Information processing system, server device, and program
The system and server device regulate game effects by limiting the execution of predetermined performances based on the number of instructions within a time frame, addressing excessive effects in multiplayer games to ensure smooth gameplay.
Patent Information
- Application Number
- JP2025134416
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-12
- Publication Date
- 2025-10-17
AI Technical Summary
Excessive execution of game effects based on other players' operations can hinder smooth gameplay in online multiplayer games.
An information processing system and server device that receive and process performance instructions from players, suppressing the execution of predetermined performances based on the number of instructions within a predetermined time period to prevent excessive effects.
Suppresses excessive execution of game effects, maintaining smooth gameplay by regulating the frequency and intensity of effects based on player operations.
Smart Images

Figure 2025159120000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing system, a server device, and a program. [Background technology]
[0002] Online games are known in which multiple players operate their own devices to play against each other in a competitive game. In these online games, in addition to effects directly related to the game content, effects are also provided to enhance the game.
[0003] For example, Patent Document 1 describes that buttons with phrases such as "Nice!" are displayed on the terminal screen, and that by operating these buttons, players can enter text chat messages between each other during the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-42632 Summary of the Invention [Problem to be solved by the invention]
[0005] Displaying a message on another player's device or outputting a sound by pressing a button is an effective way to liven up the game, but performing such operations more than necessary can hinder the smooth gameplay of other players.
[0006] Therefore, an object of the present invention is to suppress excessive execution of effects based on the operations of other players. [Means for solving the problem]
[0007] The information processing system of the present invention includes a performance instruction receiving unit that receives, from a first information processing device operated by a first player, an instruction to execute a predetermined performance in response to an operation by the first player, and a performance processing unit that executes the predetermined performance in a second information processing device operated by a second player based on the execution instruction, and the performance processing unit executes processing to suppress the execution of the predetermined performance based on the number of execution instructions within a predetermined time period.
[0008] The server device of the present invention is a server device that executes play in cooperation with a first information processing device operated by a first player and a second information processing device operated by a second player, and is equipped with a performance instruction receiving unit that receives an instruction from the first information processing device to execute a predetermined performance in accordance with the operation of the first player, and a performance processing unit that executes the predetermined performance in the second information processing device based on the execution instruction, and the performance processing unit executes processing to suppress the execution of the predetermined performance based on the number of execution instructions within a predetermined time.
[0009] The program of the present invention causes a computer to function as a performance instruction receiving unit that receives, from a first information processing device operated by a first player, an instruction to execute a predetermined performance in response to an operation by the first player, and a performance processing unit that executes the predetermined performance in a second information processing device operated by a second player based on the execution instruction, and the performance processing unit executes processing to suppress the execution of the predetermined performance based on the number of execution instructions within a predetermined period of time. [Effects of the Invention]
[0010] According to the present invention, excessive execution of effects based on the operations of other players can be suppressed. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is a block diagram showing a configuration of a game system 1 according to an embodiment of the present invention. [Figure 2]3 is a flowchart showing the flow of a game played by game system 1 according to an embodiment of the present invention. [Figure 3] 3A and 3B are diagrams illustrating examples of screens displayed on the display devices 23 of the user terminals 20 and 30 during a game according to an embodiment of the present invention. [Figure 4] 10A-10C illustrate a method for inhibiting an instruction to perform a sound effect production according to an embodiment of the present invention. [Figure 5] 10A-10C illustrate a method for inhibiting an instruction to perform a sound effect production according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0012] Next, an embodiment of the present invention will be described in detail with reference to the drawings. Fig. 1 is a block diagram showing the configuration of a game system (information processing system) 1 according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 includes a game server (server device) 10, a user terminal (first information processing device) 20, and a user terminal (second information processing device) 30. The game server 10, the user terminal 20, and the user terminal 30 are connected via a communication network.
[0013] The communication network may be, for example, the Internet, a LAN, a dedicated line, a telephone line, an in-house network, a mobile communication network, Bluetooth (registered trademark), WiFi (Wireless Fidelity), other communication lines, or a combination thereof, regardless of whether it is wired or wireless.
[0014] The game server 10 is configured by a general-purpose computer, and realizes server functions by running a predetermined server program on the computer. The game server 10 is equipped with a control device 11 and an external storage device 12. The control device 11 is equipped with a CPU, memories such as ROM and RAM, an input interface, an output interface, a communication interface, and buses connecting these.
[0015] The control device 11 realizes various functions by having the CPU execute programs stored in a ROM or the like. The external storage device 12 is a hard disk drive or the like. As shown in FIG. 1, the functional modules executed by the CPU of the control device 11 include a performance instruction receiving unit 101 and a performance processing unit 102.
[0016] The user terminal 20 and the user terminal 30 are terminals through which a first player and a second player, respectively, play a game in cooperation with the game server 10. The user terminals 20 and 30 are terminals capable of communicating with the game server 10 via a communication network, such as smartphones, mobile phones, tablet terminals, notebook PCs (personal computers), personal digital assistants (PDAs), wearable devices, and dedicated game consoles.
[0017] 1, user terminals 20 and 30 include a processor 21, an input device 22 such as a keyboard, a mouse, various operation buttons, or a touch panel, a display device 23 such as an LCD display, a communication interface 24 for connecting to a communication network, a storage resource 25 such as a disk drive or semiconductor memory (ROM, RAM, etc.), and a speaker 26. The storage resource 25 stores a computer program executed by the processor 21.
[0018] Next, the flow of a game played by the game system 1 will be described. Fig. 2 is a flowchart showing the flow of a game played by the game system 1. In this embodiment, an example will be described in which a player 1 (first player) and a player 2 (second player) play a competitive game using a user terminal 20 and a user terminal 30, respectively. Note that the game system to which the present invention is applied is not limited to competitive games, and can be applied to any kind of game in which multiple players participate in play by operating their respective terminals.
[0019] When the competitive game starts (step S101), a sound effect (hereinafter, SE) button (operable object) B is displayed on the display device 23 of the user terminal 20, 30 along with the game content (step S102). The SE button B is an operation button for executing a sound effect effect (predetermined effect) during the game. Here, it is assumed that the player activates the SE button B when the game develops in his or her favor. For example, each time the SE button B is touched once, a sound effect (for example, a call such as "Nice!") is output once on the opponent's terminal (or on the player's terminal and the opponent's terminal). Furthermore, when the sound effect of the sound effect effect is output, an effect image may be displayed on the terminal.
[0020] 3 is a diagram illustrating an example of a screen displayed on the display device 23 of the user terminal 20, 30 during a game. As shown in Fig. 3, an SE button B is displayed on a screen that displays characters C1, C2 controlled by each player and the background. The SE button B is usually displayed in a fixed position on the screen (for example, the bottom right).
[0021] During the game, when the player 1 touches the SE button B displayed on the display device 23 of the user terminal 20 (step S103: YES), an instruction to execute a sound effect production is transmitted to the game server 10 (step S104).
[0022] When the game server 10 receives the execution instruction, it determines whether or not it is necessary to suppress the sound effect presentation (step S105). Specifically, for example, if the SE button B on the terminal of the same player is touched more than a predetermined number of times (e.g., 10 times) within a predetermined time period (e.g., 3 seconds), the presentation will be excessive if it is executed as instructed, and therefore it is determined that it is necessary to suppress the presentation. Note that the timing of the predetermined time may start from the first operation of the SE button B. Here, the "first operation of the SE button B" refers to, for example, the first operation of the SE button B in a state where the SE button B has not been operated for a certain period of time.
[0023] If it is determined that suppression of the sound effect presentation is not necessary (step S105: NO), the game server 10 causes the user terminal 30 to execute the sound effect presentation without suppression based on the received instruction (step S106). Specifically, the game server 10 causes the speaker 26 of the user terminal 30 to output a predetermined sound effect according to the number of times the SE button B is operated on the user terminal 20 (for example, if it is tapped three times, the sound effect is output three times). Note that the same sound effect may also be output from the speaker 26 of the user terminal 20.
[0024] On the other hand, if it is determined that sound effect suppression is necessary (step S105: YES), the game server 10 executes processing to suppress the sound effect. Here, the processing to suppress the sound effect includes suppressing the execution of the sound effect itself and its effects, and suppressing the occurrence of the sound effect by making it more difficult to perform consecutive operations to execute the sound effect. In this embodiment, if it is determined that sound effect suppression is necessary (step S105: YES), the game server 10 executes processing to suppress the execution of the sound effect (step S107). Specifically, for example, the game server 10 may thin out the number of times a sound effect is output from the user terminal 30 (the other party's terminal) (for example, outputting a sound effect once for two taps). Furthermore, the volume of the sound effect output from the user terminal 30 may be lowered below normal. Furthermore, both the number of times the sound effect is output and the volume may be suppressed. Note that if the user's own terminal (user terminal 20) also outputs a sound effect, the user's own terminal may output the sound effect normally without suppressing the sound effect.
[0025] Furthermore, if it is determined that the sound effect performance needs to be suppressed, a process is performed to inhibit (make it difficult for) the player 1 to give an instruction to execute the sound effect performance (step S108).
[0026] 4 and 5 are diagrams illustrating a method for inhibiting an instruction to execute a sound effect production. As shown in Fig. 4, for example, the display size of SE button B may be reduced on the screen of user terminal 20. Furthermore, if the player 1 does not perform a touch operation on SE button B for a certain period of time after reducing the display size of SE button B, the display size may be returned to its original size (or a size not exceeding the original size).
[0027] 5, the display position of SE button B is moved on the screen of the user terminal 20. Specifically, the display position of SE button B is moved from its usual position at the bottom right of the screen to the top left. If the player 1 does not touch SE button B for a certain period of time after the position of SE button B is moved, the display position may be returned to its original position. Furthermore, the display position of SE button B may be changed each time SE button B is operated.
[0028] As described above, according to this embodiment, when player 1 performs an operation to instruct the user terminal 20 to execute a sound effect effect, the game server 10 causes the user terminal 30 of player 2 to execute the sound effect effect. Furthermore, if the execution instruction operation on the user terminal 20 exceeds a predetermined number of times within a predetermined time, the execution of the sound effect effect on the user terminal 30 is suppressed. This makes it possible to suppress excessive execution of sound effect effects based on the opponent's operation. Because sound effect effects are effects that output sound effects on the opponent's terminal, excessive execution of sound effect effects can be prevented from being used to provoke the opponent.
[0029] Furthermore, examples of methods for suppressing the execution of sound effect production include reducing (thinning out) the number of times sound effects are output on the other party's terminal, lowering the volume of sound effects, and the like.
[0030] The sound effect production may be executed not only on the terminals of other players but also on the player's own terminal. In this case, if the number of execution instructions within a predetermined time exceeds a predetermined number, the number of times that sound effects are output or the volume may be reduced only on the terminals of other players, but may be executed without suppression on the player's own terminal.
[0031] Furthermore, an instruction to execute a sound effect presentation may be given by touching the SE button B, and if the number of times that the SE button B is touched exceeds a predetermined number of times within a predetermined time period in the user terminal 20, the display size of the SE button B may be reduced on the screen of the user terminal 20. In this way, by reducing the size of the SE button B, it becomes more difficult for the player 1 to touch the SE button B, and execution instructions can be suppressed. Furthermore, by reducing the size of the SE button B, there is also the effect of warning the player 1 against excessive execution instructions.
[0032] In addition, if the display size of SE button B is reduced and player 1 does not perform a touch operation on SE button B for a certain period of time or more, the display size may be returned to its original size (or a size not exceeding the original size).
[0033] Furthermore, if the number of times that SE button B is touched in a predetermined time period exceeds a predetermined number in the user terminal 20, the display position of SE button B may be moved on the screen of the user terminal 20. This prevents the player 1 from touching SE button B, thereby reducing the number of execution instructions. Note that the movement of the display position of SE button B may be performed continuously or intermittently (constantly, or at predetermined intervals) once the predetermined number of touches is exceeded. Furthermore, if the player 1 does not touch SE button B for a certain period of time after the start of the movement of the display position, the display position may be returned to its normal position.
[0034] In addition, although the present embodiment provides an example of suppressing excessive sound effect production (output of sound effects) during a game, the production to be suppressed is not limited to sound effects. For example, the suppression can also be applied to productions that display specific objects or messages on the opponent's terminal.
[0035] Furthermore, in the above embodiment, an example has been described in which player 1 operating user terminal 20 issues an instruction to execute a sound effect effect, and the effect is executed on user terminal 30 of player 2, but the same applies when player 2 issues an instruction to execute the effect on user terminal 30, and the effect is executed on user terminal 20. Similarly, when there are three or more players participating in a game (three or more terminals), when one player issues an instruction to execute a effect, the effect is executed on the terminals of the other players.
[0036] In this embodiment, the game is executed by the game server 10, but the game may not be executed by a server device, but may also be executed by, for example, a terminal device such as a personal computer or a mobile information terminal, or a dedicated game machine.
[0037] The present invention is not limited to the above-described embodiments, and can be embodied in various other forms without departing from the spirit and scope of the present invention. Therefore, the above-described embodiments are merely illustrative in all respects and should not be construed as limiting. For example, the order of the above-described processing steps can be arbitrarily changed or executed in parallel as long as no contradiction occurs in the processing content. Other steps may also be added between processing steps. Furthermore, a step described as one step may be divided into multiple steps and executed, and what is described as multiple steps may be understood as one step. [Explanation of symbols]
[0038] 1. Game System 10...Game server 12...Control device 12…External storage device 20, 30...User terminal 21...Processor 22...Input device 23...Display device 24...Communication interface 25…Memory resources 26...Speaker 101...Production Instructions Reception Department 102...Performance processing unit
Claims
1. a performance instruction receiving unit that receives, from a first information processing device operated by a first player, an instruction to execute a predetermined performance in accordance with an operation of the first player; a performance processing unit that executes the predetermined performance in a second information processing device operated by a second player based on the execution instruction; The performance processing unit An information processing system that executes processing to suppress the execution of the specified effect based on the number of times the execution instruction is given within a specified time period.
2. The performance processing unit The information processing system according to claim 1 , wherein, when the number of times of the execution instruction within a predetermined time period exceeds a predetermined threshold, the second information processing device suppresses the execution of the predetermined effect.
3. the predetermined effect is output of a sound effect, The performance processing unit 3. The information processing system according to claim 1, wherein at least one of the number of times the sound effect is output and the volume of the sound is reduced based on the number of times the execution instruction is given within a predetermined time.
4. the operation is a touch operation of an operation object displayed on a screen of the first information processing device, The performance processing unit The information processing system according to claim 1 , wherein the size of the operation object on the screen of the first information processing device is reduced based on the number of times the execution instruction is given within a predetermined time.
5. The performance processing unit 5. The information processing system according to claim 4, wherein if the execution instruction is not received for a certain period of time after the operation object is reduced on the screen, the operation object is enlarged to a size smaller than its original size on the screen of the first information processing device.
6. the operation is a touch operation of an operation object displayed on a screen of the first information processing device, The performance processing unit The information processing system according to claim 1 , wherein a display position of the operation object is moved on the screen of the first information processing device based on the number of times the execution instruction is given within a predetermined time.
7. A server device that executes a play in cooperation with a first information processing device operated by a first player and a second information processing device operated by a second player, a performance instruction receiving unit that receives, from the first information processing device, an instruction to execute a predetermined performance in accordance with an operation by the first player; a performance processing unit that executes the predetermined performance in the second information processing device based on the execution instruction; The performance processing unit A server device that executes a process for suppressing the execution of the predetermined effect based on the number of times the execution instruction is given within a predetermined time.
8. Computer, a performance instruction receiving unit that receives, from a first information processing device operated by a first player, an instruction to execute a predetermined performance in accordance with an operation of the first player; causing a second information processing device operated by a second player to function as an effect processing unit that executes the predetermined effect based on the execution instruction; The performance processing unit A program that executes processing to suppress the execution of the predetermined effect based on the number of times the execution instruction is given within a predetermined time.
Citation Information
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