Information processing device, information processing method, program, and information processing system

By controlling user objects and switching display objects on a game field to determine game effects based on positional relationships, the gameplay dynamics are enhanced, increasing entertainment value and interest in games with turn-based user object control.

JP2025185888APending Publication Date: 2025-12-23MIXI INC
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Patent Information

Application Number
JP2024094358
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-11
Publication Date
2025-12-23

AI Technical Summary

Technical Problem

In games where user objects take turns, the activation of game effects based on user operations is not effectively utilized to enhance gameplay interest and entertainment value.

Method used

An information processing device and method that controls user objects and display objects on a game field, switching their display based on positional relationships, and determines game effects based on the display patterns at the end of a turn to be exerted in subsequent turns, enhancing gameplay dynamics.

Benefits of technology

This approach provides users with engaging gameplay by dynamically changing game effects based on their operations, increasing the game's entertainment value and interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To give a user fun of appropriately showing a game effect in a game to be progressed by imparting a turn to a user object.SOLUTION: An information processing device controls a user object, and multiple display objects disposed on a game field, imparts a turn to either user object, moves the user object to which a turn is imparted within a game field on the basis of a user's operation corresponding to a user object to which a turn is imparted, and switches display of the display objects according to a positional relationship between the user object and the display objects. The information processing device also shows an object game effect determined from among multiple game effects in a second turn after a first turn according to display of each of multiple display objects at the time of completion of the first turn.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

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

[0002] Some games allow a user to operate objects such as characters (hereinafter also referred to as user objects) to progress through the game, while exerting effects (hereinafter also referred to as game effects) while playing the game. For example, Patent Document 1 describes a game in which a game effect is exerted according to an object acquired by a user while playing the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-103789 Summary of the Invention [Problem to be solved by the invention]

[0004] On the other hand, among games in which a user controls one or more user objects, there are games in which each user object is given a turn in turn, and the user controls the user object that has been given a turn. In such games, which game effect is activated in which turn is important for the progress of the game, and can also affect the interest of the game.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide an information processing device, an information processing method, a program, and an information processing system that increase the entertainment value of a game in which the game effect changes based on the user's operation. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention includes a game object control unit that controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched, and a game effect control unit that exerts a target game effect that is determined from a plurality of game effects, wherein the game object control unit grants a turn to one of the user objects, moves the user object that has been granted a turn within the game field based on a user operation corresponding to the user object that has been granted a turn, and switches the display of the display object depending on the positional relationship between the user object and the display object, and the game effect control unit exerts the target game effect that is determined depending on the display of each of the plurality of display objects at the end of the first turn, in a second turn that follows the first turn. [Effects of the Invention]

[0007] According to one aspect of the present invention, in a game in which a user object is given a turn to play, it is possible to provide a user with the fun (enjoyment) of appropriately exerting game effects, thereby increasing the interest of a game in which game effects change based on user operations. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a diagram illustrating an example of a game field. [Figure 2] FIG. 10 is a diagram showing how a moving game object reflects off the outer edge of the game field. [Figure 3A] FIG. 10 is a diagram showing how the display of a display object is switched (part 1). [Figure 3B] FIG. 10 is a diagram showing how the display of a display object is switched (part 2). [Figure 3C] FIG. 10 is a diagram showing how the display of a display object is switched (part 3). [Figure 4] FIG. 10 is a diagram showing the display of each of a plurality of display objects at the end of the first turn. [Figure 5] 1 is a diagram illustrating the configuration of an information processing device and a user terminal according to an embodiment of the present invention. [Figure 6] FIG. 10 is a diagram illustrating an example of user information. [Figure 7] FIG. 10 is a diagram showing an example of quest information. [Figure 8] FIG. 10 is a diagram illustrating an example of display object information. [Figure 9] FIG. 10 is a diagram showing an example of effect imparting information. [Figure 10] FIG. 2 is an explanatory diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 11] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing a transition of a game screen according to a modified example of the present invention (part 1). [Figure 13] FIG. 10 is a diagram showing a transition of a game screen according to a modified example of the present invention (part 2). [Figure 14] FIG. 10 is a diagram showing transitions of a game screen according to a modified example of the present invention (part 3). [Figure 15] FIG. 10 is a diagram showing a transition of a game screen according to a modified example of the present invention (part 4). DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, one embodiment of the present invention (hereinafter referred to as the present embodiment) will be described in detail with reference to the accompanying drawings.

[0010] <<Games that can be played in this embodiment>> The present invention relates to information processing technology related to game playing, and more particularly to a game that can be played through a terminal owned by a user (hereinafter referred to as a user terminal). In this embodiment, the game is, for example, an online game, and a user can obtain an account for playing the game and log in with that account to play the game. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading a dedicated application program such as mobile games, and regularly updated online games such as play-by-web (PBW).

[0011] In the game of this embodiment, one or more quests can be played. A quest is an in-game event set for the purpose of completion, and is a component game that makes up the game. A game field F is set for each quest as a game space, as shown in FIG. 1. In each quest, the user operates a user object on the game field F. The user object is a game medium that appears on the game field during play of the game (more specifically, a quest), and is an object that is operated by the user. The appearance of the user object is not particularly limited, and may be a simple figure such as a circle or a star, or may be a character such as a person, animal, monster, or robot.

[0012] A user can progress through the game by playing each quest and completing a specific clearing condition for each quest (for example, defeating a specific enemy). Each quest may be playable by a single user alone, or multiple users may be able to play the same quest simultaneously (so-called multiplayer). The multiple quests may be free to play, or may include paid quests that can be played by paying a fee or in-game currency. The multiple quests may also include time-limited quests that are playable for a set period of time.

[0013] When multiple users play the same quest together (multiplayer), each user may operate their own user device and share (synchronize) the game progress between users through data communication over a network. Alternatively, multiple users gathered in the same place may each operate one or more user devices in turn (taking turns) to play.

[0014] When playing each quest, a user selects one or more user objects from among the user objects they own and organizes a group of objects (hereinafter also referred to as a deck Dk) consisting of multiple user objects. When playing a quest alone, the user selects the user objects to include in the deck Dk from among the user objects they own. When playing a quest with multiple users, each user selects one or more user objects to include in the deck Dk from among the user objects they own.

[0015] The number of user objects included in the deck Dk is not particularly limited, but the following description will assume that the deck Dk includes four user objects. In this case, the four user objects (hereinafter also referred to as user objects U) included in the deck Dk will be referred to as the "first user object," the "second user object," the "third user object," and the "fourth user object."

[0016] In playing each quest, the user controls each user object U in the deck Dk and moves it within the game field F shown in FIG. 1 to attack enemies E on the game field F or obtain items I on the game field F. In other words, in order to progress in the game (more specifically, to complete a quest), the user moves one or more user objects U included in the deck Dk within the game field F to make them come into contact with enemies E or items I. Here, the enemies E and items I on the game field F correspond to predetermined objects placed on the game field F.

[0017] More specifically, while a quest is being played, turns are granted to each user object U included in the deck Dk in order, for example, turns are granted to the first user object, the second user object, the third user object, and the fourth user object in that order. A turn is an opportunity to move within the game (in other words, an opportunity to operate), and a user object U that has been granted a turn can move within the game field F by being operated by the user corresponding to the user object that has been granted the turn. The user corresponding to the user object that has been granted a turn refers to that user when a single user plays the quest alone, or refers to the users who own that user object and have selected that user object as an object for deck construction when multiple users play the quest together.

[0018] In each turn, the user corresponding to the user object U to which the turn has been assigned (hereinafter referred to as the turn-owning user) performs a movement operation on the user object U. The movement operation is performed through an input device included in the user terminal of the turn-owning user. For example, if the user terminal has a touch panel as an input device, touch and drag operations on the touch panel correspond to the movement operation.

[0019] More specifically, the user who has the turn touches the user object U to be moved, i.e., the user object U to which the turn has been assigned, on the touch panel and drags (drags) the finger on the panel in the direction opposite to the direction in which the user wants to move the object. When the user who has the turn then releases his / her finger from the touch panel, the touched user object U moves within the game field in accordance with the move operation (more specifically, the drag operation). At this time, the user object U to which the move operation has been performed moves at a speed corresponding to the drag amount (i.e., the distance the user who has the turn dragged his / her finger) and in a direction corresponding to the drag direction. The moved user object U slows down according to the elapsed time from the start of its movement and eventually stops. The distance (movement distance) from when the user object U starts moving to when it stops is determined according to the drag amount, the characteristics of the game field F, the ability of the user object U, and the like.

[0020] In this embodiment, the game field F has a vertically elongated rectangular outer edge as shown in Fig. 1, and when the user object U collides with one of the four sides forming the outer edge of the game field F while moving, it is reflected in a direction corresponding to the direction of movement immediately before the collision, and continues moving in the direction of movement after the reflection, as shown in Fig. 2. Furthermore, when the moving user object U again collides with one of the four sides forming the outer edge of the game field F after being reflected, it is further reflected at the collision position, continues moving in the direction of movement after the reflection, and thereafter repeats the reflection each time it collides with one of the four sides forming the outer edge of the game field.

[0021] Furthermore, when the moving user object U comes into contact with an enemy E (predetermined object) in the game field F, damage can be inflicted on the enemy E. Then, when a predetermined amount of damage or more is inflicted on the enemy E through one or more contacts, the enemy E can be defeated.

[0022] Then, the above-described movement operation is performed on one user object U that has been assigned a certain turn, and when that user object U finishes moving across the game field F and stops, that turn ends and a new turn is assigned to the next user object. Thereafter, the process of assigning and ending turns is repeated until the end of the quest. A quest can end not only when it is cleared, but also when the stamina or vitality of all user objects in the deck reaches 0, resulting in a game over, or when the user voluntarily stops playing.

[0023] Furthermore, when a predetermined condition (hereinafter, an effect activation condition) is met during play of a quest, a game effect is exerted. A game effect is a staged effect in the game progression that brings about a change in the game play situation, and may be an effect that is advantageous or disadvantageous to the user. The content of the game effect is not particularly limited, but examples include an effect that changes the difficulty level of the quest, an effect that temporarily changes the status of the user object U (specifically, stamina, speed, attack power, defense power, etc.) or parameters indicating the abilities of the enemy E, an effect that allows a predetermined item to be obtained, and an effect that supports coordinated play in multiplayer (specifically, users working together to demonstrate special abilities or techniques).

[0024] In addition, in this embodiment, there are multiple types of game effects that can be exerted during the game, and effect activation conditions are set for each type of game effect. Therefore, when a certain effect activation condition is met, the game effect corresponding to that condition is exerted. The exerted game effect may, for example, be imparted to an object on the game field F, such as a user object U, or may affect an enemy E. Furthermore, if the play of a quest is limited to a certain time, a game effect may be exerted on the quest being played, such as increasing the remaining time of the quest being played.

[0025] Furthermore, even when the same type of game effect is exerted, the degree (level) of the effect may vary depending on the progress of the game at that time. For example, when a game effect that increases the parameters of a user object U is exerted, the degree (specifically, the amount of parameter increase) may vary depending on the user's game play time or game rank at the time the game effect is exerted, or the content of the operation that triggered the game effect.

[0026] To further explain the configuration related to the game effect, in this embodiment, during play of a quest, a plurality of display objects Ha to Hc shown in FIGS. 3A to 3C may be arranged on the game field F. In this case, a game effect (hereinafter referred to as a target game effect) determined based on the display of each of the plurality of display objects Ha to Hc is exerted. Here, the target game effect is determined from a plurality of game effects that are candidates for the target game effect.

[0027] As shown in FIGS. 3A to 3C, each of the plurality of display objects Ha to Hc is arranged on the game field F, and specifically, is a panel-type object that forms part of the ground or floor of the game field F (more specifically, an area equivalent to one square in the game field F). Each of the plurality of display objects Ha to Hc is configured so that its display can be switched. More specifically, in the game, with the plurality of display objects Ha to Hc arranged on the game field F, the display of each display object can be switched among a plurality of display types.

[0028] The display of a display object refers to the external design (appearance) of the display object, and more simply, refers to the pictures, symbols, marks, letters, numbers, patterns, colors, etc. that appear on the display object. The number of types of display that can be switched for each display object is not particularly limited and can be determined arbitrarily, and may be the same or different between display objects. In the following, the display of each display object will be assumed to switch among three types of images, specifically, switching in the order of image #1 (lightning bolt mark), #2 (star mark), and #3 (shield mark). Strictly speaking, the order in which the display switches will be repeated (looped) through images #1 to #3.

[0029] Furthermore, in this embodiment, the display of each display object is switched according to the positional relationship between the display object and the user object U on the game field F, and more specifically, the display is switched according to the movement path of the user object U that has moved within the game field F in the first turn. The first turn refers to one turn that is given while a plurality of display objects Ha to Hc are arranged on the game field F.

[0030] More specifically, when a user object (hereinafter also referred to as a moving object) to which the first turn has been assigned comes into contact with a display object or passes over a display object while moving, the display of the display object is switched. Also, as shown in Figures 3A to 3C, when a moving object comes into contact with a display object multiple times or passes over a display object multiple times while moving, the display of the display object is switched each time. 3A to 3C are transition diagrams showing how the display of one display object Ha is switched. Fig. 3A shows a situation where a moving object has come into contact with the display object Ha once, Fig. 3B shows a situation where the moving object has come into contact with the display object Ha twice, and Fig. 3C shows a situation where the moving object has come into contact with the display object Ha three times.

[0031] Furthermore, the display of each display object corresponds to one of a plurality of game effects that are candidates for the target game effect. In other words, the image displayed on each display object is designed to suggest one of the plurality of game effects, and when the image changes, the game effect suggested by each display object also changes. In the following description, it is assumed that the symbol #1 corresponds to the game effect A, the symbol #2 corresponds to the game effect B, and the symbol #3 corresponds to the game effect C.

[0032] In this embodiment, the target game effect is determined from among a plurality of game effects according to the display of each of the plurality of display objects Ha to Hc at the end of the first turn. More specifically, during the first turn, the display (i.e., the design) of each of the plurality of display objects Ha to Hc is switched among a plurality of display types, specifically, designs #1 to #3, based on the positional relationship between each display object and the moving object. The target game effect is determined based on the display type (specifically, the design) that is displayed most frequently on the plurality of display objects Ha to Hc at the time when the movement of the moving object stops, that is, at the end of the first turn. Taking the case shown in FIG. 4 as an example, in this case, the design that is displayed most frequently on the plurality of display objects Ha to Hc is design #1, and therefore the target game effect is determined to be game effect A.

[0033] The determined target game effect is exerted in the second turn, which is after the first turn, and in this embodiment, is granted to at least one user object U in the deck, for example, the user object U to which the second turn is granted. In this embodiment, the second turn may be any turn after the first turn, but in the following description, it is assumed to be the turn following the first turn. In other words, the target game effect determined at the end of the first turn is granted to the moving object in the second turn, which is the turn immediately following that turn. The target game effect may be automatically exerted in the second turn, or may be exerted when a predetermined operation is received from the user corresponding to the user object U to which the second turn has been granted.

[0034] Furthermore, as described above, when a game effect is exerted, the degree (level) of the effect may vary depending on the game progress at that time. Therefore, the target game effect may be exerted at a degree determined depending on the game progress, for example, the state of each user object U at the end of the first turn. Specifically, the greater the remaining vitality (HP) of each user object U at the end of the first turn, the greater the degree to which the target game effect may be exerted.

[0035] Furthermore, when a predetermined condition is met during play of a quest, the above-described plurality of display objects Ha to Hc are arranged on the game field F in the turn immediately after the condition is met. The condition for arranging the display objects may be determined arbitrarily, and may be, for example, that a predetermined turn is reached during play of the quest (specifically, that a predetermined number of turns has passed). Furthermore, a user object U (for example, a first user object) having the ability to arrange the plurality of display objects Ha to Hc may be included in the deck Dk, and the plurality of display objects Ha to Hc may be arranged on the game field F on the condition that the ability of the user object U is exercised during play of the quest. In the following, an example will be described in which a first user object is made to demonstrate its ability, thereby arranging a plurality of display objects Ha to Hc on the game field F. In this case, a user corresponding to the first user object performs a predetermined operation (hereinafter, ability demonstrating operation) on the first user object, thereby demonstrating the ability, and the plurality of display objects Ha to Hc are arranged on the game field F based on the ability demonstrating operation.

[0036] Furthermore, the placement positions of each of the plurality of display objects Ha to Hc on the game field F may be determined arbitrarily, or may be determined according to the progress of the game at that time. For example, when the first user object is caused to demonstrate his or her ability to place the plurality of display objects Ha to Hc on the game field F, the placement positions of each display object may be determined based on the positions of the first user object and the enemy E on the game field F at the time the ability is demonstrated. Specifically, as shown in FIG. 3A , the plurality of display objects Ha to Hc may be placed at positions corresponding to a side of the game field F that is closer to the first user object U1 than the enemy E (in the case of FIG. 3A , the upper side) among the four sides that form the outer edge of the game field F, more specifically, in the vicinity of that side.

[0037] <<About an information processing device and peripheral devices according to one embodiment of the present invention>> Next, the information processing device according to this embodiment and its peripheral device, the user terminal 12, will be described with reference to Fig. 5. Note that for convenience of illustration, Fig. 5 shows only one user terminal 12, but in reality, there are a number of user terminals corresponding to the number of users who play games using the functions of the information processing device.

[0038] In this embodiment, the information processing device is configured by a server computer (hereinafter referred to as server 10), and the server 10 is capable of communicating with a user terminal 12 via a communication network N. The server 10 and the user terminal 12 configure an information processing system 100, and a user can use the services provided by the server 10 through this information processing system 100. In other words, the user can play a game by the user terminal 12 communicating with the server 10 through the communication network N. The communication network N is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.

[0039] While the user is playing the game, a series of information processes related to the progress of the game (excluding the input and display of information) are carried out on the server 10 side, and on the user terminal 12 side, the input and transmission of information to be handed over to the server 10, and the reception and output of information distributed from the server 10 are carried out.

[0040] The user terminal 12 is a terminal (client terminal) used by a user to play a game, and may be, for example, a personal computer, smartphone, mobile phone, tablet terminal, game console, television receiver capable of inputting information, or wearable terminal. An application program for a game (hereinafter, a game app) is installed on the user terminal 12, and the game app starts when the user performs a startup operation, thereby starting the game. When the game starts, the user selects a quest to play, and while playing the selected quest, performs the movement operations described above to aim to clear the quest.

[0041] The user terminal 12 is operated by the user while playing the game, generates data in response to the operation, and transmits the generated data to the server 10. The user terminal 12 also has a display (corresponding to a display device) for displaying information. While playing the game, the user terminal 12 displays a game screen, which is a display screen of the game, on the display, and also expands display data sent from the server 10 as needed, and displays images, text information, etc. indicated by the display data on the game screen.

[0042] The server 10 is a computer that generates, transmits, and receives data necessary for the game progress and executes various information processing related to the game progress, and is configured, for example, as an SNS server or a server computer for cloud services. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). The server 10 may be a single computer or multiple computers distributed in parallel.

[0043] As shown in FIG. 5, the server 10 has, as hardware devices, a processor 10A, a memory 10B, a communication interface 10C, and a storage 10D, which are electrically connected via a bus.

[0044] The processor 10A may be configured with a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc. The memory 10B may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0045] The communication interface 10C may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 10C is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0046] The storage 10D may be configured by a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), etc. The storage 10D may be built into the server 10, may be attached to the server main body in an external format, or may be a network attached storage (NAS), etc.

[0047] Furthermore, storage 10D may be configured by a third computer, such as a database server or online storage, communicably connected to server 10. In this case, server 10, together with the third computer configuring storage 10D, constitutes the information processing device of the present invention. Furthermore, a distributed ledger technology such as a blockchain may be used as a technology for recording and managing electronic data related to value in order to avoid unauthorized data tampering, etc.

[0048] Various types of information related to game progress control are stored and accumulated in the storage 10D. The information related to game progress control includes user information, quest information, display object information, effect imparting information, and the like.

[0049] User information is stored for each user in storage 10D and includes, for example, the user's name and ID, login password, other personal information, game play history, whether or not there are other users associated with the user such as friends, and information regarding various game settings, as shown in Fig. 6. Also, as shown in Fig. 6, the user information includes identification information for the quest the user is currently playing, identification information for user objects owned by the user, etc.

[0050] Quest information is information about the quest currently being played by the user and the play status of that quest, and is accumulated for each quest in storage 10D. As shown in Fig. 7, for example, the quest information includes the identification ID of the user playing the quest, the user object (i.e., the user object U included in the deck Dk) used in playing the quest, and the types and positions of enemies E and items I placed on the game field F. Furthermore, the quest information includes the number of turns granted up to the current point in time in the quest being played, the presence or absence of display objects and the number of displayed objects, etc.

[0051] The display object information is information that is generated when a plurality of display objects Ha to Hc are arranged on the game field F in a quest that is being played, and is stored for each quest in the storage 10D. For example, as shown in Fig. 8, the display object information includes identification information of a quest in which a plurality of display objects Ha to Hc are currently arranged, an identification ID of the user playing the quest, the number of turns that have been granted up to the present time in the quest that is being played, and the arrangement position and current display type (pattern) of each display object.

[0052] The effect imparting information is information about the target game effect determined based on the display of each of the plurality of display objects Ha to Hc at the end of the first turn, and is stored in the storage 10D after the target game effect is determined. For example, as shown in Fig. 9, the effect imparting information includes identification information of the quest being played, the type of the determined target game effect, information for specifying the degree of the target game effect if the degree can change, and an identification ID of the user object to which the target game effect is imparted.

[0053] Returning to the explanation of the configuration of the server 10, a program for an operating system (OS) and an information processing program for game progression are installed on the server 10. These programs correspond to the "programs" of the present invention and are programs that control the server 10, which is a computer. In other words, when executed by the processor 10A, the server 10 functions as an information processing device of the present invention.

[0054] The above-mentioned program for progressing the game may be obtained by reading it from a computer-readable recording medium, or may be obtained (downloaded) via a network such as the Internet or an intranet.

[0055] <<Functions of an information processing device according to an embodiment of the present invention>> Next, functions of the information processing device according to this embodiment will be described with reference to Fig. 10. As described above, the information processing device according to this embodiment is configured by the server 10, which has the functions shown in Fig. 10 as an information processing device, specifically, an operation reception unit 21, a game object control unit 22, a game effect control unit 23, and a display control unit 24. These functional units are realized by cooperation between various hardware devices that configure the server 10 and programs installed on the server 10. Each functional unit will be described in detail below.

[0056] (Operation reception section) The operation acceptance unit 21 accepts user operations while the user is playing the game. Specifically, when a user operates the user terminal 12 while playing the game, data indicating the operation content is generated by the user terminal 12 and transmitted from the user terminal 12 to the server 10. The operation acceptance unit 21 accepts the user operation by receiving the data indicating the user operation content via the communication network N. The user operations accepted by the operation acceptance unit 21 include user selection, designation, instruction, request, command, permission or denial, registration, and other input operations during game play. In this embodiment, the operation acceptance unit 21 particularly accepts, as user operations, an operation to select a quest to be played and an operation to play a quest and progress through the game, specifically, the movement operation and ability exercise operation described above.

[0057] (Game Object Control Unit) During game play, more specifically during play of a selected quest, the game object control unit 22 controls various objects on the game field F that correspond to that quest. The objects controlled by the game object control unit 22 include one or more user objects U that make up the deck Dk, enemies E and items I on the game field F, and multiple display objects Ha arranged on the game field F.

[0058] To explain in more detail, during the play of a quest, the game object control unit 22 grants a turn to any of the user objects U in the deck Dk used for that quest. Specifically, if the deck Dk includes a first user object, a second user object, a third user object, and a fourth user object, turns are granted in this order, returning to the first user object after the fourth user object, and thereafter, the granting of turns in the above order is repeated.

[0059] Furthermore, based on a movement operation by the user corresponding to the user object (i.e., the moving object) to which a turn has been assigned, the game object control unit 22 moves the moving object within the game field F. Furthermore, when the moving object reaches one of the four sides forming the outer edge of the game field F and comes into contact with that side, the game object control unit 22 bounces the moving object at the contact point on that side (see FIG. 2).

[0060] Furthermore, when a moving object moving within the game field F comes into contact with an enemy E on the game field F, the game object control unit 22 controls the enemy E. Specifically, when a moving object moving within the game field F comes into contact with the enemy E, it attacks the enemy E, and the game object control unit 22 changes (strictly speaking, decreases) parameters such as the remaining vitality of the attacked enemy E according to the abilities, movement path, etc. of the attacking moving object.

[0061] Furthermore, when a user corresponding to a first user object having the ability to arrange display objects performs an ability exerting operation on the first user object, the game object control unit 22 arranges the plurality of display objects Ha to Hc at predetermined positions on the game field F. Here, when the plurality of display objects Ha to Hc are arranged on the game field F in the turn (strictly speaking, the first turn) given to the first user object, the arrangement positions are determined in accordance with the first user object and the enemy E on the game field F. In detail, as shown in FIG. 3A , in the first turn given to the first user object, the game object control unit 22 arranges the plurality of display objects Ha to Hc at positions corresponding to a side that is closer to the first user object than the enemy E among the four sides that form the outer edge of the game field F, or more precisely, in the vicinity of that side, based on the ability exerting operation.

[0062] Furthermore, when the moving object moves within the game field F in which the plurality of display objects Ha-Hc are arranged in the first turn, the game object control unit 22 switches the display of each of the display objects Ha-Hc in accordance with the positional relationship between the moving object and each of the display objects Ha-Hc. In detail, as shown in FIGS. 3A-3C, the game object control unit 22 switches the design of each of the display objects Ha-Hc among a plurality of types of designs (specifically, designs #1-#3) in accordance with the number of times the moving object contacts each of the display objects Ha-Hc in the first turn.

[0063] (Game Effects Control Unit) During play of a quest, the game effect control unit 23 exerts a target game effect determined from a plurality of game effects. In this embodiment, the game effect control unit 23 determines the target game effect in accordance with the display of each of the plurality of display objects Ha to Hc at the end of the first turn. The game effect control unit 23 then exerts the determined target game effect in the second turn following the first turn, and specifically, imparts the effect to the user object to which the second turn is granted.

[0064] More specifically, the game effect control unit 23 counts up the number of display types in which the display of the display objects is switched, specifically, the number of images #1 to #3 displayed on the display objects Ha to Hc at the end of the first turn. In the case shown in FIG. 4, the number of images #1 displayed is 2, the number of images #2 displayed is 1, and the number of images #3 displayed is 0.

[0065] Then, the game effect control unit 23 determines the target game effect based on the display type that is displayed most frequently on the display objects at the end of the first turn, out of the multiple display types (i.e., symbols #1 to #3). Here, the target game effect is determined from the multiple game effects corresponding to the multiple symbols #1 to #3, i.e., game effects A to C. The target game effect determined in the above procedure is exerted in the second turn as described above, and specifically, the target game effect is given to the user object that is granted the second turn.

[0066] Furthermore, in this embodiment, the game effect control unit 23 sets the level of the target game effect to be exerted in the second turn according to the counting result of the number of images #1 to #3 (display types). For example, if the target game effect is determined to be game effect A, the level of game effect A to be exerted in the second turn is set according to the number of images #1 displayed at the end of the first turn. Specifically, the greater the number of images #1 displayed, the greater the level of the effect. More specifically, if game effect A is an effect that increases the ability parameter (e.g., attack power) of the user object U to which the effect is imparted, the amount of increase is greater when the number of images #1 displayed at the end of the first turn is three than when the number of images #1 displayed is one or two.

[0067] (Display control unit) During game play, the display control unit 24 displays a screen (play screen) corresponding to the user's play status on the display of the user terminal 12. Specifically, during game (quest) play, the display control unit 24 displays a game field F on which a user object U, an enemy E, etc. are arranged on the display of the user terminal 12. Furthermore, when a plurality of display objects Ha to Hc are arranged on the game field F, the display control unit 24 displays the game field F on which the plurality of display objects Ha to Hc are arranged on the display of the user terminal 12.

[0068] Also, suppose that the game object control unit 22 controls the user object U, and more specifically, moves the user object U (more specifically, a moving object) within the game field F based on a movement operation by the user. In this case, the display control unit 24 displays the game field F in which the moving object is moving on the display of the user terminal 12. Also, suppose that a plurality of display objects Ha to Hc are arranged on the game field F, and the display (more specifically, the design) of each display object is switched in accordance with its positional relationship with the moving object. In this case, the display control unit 24 displays, on the display of the user terminal 12, the game field F in which the plurality of display objects Ha to Hc, including the display object whose display has been switched, are arranged.

[0069] Furthermore, when the game effect control unit 23 exerts a game effect during play of a quest, the display control unit 24 displays on the display of the user terminal 12 a presentation screen corresponding to the exerted game effect, or displays the game field F in a state in which the game effect has been exerted.

[0070] <<Information Processing Method According to an Embodiment of the Present Invention>> Next, the information processing flow of this embodiment, specifically the information processing flow relating to game play, will be described. The information processing flow of this embodiment employs the information processing method of the present invention and proceeds according to the flow shown in FIG. 11. In other words, each step in the information processing flow, specifically each step shown in FIG. 11, corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed, without departing from the spirit of the present invention.

[0071] In the information processing flow, a processor 10A of the server 10, which constitutes an information processing device, and a processor (not shown) on the side of the user terminal 12 operated by the user while playing the game cooperate with each other to execute processing corresponding to each step in Fig. 11. In addition, in each step, data communication is performed between the server 10 and the user terminal 12. Note that when multiple users play a game together (multiplay) and each user operates their own user terminal 12, the server 10 performs data communication with each of the multiple user terminals 12.

[0072] Specifically, the information processing flow begins when the user starts playing the game (S001). More specifically, when the user selects a quest to play, processor 10A of server 10 executes processing for the selected quest. Furthermore, when starting to play the quest, the user performs an operation to organize a deck Dk on user terminal 12, and processor 10A organizes a deck Dk consisting of one or more user objects U based on that operation. In the following description, it is assumed that the deck Dk includes a first user object, a second user object, a third user object, and a fourth user object.

[0073] When the quest starts, the processor 10A displays on the display of the user terminal 12 one or more user objects U included in the organized deck Dk, and a game field F on which enemies E and the like are placed (S002).

[0074] During play of a quest, processor 10A controls various objects present on game field F, specifically, one or more user objects U, enemies E, and multiple display objects Ha to Hc. Specifically, processor 10A gives turns in order to each user object included in deck Dk (S003). The user corresponding to the user object U to which the turn has been given performs a movement operation on the user object U, i.e., the moving object, and the processor 10A moves the moving object within the game field F based on the movement operation (S004).

[0075] Furthermore, when a first user object having the ability to arrange a plurality of display objects Ha to Hc is included in the deck and the user performs an ability exerting operation on the first user object (S005), the processor 10A displays a game field F on which the plurality of display objects Ha to Hc are arranged on the display of the user terminal 12 (S006).

[0076] While the plurality of display objects Ha to Hc are arranged on the game field F, when a movement operation is performed on a user object U to which a turn (specifically, the first turn) has been assigned, i.e., a moving object, the processor 10A moves the moving object within the game field F in the same procedure as described above (S007). Furthermore, as the moving object moves, the processor 10A switches the display of each of the plurality of display objects Ha to Hc in accordance with the positional relationship between the moving object and each display object (specifically, the number of contacts between the moving object and each display object) (S008).

[0077] Thereafter, when the movement of the moving object stops and the first turn ends, processor 10A counts up the number of display types of the display object, specifically, the number of patterns #1 to #3, displayed on the multiple display objects Ha to Hc (S009).

[0078] Then, processor 10A determines a target game effect from among a plurality of game effects (i.e., game effects A to C) based on the display type that is displayed most frequently on the plurality of display objects Ha to Hc at the end of the first turn, out of a plurality of display types (i.e., pictures #1 to #3) (S010). Thereafter, processor 10A exerts the target game effect in the second turn, which is the turn immediately following the first turn (S011), and specifically, imparts the target game effect to user object U to which the second turn is granted. At this time, processor 10A may set the degree of the target game effect according to the counting result in step S009, and exert the target game effect according to the set degree.

[0079] Of the steps in the information processing flow described above, the series of steps from S003 onwards are repeatedly executed until the play of the quest is completed (S012). Then, at the point when the play of the quest is completed, the information processing flow for that quest ends.

[0080] <<Other embodiments>> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples and do not limit the present invention. That is, the present invention may be modified or improved from the above embodiments without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0081] Furthermore, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc., can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.

[0082] In the above embodiment, the manner in which an image or the like is displayed on the user terminal 12 includes a manner in which the image or the like is displayed on a display device (display) provided in the terminal itself, and a manner in which the image or the like is displayed on a display device connected to the terminal in a wired or wireless manner. Note that the display device connected to the user terminal 12 may include a general stationary display, as well as an HMD (Head Mounted Display) such as VR goggles.

[0083] Furthermore, with regard to the present invention, several other embodiments (variations) different from the above-described embodiment can be considered. Each of these variations will be described below. Note that the following mainly focuses on the differences from the above-described embodiment, and a description of the commonalities will be omitted. Furthermore, in the multiple embodiments (variations) described below, the elements and features of each embodiment may be combined as appropriate. That is, among the multiple embodiments described below, the configuration of any one of the embodiments may be applied to the other embodiments, and the effects brought about by that configuration may be similarly achieved.

[0084] (First Modification) In the above embodiment, when determining a target game effect from among a plurality of game effects, the number of display types of display objects, specifically, the numbers of symbols #1 to #3 displayed on the plurality of display objects Ha to Hc at the end of the first turn is tallied. Then, in the above embodiment, the target game effect is determined based on the symbol among symbols #1 to #3 that is displayed the most frequently on the plurality of display objects Ha to Hc at the end of the first turn. However, the procedure for determining the target game effect may be other than the above.

[0085] That is, as a first modified example of the present invention, a configuration can be considered in which the information processing device of the present invention (more specifically, the game effect control unit 23) determines the target game effect based on a pattern among the patterns #1 to #3 that is displayed on the plurality of display objects Ha to Hc in a number equal to or greater than a predetermined number at the end of the first turn. The target game effect determined in this manner may be imparted to at least one of the user objects U in the second turn, specifically, to the user object U to which the second turn is imparted. The predetermined number may be any natural number equal to or greater than 1, and may be set to any arbitrary value.

[0086] In the first modified example, if there are multiple symbols (hereinafter, "specific symbols") that are displayed on the multiple display objects Ha to Hc in a number equal to or greater than a predetermined number at the end of the first turn, the game effects corresponding to the specific symbols may be determined as target game effects for each specific symbol. In this case, multiple target game effects are determined, and it is preferable that all of the multiple target game effects are exerted in the second turn. To explain this using a specific example, if symbols #1 and #2 both correspond to specific symbols, game effect A corresponding to symbol #1 and game effect B corresponding to symbol #2 are the target game effects, and both game effects A and B are exerted in the second turn. In addition, when two or more target game effects are determined, it is not limited to exerting all of the two or more determined target game effects in the second turn, but only the game effect selected by the user (for example, the user corresponding to the user object U to which the second turn is granted) from the two or more target game effects may be exerted.

[0087] (Second Modification) In the above embodiment, when the plurality of display objects Ha to Hc are arranged on the game field F, their arrangement positions are automatically determined in accordance with the progress of the game, more specifically, in accordance with the arrangement positions of the user object U and the enemy E on the game field F. On the other hand, the arrangement positions of the plurality of display objects Ha to Hc on the game field F may be determined based on a designating operation by the user. That is, as a second modified example of the present invention, a form can be considered in which the information processing device of the present invention (more specifically, the game object control unit 22) arranges the plurality of display objects Ha to Hc on the game field F at positions in accordance with a designating operation by the user.

[0088] In the second modified example, a user object U having the ability to place a plurality of display objects Ha to Hc, i.e., a user corresponding to the first user object, performs the above-described designation operation. The designation operation is performed on the user terminal 12, and the user performing the designation operation designates a position at which the display object is actually to be placed within an area of ​​the game field F where the display object can be placed. At this time, the area where the display object can be placed may be limited to a certain area within the game field F, and may be limited, for example, to an area corresponding to a side that is closer to the first user object than the enemy E among the four sides that form the outer edge of the game field F, or more specifically, to an area in the vicinity of that side.

[0089] (Third Modification) In the present invention, a target game effect determined based on the display of the plurality of display objects Ha to Hc at the end of the first turn is exerted in the second turn after the first turn, but in the above embodiment, the second turn is the turn following the first turn. However, the second turn is not limited to the turn following the first turn, and may be any other turn. In this case, the number of turns from the first turn to the second turn (i.e., the period from when the target game effect is determined to when it is exerted) may be variable and determined according to the user's play operation, for example, a movement operation on the first user object in the first turn.

[0090] More specifically, as a third modified example of the present invention, the information processing device of the present invention (more specifically, the game effect control unit 23) may determine, after the first turn ends, the number of turns from the first turn to the second turn, depending on the movement action of the first user object in the first turn. The movement action is the action of the first user object moving on the game field F as a moving object, and the movement action is reflected in the movement path and amount of movement (movement distance) of the first user object.

[0091] The number of turns from the first turn to the second turn may be determined in a manner other than that described above, for example, it may be specified by the user (more specifically, the user corresponding to the first user object), or it may be determined based on the difficulty of the quest being played, etc.

[0092] (Fourth Modification) In the above embodiment, the target game effect is exerted in the second turn, specifically, the target game effect is granted to the user object to which the second turn is granted. However, the user object to which the target game effect is granted may be a user object other than the user object to which the second turn is granted, for example, a user object selected by the user.

[0093] Specifically, as a fourth modified example of the present invention, the information processing device of the present invention (more specifically, the game effect control unit 23) may determine the user object to which the target game effect is to be imparted in the second turn in accordance with a selection operation by a user corresponding to the first user object to which the target game effect was imparted in the first turn. In other words, in a quest being played jointly by multiple users (multiplayer), the user who operates the first user object may select one or more user objects from among the multiple user objects that include the deck Dk used in playing the quest, and the target game effect may be imparted to the selected user objects.

[0094] (Fifth Modification) In the above embodiment, a plurality of switchable display types (specifically, the number of images) and the number of positions are predetermined for each of a plurality of display objects. Also, in the above embodiment, the number and types of a plurality of game effects that are candidates for a target game effect are predetermined. However, this is not limited thereto, and the display types (images) and the number of positions of the display objects, as well as the number and types of a plurality of game effects, may be variable and may change, for example, in response to a user operation during play of a quest, specifically, the movement of each user object. This embodiment is referred to as a fifth modified example of the present invention, and this modified example will be described in detail below with reference to FIGS. 12 to 15.

[0095] In the fifth modified example, similarly to the above embodiment, when playing a quest, a deck Dk is organized, and the deck Dk includes a first user object, a second user object, a third user object, and a fourth user object. Note that in Figures 12 to 15, the first user object, the second user object, the third user object, and the fourth user object are denoted by symbols U1, U2, U3, and U4, respectively.

[0096] In the fifth modified example, the game object control unit 22 of the information processing device of the present invention assigns turns to a first user object U1, a second user object U2, a third user object U3, and a fourth user object U4 in this order. In each turn, the game object control unit 22 moves each user object U within the game field F based on a movement operation of a user corresponding to each user object.

[0097] In the fifth modified example, a plurality of candidate display types, i.e., candidate patterns, are prepared for the display object, and the same number of game effects are set as candidates for the target game effect. In the following, we will assume that four candidate patterns (i.e., patterns #1 to #4) are prepared, and the same number of game effects (i.e., game effects A to D) are prepared as candidates for the target game effect.

[0098] In the fifth modified example, when a user corresponding to a first user object U1, which has the ability to place multiple display objects on the game field F, performs an ability exerting operation on the first user object U1, the game object control unit 22 places a first panel object P1 shown in FIG. 12 on the game field F. The first panel object P1 is a panel-type object that displays a numerical value, and the numerical value changes depending on the positional relationship between the first user object U1 and the first panel object P1. Specifically, while the first user object U1 moves within the game field F in which the first panel object P1 is placed, the game object control unit 22 changes the numerical value of the first panel object P1 depending on the number of contacts between the first user object U1 and the first panel object P1. At this time, the numerical value of the first panel object P1 increases by one, for example, from 1 to M, with each increase in the number of contacts. Note that M is any natural number equal to or greater than 2, but the following description will be given assuming M=3.

[0099] Then, when the movement of the first user object U1 stops and the turn ends, the game object control unit 22 identifies the numerical value of the first panel object P1 at that time and sets the identified numerical value as the number of types of displays (specifically, pictures) that the multiple display objects can switch between. That is, in the fifth modified example, the game object control unit 22 determines the number of types of displays that each display object can switch between, based on the movement of the first user object U1. In the following description, it is assumed that the number of display types determined is "3".

[0100] In the next turn, as shown in FIG. 13, the first panel object P1 disappears, while a second panel object P2 is placed on the game field F, and a second user object U2 moves within the game field F. The second panel object P2 is a panel-type object that indicates a combination number. The combination number is a number corresponding to the display type that each display object can switch between, i.e., the combination of pictures. The combination of pictures is determined based on the number of display types determined in the previous turn (i.e., the numerical value of the first panel object P1). For example, if the number of display types is three, there are four possible combinations of pictures: pictures #1-#2-#3, pictures #1-#2-#4, pictures #1-#3-#4, and pictures #2-#3-#4. A combination number is assigned to each of these four combinations. For example, the combination number (1) is assigned to the combination of pictures #1-#2-#3, and the combination number (3) is assigned to the combination of pictures #1-#3-#4.

[0101] The combination number of the second panel object P2 changes depending on the positional relationship between the second user object U2 and the second panel object P2. Specifically, while the second user object U2 moves within the game field F, the game object control unit 22 changes the combination number of the second panel object P2 in the order of (1) to (4) depending on the number of times the second user object U2 contacts the second panel object P2.

[0102] Then, when the movement of the second user object U2 stops and the turn ends, the game object control unit 22 identifies the combination number at that time. The combination of the types of designs indicated by the identified combination number is the combination of the types of displays (designs) that are switched between among the multiple display objects. That is, in the fifth modified example, the game object control unit 22 determines one combination based on the movement of the second user object U2 from among the combinations of display types, the number of which corresponds to the number of types determined in the previous turn. In the following, the description will be made assuming that the determined combination is "(1)", that is, the picture of the display object switches among #1, #2, and #3.

[0103] In the next turn, as shown in FIG. 14, the second panel object P2 disappears, while a third panel object P3 is placed on the game field F, and a third user object U3 moves within the game field F. The third panel object P3 is a panel-type object that displays a numerical value, and the numerical value changes depending on the positional relationship between the third user object U3 and the third panel object P3. Specifically, while the third user object U3 moves within the game field F, the game object control unit 22 changes the numerical value of the third panel object P3 depending on the number of contacts between the third user object U3 and the third panel object P3. At this time, the numerical value of the third panel object P3 increases by one, for example, from 1 to N, with each increase in the number of contacts. Note that N is any natural number equal to or greater than 2, but the following description will be given assuming N=4.

[0104] Then, when the movement of the third user object U3 stops and the turn ends, the game object control unit 22 identifies the numerical value of the third panel object P3 at that time and sets the identified numerical value as the number of display objects to be arranged. That is, in the fifth modified example, the game object control unit 22 determines the number of display objects to be arranged in the game field F based on the movement of the third user object U3. In the following description, it is assumed that the number of display objects to be arranged is "3."

[0105] In the next turn, as shown in FIG. 15 , the third panel object P3 disappears, while the plurality of display objects Ha to Hc, i.e., the number of display objects determined in the previous turn, are arranged on the game field F. This turn corresponds to the first turn and is given to the fourth user object U4. That is, in the first turn, the fourth user object U4 moves within the game field F on which the plurality of display objects Ha to Hc are arranged. Also, in this turn (first turn), the game object control unit 22 switches the display (design) of each of the plurality of display objects Ha to Hc depending on the positional relationship between the fourth user object U4 and the display objects, specifically, depending on the number of times the fourth user object U4 has come into contact with each display object. At this time, the game object control unit 22 switches the display (design) of each display object among the display types included in one combination determined in the turn two turns before, i.e., among the designs #1, #2, and #3.

[0106] The subsequent flow is the same as in the above embodiment, and specifically, the game effect control unit 23 determines the target game effect according to the display (pattern) of each of the plurality of display objects Ha to Hc given to the fourth user object U4 at the end of the movement of the first turn. That is, in the fifth modified example, the fourth user object U4 plays a role in determining the target game effect.

[0107] Then, the game effect control unit 23 exerts the target game effect in the second turn, which is after the first turn. At this time, the game effect control unit 23 may impart the target game effect to at least one of the first user object U1, the second user object U2, and the third user object U3 in the second turn, and specifically, may impart the target game effect to the user object to which the second turn is to be imparted (e.g., the first user object U1).

[0108] (Modifications regarding the configuration of the information processing device) In the above-described embodiment, the information processing device of the present invention is configured by the server 10, in other words, the functions of the information processing device of the present invention are provided in the server 10. However, this is not limited to this, and some of the functions provided in the information processing device of the present invention may be provided in the user terminal 12. In that case, the information processing device of the present invention is configured by the cooperation of the server 10 and the user terminal 12.

[0109] [summary] One object of the present invention is to increase the entertainment value of a game in which the game effect changes based on the user's operation. One of the objects of the present invention is to improve the entertainment value of a game in which a user object is given a turn to progress and game effects are exerted during game play. More specifically, the object is to solve the problems corresponding to [Appendix 1] to [Appendix 14] shown below.

[0110] [Appendix 1] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 1], specifically, to provide users with the fun (enjoyment) of appropriately exerting game effects in a game in which user objects are given turns to progress. In order to solve the above problem, the information processing device of [Supplementary Note 1] has the following configuration. an information processing device comprising: a game object control unit that controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched; and a game effect control unit that exerts a target game effect that is determined from a plurality of game effects, wherein the game object control unit grants a turn to any one of the user objects, moves the user object that has been granted a turn within the game field based on an operation of a user corresponding to the user object that has been granted a turn, and switches the display of the display object in accordance with the positional relationship between the user object and the display object, and the game effect control unit exerts the target game effect, which is determined in accordance with the display of each of the plurality of display objects at the end of the first turn, in a second turn that is after the first turn. According to the above configuration, the target game effect exerted during game play can change depending on the user's operation (more specifically, movement operation) on the user object that has been given a turn. This encourages the user to play the game while considering various strategies to obtain the desired game effect, thereby increasing the interest of the game.

[0111] [Appendix 2] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 2], specifically, to increase the interest of the game by making the user think about how to obtain the desired game effect when determining the target game effect based on the display of multiple display objects. In order to solve the above problem, the information processing device of [Supplementary Note 2] has the following configuration. The information processing device of [Appendix 1], wherein the game object control unit switches the display of each of the plurality of display objects among a plurality of display types, and the game effect control unit imparts a target game effect, determined based on the display type among the plurality of display types that is displayed most frequently on the plurality of display objects at the end of the first turn, to at least one of the user objects in the second turn. In the above configuration, the user moves the user object so that a desired game effect is determined as the target game effect and the number of displays corresponding to the desired game effect displayed on the plurality of display objects is maximized at the end of the first turn, and thus the user plays the game while considering the operation to achieve such a movement. As a result, the entertainment value of the game can be further increased.

[0112] [Appendix 3] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 3], specifically, to increase the interest of the game by having the user think carefully about how to obtain the desired game effect when determining the target game effect based on the display of multiple display objects. In order to solve the above problem, the information processing device of [Supplementary Note 3] has the following configuration. An information processing device according to [Appendix 1], wherein a game object control unit switches the display of each of a plurality of display objects among a plurality of display types, and a game effect control unit imparts a target game effect, determined based on a display type among the plurality of display types that is displayed on the plurality of display objects in a number equal to or greater than a predetermined number at the end of a first turn, to at least one of the user objects in a second turn. According to the above configuration, the user moves the user object so that the number of displays corresponding to the desired game effect displayed on the plurality of display objects at the end of the first turn is equal to or greater than a predetermined number, so that the desired game effect is determined as the target game effect. As a result, the user plays the game while considering an operation (movement operation) that can achieve such a movement. As a result, the entertainment value of the game can be further increased.

[0113] [Appendix 4] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 4], specifically, to increase the interest of the game from the viewpoint of adjusting the degree to which the target game effect is exerted. In order to solve the above problem, the information processing device of [Supplementary Note 4] has the following configuration. The information processing device of any one of [Appendix 1] to [Appendix 3], wherein the game object control unit switches the display of each of the plurality of display objects among a plurality of display types, and the game effect control unit counts up the number of objects displayed on the plurality of display objects at the end of the first turn for each of the plurality of display types, and sets the degree of the target game effect to be exerted in the second turn according to the count result for each of the plurality of display types. According to the above configuration, the degree of the target game effect to be exerted in the second turn changes depending on the number of display objects displayed at the end of the first turn. Therefore, in order to exert the target game effect at an appropriate degree, the user moves the user object so that the display of the multiple display objects at the end of the first turn corresponds to the above-mentioned degree, and plays the game while considering the operation that will achieve such movement. As a result, the interest of the game can be further increased.

[0114] [Appendix 5] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 5], specifically, to increase the interest of the game from the viewpoint of the timing at which the target game effect is exerted. In order to solve the above problem, the information processing device of [Supplementary Note 5] has the following configuration. The information processing device of any one of [Appendix 1] to [Appendix 4], wherein the game effect control unit imparts a target game effect to the user object to which the second turn has been imparted in the second turn that is the turn following the first turn. According to the above configuration, the target game effect is exerted in the second turn following the first turn. Therefore, in order to exert a desired game effect in the second turn, the user switches the display of each of the multiple display objects and moves the user object so that the desired game effect becomes the target game effect, and thus plays the game while considering the operation that will achieve such movement. As a result, the entertainment value of the game can be further increased.

[0115] [Appendix 6] One of the objects of the present invention is to solve the problem corresponding to [Supplementary Note 6], and specifically, to increase the interest of the game from the viewpoint of the arrangement positions of a plurality of display objects. In order to solve the above problem, the information processing device of [Supplementary Note 6] has the following configuration. The information processing device of any one of [Appendix 1] to [Appendix 5], wherein the game object control unit places a plurality of display objects in a game field at positions according to a user's specifying operation. According to the above configuration, since the user can place display objects at positions on the game field where the user desires, the positions of the display objects can be determined in accordance with the user's wishes, thereby making the game more entertaining.

[0116] [Appendix 7] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 7], specifically, to increase the degree of freedom regarding the timing at which the target game effect is exerted, thereby further enhancing the entertainment value of the game. In order to solve the above problem, the information processing device of [Supplementary Note 7] has the following configuration. An information processing device according to any one of [Appendix 1] to [Appendix 4], wherein the one or more user objects include a first user object, and after the end of the first turn, the game effect control unit determines the number of turns from the first turn to the second turn in which the target game effect is exerted, based on the movement action of the first user object in the first turn. According to the above configuration, the number of turns from the first turn to the second turn at which the target game effect is exercised is determined based on the movement action of the first user object in the first turn. Therefore, the user plays the game while considering the operation that will achieve the movement of the first user object so that the target game effect is exercised at an appropriate timing (for example, the turn that is to be given to the user object to which the target game effect is to be given). As a result, the interest of the game can be further increased.

[0117] [Appendix 8] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 8], specifically, to increase the interest of the game by appropriately arranging multiple display objects taking into consideration the placement positions of user objects and predetermined objects on the game field. In order to solve the above problems, the information processing device of [Supplementary Note 8] has the following configuration. An information processing device according to any one of [Appendix 1] to [Appendix 4] or [Appendix 7], wherein the one or more user objects include a first user object, the outer edge of the game field is a rectangle having four sides, predetermined objects are placed in the game field to which the one or more user objects move and come into contact in order to progress the game, and the game object control unit places a plurality of display objects in positions of the game field corresponding to sides of the four sides that are closer to the first user object than the predetermined object, based on a predetermined operation on the first user object, during a first turn given to the first user object. According to the above configuration, the display object is positioned at a distance from the predetermined object as seen from the first user object in the game field. In this case, it is easier to move the first user object so that it comes into contact with both the predetermined object and the display object, compared to a situation in which the predetermined object and the display object are close to each other. As a result, for example, if the predetermined object is an enemy, it is easier to move the first user object so that it attacks the enemy while switching the display of the display object. This effect is particularly significant in a game in which a moving first user object bounces off one of the four edges of the game field when it reaches that edge.

[0118] [Appendix 9] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 9], specifically, to set the level of sophistication (complexity) in the game appropriately by increasing the number of user operations required to determine the target game effect. In order to solve the above problem, the information processing device of [Supplementary Note 9] has the following configuration. the one or more user objects include a first user object, a second user object, a third user object, and a fourth user object; the game object control unit determines, based on movement of the first user object, the number of display types that can be switched for each display object; determines, based on movement of the second user object, one combination from among combinations of display types corresponding to the number of types; determines, based on movement of the third user object, the number of display objects to be arranged in the game field; arranges, in a first turn given to the fourth user object, the number of display objects to be arranged in the game field as the plurality of display objects; and switches the display of the plurality of display objects among the display types included in one combination according to a positional relationship between the fourth user object and the display objects. According to the above configuration, the user operates the corresponding user object to determine the number of display types that the display object can switch to, the combination of the display types, and the number of display objects to be arranged. In this way, the number of user operations required to determine the target game effect increases, and it is possible to set an appropriate level of precision and complexity in the process of determining the target game effect.

[0119] [Appendix 10] One of the objectives of the present invention is to solve the problem corresponding to Appendix 10, specifically, to increase the interest of the game from the viewpoint of which user object a predetermined target game effect is to be granted to through the movement of multiple user objects. In order to solve the above problem, the information processing device of [Supplementary Note 10] has the following configuration. An information processing device of [Appendix 9], wherein the game effect control unit imparts a target game effect determined according to the display of each of the plurality of display objects at the end of the movement of the fourth user object in the first turn to at least one of the first user object, the second user object, and the third user object in the second turn. In the above configuration, the target game effect is determined through the movement of the multiple user objects, and is ultimately determined according to the display of each of the multiple display objects at the end of the turn (first turn) in which the fourth user object moved. The target game effect is then granted to one of the user objects other than the fourth user object. This allows the user corresponding to the fourth user object to operate the fourth user object while considering which user object the target game effect should be granted to. As a result, the interest of the game can be further increased.

[0120] [Appendix 11] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 11], specifically, to increase the interest of the game by making it easy to grasp the target game effect. In order to solve the above problem, the information processing device of [Supplementary Note 11] has the following configuration. An information processing device according to any one of [Appendix 1] to [Appendix 10], wherein the game object control unit switches the image of the display object depending on the positional relationship between the user object and the display object, and the image corresponds to one of a plurality of game effects. According to the above configuration, the user can easily understand the target game effect by looking at the images of the multiple display objects at the end of the first turn, and more specifically, can easily predict the content of the target game effect. This allows the target game effect to be used more effectively, and as a result, the interest of the game can be further increased.

[0121] [Appendix 12] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 12], specifically, to provide an information processing method that can provide the user with the fun of appropriately exerting game effects in a game in which turns are given to user objects to progress. In order to solve the above problems, the information processing method of [Supplementary Note 12] has the following configuration. an information processing method in which a processor controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched, the processor exerts a target game effect that is determined from a plurality of game effects, the processor, when controlling the one or more user objects, grants a turn to any one of the user objects and moves the user object that has been granted a turn within the game field based on an operation of a user corresponding to the user object that has been granted a turn, the processor, when controlling the plurality of display objects, switches the display of the display object in accordance with a positional relationship between the user object and the display object, and when exerting the target game effect, the processor exerts the target game effect that is determined in accordance with the display of each of the plurality of display objects at the end of the first turn, in a second turn that is after the first turn. According to the above method, the user can play a game in which he or she controls a user object that has been assigned a turn, in a manner that achieves a desired game effect, thereby increasing the interest of the game.

[0122] [Appendix 13] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 13], specifically, to provide a program that can give users the fun of appropriately exerting game effects in a game in which user objects are given turns to progress. In order to solve the above problem, the program of [Appendix 13] has the following configuration. a processor that controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched, and that exerts a target game effect determined from a plurality of game effects, and when controlling one or more user objects, causes a processor to grant a turn to any one of the user objects, and moves the user object that has been granted a turn within the game field based on an operation of a user corresponding to the user object that has been granted a turn, and when controlling a plurality of display objects, causes a processor to switch the display of the display objects in accordance with a positional relationship between the user object and the display objects, and when exerting the target game effect, causes a target game effect determined in accordance with the display of each of the plurality of display objects at the end of the first turn to be exerted in a second turn that is after the first turn. By executing the above program, the user can play a game in which he or she controls a user object that has been given a turn, in a way that achieves the desired game effect, thereby increasing the interest of the game.

[0123] [Appendix 14] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 14], specifically, to provide an information processing system that can provide users with the fun of appropriately exerting game effects in a game in which user objects are given turns to progress. In order to solve the above problems, the information processing system of [Supplementary Note 14] has the following configuration. an information processing system including a user terminal used by a user to play a game, and a server capable of communicating with the user terminal; a game object control unit that controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched; and a game effect control unit that exerts a target game effect that is determined from a plurality of game effects, wherein the game object control unit grants a turn to any of the user objects, moves the user object that has been granted a turn within the game field based on a user operation corresponding to the user object that has been granted a turn, and switches the display of the display object in accordance with the positional relationship between the user object and the display object, and the game effect control unit exerts the target game effect, which is determined in accordance with the display of each of the plurality of display objects at the end of the first turn, in a second turn that follows the first turn. According to the information processing system, the user can play a game in which he or she controls a user object that has been assigned a turn, in a manner that achieves a desired game effect, thereby increasing the interest of the game. [Explanation of symbols]

[0124] 10 Servers 10A processor 10B memory 10C communication interface 10D Storage 12 User terminal 21 Operation reception area 22 Game Object Control Unit 23 Game Effects Control Unit 24 Display control unit 100 Information Processing Systems Dk Deck E Enemy (predetermined object) F Game Field I Item (predetermined object) Ha, Hb, Hc display objects N communication network P1 First panel object P2 Second panel object P3 Third Panel Object U User Object U1 First user object U2 Second user object U3 Third user object U4 Fourth user object

Claims

1. a game object control unit that controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched; a game effect control unit that exerts a target game effect selected from a plurality of game effects, The game object control unit granting a turn to any of the user objects; moving the user object to which the turn has been assigned within the game field based on a user operation corresponding to the user object to which the turn has been assigned; switching the display of the display object according to a positional relationship between the user object and the display object; The game effect control unit exerts the target game effect, which is determined in accordance with the display of each of the plurality of display objects at the end of a first turn, in a second turn that is after the first turn.

2. the game object control unit switches the display of each of the plurality of display objects among a plurality of display types; 2. The information processing device according to claim 1, wherein the game effect control unit imparts the target game effect, which is determined based on a display type among the plurality of display types that is displayed in the greatest number of the plurality of display objects at the end of the first turn, to at least one of the user objects in the second turn.

3. the game object control unit switches the display of each of the plurality of display objects among a plurality of display types; 2. The information processing device according to claim 1, wherein the game effect control unit imparts the target game effect, which is determined based on a display type among the plurality of display types that is displayed on the plurality of display objects in a number equal to or greater than a predetermined number at the end of the first turn, to at least one of the user objects in the second turn.

4. the game object control unit switches the display of each of the plurality of display objects among a plurality of display types; The game effect control unit: tallying up the number of the display objects displayed on each of the plurality of display types at the end of the first turn; The information processing device according to claim 1 , wherein the degree of the target game effect to be exerted in the second turn is set according to a result of counting the numbers for each of the plurality of display types.

5. The information processing device according to claim 1 , wherein the game effect control unit imparts the target game effect to the user object to which the second turn has been imparted in the second turn that is a turn following the first turn.

6. The information processing device according to claim 1 , wherein the game object control unit arranges the plurality of display objects in positions in the game field according to a designation operation by the user.

7. the one or more user objects include a first user object; 2. The information processing device according to claim 1, wherein after the first turn ends, the game effect control unit determines the number of turns from the first turn to the second turn in which the target game effect is exerted, based on the movement action of the first user object in the first turn.

8. the one or more user objects include a first user object; the outer edge of the game field is a rectangle having four sides; predetermined objects are arranged in the game field, with which the one or more user objects move and come into contact in order to progress the game; 2. The information processing device according to claim 1, wherein the game object control unit, during the first turn assigned to the first user object, places the plurality of display objects at positions of the game field corresponding to a side of the game field that is closer to the first user object than the predetermined object among the four sides, based on a predetermined operation on the first user object.

9. the one or more user objects include a first user object, a second user object, a third user object, and a fourth user object; The game object control unit determining the number of display types that each of the display objects can switch to based on the movement of the first user object; determining one combination from among a number of combinations of display types corresponding to the number of types based on the movement of the second user object; determining the number of display objects to be arranged in the game field based on the movement of the third user object; In the first turn assigned to the fourth user object, the fourth user object places the number of display objects as the plurality of display objects on the game field, and The information processing apparatus according to claim 1 , wherein display of the plurality of display objects is switched among the display types included in the one combination according to a positional relationship between the fourth user object and the display object.

10. 10. The information processing device according to claim 9, wherein the game effect control unit imparts the target game effect, which is determined in accordance with the display of each of the plurality of display objects at the end of the movement of the first turn, imparted to the fourth user object to at least one of the first user object, the second user object, and the third user object in the second turn.

11. the game object control unit switches an image of the display object in accordance with a positional relationship between the user object and the display object; The information processing device according to claim 1 , wherein the image corresponds to one of the plurality of game effects.

12. a processor controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched; The processor causes a target game effect to be exerted, the target game effect being determined from a plurality of game effects; When controlling the one or more user objects, the processor grants a turn to any one of the user objects, and moves the user object to which the turn has been granted within the game field based on a user operation corresponding to the user object to which the turn has been granted; When controlling the plurality of display objects, the processor switches display of the display objects according to a positional relationship between the user object and the display objects; an information processing method in which, when the target game effect is to be exerted, the processor exerts the target game effect, which is determined in accordance with the display of each of the plurality of display objects at the end of a first turn, in a second turn that is after the first turn.

13. The processor controlling one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched; Activate a target game effect selected from multiple game effects, When controlling the one or more user objects, granting a turn to any of said user objects; moving the user object to which the turn has been assigned within the game field based on a user operation corresponding to the user object to which the turn has been assigned; When controlling the plurality of display objects, display of the display objects is switched in accordance with a positional relationship between the user object and the display objects; When the target game effect is to be exerted, the target game effect determined in accordance with display of each of the plurality of display objects at the end of a first turn is exerted in a second turn after the first turn.

14. An information processing system including a user terminal used by a user to play a game and a server capable of communicating with the user terminal, a game object control unit that controls one or more user objects that move on a game field and a plurality of display objects that are arranged on the game field and whose display can be switched; a game effect control unit that exerts a target game effect selected from a plurality of game effects, The game object control unit granting a turn to any of the user objects; moving the user object to which the turn has been assigned within the game field based on a user operation corresponding to the user object to which the turn has been assigned; switching the display of the display object according to a positional relationship between the user object and the display object; the game effect control unit exerts the target game effect, which is determined in accordance with the display of each of the plurality of display objects at the end of a first turn, in a second turn that is after the first turn.

Citation Information

Patent Citations

  • Information processor, information processing method, and program

    JP2020103789A