first period, and the game providing unit 11a is configured to provide the game G so that the second group of missions includes a third mission. The third mission is a mission that satisfies a condition under which an inferior team, based on a comparison result of the superiority or inferiority of the achievement status of each team regarding the first group of missions during the first period, is determined to be superior to the superior team based on the play data during the first period. This configuration is expected to reduce the number of changes to the settings of the game G for balancing during the second period.
[0088] In such an embodiment, in the first period before the start of the second period, the gaming providing unit 11a has already set the frames for missions M6 to M9, but can reserve the decision on what content each mission will have.
[0089] The gaming providing unit 11a can select, from missions with preset contents, missions that have conditions for determining that the team is more dominant than the dominant team when based on play data from the first period before the start of the second period, and set these as missions M6 to M9. Furthermore, the gaming providing unit 11a can also create, based on play data from the first period, missions that have conditions for determining that the team is more dominant than the dominant team when based on play data from the first period before the start of the second period.
[0090] The process of selecting the missions that were put on hold during the first period before the start of the second period may be performed for all of missions M6 to M9 (mission group C2), or may be controlled to be performed for some of them.
[0091] <2-2. Variation 3> In another aspect, the status update unit 11b updates the achievement status of the first group of missions of the multiple teams based on play data of users belonging to each of the multiple teams during the first period, and the game providing unit 11a is configured to control the second period to be longer for a team that is at a disadvantage based on a comparison result of the merits and demerits of the achievement status of each team regarding the first group of missions during the first period compared to that of the dominant team. By configuring in this way, the inferior team at the end of the first period will have more time to work on achieving the second group of missions, and balance can be expected.
[0092] If Team A and Team B compete over the progress of the first mission group and Team B is at a disadvantage at the end of the first period, the gaming providing unit 11a can control the start of the second period for Team B at an earlier point in time than the start of the second period for Team A, as shown in Fig. 11, for example. Thus, users belonging to Team B can begin to complete the missions included in the second mission group earlier than users belonging to Team A. In other words, the gaming providing unit 11a configures the system so that users belonging to Team B can complete more missions than users belonging to Team A during the period from time T5 to time T6.
[0093] 3. Third Embodiment A third embodiment of the present invention will be described below. The third embodiment differs from the second embodiment in that the status update unit 11b is configured to be able to present information about recommended missions to users of an inferior team. The following description will focus on the differences.
[0094] The status update unit 11b is configured to update the achievement status of the first group of missions of the multiple teams based on play data of users belonging to each of the multiple teams during the first period, and to present information regarding recommended missions to users of the inferior team during the second period based on a comparison result of the merits and demerits of the achievement status of each team regarding the first group of missions during the first period. With this configuration, by presenting missions that are recommended for users of the inferior team at the end of the first period to work on during the second period, it is possible to guide them to missions necessary for balancing.
[0095] 10, if Team A and Team B are competing over the progress of mission group C1 and Team B is at a disadvantage at the end of the first period, the status update unit 11b presents information about recommended missions to users belonging to Team B in the second period. The status update unit 11b can transmit information about the recommended missions to the user terminals 20 of the users belonging to Team B, and the user terminals 20 can display the information on the display unit 24.
[0096] Recommended missions are missions where the achievement status is close, missions where there is a possibility of a reversal, missions where there is a high possibility that the underdog team will gain an advantage, etc. Missions where there is a high possibility that the underdog team will gain an advantage are, for example, missions where a condition is met whereby the underdog team, based on the results of a comparison of the achievement status of each team regarding the first group of missions during the first period, is determined to be superior to the underdog team based on play data during the first period.
[0097] <4. Other embodiments> Although the embodiment and its modifications of the present invention have been described above, the application of the present disclosure is not limited to the above-described contents.
[0098] For example, in the above embodiment, the server 10 is mainly responsible for each function, but some functions may be provided by the user terminal 20, or may be provided by both the server 10 and the user terminal 20.
[0099] Furthermore, an information processing device such as the server 10 may not only be a device that is physically composed of a single device, but may also include multiple devices that are connected to each other via wired or wireless communication and function essentially as a single information processing device.
[0100] Furthermore, each step described in the above embodiment as being executed by the server 10 may be implemented in a manner in which it is executed by the user terminal 20.
[0101] In addition, the setting change unit 11c may be configured to be able to present the setting change and the content of the change to users belonging to the inferior team when the settings of the game G are changed so that the inferior team has an advantage over the superior team.
[0102] In addition, the setting change unit 11c may be configured to increase the degree of advantage when changing the settings of the game G so that the inferior team has an advantage over the superior team when the same team is determined to be an inferior team based on the comparison results of comparing the superiority of the achievement status for a predetermined number of consecutive times or more.
[0103] The control unit 11 may also be configured to be able to present to the users belonging to the first team the number of users belonging to the first team who are playing (working to achieve) a specific mission.
[0104] The control unit 11 may also be configured to be able to present to a user belonging to the first team the number of users belonging to the first and second teams who are playing (working to achieve) a particular mission.
[0105] The participation acceptance unit may also perform control so as to allow the number of users belonging to each team to differ, or may perform control so that the difference in the number of users belonging to each team falls within a predetermined range.
[0106] The participation acceptance unit may also be configured to determine the team to which a user belongs based on a random number, or may be configured to be able to determine the team based on information included in the user's identifier. For example, the participation acceptance unit may assign the team based on whether the last digit of the user ID is an odd number or an even number.
[0107] The participation acceptance unit may also be configured to determine the team to which the user will belong during a second event period related to the second event, based on the play data of each player during a first event period related to the first event and the contents of the multiple missions.
[0108] Furthermore, the present invention can also be realized as a program that causes the above-described system to function.
[0109] Furthermore, the present invention can also be realized as a computer-readable non-transitory recording medium storing the above-mentioned program.
[0110] Various embodiments of the present invention have been described above, but these are presented as examples and are not intended to limit the scope of the invention. The novel embodiments may be embodied in various other forms, and various omissions, substitutions, and modifications may be made without departing from the spirit of the invention. Such embodiments and modifications are included within the scope and spirit of the invention, and are also included in the scope of the invention and its equivalents as defined in the claims.
[0111] <5. Features of the embodiment> The features of the embodiments of the present invention are summarized below.
[0112] In one aspect of the present invention, an information processing device is provided that includes a game providing unit, a status update unit, and a setting change unit, wherein the game providing unit provides a game in which an event can be held in which multiple teams compete to see who has the most progress in completing a mission, the status update unit updates the progress of each of the multiple teams regarding the mission based on play data of users belonging to each of the multiple teams during the event period, and the setting change unit changes the settings of the game based on a comparison result of the merits and demerits of the progress of each team regarding the mission so that a weaker team has an advantage over a stronger team.
[0113] This configuration allows the event settings to be changed based on the results of a comparison of the mission achievement status of each team, thereby achieving a balance in the mission achievement status of each team, which is expected to prevent users from losing motivation to contribute to their team.
[0114] The game providing unit may provide a plurality of missions as the missions, the status updating unit may update the achievement status of the plurality of teams with respect to the plurality of missions based on play data of users belonging to each of the plurality of teams during the event, and the setting changing unit may change the game settings so that an inferior team has an advantage over a superior team based on a comparison result of the achievement status of each team with respect to the plurality of missions. With this configuration, since a plurality of missions to be achieved are set, participating users can enjoy the strategic aspect of the game by deciding which mission they should achieve in order to help their team win.
[0115] The status update unit may be configured to provide information regarding the relative merits of each team's progress in completing each of the multiple missions to the user terminal as display data that allows the progress to be compared. With this configuration, information regarding the progress of each mission is provided as comparable display data, which the user can use as a reference for planning strategies when playing multiple missions.
[0116] The setting change unit may be configured to change the game settings so that the inferior team has an advantage over the superior team in all missions, based on a comparison result of the superiority or inferiority of the achievement status of each team with respect to all of the plurality of missions. By configuring in this way, it is possible to achieve balance based on the achievement status of all missions.
[0117] The setting change unit may be configured to change the game settings so that an inferior team has an advantage over a superior team in at least one of the first mission or the plurality of missions, based on a comparison result of the achievement status of each team regarding a first mission among the plurality of missions. With this configuration, effective balancing in specific missions can be achieved based on the achievement status of each individual mission.
[0118] The setting change unit may be configured to reflect a setting change of the game that gives an advantage to an underdog team compared to a dominant team during the event and during a predetermined period that is set after the status update unit updates the completion status of the plurality of missions. By configuring in this way, it is possible to expect a balancing effect due to the setting change and, at the same time, prevent unnecessary setting changes from being continued.
[0119] The gaming providing unit may be configured to control a first mission group consisting of at least one mission so that the user can complete it during a first period during the event, and to control a second mission group including one or more missions not included in the first mission group so that the user can complete it during a second period set during the event and after the first period. With this configuration, even if there is a large difference in superiority between teams at the end of the first period, there remains a possibility that the team may be able to make a comeback in the second period.
[0120] The status update unit may be configured to update the achievement status of the first group of missions of the multiple teams based on play data of users belonging to each of the multiple teams during the first period, and the game providing unit may be configured to provide the game so that the second group of missions includes a third mission. Here, the third mission is a mission that satisfies a condition under which an inferior team based on a comparison result of the superiority or inferiority of the achievement status of each team regarding the first group of missions during the first period is determined to be superior to a superior team based on play data during the first period. This configuration is expected to reduce the number of changes to game G settings for balancing during the second period.
[0121] The status update unit may update the achievement status of the first group of missions of the plurality of teams based on play data of users belonging to each of the plurality of teams during the first period, and the game providing unit may be configured to control the second period to be longer for an inferior team based on a comparison result of the merits of the achievement status of each team regarding the first group of missions during the first period compared to that of a superior team. With such a configuration, an inferior team at the end of the first period will have more time to work on achieving the second group of missions, and balance can be expected.
[0122] The status update unit may be configured to update the achievement status of the plurality of teams with respect to the first group of missions based on play data of users belonging to each of the plurality of teams during the first period, and to present, during the second period, information on recommended missions to users of an inferior team based on a comparison result of the merits and demerits of the achievement status of each team with respect to the first group of missions during the first period. With this configuration, by presenting missions that are recommended for users of an inferior team at the end of the first period to work on during the second period, it is possible to guide them to missions necessary for balancing.
[0123] In another aspect of the present invention, there is provided a program that causes a computer to execute a status update step and a setting change step in a game in which an event can be held in which multiple teams compete to see who completes a mission, wherein the status update step updates the mission completion status of each of the multiple teams based on play data of users belonging to each of the multiple teams during the event period, and the setting change step changes the game settings based on a comparison result of the merits and demerits of the mission completion status of each team so that the inferior team has an advantage over the superior team.
[0124] In another aspect of the present invention, there is provided an information processing method for a game in which an event can be held in which multiple teams compete to see who completes a mission, wherein a computer updates the mission completion status of each of the multiple teams based on play data of users belonging to each of the multiple teams during the event period, and the computer changes the game settings based on the results of a comparison of the merits of the mission completion status of each team so that an inferior team has an advantage over a superior team. [Explanation of symbols]
[0125] 1: Game event management system, 5: Communication line, 10: Server, 11: Control unit, 11a: Game providing unit, 11b: Status update unit, 11c: Setting change unit, 11d: Win / lose determination unit, 12: Memory unit, 13: Communication unit, 14: Operation input unit, 15: Monitor, 16: System bus, 20: User terminal, 21: Control unit, 22: Memory unit, 23: Communication unit, 24: Display unit, 25: Speaker, 26: Microphone, 27: Camera, 28: Operation button, 29: System bus, C1, C2: Mission group, G: Game, M1 to M9: Mission, S: Area, U, U1, U2: User
Claims
[Claim 1] a game providing unit, a status updating unit, and a setting changing unit, wherein the game providing unit provides a game in which an event can be executed in which a plurality of teams compete for mission achievement status, the status updating unit updates the mission achievement status of each of the plurality of teams based on play data of users belonging to each of the plurality of teams during the event period, and the setting changing unit changes the settings of the game based on a comparison result of the merits and demerits of the mission achievement status of each team so that an inferior team has an advantage over a superior team; Information processing device.