Non-transitory computer-readable storage medium, information processing method

By controlling in-game communication volume based on character distance, the system optimizes audio interactions, improving the gaming experience by minimizing distractions and maintaining focus on gameplay.

JP2026006102AActive Publication Date: 2026-01-16CYGAMES INC
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Patent Information

Application Number
JP2024104873
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-28
Publication Date
2026-01-16
Estimated Expiration
2044-06-28

AI Technical Summary

Technical Problem

Existing game technologies fail to adequately adjust the volume of in-game communication functions based on the distance between player characters, leading to suboptimal audio experiences.

Method used

Implementing a system that controls the volume of in-game communication based on the distance between player characters using predefined control information, allowing for dynamic volume adjustments during transitions between game states.

Benefits of technology

This approach ensures appropriate volume adjustments, enhancing the audio experience by maintaining focus on gameplay and reducing distractions from distant or irrelevant audio inputs.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To appropriately adjust sound volume in a call function in a game.SOLUTION: Receiving a selection operation of an own player for activating one of a plurality of provided game functions, arranging an own player game content corresponding to the own player and an other player game content corresponding to the other player in a virtual space in a game, and controlling a call function that enables a call between the own player and the other player, the processing of controlling the call function may include controlling a sound volume in the call function on the basis of control information corresponding to the activated game function among a plurality of pieces of control information in which a change amount of the sound volume with respect to a change in a distance between the own player game medium and the other player game medium in the virtual space may be set.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] Patent Document 1 discloses a technique for adjusting the volume of a call function within a game according to the distance between objects within a virtual space within the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 4280901 Summary of the Invention [Problem to be solved by the invention]

[0004] In the technology described in Patent Document 1, depending on the situation of the player in the game, the volume of the call function may not be adjusted sufficiently.

[0005] The present invention aims to appropriately adjust the volume in an in-game communication function. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of receiving a selection operation by the player to activate one of a plurality of game functions; a process of placing a player's own game content corresponding to the player himself and other player's game content corresponding to other players in a virtual space within the game; a process of controlling a call function that enables a call between the player and the other player; The computer executes the following: The process of controlling the call function includes: The volume of the call function is controlled based on the control information corresponding to the game function currently running, out of multiple pieces of control information in which the amount of change in volume in response to changes in the distance between the player's own game medium and the other player's game medium in the virtual space is set.

[0007] The plurality of pieces of control information first control information in which a predetermined value is set as a volume change amount when the distance between the player's own game content and the other player's game content in the virtual space is a predetermined distance; second control information that sets a specific value different from the predetermined value as a volume change amount when the distance between the player's own game content and the other player's game content in the virtual space is the predetermined distance; may include:

[0008] The process of controlling the call function includes: The call function may be controllable across a transition from a state in which a predetermined game function is not activated to a state in which the predetermined game function is newly activated.

[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process of receiving a selection operation by the player to activate one of a plurality of game functions; a process of placing a player's own game content corresponding to the player himself and other player's game content corresponding to other players in a virtual space within the game; a process of controlling a call function that enables a call between the player and the other player; Including, The process of controlling the call function includes: The volume of the call function is controlled based on the control information corresponding to the game function currently running, out of multiple pieces of control information in which the amount of change in volume in response to changes in the distance between the player's own game medium and the other player's game medium in the virtual space is set.

[0010] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of receiving a selection operation by the player to activate one of a plurality of game functions; a process of placing a player's own game content corresponding to the player himself and other player's game content corresponding to other players in a virtual space within the game; a process of controlling a call function that enables a call between the player and the other player; and The process of controlling the call function includes: The volume of the call function is controlled based on the control information corresponding to the game function currently running, out of multiple pieces of control information in which the amount of change in volume in response to changes in the distance between the player's own game medium and the other player's game medium in the virtual space is set. [Effects of the Invention]

[0011] According to the present invention, it is possible to appropriately adjust the volume in the in-game communication function. [Brief explanation of the drawings]

[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a first diagram illustrating an example of a card setting screen, and Fig. 3C is a diagram illustrating an example of a battle selection screen. [Figure 4] FIG. 4A is a first diagram illustrating an example of a metaverse screen, and FIG. 4B is a second diagram illustrating an example of a metaverse screen. [Figure 5]Fig. 5A is a second diagram illustrating an example of a card setting screen, and Fig. 5B is a diagram illustrating an example of a confirmation dialog. [Figure 6] Figure 6A is a third figure explaining an example of a metaverse screen, Figure 6B is a figure explaining an example of a battle table setting dialog, and Figure 6C is a fourth figure explaining an example of a metaverse screen. [Figure 7] FIG. 7A is a diagram illustrating an example of voice control information, and FIG. 7B is a diagram illustrating an example of a voice control mode in the voice chat function. [Figure 8] FIG. 8 is a functional block diagram of the player terminal. [Figure 9] FIG. 9 is a functional block diagram of the server. [Figure 10] FIG. 10 is a flowchart illustrating an example of terminal-side control processing in a player terminal. [Figure 11] FIG. 11 is a flowchart illustrating an example of a voice chat function control process in a player terminal. [Figure 12] FIG. 12 is a flowchart illustrating an example of server-side control processing in the server. DETAILED DESCRIPTION OF THE INVENTION

[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0016] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.

[0017] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0021] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0022] The CPU 10 runs a program stored in the storage unit 12 to control the progress of the game. The storage unit 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.

[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0024] The storage device 18 is configured by a semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0025] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.

[0026] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0028] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called digital card game is provided as the main content. Specifically, a player can acquire and possess multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an operator through a lottery or the like. Then, in the card battle game function, the player can use the cards he or she possesses to compete against the computer or other players.

[0029] In addition, in this embodiment, as sub-content, a metaverse function is provided that allows players to interact with each other in a virtual space in which a player character representing the player's alter ego and other player characters representing the alter egos of other players are placed.

[0030] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a first diagram illustrating an example of a card setting screen. FIG. 3C is a diagram illustrating an example of a battle selection screen. When an application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 1000 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game starts, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into battle screens, normal screens, and metaverse screens.

[0031] The battle screen is a screen that is displayed on the touch panel 26 from the start to the end of the card battle game. The normal screen is a screen that is displayed on the touch panel 26 while the card battle game is not being executed.

[0032] The Metaverse screen is primarily used to check various settings and information related to the sub-content, to play various mini-games within the sub-content, and to accept various operations for the player character placed in the virtual space. This Metaverse screen will be described in more detail later.

[0033] The normal screen is a screen where the player mainly performs various settings and checks information related to the main content. The normal screen includes a home screen shown in Fig. 3A, a card setting screen shown in Fig. 3B, and a battle selection screen shown in Fig. 3C.

[0034] The home screen shown in Fig. 3A is the screen that is first displayed after logging in. As shown in Fig. 3A, the home screen displays a metaverse operation section 28 labeled "Metaverse." When the metaverse operation section 28 is tapped, a metaverse screen (Fig. 4A) described below is displayed on the touch panel 26.

[0035] Furthermore, on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 has a plurality of operation units that the player can operate (tap). The menu bar 30 has a home screen selection operation unit 30a marked "HOME." The menu bar 30 also has a solo play selection operation unit 30b marked "SOLO PLAY." The menu bar 30 also has a multiplay selection operation unit 30c marked "BATTLE." The menu bar 30 also has a card setting screen selection operation unit 30d marked "CARD." The menu bar 30 also has a shop screen selection operation unit 30e marked "Shop." The menu bar 30 also has a menu screen selection operation unit 30f marked "OTHER."

[0036] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. When the solo play selection operation unit 30b is tapped, various setting screens are displayed, settings are made on the setting screens, and a card battle game against a computer is started. When the multiplay selection operation unit 30c is tapped, a battle selection screen shown in FIG. 3C, which will be described later, is displayed. When the player sets (selects) a format on the battle selection screen, the player terminal 1 starts a card battle game through a communication battle with other players.

[0037] When the card setting screen selection operation unit 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, allowing the user to perform deck organization (described later), card list display, card disassembly, card creation, and the like. When the shop screen selection operation unit 30e is tapped, a shop screen (not shown) is displayed on the touch panel 26, allowing the user to acquire cards by lottery by consuming in-game currency or items. When the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, allowing the user to check game settings and various information. In the menu bar 30, the operation units corresponding to each screen are highlighted so that the screen currently displayed on the touch panel 26 can be identified.

[0038] In addition, the player name, player icon, and game points (GP) associated with the player ID are displayed in the upper left corner of the home screen shown in Fig. 3A. Game points can be earned when a player wins a card battle game played online against another player, and are deducted when a player loses a card battle game played online against another player.

[0039] 3B is displayed on the touch panel 26 when the card setting screen selection operation unit 30d is tapped. A deck organization tab 31a and a card list generation tab 31b are displayed on the card setting screen. When the deck organization tab 31a is tapped, an organization screen (not shown) for organizing a deck to be used in the card battle game is displayed on the touch panel 26.

[0040] Furthermore, when the card list generation tab 31b is tapped, a card list screen (not shown) is displayed on the touch panel 26. The card list screen displays the cards owned by the player and the number of cards owned. The card list screen also has a generation mode tab for displaying a card generation screen. When the generation mode tab is tapped, a card generation screen (not shown) is displayed. On the card generation screen, the player can generate a desired card by consuming consumables such as in-game currency that the player owns.

[0041] When the multiplay selection operation unit 30c on the menu bar 30 is tapped, a battle selection screen shown in FIG. 3C is displayed on the touch panel 26. In this embodiment, the card battle game is provided with multiple formats. A format defines the card classifications available in the card battle game, i.e., the cards, and can be considered game conditions in the card battle game. A player plays the card battle game by organizing a deck using only cards that correspond to the selected format. In this embodiment, there are two formats in which a player can organize a deck: rotation and unlimited. As shown in FIG. 3C, a format setting tab 38 is displayed on the battle selection screen. In this embodiment, a rotation setting tab 38a and an unlimited setting tab 38b are displayed as the format setting tabs 38.

[0042] When the rotation setting tab 38a is tapped, the format of the card battle game is changed to rotation, and a rotation deck selection screen (not shown) is displayed, which displays a list of rotation decks organized by the player. This rotation deck selection screen accepts the player's selection of a deck to be used in the card battle game using the rotation format. Then, by using the deck selected by the player, it becomes possible to play the card battle game using the rotation format.

[0043] Furthermore, when the Unlimited setting tab 38b is tapped, the format of the card battle game is changed to Unlimited, and an Unlimited deck selection screen (not shown) is displayed, which displays a list of Unlimited decks organized by the player. This Unlimited deck selection screen accepts the player's selection of a deck to be used in the card battle game in the Unlimited format. Then, by using the deck selected by the player, it becomes possible to play the card battle game in the Unlimited format.

[0044] FIG. 4A is a first diagram illustrating an example of a metaverse screen. FIG. 4B is a second diagram illustrating an example of the metaverse screen. When metaverse operation unit 28 (FIG. 3A) on the home screen is tapped, the metaverse screen shown in FIG. 4A is displayed on touch panel 26. As shown in FIG. 4A, a virtual game space (virtual space V) is displayed on the metaverse screen. A player character P1 representing the player's alter ego is displayed in virtual space V. In the example shown in FIG. 4A, other player characters P2 to P6 representing the alter ego of other players are displayed in virtual space V. Various information associated with player IDs, such as player names, may be displayed near player character P1 and other player characters P2 to P6. A predetermined icon may be displayed near player character P1 to distinguish it from the other player characters P2 to P6.

[0045] In this embodiment, a so-called voice chat function is provided as a communication function within the game. When the application for this game is initially launched on the player terminal 1, the voice chat function is in an unused state. The voice chat function is broadly divided into a microphone function that picks up the voices emitted by the player, and a speaker function that outputs the voices emitted by other players at the player terminal 1. In other words, when the voice chat function is in an unused state, both the microphone function and the speaker function are in an unused state. On the other hand, when at least either the microphone function or the speaker function is in an in-use state, the voice chat function is in an in-use state.

[0046] 4A, a voice chat function display area 40 is displayed in the lower right corner of the metaverse screen. In the voice chat function display area 40, a speaker operation section 40a and a microphone operation section 40b are displayed.

[0047] The speaker operation unit 40a functions as an operation unit for switching between a used state and an unused state of the speaker function. The speaker operation unit 40a is displayed in a manner that makes it possible to distinguish whether the speaker function is in a used state or an unused state. FIG. 4A shows a case where the speaker operation unit 40a is displayed in a manner indicating that the speaker function is in an unused state. When the speaker operation unit 40a, which is displayed in a manner indicating that the speaker function is in an unused state, is tapped, the speaker function changes to a used state. At this time, as shown in FIG. 4B, the display manner of the speaker operation unit 40a changes to a manner indicating that the speaker function is in an unused state.

[0048] When the speaker operation unit 40a (FIG. 4B), which is displayed in a manner indicating that the speaker function is in use, is tapped again, the speaker function changes to an unused state. Then, the display manner of the speaker operation unit 40a changes to a manner indicating that the speaker function is in an unused state (FIG. 4A). Furthermore, when the speaker function is in use and another player's voice is being output, the speaker operation unit 40a may be displayed in a manner indicating that the other player is speaking (for example, highlighted or flashing). Furthermore, for example, a predetermined gauge may be displayed on the speaker operation unit 40a, and the gauge may change based on the volume at which the other player's voice is being output.

[0049] Furthermore, microphone operation unit 40b functions as an operation unit for switching between a used state and an unused state of the microphone function. Furthermore, microphone operation unit 40b is displayed in a manner that makes it possible to distinguish whether the microphone function is in a used state or an unused state. FIG. 4A shows a case where microphone operation unit 40b is displayed in a manner indicating that the microphone function is in an unused state. When microphone operation unit 40b, which is displayed in a manner indicating that the microphone function is in an unused state, is tapped, the microphone function changes to a used state. At this time, as shown in FIG. 4B, the display manner of microphone operation unit 40b changes to a manner indicating that the microphone function is in an unused state.

[0050] When the microphone operation unit 40b (FIG. 4B), which is displayed in a manner indicating that the microphone function is in use, is tapped again, the microphone function changes to an unused state. Then, the display manner of the microphone operation unit 40b changes to a manner indicating that the microphone function is in an unused state (FIG. 4A). Furthermore, when the microphone function is in use and the player's voice is detected, the speaker operation unit 40a may be displayed in a manner indicating that the player is speaking (for example, highlighted or blinking). Furthermore, for example, a predetermined gauge may be displayed on the microphone operation unit 40b, and the gauge may change based on the volume of the detected player's voice.

[0051] In this embodiment, when both the speaker function and the microphone function are in use, if the speaker operation unit 40a is tapped to change the speaker function to an unused state, the microphone function is forcibly changed to an unused state. That is, in this embodiment, the speaker function cannot be set to an unused state on its own. This makes it possible to prevent a situation in which the voice of another player is not output on the player terminal 1 of a player, but the voice of the player is output on the player terminal 1 of another player. However, it may also be possible to set the speaker function to an unused state on its own.

[0052] On the other hand, when both the speaker function and the microphone function are in use, if the microphone operation unit 40b is tapped to change the microphone function to an unused state, the speaker function can remain in use. That is, in this embodiment, the microphone function can be independently set to an unused state. This allows, for example, a player to set the microphone function to an unused state for a period of time, such as while eating or drinking. This makes it possible to avoid recording the voices emitted by the player, thereby improving convenience for the player. In addition to the voice chat function, a so-called text chat function that allows for the sending and receiving of text messages may be provided.

[0053] 4A, the metaverse screen also displays an action operation section 42. When the action operation section 42 is tapped, an action function is used in which the player character P1 performs a predetermined action, such as jumping.

[0054] 4A, the Metaverse screen also displays a movement operation unit 44 for moving the player character P1 within the virtual space V. The player can move the player character P1 within the virtual space V by inputting operations via the movement operation unit 44.

[0055] As shown in FIG. 4A, an emote function display area 46 is displayed on the metaverse screen. Emote operation units 46a to 46e are displayed in the emote function display area 46. Each of the emote operation units 46a to 46e functions as an operation unit for performing an emote action that expresses an emotion or the like using the player character P1. For example, when the emote operation unit 46a is tapped, the player character P1 performs a crouching action. When the emote operation unit 46b is tapped, the player character P1 performs a waving action. When the emote operation unit 46c is tapped, the player character P1 performs a bow. When the emote operation unit 46d is tapped, the player character P1 performs an affirmative action. When the emote operation unit 46e is tapped, the player character P1 performs a negative action. Display content switching operation units 46f and 46g are also displayed in the emote function display area 46. When the display content switching operation sections 46f and 46g are tapped, the content of the emote operation section displayed in the emote function display area 46 is switched.

[0056] As described above, in this embodiment, the player can cause the player character P1 to perform various actions. Furthermore, the voice chat function allows the player to communicate with other players, enabling the player to enjoy interacting with other players. Using the voice chat function also enables communication between three or more players. This provides players with an incentive to launch the game application for purposes other than playing the card battle game. Furthermore, by stimulating communication between players, it is possible to stimulate players' desire to play the card battle game.

[0057] 4A, a menu operation section 50 labeled "menu" is displayed in the upper left corner of the Metaverse screen. When the menu operation section 50 is tapped, a menu dialogue (not shown) is displayed on the touch panel 26. In the menu dialogue, various settings related to the Metaverse function can be configured based on the player's operations.

[0058] Also, as shown in FIG. 4A, a menu bar 54 is displayed in the upper right portion of the Metaverse screen. The menu bar 54 displays a world operation section 54a labeled "World," a hideout operation section 54b labeled "Hideout," a room operation section 54c labeled "Room," and an avatar edit operation section 54d labeled "Avatar Edit." The world operation section 54a, the hideout operation section 54b, and the room operation section 54c correspond to general locations within the virtual space V. For example, when the world operation section 54a is tapped, the world virtual space V shown in FIG. 4A is displayed. The world virtual space V shown in FIG. 4A is a relatively large virtual space in which the player characters of all players can be displayed.

[0059] In the game of this embodiment, a guild can be formed by multiple players (guild members). When the hideout operation section 54b is tapped, a relatively small virtual space for the hideout that can only be entered by guild members of the guild to which the player belongs is displayed on the touch panel 26. Then, the player's player character P1 moves from the virtual space V for the world to the virtual space for the hideout.

[0060] Furthermore, when the room operation section 54c is tapped, a relatively small virtual space for a room that can be entered by the player and other players permitted by the player is displayed on the touch panel 26. Then, the player's player character P1 moves from the virtual space V for the world or the virtual space for the hideout to the virtual space for the room.

[0061] Furthermore, when the avatar editing operation section 54d is tapped, an avatar editing dialogue (not shown) is displayed on the touch panel 26. In the avatar editing dialogue, various settings for changing the appearance of the player character P1 can be made based on the player's operations.

[0062] Furthermore, after the voice chat function is set to be in use on the Metaverse screen, if the screen is switched to a screen other than the Metaverse screen, i.e., to a normal screen or a battle screen, the voice chat function will remain in use.

[0063] FIG. 5A is a second diagram illustrating an example of a card setting screen. When the metaverse screen is switched to the normal screen while the voice chat function is enabled, a voice chat function display area 40 is displayed at the top of the touch panel 26, as shown in FIG. 5A. The example shown in FIG. 5A illustrates a case where the voice chat function display area 40 is displayed on the card setting screen. That is, in this embodiment, to use the voice chat function on a screen other than the metaverse screen, it is necessary to first enable the voice chat function on the metaverse screen and then transition to a screen other than the metaverse screen. This makes it possible to prevent an unnecessary increase in the number of players using the voice chat function and an increase in the processing load on the server 1000. However, the voice chat function may be switchable from an unused state to a used state on a screen other than the metaverse screen. Note that in this embodiment, an upper limit is set on the total number of players using the voice chat function.

[0064] FIG. 5B is a diagram illustrating an example of the confirmation dialog 56. When the total number of players using the voice chat function reaches the upper limit, the confirmation dialog 56 shown in FIG. 5B is displayed on the touch panel 26. As shown in FIG. 5B, the confirmation dialog 56 notifies the player that they will not be able to use the voice chat function. The confirmation dialog 56 also displays a close operation section 58 marked "Close." When the close operation section 58 is tapped, the confirmation dialog 56 is hidden.

[0065] As shown in FIG. 4A, a first playing table 60 and a second playing table 70 are displayed in the virtual space V of the world. As shown in FIG. 4A, the first playing table 60 and the second playing table 70 have at least a partial difference in appearance, allowing the types of playing tables to be identified. While FIG. 4A illustrates a case in which one first playing table 60 and one second playing table 70 are provided, multiple first playing tables 60 and multiple second playing tables 70 may be provided within the virtual space V. As described above, in order to play a card battle game between players, players can normally tap the format setting tab 38 on the battle selection screen (FIG. 3C), which is the normal screen, to play the card battle game in the desired format. The first playing table 60 allows players to play a card battle game between themselves without transitioning to the battle selection screen (FIG. 3C), which is the normal screen. When a card battle game is played on the first playing table 60, a battle screen is displayed.

[0066] The second battle station 70 also allows players to play a predetermined mini-game. The mini-game may be a mahjong game, a baseball game, a sugoroku game, or the like, and the genre and content of the game are not particularly limited. In this embodiment, when a mini-game is played on the second battle station 70, the mini-game is played on the Metaverse screen. The first battle station 60 and the second battle station 70 may also be placed in a virtual space other than the virtual space V of the world (for example, a virtual space for a hideout or a virtual space for a room).

[0067] 4A shows a case where other player characters P3 and P4 are playing a card battle game at the first battle station 60. Also shown is a case where other player characters P5 and P6 are playing a predetermined mini-game at the second battle station 70.

[0068] Fig. 6A is a third diagram illustrating an example of the Metaverse screen. Fig. 6B is a diagram illustrating an example of the battle table setting dialog 80. As shown in Fig. 6A, a player can carry out a card battle game with another player by moving a player character P1 to the vicinity of a first battle table 60.

[0069] Specifically, for example, when a player moves the player character P1 to sit at the first battle table 60, the card battle game enters a standby state for a battle. Then, when another player moves the other player character P2 to sit at the first battle table 60, the card battle game enters a standby state for setting up.

[0070] When the card battle game enters a setting standby state, a battle machine setting dialog 80 is displayed on the touch panel 26, as shown in FIG. 6B. As shown in FIG. 6B, the battle machine setting dialog 80 displays a rule setting operation section 82 labeled "Rule Settings" and a voice chat setting operation section 84 labeled "Voice Chat Settings." When the rule setting operation section 82 is tapped, a rule setting dialog (not shown) is displayed on the touch panel 26. In the rule setting dialog, various settings can be made, such as settings related to the format of the card battle game.

[0071] Furthermore, when the voice chat setting operation unit 84 is tapped, a voice chat setting dialog (not shown) is displayed on the touch panel 26. The voice chat setting dialog allows various settings to be made regarding the voice chat function during the execution of the card battle game. In this embodiment, an spectator function is provided that allows players other than the competitors in the card battle game to spectate the card battle game being executed. For example, the voice chat setting dialog allows detailed settings to be made regarding the voice chat function between competitors and spectators in a card battle game using the first battle station 60.

[0072] For example, a first setting may be selectable as a detailed setting, allowing conversation between all players and all observers. A second setting may be selectable as a detailed setting, allowing conversation between one player and guild members who belong to the same guild as the player, and allowing conversation between the other player and guild members who belong to the same guild as the player. A third setting may be selectable as a detailed setting, allowing conversation between one player and the other player, and allowing conversation between observers.

[0073] As described above, players can play a predetermined mini-game with each other by moving the player character P1 to the vicinity of the second battle table 70. Note that while a card battle game is played by two players, a mini-game may be playable by more than two players.

[0074] Fig. 7A is a diagram illustrating an example of audio control information. Fig. 7B is a diagram illustrating an example of audio control mode in the voice chat function. In this embodiment, when the voice chat function is in use, volume control is performed when the audio of other players is output to the player terminal 1 of the player, depending on the type of screen being displayed on the touch panel 26 and the type of game function being activated.

[0075] 7A, in this embodiment, the voice control information is linked to a volume control data ID of the volume control data corresponding to the type of screen being displayed on the touch panel 26 or the type of game function being activated. When the voice chat function is in use, volume control is performed based on the volume control data corresponding to the type of screen being displayed on the touch panel 26 or the type of game function being activated. This makes it possible to appropriately adjust the volume in the voice chat function.

[0076] In this embodiment, the volume control can control the left-right localization and the perspective localization. The left-right localization makes it possible to identify whether a sound source is located to the left or right of the player character P1. The perspective localization makes it possible to identify whether a sound source is located close to or far from the player character P1.

[0077] Specifically, for example, it is possible to express a sense of left-right positioning by controlling the balance between the volume output from the left speaker and the volume output from the right speaker based on the position of the other player character that is the sound source relative to player character P1.

[0078] Furthermore, for example, by controlling the increase or decrease in volume based on the position of another player character, which is the sound source, relative to the player character P1, it is possible to express a sense of perspective localization.

[0079] Specifically, volume control as shown in L1 of FIG. 7B is performed based on volume control data whose volume control data ID is "0001." Specifically, when the distance between the player character P1 and the other player character serving as the sound source is equal to or less than distance D1, the sound is output at the volume picked up by the microphone of the player terminal 1 of the other player. Furthermore, when the distance between the player character P1 and the other player character serving as the sound source is greater than distance D1, the volume of the sound picked up by the microphone of the player terminal 1 of the other player is attenuated as shown by the straight line L1 as the distance between the player character P1 and the other player character serving as the sound source increases. This produces a three-dimensional sound effect that correlates with the positional relationship between the player character P1 and the player characters of the other players displayed on the Metaverse screen.

[0080] Furthermore, based on the volume control data having the volume control data IDs "0002" and "0003," volume control is performed as shown by L2 in FIG. 7B. Specifically, when the distance between the player character P1 and the other player character serving as the sound source is equal to or less than distance D1, the sound is output at the volume picked up by the microphone of the player terminal 1 of the other player. When the distance between the player character P1 and the other player character serving as the sound source is greater than distance D1, the volume of the sound picked up by the microphone of the player terminal 1 of the other player is attenuated as shown by the curve L2 and output as the distance between the player character P1 and the other player character serving as the sound source increases. As shown in FIG. 7B, the volume control data is set so that the attenuation strength is stronger in the curve L2 than in the straight line L1. This makes it possible to prevent the player's concentration on various settings on the normal screen or the card battle game being played from being disrupted. Furthermore, for example, it becomes possible to maintain a call using the voice chat function with other players (e.g., friends) who are particularly close to the player character P1 in the virtual space. On the other hand, it becomes possible to essentially exclude other players (e.g., non-friends) who are far away from the player character P1 in the virtual space from the target of a call using the voice chat function by attenuating their voices to a volume close to noise or by muting them.

[0081] This allows the battle screen to be displayed in a state where only the voices of the opponents and spectators can be heard, thereby reducing the risk of losing the sense of realism in the card battle game.

[0082] That is, in this embodiment, the increase or decrease in the volume of the voice chat function is controlled according to the distance between the player character P1 and the other player character that is the sound source in the virtual space V. Furthermore, the control data referenced when a certain game function is running reduces the volume by a larger amount when the distance between the player character P1 and the other player character that is the sound source in the virtual space V is greater than or equal to a certain amount, compared to the control data referenced when another game function is running.

[0083] In this embodiment, the attenuation intensity for the sense of far and near localization is the same when volume control is performed based on volume control data with a volume control data ID of "0002" and when volume control is performed based on volume control data with a volume control data ID of "0003." On the other hand, as shown in Fig. 7A, the only difference between the cases where volume control is performed based on volume control data with a volume control data ID of "0002" and where volume control is performed based on volume control data with a volume control data ID of "0003" is whether or not control for the sense of left and right localization is performed.

[0084] In addition, in this embodiment, the case where control of the left-right localization sense is not performed only when a card battle game is running as a game function is shown, but this is not limited to this. For example, when some mini-games are running, sound control data may be set that does not perform control of the left-right localization sense, and that controls the attenuation strength of the near-far localization sense so that it is relatively weak.

[0085] 7B illustrates a case where, when the distance between the player character P1 and the other player character serving as the sound source is equal to or shorter than the distance D1, the sound is output at the volume picked up by the microphone of the player terminal 1 of the other player. However, the present invention is not limited to this. For example, even when the distance between the player character P1 and the other player character serving as the sound source is equal to or shorter than the distance D1, sound control data may be set to control the sound volume to decrease as the distance increases. Furthermore, sound control data may be set to control the sound volume to suddenly drop to 0%, i.e., mute, when the distance between the player character P1 and the other player character serving as the sound source reaches the distance D1.

[0086] 7B shows a case where L1 is made up of only straight lines and L2 is made up of a combination of straight lines and curved lines, but this is not limiting. That is, each volume control data item may be set so that the graph showing the relationship between the distance from player character P1 to the other player character (sound source) and the controlled volume includes at least one or both of straight lines and curved lines.

[0087] Furthermore, the specific value of the attenuation amount is not limited to the example shown in Fig. 7B, and can be set appropriately. Furthermore, the example shown in Fig. 7B shows a case where the amount of volume attenuation is managed by a percentage ("%" in Fig. 7B), but the present invention is not limited to this.

[0088] For example, by specifying the number of decibels by which the output sound is to be reduced, volume control as shown by L1 and L2 in FIG. 7B may be performed. Specifically, for example, when the distance from the player character P1 to the other player character that is the sound source is equal to or shorter than distance D1, the attenuation amount may be specified to be "0 decibels." Furthermore, when the distance from the player character P1 to the other player character that is the sound source is distance X, which is a value greater than distance D1, the attenuation amount may be specified to be "-10 decibels." Furthermore, when the distance from the player character P1 to the other player character that is the sound source is distance Y, which is a value greater than distance X, the attenuation amount may be specified to be "-20 decibels."

[0089] Also, audio control data may be set that specifies that audio control related to both left-right localization and near-far localization is not performed regardless of the distance between the player character P1 and the other player character that is the sound source.Also, audio control data may be set that specifies that audio control is performed to always keep the volume constant (for example, volume at a specific decibel value) regardless of the distance between the player character P1 and the other player character that is the sound source.

[0090] Furthermore, if the volume of the sound picked up by the microphone of the player terminal 1 of another player is extremely lower or higher than a specified value, audio data in which the picked up volume has been corrected may be used. Furthermore, if the sound picked up by the microphone of the player terminal 1 of another player contains noise, etc., audio data in which the noise, etc. has been removed may be used.

[0091] The following describes the processing of the player terminal 1 and the server 1000 for realizing the above-mentioned voice chat function, and the functional units that perform each of these processes. Note that the following mainly describes processing related to the voice chat function, and explanations of other processing are omitted.

[0092] (Functional parts of player terminal 1) 8 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the storage unit 12 of the player terminal 1. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0093] The terminal-side game control program includes a game execution control program 200, a display control program 201, and an audio control program 202. Note that the programs listed in Fig. 8 are just examples, and the terminal-side game control program includes many other programs.

[0094] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 200a, a display control unit 201a, and an audio control unit 202a.

[0095] Specifically, the CPU 10 runs a game execution control program 200, causing the computer to function as a game execution control unit 200a. Similarly, the CPU 10 runs a display control program 201 and an audio control program 202, causing them to function as a display control unit 201a and an audio control unit 202a, respectively.

[0096] The data storage area 12b is provided with a game information storage area 210 and a player information storage area 211 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b is provided with many other storage areas in addition to these.

[0097] The game execution control unit 200a controls the overall progress of the game. For example, the game execution control unit 200a logs in to the game in response to a player's operation, and determines whether or not the overall game information of the game has been updated.

[0098] The display control unit 201a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.

[0099] The audio control unit 202a controls the audio output from the speaker of the player terminal 1 in accordance with the player's operations and the progress of the game.

[0100] (Functional part of server 1000) Fig. 9 is a functional block diagram of the server 1000. The storage unit 1012 of the server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores a game execution control program 1200 and a sound control program 1202 as server-side game control programs. Note that the programs listed in Fig. 9 are just examples, and many other programs are provided as server-side game control programs.

[0101] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1200a and a sound control unit 1202a.

[0102] Specifically, the CPU 1010 runs a game execution control program 1200, causing the computer to function as a game execution control unit 1200a. Similarly, the CPU 1010 runs a sound control program 1202, causing the computer to function as a sound control unit 1202a.

[0103] The data storage area 1012b is provided with a game information storage area 1210 and a player information storage area 1211 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 1012b is provided with many other storage areas.

[0104] The game execution control unit 1200a controls the progress of the entire game. For example, when the game execution control unit 1200a receives login information from the player terminal 1, it sets the player information (deck information, GP, etc.) stored in the player information storage unit 1211 so that it can be acquired by the player terminal 1. Furthermore, when the game information for the entire game is updated, the game execution control unit 1200a reads the updated game information from the game information storage unit 1210 and sets it so that it can be acquired by the player terminal 1.

[0105] The voice control unit 1202a is responsible for control to execute the voice chat function.

[0106] (Communication processing between player terminal 1 and server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 is represented as Pn (n is an arbitrary integer), and processing performed in the server 1000 is represented as Sn (n is an arbitrary integer).

[0107] 10 is a flowchart illustrating an example of terminal-side control processing in the player terminal 1. The game execution control unit 200a determines whether or not to switch game functions based on the player's operation (P1-1). As a result, if the game functions are to be switched (YES in P1-1), the game execution control unit 200a activates the game function selected based on the player's operation (P1-2).

[0108] The game execution control unit 200a determines whether the voice chat function is in use (P1-3). If the voice chat function is not in use (NO in P1-3), the game execution control unit 200a proceeds to step S1-4. If the voice chat function is in use (YES in P1-3), the game execution control unit 200a executes a voice chat function control process (P2) described below.

[0109] The game execution control unit 200a determines whether the metaverse screen is currently being displayed (P1-4). As a result, if the metaverse screen is not currently being displayed (NO in P1-4), the game execution control unit 200a proceeds to step P1-12. If the metaverse screen is currently being displayed (YES in P1-4), the game execution control unit 200a acquires display information regarding the player character P1 and other player characters of other players placed in the virtual space V from the server 1000 (P1-5). The display information includes position information indicating the positions of the player character P1 and other player characters placed in the virtual space V. The display information also includes emote information indicating the actions of the other player characters using the emote function. The display information also includes action information indicating the actions of the other player characters using the action function.

[0110] The game execution control unit 200a determines whether or not a movement operation for the player character P1 (operation of the movement operation unit 44) has been input (P1-6). As a result, if a movement operation for the player character P1 has not been input (NO in P1-6), the game execution control unit 200a proceeds to step S1-8. On the other hand, if a movement operation for the player character P1 has been input (YES in P1-6), the game execution control unit 200a transmits movement information including the position of the player character P1 after movement and the player's player ID to the server 1000 (P1-7).

[0111] The game execution control unit 200a determines whether or not an emote operation (operation of the emote operation units 46a to 46e) for the player character P1 has been input (P1-8). As a result, if an emote operation for the player character P1 has not been input (NO in P1-8), the game execution control unit 200a proceeds to step S1-10. On the other hand, if an emote operation for the player character P1 has been input (YES in P1-8), the game execution control unit 200a transmits emote information including the content of the emote action performed by the player character P1 and the player's player ID to the server 1000 (P1-9).

[0112] The game execution control unit 200a determines whether or not an action operation (operation of the action operation unit 42) for the player character P1 has been input (P1-10). As a result, if an action operation has not been input (NO in P1-10), the game execution control unit 200a proceeds to step S1-12. On the other hand, if an action operation has been input (YES in P1-10), the game execution control unit 200a transmits action information, including the content of the action performed by the player character P1 and the player's player ID, to the server 1000 (P1-11).

[0113] The display control unit 201a displays various screens on the touch panel 26 based on the running game functions and the display information acquired in step P1-4 (P1-12). Specifically, for example, the display control unit 201a displays the player character P1 in the virtual space V and performs various actions. The display control unit 201a also displays the other player characters in the virtual space V and performs various actions.

[0114] 11 is a flowchart illustrating an example of a voice chat function control process in the player terminal 1. The voice chat function control process is executed when the voice chat function is in a usable state. In other words, even if a screen transition occurs from the metaverse screen to a screen other than the metaverse screen after the voice chat function is set in a usable state, the voice chat function control process continues to be executed. The voice control unit 202a sets voice control data based on the game function being activated and the voice control information (FIG. 7A) (P2-1).

[0115] The audio control unit 202a acquires audio information from the server 1000 (P2-2). The audio information includes audio data corresponding to all other player characters that are placed on the same metaverse screen as the player.

[0116] The audio control unit 202a processes the audio information acquired in step P2-2 above based on the audio control data set in step P2-1 above (P2-3). Specifically, the audio control unit 202a processes the audio information based on the volume of the acquired audio data, the distance between the player character and other player characters, and the attenuation amount specified in the audio control data (for example, the rate at which the volume is attenuated or the number of decibels attenuated).

[0117] The audio control unit 202a outputs the audio data processed in step P2-3 from the speaker of the player terminal 1 of the player (P2-4).

[0118] The voice control unit 202a determines whether the microphone function of the player is in an unused state (P2-5). As a result, if the microphone function is in an unused state (YES in P2-5), the voice chat function control process is terminated. On the other hand, if the microphone function is in an used state (NO in P2-5), voice is picked up from the microphone of the player terminal 1 of the player, and the picked up voice data and voice information including the player's player ID are transmitted to the server 1000 (P2-6).

[0119] The display control unit 201a displays the voice chat function display area 40 (FIGS. 4A, 4B, and 5A) on the screen during display on the touch panel 26 (P2-7).

[0120] 12 is a flowchart illustrating server-side control processing in the server 1000. The game execution control unit 1200a of the server 1000 determines whether or not movement information has been received from each player terminal 1 (S1-1). If movement information has been received (YES in S1-1), the game execution control unit 1200a updates the display information stored in the game information storage unit 1210 based on the received movement information, and sets it so that each player terminal 1 can acquire it (S1-2).

[0121] The game execution control unit 1200a determines whether or not emote information has been received from each player terminal 1 (S1-3). If emote information has been received (YES in S1-3), the game execution control unit 1200a updates the display information stored in the game information storage unit 1210 based on the received emote information and sets it so that each player terminal 1 can acquire it (S1-4).

[0122] The game execution control unit 1200a determines (S1-5) whether or not action information has been received from each player terminal 1. If action information has been received (YES in S1-5), the game execution unit 1300a updates the display information stored in the game information storage unit 1210 based on the received action information, and sets it so that each player terminal 1 can acquire it (S1-6).

[0123] The audio control unit 1202a determines whether or not audio information has been received from each player terminal 1 (S1-7). If audio information has been received (YES in S1-7), the audio control unit 1202a updates the audio information stored in the game information storage unit 1210 based on the received audio information, and sets it so that each player terminal 1 can acquire it (S1-8).

[0124] As described above, the player terminal 1 is provided with a game execution control program 200, a display control program 201, and a sound control program 202. The player terminal 1 also includes a game execution control unit 200a, a display control unit 201a, and a sound control unit 202a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0125] The server 1000 is also provided with a game execution control program 1200 and a voice control program 1202. The server 1000 also includes a game execution control unit 1200a and a voice control unit 1202a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0126] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.

[0127] In the above embodiment, a digital card game is provided as the main content, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game. Furthermore, if the main content is a competitive game, the opponent may be a computer or a human. Therefore, the game media is not limited to digital cards, and may be, for example, characters, units, pieces, or other game media provided in the game.

[0128] In the above embodiment, the information processing system S, which is a client-server system, performs the above information processing. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Also, a communication function is not essential, and for example, the game device G may be capable of executing a computer battle or a battle between multiple players. In any case, the information processing program may cause a computer to perform the following processes.

[0129] (Processing performed by a computer) A process (in the above embodiment, as an example, the process of step P1-1) of accepting a selection operation by the player to activate one of a plurality of game functions (in the above embodiment, as an example, the game functions shown in FIG. 7A). A process of placing the player's own game medium corresponding to the player (in the above embodiment, as an example, player character P1) and the other player's game medium corresponding to the other players (in the above embodiment, as an example, other player characters P2 to P6) in a virtual space within the game (in the above embodiment, as an example, virtual space V) (in the above embodiment, as an example, the processing of step P1-12). A process (in the above embodiment, as an example, the process of step P2) for controlling a call function (in the above embodiment, as an example, a voice chat function) that enables a call between the player and another player. The process of controlling the call function controls the volume of the call function based on control information corresponding to the game function currently running from among multiple pieces of control information (in the above embodiment, as an example, audio control data with volume control data IDs of "0001" to "0003") in which the amount of change in volume in response to changes in the distance between the player's own game content and the other player's game content in the virtual space is set (in the above embodiment, as an example, the processing of steps P2-1 to P2-4).

[0130] In addition, the multiple control information may include first control information (in the above embodiment, as an example, audio control data with a volume control data ID of "0001") in which a predetermined value is set as the amount of change in volume when the distance between the player's game medium and the other player's game medium in the virtual space is a predetermined distance. In addition, the multiple control information may include second control information (in the above embodiment, as an example, audio control data with a volume control data ID of "0002" to "0003") in which a specific value different from a predetermined value is set as the amount of change in volume when the distance between the player's game medium and the other player's game medium in the virtual space is a predetermined distance.

[0131] In the above embodiment, when the Metaverse screen is displayed, as shown in Fig. 7A, the case where the voice control data with the volume control data ID "0001" is set in common is shown, but the present invention is not limited to this. For example, there may be multiple mini-games, and different voice control data may be set depending on the type of mini-game.

[0132] The process for controlling the call function may be capable of controlling the call function across a state in which a specified game function is not activated and a state in which a new specified game function is activated (in the above embodiment, as an example, the process of step P2).

[0133] In the above embodiment, the player terminal 1 acquires voice data corresponding to all other player characters located on the same metaverse screen as the player, but the present invention is not limited to this. For example, the player terminal 1 may acquire from the server 1000 only voice data corresponding to other player icons located within a predetermined distance (e.g., distance D2 in FIG. 7B) from the player's player character P1. In this way, it is possible to suppress the risk of an increase in the amount of data communication between the player terminal 1 and the server 1000.

[0134] Furthermore, in the above embodiment, the world virtual space V is configured to be capable of displaying the player characters of all players, but the present invention is not limited to this. That is, multiple world virtual spaces V may be provided, each with a specified maximum capacity. In this case, when the metaverse screen is first displayed on the touch panel 26 after the game application is launched on the player terminal 1, the player's player character P1 may be placed in one of the world virtual spaces V. This makes it possible to prevent the world virtual space V from becoming congested and placing a strain on the voice chat function.

[0135] Although the above embodiment illustrates a case in which both main content and sub-content are provided, sub-content and a metaverse function may not be provided. In this case, for example, the main content may include a card battle game and a predetermined mini-game other than the card battle game (e.g., a mahjong game). The audio control data may be different depending on the type of game function being executed and the type of game screen being displayed. Specifically, for example, audio control data specifying that audio control related to both left-right localization and perspective localization is not performed may be set for the card battle game. Furthermore, audio control data specifying that audio control related to both left-right localization and perspective localization is performed may be set for a predetermined mini-game (e.g., a mahjong game). This allows the player to experience an appropriate sense of realism according to the type of game being played, thereby enhancing the enjoyment of the game.

[0136] Furthermore, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 and the server 1000 has been described. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G. However, the control process for executing the game may be executed only by the player terminal 1. In this case, only the player terminal 1 may function as the game device G.

[0137] In addition, in the above-described embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above-described embodiment may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0138] 1. Player terminal 1000 servers S Information Processing System

Claims

1. a process of receiving a selection operation by the player to activate one of a plurality of game functions; a process of placing a player's own game content corresponding to the player himself and other player's game content corresponding to other players in a virtual space within the game; a process of controlling a call function that enables a call between the player and the other player; The computer executes the following: The process of controlling the call function includes: controlling the volume of the call function based on the control information corresponding to the game function currently running, among a plurality of pieces of control information in which a volume change amount corresponding to a change in distance between the player's own game content and the other player's game content in the virtual space is set; Information processing program.

2. The plurality of pieces of control information first control information in which a predetermined value is set as a volume change amount when the distance between the player's own game content and the other player's game content in the virtual space is a predetermined distance; second control information that sets a specific value different from the predetermined value as a volume change amount when the distance between the player's own game medium and the other player's game medium in the virtual space is the predetermined distance; Including, The information processing program according to claim 1 .

3. The process of controlling the call function includes: The call function can be controlled across a state in which a predetermined game function is not activated and a state in which the predetermined game function is newly activated.

3. The information processing program according to claim 1.

4. 1. An information processing method performed by one or more computers, comprising: a process of receiving a selection operation by the player to activate one of a plurality of game functions; a process of placing a player's own game content corresponding to the player himself and other player's game content corresponding to other players in a virtual space within the game; a process of controlling a call function that enables a call between the player and the other player; Including, The process of controlling the call function includes: controlling the volume of the call function based on the control information corresponding to the game function currently running, among a plurality of pieces of control information in which a volume change amount corresponding to a change in distance between the player's own game content and the other player's game content in the virtual space is set; Information processing methods.

5. An information processing system comprising one or more computers, The computer a process of receiving a selection operation by the player to activate one of a plurality of game functions; a process of placing a player's own game content corresponding to the player himself and other player's game content corresponding to other players in a virtual space within the game; a process of controlling a call function that enables a call between the player and the other player; and The process of controlling the call function includes: controlling the volume of the call function based on the control information corresponding to the game function currently running, among a plurality of pieces of control information in which a volume change amount corresponding to a change in distance between the player's own game content and the other player's game content in the virtual space is set; Information processing system.

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