Information processing apparatus, information processing method, and program

By enabling a second user to designate and display guide objects for hidden enemies, the game engagement is enhanced, allowing accurate targeting and increasing player participation.

JP2026012406APending Publication Date: 2026-01-23MIXI INC
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Patent Information

Application Number
JP2025185752
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-04
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing games require players to manually select enemy characters outside the game screen as targets, which can be difficult if their positions are unknown, leading to reduced engagement and potential loss of players.

Method used

An information processing device and method that allows a second user to designate a target object outside the game field, displaying a guide object on the first user's terminal to indicate the positional relationship between the first and target objects, enhancing visibility and enabling accurate targeting.

Benefits of technology

Improves game entertainment value by allowing players to accurately target hidden enemies, encouraging more users to participate in multiplayer games.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026012406000001_ABST
    Figure 2026012406000001_ABST
Patent Text Reader

Abstract

To provide an information processing device, an information processing method, and a program capable of enhancing amusement of a game and urging many users to participate in the game.SOLUTION: The information processing apparatus includes an information acquisition section configured to acquire designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object movable on a field of a game in accordance with an operation of a first user in order to designate a target object present on the field, and a display control section configured to cause at least a first terminal used by the first user to display a guide object indicating a positional relationship on the field between the first object and the target object on the basis of the designation information.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] Conventionally, there have been known computer games in which a portion of a field containing multiple enemy characters is displayed on the game screen, and other characters outside the game screen (e.g., enemy characters not displayed on the game screen) can be selected as targets for attack and attacked. For example, Patent Document 1 discloses that an enemy character outside the game screen can be set as an attack target, and further, when an enemy character outside the game screen is set as an attack target, a related display object is displayed that connects the corresponding enemy character with the attacking player character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-012423 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in Patent Document 1, in order to display a related display object, the player (user) must set an enemy character outside the game screen as an attack target in advance. In other words, if the user does not know the position, etc., of an enemy character outside the game screen, the player (user) cannot set the enemy character as an attack target in the first place, and the related display object cannot be displayed. Therefore, the user cannot accurately aim and attack an enemy character outside the game screen whose position, etc., the user does not know. If the game becomes less interesting in this way, there is a risk that the number of users participating in the game will not increase.

[0005] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase the interest of a game and encourage many users to participate in the game. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention includes an information acquisition unit that acquires designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object that can move on a game field in response to an operation by a first user to designate a target object that exists on the field, and a display control unit that displays, on at least a first terminal used by the first user, a guide object that indicates the positional relationship on the field between the first object and the target object based on the designation information. [Effects of the Invention]

[0007] According to one aspect of the present invention, the entertainment value of the game is improved, and it is possible to encourage many users to participate in the game. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic configuration diagram of a game system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a field. [Figure 3] FIG. 10 is a diagram showing an example of a first screen displayed during a game. [Figure 4] FIG. 10 is a diagram showing an example of a second screen displayed during the game. [Figure 5] FIG. 11 is a diagram showing an example of the first screen during a guide object display effect. [Figure 6] FIG. 11 is a diagram showing an example of the second screen during a guide object display effect. [Figure 7] FIG. 10 is a diagram showing an example of a field during cooperative play. [Figure 8] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing an example of user information of a first user. [Figure 10] FIG. 10 is a diagram showing an example of user information of a second user. [Figure 11] FIG. 10 is a diagram showing a first user side flow according to an embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing a second user side flow according to an embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing a guide object display processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof.

[0010] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can also be changed as appropriate.

[0011] <About the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as information processing system S) is a communication system that includes an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides games to users (when simply written as users, this includes first users, second users, and third users; the same applies below).

[0012] A game is content that a user plays by operating a user terminal (when simply referred to as a user terminal, this includes a first terminal 11, a second terminal 12, and a third terminal 13; the same applies below) for game play while viewing a game screen, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. When a user performs operations for game play on the user terminal, the user terminal receives data for game progression distributed from a server computer (hereinafter, server 10) of the game provider. The user terminal outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal also transmits data indicating the user's operations to the server 10, and the server 10 transmits data for game progression corresponding to the user's operations. This type of data transmission and reception between the server 10 and the user terminal is repeated until the user finishes playing the game.

[0013] 2, in the game of this embodiment, a first user operates a first object, which is a type of object (game object), to play in a plurality of game units called areas prepared in the game. An area is a two-dimensional or three-dimensional virtual space within the game that is set up for the purpose of clearing the area.

[0014] Each area has a field that serves as a play area, and obstacles and other background objects are placed on the field. The field is set within the area and is an area (an area with a floor) in which the first object can move. Auxiliary objects such as items are scattered on the field, and when the first object comes into contact with one of these auxiliary objects, it exerts some effect on the first object, such as restoring the first object's strength. Enemy characters appear on the field and move toward or away from the first object controlled by the first user, attacking or interfering with the first object. In the game of this embodiment, the content (clearing conditions, difficulty level, and the type, strength, or number of enemy characters that appear) varies for each area. For example, if the clearing conditions are set to defeat a boss character of the area among the enemy characters that appear on the field or to annihilate all enemy characters that appear on the field, satisfying these clearing conditions marks the area as cleared and allows the player to proceed to the next area.

[0015] An object is a general term for game media such as characters (including enemy characters) and items that appear in a game, and a first object is one of these objects, a character (player character) that is operated by the first user as an avatar when playing the game. The first object is also set with parameters that indicate attributes and abilities such as level, stamina (life), attack power, defense power, and movement power (speed). These parameters increase or decrease as the user progresses through the game. For example, stamina decreases when attacked by an enemy character, and attack power and the like increase or decrease according to the parameters set for an item such as a weapon when the user uses or equips that item.

[0016] Characters that make up the first object and enemy characters, etc., include living things such as people, animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar to these.

[0017] An item is an object used by a user in a game, and is a material that can help or hinder the user. Items include, for example, items that change the parameters of a first object, such as restoring the first object's stamina or increasing its attack power. Items also include not only items that have beneficial effects for the user, but also items that have detrimental effects for the user, such as temporarily reducing the first object's movement speed. Items also include in-game currency. In-game currency can be used as currency (medium of exchange) in the game and can be exchanged for other items or characters, or consumed when performing special plays, etc.

[0018] Furthermore, in the game of this embodiment, each user has a different role in the game, and the play style of the users playing the game differs between the first user and the second user. That is, for the first user, playing means operating the first terminal 11, moving the first object on the field as described above, and escaping from or attacking enemy characters. On the other hand, the second user does not operate the first object himself, nor does he directly attack enemy characters. That is, playing (drone play) for the second user means operating the second terminal 12, moving the second object not on the field but above the field (a different movable range from that of the first object), and supporting or hindering the first user while overlooking and watching the first user's play (the actions on the field of the first object operated by the first user). Specifically, a guide object, which will be described later, is displayed on the field. In addition, the second user may throw objects such as items that have some effect on the first user onto the field, or hit target pins at arbitrary coordinates on the field. Note that some effect is not limited to an effect that is advantageous to the first user, such as improving the game play situation, but also includes an effect that is disadvantageous to the first user, such as worsening the game play situation, such as increasing the number of enemy characters.

[0019] The second object is a character operated by the second user when playing the game. Because the second object moves in the air above the field, a character modeled after an aircraft such as a drone, balloon, airship, airplane, or helicopter is suitable as a character constituting the second object. The first object cannot move to a position where there are background objects such as obstacles on the field, whereas the second object is not restricted in its movement by background objects such as obstacles on the field. The second object also emits light onto the field from the air above the field at all times or when instructed by the second user. Because the second object does not directly attack enemy characters or receive direct attacks from enemy characters, parameters such as attack power or defensive power are not set for the second object. However, parameters related to the level, movement power (speed), light illumination range, and illumination duration are set for the second object. These parameters increase or decrease as the user progresses through the game.

[0020] As shown in FIG. 3, the first screen G1 displayed on the first terminal 11 operated by the first user displays a first object, which is the avatar operated by the first user, and a field (a portion of the field) near the current position of the first object. Furthermore, when the first object moves on the field, a portion including the first object is displayed in accordance with the movement. At this time, the area of ​​the field displayed on the first screen G1 is limited to the periphery of the first object (near the current position) and is narrower than the range displayed on the second screen G2, which will be described later. Therefore, the first user has a narrower field of view than the second user and can only see enemy characters that are near the first object, but cannot see the presence of enemy characters that are on the field outside the first screen G1 (for example, enemy characters waiting at the destination of the movement or enemy characters about to invade the first screen G1 from outside the first screen G1). In this embodiment, the movement operation for moving the first object on the field and the attack operation against the enemy character are performed by touching the screen (touch panel) of the first terminal 11 with a fingertip and performing a predetermined action, but this is not limited to this. For example, the operations can also be performed by a controller or the like separate from the screen.

[0021] Meanwhile, as shown in FIG. 4, the second screen G2 displayed on the second terminal 12 operated by the second user displays gameplay footage of the first user playing the game. In this case, the second screen G2 displays a bird's-eye view of part or the entire field, and can also display parts of the field other than those displayed on the first screen G1. Therefore, the second user can view a wider range than the range displayed on the first screen G1, giving the second user a visual advantage over the first user. In this case, the range of the field displayed on the second screen G2 should be at most half the entire field and at least approximately the same as the first screen G1. Note that area transitions occur at the same time as the first user, and the second user's view is limited to the area where the first user is playing; the second user does not see the fields of subsequent areas before the first user.

[0022] The location and range of the field displayed on the second screen G2 can be arbitrarily specified and changed by the second user as long as it is within the field in the area where the first user is playing. For example, a range including the vicinity of the current position of the first object controlled by the cheering first user (or a first user of the same team) can be specified and displayed. In this embodiment, the location of the field displayed on the second screen G2 corresponds to the position of the second object controlled by the second user. That is, since the field within a predetermined range based on the position of the second object is displayed on the second screen G2, the second user can change the location of the field displayed on the second screen G2 by moving the second object above the field. The range of the field displayed on the second screen G2 can also be changed (enlarged or reduced). In this case, the second user may change the range by touching and moving a zoom slider (not shown) arranged on the screen (touch panel) of the second terminal 12 with their fingertip, or by pinching in or out on the screen of the second terminal 12. Furthermore, the second object may be operated by a controller or the like separate from the screen, and the range of the field displayed on the second screen G2 may be changed.

[0023] As described above, the second user, who has a visual advantage, can obtain information on the second screen G2 that the first user cannot see, and can therefore provide and share that information with the first user. For example, by driving a pin into any coordinate on the field, the first user can be informed that there is an enemy character that is invisible to the first user, that there are many enemy characters on the field ahead, or that auxiliary objects (items) are located on the field ahead. Note that if the pin is driven outside the first screen G1, information indicating the presence of the pin may be displayed on the outer periphery of the first screen G1. Furthermore, information about the second user who drove the pin (information that can identify the second user, such as their name) may be displayed on the pin.

[0024] The second user can also operate the second object to specify a target object, such as a boss character, that exists on the field, and display a guide object that indicates the positional relationship between the first object and the specified target object on the field. Specifically, when the relationship between the position of the target object and the position of the second object satisfies a predetermined condition, for example, when the target object on the field comes within the range of light emitted from the second object moving above the field, the guide object is displayed on the first screen G1 and the second screen G2.

[0025] 5 and 6, an example of the display effect of the guide object will be described. In this embodiment, this effect screen is displayed on both the first screen G1 of the first user and the second screen G2 of the second user, but it is sufficient that it is displayed at least on the first screen G1 of the first user. In addition, in this embodiment, a boss character of an area is described as an example of a target object, but the target object is not limited to a boss character, and may be a predetermined enemy character (for example, a sub-boss character that is the second strongest after the boss character), a predetermined background object (for example, a building that, when reached, is a condition for clearing the area), a predetermined auxiliary object (for example, an item that significantly increases a parameter when obtained), etc.

[0026] As shown in FIG. 6 , in this embodiment, when all or part of the target object is within the illumination range of the light emitted from the second object operated by the second user, that is, when the positional relationship between the two satisfies a predetermined condition, the target object is designated and the guide object is displayed. Once the target object enters the illumination range, the guide object may continue to be displayed until a predetermined termination condition is met. Alternatively, the guide object may be hidden each time the target object leaves the illumination range. Here, the predetermined termination condition may include when a certain time has elapsed, when the first object is attacked by an enemy character, when the first object attacks an enemy character, or when the target object is defeated. In this embodiment, light is automatically emitted when the second object is moved near the target object. However, light may also be emitted based on an instruction from the second user.

[0027] The guide object serves as a marker on the field to indicate the positional relationship between the first object and the target object on the field, and is displayed in an area on the field that connects the first object and the target object. The guide object in this embodiment is a line (dotted line) that connects the first object and the target object. The display mode of the guide object, that is, the display time of the guide object, the display pattern such as lighting or blinking, the color, and the size (thickness), etc., are changed as appropriate depending on various conditions such as those exemplified below. Note that the display mode of the guide object also includes a case where the guide object is not displayed.

[0028] The display mode of the guide object is changed based on the following conditions, for example. (a) The length of time that the second object illuminates the target object. For example, if the irradiation time is long, the display time of the guide object is extended (for example, if irradiation can be performed for 3 seconds, the guide object is displayed for 5 seconds). Also, if the irradiation time exceeds a predetermined threshold, the guide object is continuously displayed (it remains displayed even if it is outside the irradiation range). (b) The distance on the field between the first object and the target object. For example, a guide object that indicates the positional relationship with a target object that is located at a distance is displayed with a thin line or a light-colored line.Furthermore, as the distance increases, the thickness of the line gradually becomes thinner or the color of the line gradually becomes lighter. (c) Whether or not there are other objects on the field that may act as obstacles, such as background objects or auxiliary objects, between the first object and the target object. For example, if there is an obstacle between the first object and the target object that may hinder an attack, the guide object is made to blink. In addition, at this time, if the obstacle is outside the first screen G1 and cannot be seen by the first user, information about the obstacle (information that can identify the obstacle, such as its name or characteristics) may also be displayed. (d) The relationship between the attack characteristic associated with the first object and the distance on the field between the first object and the target object. For example, a guide object indicating the positional relationship with a target object located at a distance is displayed when the first object is carrying a weapon such as a gun that can attack a distant target object, but is not displayed when the first object is carrying a weapon such as a sword that can attack a nearby target object. (e) The relationship between the attack characteristics associated with the first object and other objects that may act as obstacles, such as background objects or auxiliary objects, that exist between the first object and the target object on the field. For example, if an obstacle exists in the area connecting the first object and the target object, a guide object is displayed if the weapon held by the first object can attack the target object without being affected by the obstacle, but if the weapon held by the first object is affected by the obstacle and cannot attack the target object, a guide object is not displayed. (f) Whether the first object is in a state where it can attack the target object. For example, if the first object possesses a weapon that can be used when a predetermined amount of energy is accumulated, a guide object is displayed when the energy is accumulated. (g) Whether the target object exists in the first screen G1. For example, the color of the guide object may be changed depending on whether the target object is located outside the first screen G1 or inside the first screen G1 (including when the target object moves back and forth between inside and outside the first screen G1), or the guide object may not be displayed when the target object is located inside the first screen G1. (h) The relationship between the first user and the second user who specified the target object. For example, when the first user and the second user are on the same team in a team battle, and the attributes of the first user and the second user are compatible with each other, the color of the guide object may be changed or the guide object may be displayed.

[0029] It should be noted that the display mode of the guide object is changed based on the conditions exemplified above. However, for example, with regard to (a) above, various parameters associated with the second object may be changed, such as increasing the moving speed of the second object or increasing the range of light irradiation (making it easier to specify the target object) as the irradiation time increases.

[0030] In addition, information about the second user who performed the designation operation may be displayed on the field together with the guide object. This is particularly effective when there are multiple second users, because it allows the first user to know which second user's designation caused the guide object to be displayed.

[0031] The first object wields a weapon such as a gun or a sword and can attack the target object and other enemy characters. For example, if the weapon held by the first object is a gun, when a bullet (attack object) fired from the first object moves from the first object as a base point and hits the target object, satisfying a specific condition, the target object's parameters, such as its stamina, are reduced. Furthermore, if the weapon held by the first object is a sword, when the sword (attack object) swung down by the first object moves from the first object as a base point and hits the target object, satisfying a specific condition, the target object's parameters, such as its stamina, are reduced. When the target object's parameters, such as its stamina, reach 0, the target object can be defeated. The amount of damage inflicted on the target object (the amount of change in the parameters) when a specific condition is satisfied is determined based on the type of weapon (including the compatibility between the target object and the weapon), the distance between the first object and the target object, and the presence or absence of obstacles between the first object and the target object.

[0032] For example, if the weapon held by the first object is a projectile weapon such as a gun, the fired bullet may move in the direction indicated by the first user (for example, moving linearly), or may move according to the position of the second object or the position of the target object operated by the second user, i.e., may track the second object or the target object. The bullet may also move to avoid obstacles. Furthermore, if a guide object is not displayed, the bullet may move in the direction indicated by the first user. However, if a guide object is displayed, the bullet may move along the guide object. In other words, if a guide object is displayed, the bullet may always hit the target object. Furthermore, if the direction indicated by the first user matches the direction indicated by the guide object when the first user indicates a direction, the first user may be notified of this (matching information) by an image, video, audio, or the like.

[0033] Furthermore, the game of this embodiment is a cooperative play-compatible game (a so-called multiplayer game) in which multiple users can operate their own user terminals and play together. That is, a user can not only play alone (solo play), but also play a common area simultaneously with another user (e.g., a third user), a so-called multiplayer game (hereinafter referred to as cooperative play). Note that cooperative play-compatible games include cooperative play games in which multiple users cooperate, and competitive games in which multiple users compete against each other, but either type may be used.

[0034] In this embodiment, the role of the third user in the game is the same as that of the first user. That is, the play style of the third user is to operate the third terminal 13, move the third object on the field, and escape from or attack enemy characters. Here, the third object is a character (player character) operated by the third user as an avatar of the third user when playing the game.

[0035] As shown in FIG. 7, in cooperative play, similarly to the guide object indicating the positional relationship between the first object and the target object on the field, a guide object indicating the positional relationship between the third object and the target object on the field is also displayed on at least the third terminal 13 used by the third user. At this time, the guide object may be displayed on the screen of either the first terminal 11 (first screen G1) or the third terminal 13 (third screen) depending on the progress of the game. For example, of the first object and the third object, a guide object is displayed for the object that is relatively closer to the target object (FIG. 7). Note that it is preferable to display both the guide object indicating the positional relationship with the first object and the guide object indicating the positional relationship with the third object on the second terminal 12 (second screen G2).

[0036] In the game of this embodiment, the number of users playing the game together is not particularly limited and may be set to any number, but a maximum or minimum number of players may be specified in advance. For example, the minimum number of players for a first user may be specified as one, while the minimum number of players for a second user may be specified as zero. Furthermore, a combination of four first users (or third users) and four second users (a total of eight players) may be automatically matched before the start of game play, based on the timing of entry into the game, etc. Furthermore, the game of this embodiment may also be played by first users (or third users) teaming up with each other, or by first users (or third users) and second users teaming up. For example, the first user X1 and the second user Y1 may form Team A, and the third user Z1 and the second user Y2 may form Team B, and the game may be played in a team battle. In a team battle, if a first user (or third user) on the same team wins, the second user also wins.

[0037] There are no particular limitations on the combination of users who play a game together, the members of a team, or the members of a joint play, but for example, users who have a friendship with a certain user and who have mutually approved each other (hereinafter referred to as friends) may be able to play together or form a team.

[0038] As a result, the second user can participate in the game by watching the first user's play from a bird's-eye view and supporting or hindering the first user, which is known as drone play. In drone play, the second user, who has a different role from the first user, can see up to an area that the first user cannot see. Therefore, for example, in addition to simply watching the first user's gameplay, the second user can display a guide object to inform the first user of the location of a target object when the first user is unable to grasp the location of the target object, thereby supporting the first user's gameplay.

[0039] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device and a user terminal according to one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a first terminal 11, a second terminal 12, and a third terminal 13 (only in the case of cooperative play; the same applies below) via a network 14, and together with first terminal 11, second terminal 12, and third terminal 13, forms an information processing system S for a game. Note that the respective user terminals may communicate with each other via network 14, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like, without using network 14.

[0040] In the information processing system S of this embodiment, with the above configuration, the server 10 and the first terminal 11, second terminal 12, and third terminal 13 cooperate to progress the game. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing and the like is executed on the first terminal 11, second terminal 12, and third terminal 13. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the first terminal 11, second terminal 12, and third terminal 13 side synchronize with the server 10 and progress the game according to the same rules, logic, and algorithms as the program executed on the server 10.

[0041] Furthermore, during cooperative play, a communication path for cooperative play is established between the first terminal 11, the second terminal 12, and the third terminal 13, and various data required for cooperative play is sent and received according to a known communication method. The data at this time may be transmitted via a client-server method via the server 10, or via a P2P (peer-to-peer) method without the server 10. The cooperative play method is classified into a fully synchronous type and an asynchronous type, but either method may be adopted. The fully synchronous type includes a key input synchronization method and a command input method, and the asynchronous type includes a server-centralized processing method and a client-distributed processing method.

[0042] The server 10 may be configured with a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow (described later) (excluding input and display of information) are executed by the server computer, and the first terminal 11, the second terminal 12, and the third terminal 13 only need to input information to be handed over to the server computer and display information distributed from the server computer.

[0043] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, memory 22, a communication interface 23, and storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the program, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or by obtaining (downloading) it via a network such as the Internet or an intranet.

[0044] The processor 21 may be configured by 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.

[0045] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0046] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 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).

[0047] The storage 24 may be configured with 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), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured with an external computer (e.g., a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0048] The server 10 distributes information necessary for the progress of the game to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user (e.g., user identification information and information about game play history, etc.), information about the area, etc. The server 10 also executes various information processes related to the progress of the game, including the process of displaying guide objects on user terminals.

[0049] The first terminal 11 is a client terminal operated by a first user, the second terminal 12 is a client terminal operated by a second user, and the third terminal 13 is a client terminal operated by a third user to play the game, and may be, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television set capable of inputting information, a wearable terminal, etc. For convenience of illustration, Fig. 1 shows one each of the first terminal 11, the second terminal 12, and the third terminal 13, but of course, in reality, there will be the same number of first terminals 11, second terminals 12, and third terminals 13 as the number of first users, second users, and third users.

[0050] The first terminal 11, the second terminal 12, and the third terminal 13 receive data for game progression from the server 10, and display images (video) represented by the data on the display of the first terminal 11, the second terminal 12, or the third terminal 13 or on a display device such as a TV connected to the first terminal 11, the second terminal 12, or the third terminal 13, and output audio from a speaker or the like. That is, in this embodiment, the first terminal 11, the second terminal 12, and the third terminal 13 function as a display unit and an audio output unit. Specifically, the first terminal 11 operated by the first user displays a first screen G1, the second terminal 12 operated by the second user displays a second screen G2, and the third terminal 13 operated by the third user displays a third screen.

[0051] Furthermore, the first terminal 11, the second terminal 12, and the third terminal 13 accept user operations performed while playing the game, and transmit information corresponding to the operation content to the server 10. For example, the first user performs a movement operation on the first terminal 11 to move a first object on the field, and transmits information based on the movement operation to the server 10. The third user performs a movement operation on the third terminal 13 to move a third object on the field, and transmits first information based on the movement operation to the server 10. Meanwhile, the second user performs a designation operation (operation on the second object) to designate a target object on the second terminal 12, and transmits information based on the designation operation to the server 10. In addition to the above, the first user (or the third user) performs an operation to select a play style, an operation to increase the parameters of the first object (or the third object), an attack operation to attack an enemy character such as a target object, and the like on the first terminal 11 (or the third terminal 13). Furthermore, the second user performs, on the second terminal 12, an operation to select a play style, a display change operation to change the portion (range of the field) displayed on the second screen G2, and the like.

[0052] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in Fig. 8, the server 10 has a memory unit 30, an information acquisition unit 40, a display control unit 50, an information notification unit 60, and a game processing unit 70. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between the hardware devices constituting the server 10 and programs installed on the server 10. Note that when the server 10 is made up of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0053] (Storage part) The storage unit 30 stores information necessary for the game to proceed and various types of information necessary for playing the game. Specifically, as shown in FIG. 8, the storage unit 30 includes a user information storage unit 31, an area information storage unit 32, etc.

[0054] The user information storage unit 31 stores, for each user, first user information about the first user, second user information about the second user, and third user information about the third user. The types (items) of information stored for the first and third users are different from those for the second user.

[0055] As shown in FIG. 9 , the first user information stores various information linked to a user name (identification ID or game account name) that identifies each user. For example, the first user information includes the appearance of the first object, which is an avatar; the initial, upper limit, and current values ​​of each parameter of the first object; the current location of the first object in the area and field; and information (user names) about other users registered as friends. The first user information may also include information other than the above, such as personal information about the user, such as contact information, total game play time (game play time), login history (date and time of game play and number of game plays), game progress status, identification information and number of items owned, payment history, and total amount charged. The third user information has a similar configuration to the first user information, and therefore a detailed description thereof will be omitted.

[0056] 10, the second user information stores various information linked to a user name (identification ID or game account name) that identifies each user. For example, the second user information includes the display range (range on the area and field) displayed on the second screen G2, the initial value, upper limit value, and current value of each parameter of the second object, the current position of the second object on the area and field, a designation history for the target object (such as the accumulated time for designating the target object), and information (user names) about other users registered as friends. In addition, the second user information may include information other than the above, such as personal information about the user, such as contact information, total game play time (game play time), login history (date and time of game play and number of game plays), game progress status, identification information and number of items owned, and payment history and total amount charged.

[0057] The area information storage unit 32 stores the characteristics of playable areas in the game, such as the field configuration (arrangement of background objects and auxiliary objects), the type and number of enemy characters that appear as target objects, difficulty level, play conditions, rewards for clearing, etc., linked to the area identification information.

[0058] (Information acquisition department) The information acquisition unit 40 acquires information (data) based on operations performed by the user on the first terminal 11, the second terminal 12, or the third terminal 13 while playing a game, by communicating with the first terminal 11, the second terminal 12, or the third terminal 13. As shown in FIG. 8, the information acquisition unit 40 has a first information acquisition unit 41 and a second information acquisition unit 42.

[0059] The first information acquisition unit 41 acquires information based on operations performed by the first user (or the third user) on the first terminal 11 (or the third terminal 13) by communicating with the first terminal 11 (or the third terminal 13). The information acquired by the first information acquisition unit 41 includes movement information based on movement operations performed by the first user (or the third user) to move the first object (or the third object) on the field, attack information based on attack operations to attack enemy characters such as target objects using the first object (or the third object), as well as various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the first user (or the third user) in each scene during the game. The information acquired by the first information acquisition unit 41 also includes information based on operations related to cooperative play, such as soliciting participation in cooperative play, applying for cooperative play, and operations related to whether or not the application is accepted.

[0060] The second information acquisition unit 42 acquires information based on operations performed by the second user on the second terminal 12 by communicating with the second terminal 12. The information acquired by the second information acquisition unit 42 includes movement information based on a movement operation performed by the second user to move the second object above the field, designation information based on a designation operation performed by the second user to designate a target object by manipulating the second object, and display change information based on a display change operation that changes the portion displayed on the second screen G2 (including a movement operation on the second object in this embodiment), as well as various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the second user in various scenes during the game. The information acquired by the second information acquisition unit 42 also includes information based on operations related to cooperative play, such as operations related to soliciting participation in cooperative play, applying for cooperative play, and whether or not the application is accepted. The movement operation on the second object may also serve as a designation operation for designating a target object by the second object.

[0061] (Display control unit) The display control unit 50 communicates with the first terminal 11, the second terminal 12, or the third terminal 13, thereby delivering information (data) necessary for the progress of the game while the user is playing the game to the first terminal 11, the second terminal 12, or the third terminal 13, and displays a game screen, i.e., a screen reflecting the results of information processing by the game processing unit 70, which will be described later. As shown in Fig. 8, the display control unit 50 has a first display control unit 51 and a second display control unit 52.

[0062] The first display control unit 51 displays, on the first terminal 11 (or the third terminal 13) of the first user (or the third user), a first screen G1 (or a third screen) that shows a part of the field including the current position of the first object (or the third object) in accordance with the movement of the first object (or the third object). Furthermore, the first display control unit 51 displays, on the first screen G1 (or the third screen), a guide object that indicates the positional relationship on the field between the first object (or the third object) and a target object. When displaying the guide object, the first display control unit 51 may change the display mode of the guide object based on the length of time during which the positional relationship between the second object and the target object satisfies a predetermined condition. Furthermore, the first display control unit 51 may change the display mode based on the distance on the field between the first object (or the third object) and the target object, and the presence or absence of other objects, such as obstacles, that exist between the first object (or the third object) and the target object on the field. At this time, the first display control unit 51 may change the display mode based on the distance on the field between the first object (or third object) and the target object, and the relationship with other objects such as obstacles that exist between the first object (or third object) and the target object on the field, taking into account the attack characteristics of the weapon, etc., possessed by the first object (or third object).

[0063] During cooperative play, the first display control unit 51 may display a guide object on either the first terminal 11 or the third terminal 13. For example, the first display control unit 51 displays the guide object on the user terminal of the user who operates either the first object or the third object that is located closer to the target object, or on the user terminal of a specific user (such as a user on the same team) associated with the second user who specified the target object. In addition, when there are multiple second users, information about the second user who specified the target object (the second user who caused the guide object to be displayed) may be displayed together with the guide object.

[0064] The second display control unit 52 displays, on the second terminal 12 of the second user, a second screen G2 that is a gameplay video showing the first user (or third user) playing the game. The second screen G2 displays a part or the entire field from a bird's-eye view depending on the position of the second object. The second screen G2 can also display not only the area of ​​the field where the first object (or third object) is present, but also parts other than those displayed on the first screen G1, etc. The part of the field displayed on the second screen G2 (the range of the field) can be changed depending on display change information based on a display change operation. The second display control unit 52 also displays, on the second screen G2, a guide object that indicates the positional relationship between the first object (or third object) and the target object on the field, just like the first screen G1, etc. The second display control unit 52 executes substantially the same processing as the first display control unit 51 when displaying the guide object.

[0065] (Information Notification Department 60) The information notification unit 60 communicates with the first terminal 11, the second terminal 12, or the third terminal 13, thereby delivering various information (data) related to the game to the first terminal 11, the second terminal 12, or the third terminal 13, and notifies the user of the information by image, video, audio, or the like. The information notified by the information notification unit 60 includes, for example, matching information notified to the first user (or the third user) when a direction (e.g., a direction in which a bullet or the like is fired) indicated by the first user (or the third user) matches a direction indicated by a guide object in an attack operation in which the first user (or the third user) attacks an enemy character such as a target object, as well as information necessary for the user to play the game, such as information regarding the start of recruitment for joint play, information regarding an application for joint play and whether the application is accepted, and the like.

[0066] (game processing unit 70) The game processing unit 70 executes information processing necessary for the progress of the game, and specifically executes information processing for progressing the game in accordance with the various information acquired by the information acquisition unit 40.

[0067] For example, the game processing unit 70 controls the first object (or the third object) to move and the first object (or the third object) to attack an enemy character such as a target object, based on information acquired by the first information acquisition unit 41. Furthermore, the game processing unit 70 controls the second object to move and the second object to specify a target object, based on information acquired by the second information acquisition unit 42. When the first object (or the third object) attacks, if a specific condition is met, such as when an attack object such as a bullet fired from the first object (or the third object) hits an enemy character such as a target object, the game processing unit 70 reduces a parameter such as stamina associated with the enemy character such as the target object, based on a parameter associated with the attack object. At this time, the attack object such as a bullet may be controlled to move in a direction (a direction aimed at) instructed by the first user (or the third user), or may be controlled to move automatically in accordance with the guide object. Furthermore, the attack object may be controlled to move in accordance with the position of the second object or the enemy character operated by the second user, i.e., to track the second object or the enemy character.

[0068] The above has described the configurations of the server 10, the first terminal 11, the second terminal 12, and the third terminal 13. Generally, the server 10, the first terminal 11, the second terminal 12, and the third terminal 13 have various functions in addition to those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0069] <Information processing flow according to one embodiment of the present invention> Next, with reference to Figures 11 to 13, a flow for progressing a game using the first terminal 11 and the second terminal 12 (hereinafter referred to as the game progress flow) will be described, among the information processing flows by the information processing system S configured as described above. The game progress flow employs the information processing method of the present invention; in other words, each step in the game progress flow corresponds to a component of the information processing method of the present invention. Note that, in the following, to make the game progress flow easier to understand, the first user side flow relating to the first terminal 11 (Figure 11) and the second user side flow relating to the second terminal 12 (Figure 12) will be described separately.

[0070] [First user side flow] The first user side flow proceeds, for example, along the flow shown in FIG. As shown in FIG. 11, first, the server 10 (more specifically, the first display control unit 51), which is a computer, generates display control data for displaying the first screen G1 on the first terminal 11 and transmits it to the first terminal 11 of the first user via the network 14 (S101).

[0071] The first terminal 11, which has received the display control data transmitted from the server 10, displays the first screen G1 (FIG. 3) on its screen (S102). Then, when the first terminal 11 receives a movement operation or an attack operation on the first object by the first user on the first screen G1 (S103: YES), the server 10 (more specifically, the first information acquisition unit 41) acquires movement information or attack information based on the movement operation or attack operation from the first terminal 11 via the network 14 (S104). Then, the server 10 (more specifically, the game processing unit 70) controls the first object based on the movement information or attack information (S105). That is, the server 10 moves the first object on the field based on the movement information, or causes the first object to attack an enemy character (including a target object) based on the attack information. Then, the server 10 (more specifically, the first display control unit 51) generates display control data for displaying the first screen G1 reflecting the movement or attack of the first object on the first terminal 11, and transmits the data to the first terminal 11 of the first user via the network 14 (S106).

[0072] The first terminal 11, which has received the display control data transmitted from the server 10, displays a movement effect or an attack effect of the first object on the first screen G1 (FIG. 3) displayed on the screen (S107). Note that if the first user's movement operation or attack operation of the first object has not been accepted (S103: NO), the process proceeds directly to the subsequent process (S108).

[0073] Next, if the server 10 (more specifically, the game processing unit 70) determines that display data for the guide object has been generated by the guide object display process described below (S108: YES), the server 10 (more specifically, the first display control unit 51) generates display control data for displaying the first screen G1 reflecting the display performance of the guide object on the first terminal 11, and transmits the display control data to the first terminal 11 of the first user via the network 14 (S109).

[0074] The first terminal 11 receives the display control data transmitted from the server 10 and displays the guide object on the first screen G1 (FIG. 5) displayed on the screen (S110).

[0075] Then, the server 10 (more specifically, the game processing unit 70) repeatedly executes the processes from S103 to S110 until the game ends (S111: NO), and ends the process when the game ends (S111: YES). Note that even if it is determined that the display data of the guide object has not been generated (S108: NO), the server 10 repeatedly executes the processes from S103 to S110 unless the game ends.

[0076] The above has described the processing of the first terminal 11 during solo play. In the case of cooperative play, the same processing as the first user side flow executed in the first terminal 11 described above is repeated in the third terminal 13. In this case, the first screen G1 is read as the third screen, and the first object is read as the third object.

[0077] [Second user side flow] On the other hand, the second user side flow proceeds, for example, along the flow shown in FIG. As shown in FIG. 12, first, the server 10 (more specifically, the second display control unit 52), which is a computer, generates display control data for displaying the second screen G2 on the second terminal 12 and transmits it to the second terminal 12 of the second user via the network 14 (S201).

[0078] The second terminal 12, which has received the display control data transmitted from the server 10, displays the second screen G2 (FIG. 4) on its screen (S202). Then, when the second terminal 12 receives a display change operation (including a movement operation on the second object) by the second user on the second screen G2 (S203: YES), the server 10 (more specifically, the second information acquisition unit 42) acquires display change information based on the display change operation from the second terminal 12 via the network 14 (S204). Then, the server 10 (more specifically, the game processing unit 70) controls the second object based on the display change information (S205). That is, the second object is moved above the field based on the display change information. Then, the server 10 (more specifically, the second display control unit 52) ​​generates display control data for displaying the second screen G2 reflecting the display change operation on the second terminal 12, and transmits the display control data to the second terminal 12 of the second user via the network 14 (S206).

[0079] The second terminal 12, which has received the display control data transmitted from the server 10, moves the second object, changes the portion displayed on the second screen G2, and displays the second screen G2 (FIG. 4) again (S207). Note that if the display change operation by the second user has not been accepted (S203: NO), the process proceeds to the subsequent process (S208).

[0080] Next, when the second terminal 12 receives a designation operation on the target object by the second user on the second screen G2 (S208: YES), that is, when the target object enters the irradiation range of light emitted from the second object by the operation of the second user, the server 10 (more specifically, the second information acquisition unit 42) acquires designation information based on the designation operation from the second terminal 12 through the network 14 (S209). Then, the server 10 (more specifically, the display control unit 50) executes a guide object display process based on the designation information (S210), and the server 10 (more specifically, the second display control unit 52) ​​generates display control data for displaying the second screen G2 reflecting the display performance of the guide object on the second terminal 12, and transmits the display control data to the second terminal 12 of the second user through the network 14 (S211). Details of the guide object display process (S210) will be described later.

[0081] The second terminal 12 receives the display control data transmitted from the server 10 and displays the guide object on the second screen G2 displayed on the screen (S212).

[0082] The server 10 (more specifically, the game processing unit 70) then repeatedly executes the processes from S203 to S212 until the game ends (S213: NO), and terminates the process when the game ends (S213: YES). Note that even if no designation operation has been accepted (S208: NO), the server 10 repeatedly executes the processes from S203 to S212 unless the game ends.

[0083] The game progress flow ends when the series of steps shown in Figure 11 or 12 above is completed. Thereafter, while the first user and the second user are playing the game, or more precisely, while the first user is playing the game by operating the first object and the second user is playing the drone game, the series of steps above are repeatedly performed. The above is an example of the game progression flow.

[0084] [Guide object display processing] Next, an example of the guide object display process will be described with reference to FIG. The guide object display process is a process executed in the server 10 (more specifically, the display control unit 50) and is a process executed in step S210 of the above-mentioned second user side flow. Specifically, it is a process of determining the display mode of the guide object according to the designation information based on the designation operation by the second user, and displaying the guide object in the determined display mode.

[0085] 13, first, the server 10 (more specifically, the display control unit 50; the same applies below) which is a computer, when acquiring the designation information, that is, when the positional relationship between the second object and the target object satisfies a predetermined condition, sets the display mode of the guide object according to various conditions (S301). Then, the server 10 generates data for displaying the guide object according to the set display mode (S302), and ends the process.

[0086] When the above series of steps is completed, the guide object display process ends. After that, while the user is playing the game, strictly speaking, when the second user acquires designation information based on the designation operation, the above series of steps is repeatedly performed. The above is an example of the guide object display process.

[0087] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0088] In the above embodiment, a server computer for distributing game data (i.e., server 10) functions as the information processing device of the present invention, but this is not limited to this, and some of the functions of server 10 may be provided in first terminal 11 or second terminal 12. For example, some or all of the functions of game processing unit 70 may be provided in first terminal 11 or second terminal 12.

[0089] In addition, in this embodiment, user information, etc. is stored and held in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store the information all together in that database server, or to store the information on the first terminal 11 or second terminal 12 side.

[0090] The genre (classification) of the game is not particularly limited. Examples of games include social games that can be played using only a web browser and a social networking service (SNS) account. In this embodiment, users can generally enjoy all functions free of charge. However, some functions may be limited and users may be able to use the limited functions by paying a certain fee. Various conditions may be set to give users an advantage in playing the game after paying a certain fee. The fee may be a pay-as-you-go system, or a one-time payment may be valid for the user for a certain period of time (e.g., one month or one year) (subscription).

[0091] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0092] [1] The information processing device according to this embodiment includes an information acquisition unit that acquires designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object that can move on a game field in response to an operation by a first user, in order to designate a target object that exists on the field, and a display control unit that displays, on at least a first terminal used by the first user, a guide object that indicates the positional relationship on the field between the first object and the target object, based on the designation information. According to the information processing device, the first user can easily grasp the positional relationship between the first object and the target object through the designation operation of the second user, who is different from the first user who operates the first object. In this way, the second user, who has a different role, can support the first user who operates the first object so that the first user can progress through the game advantageously, which increases the interest of the game and encourages many users to participate in the game.

[0093] [2] In the above-mentioned information processing device, the display control unit causes the first terminal to display a first screen that shows a portion of the field corresponding to the position of the first object, and causes the second terminal used by the second user to display a second screen that shows at least a portion of the field regardless of the position of the first object. This gives the second user a visual advantage over the first user, making the game more interesting and encouraging even more users to participate in the game.

[0094] [3] In the above-mentioned information processing device, the information acquisition unit acquires designation information based on a designation operation performed by the second user by operating the second object, and the display control unit displays a guide object when the positional relationship between the second object and the target object satisfies a predetermined condition, and the display control unit changes the display mode of the guide object based on the length of time for which the predetermined condition is satisfied. This changes the display mode of the guide object, making the game more interesting and encouraging even more users to participate in the game.

[0095] [4] In the above information processing device, the display control unit changes the display mode of the guide object based on the distance on the field between the first object and the target object. This changes the display mode of the guide object, making the game more interesting and encouraging even more users to participate in the game.

[0096] [5] In the above information processing device, the display control unit changes the display mode of the guide object when another object exists between the first object and the target object on the field. This changes the display mode of the guide object, making the game more interesting and encouraging even more users to participate in the game.

[0097] [6] The above-mentioned information processing device further has a game processing unit that progresses the game, and the information acquisition unit acquires attack information based on an attack operation performed by the first user to operate the first object to attack the target object, and the game processing unit changes the parameters of the target object based on the attack information when the attack object moved from the first object as a base point and the target object satisfy certain conditions. This makes the significance of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.

[0098] [7] In the above information processing device, the display control unit changes the display mode of the guide object based on the relationship between the attack characteristic associated with the first object and the distance on the field between the first object and the target object. This changes the display mode of the guide object, making the game more interesting and encouraging even more users to participate in the game.

[0099] [8] In the above information processing device, the display control unit changes the display mode of the guide object based on the attack characteristics associated with the first object and the relationship with other objects that exist between the first object and the target object on the field. This changes the display mode of the guide object, making the game more interesting and encouraging even more users to participate in the game.

[0100] [9] In the above information processing device, the display control unit changes the display mode of the guide object when the first object is in a state where it can attack the target object. This makes the significance of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.

[0101]

[10] In the above-mentioned information processing device, the game processing unit controls the attack object to move in the direction indicated by the first user, and the display control unit displays a guide object in an area on the field connecting the first object and the target object. This makes the significance of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.

[0102]

[11] The information processing device further includes an information notification unit that notifies the first user of matching information when the direction indicated by the first user matches the direction indicated by the guide object when the first user indicates a direction. This makes the significance of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.

[0103]

[12] In the above information processing device, the game processing unit controls the attack object to move in accordance with the position of the second object operated by the second user. This makes the positional relationship between the target object and the second object important, further increasing the interest of the game and encouraging even more users to participate in the game.

[0104]

[13] In the above-mentioned information processing device, when a guide object is not displayed, the game processing unit controls the attack object to move in the direction indicated by the first user, and when a guide object is displayed, controls the attack object to move in accordance with the guide object. This makes the significance of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.

[0105]

[14] In the above-mentioned information processing device, when a first user plays a game jointly with a third user, the display control unit displays a guide object on at least a third terminal used by the third user, the guide object indicating the positional relationship on the field between a third object that can move on the field in response to the operation of the third user and a target object, and the display control unit displays the guide object on either the first terminal or the third terminal depending on the progress of the game. This allows guide objects to be displayed differently when multiple users play together, further increasing the interest of the game and encouraging even more users to participate in the game.

[0106]

[15] In the above-mentioned information processing device, the display control unit causes the first terminal to display a guide object when the position of the first object on the field is closer to the target object than the third object, and causes the third terminal to display a guide object when the position of the third object on the field is closer to the target object than the first object. This allows guide objects to be displayed differently when multiple users play together, further increasing the interest of the game and encouraging even more users to participate in the game.

[16] In the above information processing device, when a plurality of second users play the game, the display control unit displays information about the second user who performed the designation operation together with the guide object. This allows the first user to recognize which second user has caused the guide object to be displayed, which further increases the interest of the game and encourages even more users to participate in the game.

[0107]

[17] Furthermore, according to the information processing method of this embodiment, a computer acquires designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object that can move on a game field in response to an operation by a first user, to designate a target object that exists on the field, and the computer displays, based on the designation information, a guide object that indicates the positional relationship between the first object and the target object on the field on at least a first terminal used by the first user. According to the above information processing method, the first user can easily grasp the positional relationship between the first object and the target object through the designation operation of the second user, who is different from the first user who operates the first object. In this way, the second user, who has a different role, can support the first user who operates the first object so that the first user can progress through the game advantageously, which increases the interest of the game and encourages many users to participate in the game.

[0108]

[18] Furthermore, according to the program of this embodiment, the computer acquires designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object that can move on the game field in response to an operation by a first user to designate a target object that exists on the field, and based on the designation information, displays a guide object that indicates the positional relationship on the field between the first object and the target object, on at least the first terminal used by the first user. According to the above program, the first user can easily grasp the positional relationship between the first object and the target object through the designation operation of the second user, who is different from the first user who operates the first object. In this way, the second user, who has a different role, can support the first user who operates the first object so that the first user can progress through the game advantageously, which increases the interest of the game and encourages more users to participate in the game. [Explanation of symbols]

[0109] 10 Servers 11 Terminal 1 12 Terminal 2 13 Terminal 3 14 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 User information storage unit 32 Area information storage unit 40 Information acquisition department 41 1st Information Acquisition Department 42 2nd Information Acquisition Department 50 Display control unit 51 First display control unit 52 Second display control unit 60 Information Notification Department 70 Game Processing Unit G1 1st screen G2 2nd screen S Information Processing System

Claims

[Claim 1] an information acquisition unit that acquires designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object that is movable on a game field in response to an operation by a first user, in order to designate a target object that exists on the field; a display control unit that displays, on at least a first terminal used by the first user, a guide object that indicates a positional relationship between the first object and the target object on the field based on the designation information; An information processing device having the above.

Citation Information

Patent Citations

  • Program, game device, and server system

    JP2017012423A