Game system and program
The game system uses a display determination unit to filter messages based on player status and relationships, ensuring relevant content is displayed and incentivizing better message setting by offering benefits, thus improving gameplay experience.
Patent Information
- Application Number
- JP2025210016
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-01
- Publication Date
- 2026-02-24
AI Technical Summary
Existing game systems mix useful and meaningless messages in the same location, leading to confusion for players due to subjective player input.
A game system that determines whether to display a message to a player based on their game situation, status parameters, items, playing tendencies, and relationship with the message setter, using a display determination unit to provide relevant messages.
Displays appropriate messages to players, enhancing gameplay decision-making and motivating players to set more useful messages by offering benefits and relationship updates.
Smart Images

Figure 2026031614000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a program, and the like. [Background technology]
[0002] Conventionally, game systems that accept messages from players regarding a game have been known. For example, Patent Document 1 discloses a game system that extracts messages that satisfy predetermined extraction conditions from messages stored in a storage unit and presents the extracted messages to the player. Patent Document 2 also discloses a game system that delivers a message to a player when the player's character is located within a predetermined range from the position of the game field where the message should be displayed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-235897 [Patent Document 2] Japanese Patent Application Laid-Open No. 2010-88695 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in systems that allow players to set messages in designated locations, each player sets their own subjective advice as a message, which creates the problem of useful messages and meaningless messages being mixed together in the same location on the game field.
[0005] According to some aspects of the present embodiment, it is possible to provide a game system, a program, etc. that can display appropriate messages to the player according to the game situation, etc. [Means for solving the problem]
[0006] One aspect of the present disclosure relates to a game system including: a game processing unit that processes a game played by multiple players in a game space; a message processing unit that accepts a message set by a first player of the multiple players in a message setting location in the game space; a message storage unit that stores information about the accepted message in association with first game status information of the first player who set the message; a display determination unit that, when a second player of the multiple players satisfies a predetermined condition in the message setting location, determines whether to display the message set by the first player to the second player based on second game status information of the second player and content information of the message set in the message setting location or the first game status information associated with the message; and a display processing unit that displays the message determined to be displayed to the second player. Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium having the program stored thereon.
[0007] According to one aspect of the present disclosure, it is possible to determine whether to display a message from a first player to a second player by judging the second game situation information of a second player and the content information of a message or the first game situation information of a first player. This makes it possible to display an appropriate message, such as a message that is useful to the second player, to the second player, and to provide a game system or the like that can display an appropriate message to a player according to the game situation.
[0008] In one aspect of the present disclosure, the display determination unit may make the display determination as to whether to display the message set by the first player to the second player based on a status parameter of the first player who set the message.
[0009] In this way, it becomes possible to realize a display determination process that reflects the status parameters of the player, and to display an appropriate message to the second player according to the status parameters.
[0010] In one aspect of the present disclosure, the display determination unit may make the display determination as to whether to display the message set by the first player to the second player based on information about an item possessed or equipped by the first player who set the message.
[0011] In this way, it becomes possible to realize a display determination process that reflects the player's possessed items or equipped items, and to display an appropriate message to the second player according to the possessed items or equipped items.
[0012] In one aspect of the present disclosure, the display determination unit may make the display determination as to whether to display a message set by the first player to the second player based on information about the playing tendencies of the first player who set the message.
[0013] In this way, it becomes possible to realize a display determination process that reflects the playing tendencies of the player, and to display an appropriate message to the second player according to the playing tendencies.
[0014] In one aspect of the present disclosure, the display determination unit may make the display determination as to whether to display a message set by the first player to the second player based on information about the relationship with the first player who set the message.
[0015] In this way, it becomes possible to realize a display determination process that reflects information about the relationship between the players, and to display an appropriate message to the second player according to the relationship between the players.
[0016] In one aspect of the present disclosure, when displaying the message, the display processing unit may also perform processing to display information about the first player who set the message.
[0017] By displaying the message together with information about the first player in this way, it becomes possible to present the second player with more useful information that will provide better information for making decisions.
[0018] In one aspect of the present disclosure, the message processing unit may perform processing to grant a benefit to the first player who set the message when the message set by the first player is displayed to the second player.
[0019] In this way, the first player will be motivated to set a message in the message setting location in the game space by the fact that a special benefit will be given when the message that the first player has set is displayed.
[0020] In one aspect of the present disclosure, the message processing unit may accept an evaluation from the second player regarding a message set by the first player, and change the benefit to be granted to the first player depending on the result of the evaluation.
[0021] In this way, the first player will be able to set a more appropriate message because the benefit given to the first player will change depending on the evaluation of the second player.
[0022] In one aspect of the present disclosure, the message processing unit may change the benefit to be granted to the first player depending on the number or content of messages set in the message setting location.
[0023] In this way, a benefit that reflects the number and content of messages set in the same message setting location can be given to the first player who set the message.
[0024] In one aspect of the present disclosure, the message processing unit may enable an update process of the relationship between the first player and the second player or an application process for the relationship when a message set by the first player is displayed to the second player.
[0025] In this way, when a message from the first player is displayed on the second player, it becomes possible to carry out processing to update the relationship between the first player and the second player or processing to apply for a relationship.
[0026] In one aspect of the present disclosure, the message processing unit may perform processing to additionally set a message of the second player in association with the message set by the first player.
[0027] In this way, a message related to the message set by the first player is additionally set.
[0028] In one aspect of the present disclosure, the display processing unit may perform processing to change the display mode of the message setting location depending on the number or content of messages set in the message setting location.
[0029] In this way, the player can visually recognize what kind of place the location corresponding to the message setting location is by looking at the image in the changed display mode. [Brief explanation of the drawings]
[0030] [Figure 1] 1(A) to 1(F) are explanatory diagrams of hardware devices that realize the game system of this embodiment. [Figure 2] 1 shows an example of the configuration of a game system according to an embodiment of the present invention. [Figure 3] FIG. 10 is an explanatory diagram illustrating a problem with a method of a comparative example of the present embodiment. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. [Figure 7] FIG. 1 is a system configuration diagram illustrating a method according to an embodiment of the present invention. [Figure 8] 3 is a flowchart illustrating processing according to the present embodiment. [Figure 9] 3 is a flowchart illustrating processing according to the present embodiment. [Figure 10] FIG. 10 is a diagram showing an example of game situation information. [Figure 11] FIG. 10 is an explanatory diagram of a method for displaying information about the player who set the message. [Figure 12] 10 is a flowchart illustrating a process of providing a reward to a player who has set a message. [Figure 13] 10 is a flowchart illustrating a process for changing a benefit depending on the evaluation result of a message, the content of the message, or the number of messages. [Figure 14] 10 is a flowchart for explaining the process of updating the relationships between players and the process of applying when a message is displayed. [Figure 15] FIG. 10 is an explanatory diagram of a method for adding a message from another player to a message. [Figure 16] 10 is a flowchart illustrating a process for changing the display mode of the message setting location depending on the content or number of messages. DETAILED DESCRIPTION OF THE INVENTION
[0031] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components.
[0032] 1. Game System First, the hardware device that realizes the game system of this embodiment will be described with reference to FIGS. 1(A) to 1(F).
[0033] 1(A), a server system 500 (information processing system) is communicatively connected to terminal devices TM1 to TMn via a network 510. For example, the server system 500 is a host, and the terminal devices TM1 to TMn are clients. The game system and its processing of this embodiment may be realized by the server system 500, or may be realized by distributed processing between the server system 500 and the terminal devices TM1 to TMn.
[0034] The game system and processing of this embodiment can also be realized using a blockchain technique. For example, each process of the game system of this embodiment can be executed using a program called a smart contract that can be executed on Ethereum. In this case, the terminal devices TM1 to TMn are connected peer-to-peer. Furthermore, various information, such as game information, communicated between the terminal devices TM1 to TMn is transferred using the blockchain. Note that, hereinafter, each of the terminal devices TM1 to TMn will be referred to as the terminal device TM where appropriate.
[0035] The server system 500 can be realized by, for example, one or more servers (such as a management server, game server, billing server, service provider server, content distribution server, authentication server, database server, or communication server). This server system 500 provides various services for operating a community website or online game, and can manage data necessary for running a game, and distribute client programs and various data. This allows, for example, a user to access the server system 500 from a terminal device TM, which is a user terminal, and play a network game, which is an online game provided by the server system 500.
[0036] The network 510 (distribution network, communication line) is a communication path that uses, for example, the Internet or a wireless LAN, and can include a dedicated line (dedicated cable) for direct connection, a LAN using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or a wireless LAN. The communication method can be either wired or wireless.
[0037] The terminal device TM (player terminal) is, for example, a terminal having a network connection function (Internet connection function). These terminal devices TM may be various devices, such as a home game device (stationary type) shown in FIG. 1(B), a portable communication terminal such as a smartphone or mobile phone shown in FIG. 1(C), a portable game device shown in FIG. 1(D), an arcade game device shown in FIG. 1(E), or an information processing device such as a personal computer (PC) or tablet PC shown in FIG. 1(F). Alternatively, the terminal device TM may be a wearable device (HMD, watch-type device, etc.) worn on the player's head, arm, or other part of the body.
[0038] FIG. 2 shows an example of the configuration of the game system of this embodiment. The configuration of the game system is not limited to that shown in FIG. 2, and various modifications are possible, such as omitting some of the components (parts) or adding other components. The game implemented by the game system of this embodiment may be a single-player game or a multiplayer game. There are no particular limitations on the genre of the game, and the system can be applied to various games, such as role-playing games (RPGs), action games, fighting games, shooting games, competitive games, rhythm games (music games), and puzzle games. In the case of a competitive game, the battle may be one-on-one or many-on-many. Alternatively, the battle may be one-on-many (one player against multiple enemies) or many-on-one (multiple allies against multiple enemies). The opponent may be another player or an NPC (Non-Player Character). For example, the game may involve multiple players teaming up to battle an NPC enemy. Instead of players controlling the characters, AI (Artificial Intelligence) may control the player's characters. The AI may control all or some of the player's characters.
[0039] The game system includes a processing unit 100, a storage unit 170, and a communication unit 196. This game system can be realized, for example, by a server system 500 shown in Fig. 1(A), and is communicatively connected to terminal devices TM1 to TMn via a network 510.
[0040] The processing unit 100 (processor) performs game processing, message processing, display determination processing, management processing, communication processing, display processing, sound processing, etc. based on various information, programs, operation information, etc. stored in the storage unit 170.
[0041] Each process (each function) of this embodiment performed by each unit of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of this embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as the program. The functions of each unit of the processor may be realized by separate hardware, or by integrated hardware. For example, the processor may include hardware, which may include at least one of a circuit for processing digital signals and a circuit for processing analog signals. For example, the processor may be configured with one or more circuit devices (e.g., ICs, etc.) mounted on a circuit board, or one or more circuit elements (e.g., resistors, capacitors, etc.). The processor may be, for example, a central processing unit (CPU). However, the processor is not limited to a CPU, and various processors such as a graphics processing unit (GPU) or a digital signal processor (DSP) can be used. The processor may also be a hardware circuit using an ASIC. The processor may also include an amplifier circuit, a filter circuit, etc. that process analog signals. The memory (storage unit) may be a semiconductor memory such as an SRAM or a DRAM, or a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk drive. For example, the memory stores computer-readable instructions, and the instructions are executed by the processor to realize the processing (function) of each unit of the processing unit 100. The instructions here may be an instruction set constituting a program, or may be instructions that instruct the hardware circuitry of the processor to operate.
[0042] The processing unit 100 includes a game processing unit 102, a message processing unit 104, a display determination unit 106, a management unit 118, a display processing unit 120, and a sound processing unit 130. Note that the configuration of the processing unit 100 is not limited to this, and various modifications are possible, such as omitting some of these components or adding other components.
[0043] The game processing unit 102 performs various game processes for the player to play the game. Game processes include, for example, a process for starting a game when a game start condition is met, a process for progressing a started game, a process for ending a game when a game end condition is met, or a process for calculating game results such as game scores. The game processing unit 102 can be realized by, for example, a game server. Specifically, the game processing unit 102, message processing unit 104, display determination unit 106, display processing unit 120, and sound processing unit 130 can be realized by, for example, the game server.
[0044] Taking a browser game as an example, the game processing unit 102 manages various player information for each player, thereby controlling the progress of the game for each player. Player information is stored in the player information storage unit 174. For example, the game processing unit 102 displays web pages constituting a website providing game services on the terminal device TM in response to a request from the terminal device TM. Specifically, the web pages are displayed by a web browser provided in the terminal device TM. When a player selects a hyperlink on the displayed web page, the game processing unit 102 transmits new HTML data corresponding to the hyperlink to the terminal device TM, and the web page based on the new HTML data is displayed on the terminal device TM. In this way, the game processing unit 102 sequentially provides web pages to the terminal device TM in response to the player's operation, thereby enabling the game to progress based on the player's operation on the terminal device TM. Alternatively, each terminal device TM performs a process of generating game images, such as CG images, and the game images are displayed on the display unit of the terminal device TM.
[0045] The message processing unit 104 performs various processes on messages, such as message acceptance processing, etc. The display determination unit 106 performs processing to determine whether or not a message is to be displayed. Details of the message processing unit 104 and the display determination unit 106 will be described later.
[0046] The management unit 118 performs, for example, authentication processing of a player. For example, it performs authentication processing of a player who has logged in using a terminal device. This authentication processing is performed based on, for example, a password or account information entered by the player. The management unit 118 also performs various billing processing. For example, it performs processing to determine billing, processing to create and store billing data, etc. The management unit 118 also performs various management processing. For example, it performs processing to manage various services and processing to manage various information. The management unit 118 can be realized, for example, by a management server.
[0047] For example, a player acquires an account through a predetermined procedure in order to use services provided by the server system 500 shown in Fig. 1(A). By logging in by entering a password associated with the acquired account, the player can use various services, such as playing network games, services on game sites, online shopping for items, exchanging messages with other players, and registering friend players. The management unit 118 also performs management processing of such player account information.
[0048] The display processing unit 120 performs processing for displaying an image on the display unit of the terminal device TM. For example, it generates image generation data (HTML data, etc.) for generating the image. The display unit of the terminal device TM can be realized by, for example, an LCD, an organic EL display, a CRT, or an HMD.
[0049] The sound processing unit 130 performs processing for outputting sound from the sound output unit of the terminal device TM. For example, it generates sound generation data for generating the sound (voice, game sound, sound effect). The sound output unit of the terminal device TM can be realized by a speaker, headphones, etc.
[0050] The terminal device TM also has an operation unit. The operation unit is used by the user (player) to input various pieces of information such as operation information, and its functions can be realized by operation buttons, directional keys, analog sticks, levers, various sensors (angular velocity sensors, acceleration sensors, etc.), a microphone, or a touch panel display. When a touch panel display is used, the touch panel that serves as the operation unit and the display unit that serves as the display are provided integrally.
[0051] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and its functions can be realized by a semiconductor memory, an HDD, an SSD, an optical disk device, or the like. The storage unit 170 includes a message storage unit 172 and a player information storage unit 174. The message storage unit 172 stores various information about messages. For example, the message storage unit 172 stores information about multiple messages set by multiple players. For example, the message storage unit 172 stores message information, information about the location where the message was set (location information), game status information about the player who set the message, and the like. The player information storage unit 174 stores various information about the user player. For example, the player information storage unit 174 stores the player's personal information (such as name, gender, date of birth, and email address) as player information (user information). For example, the player's account information (player ID) is also stored as player information. For example, billing information that is the subject of billing processing is associated with each player's account information.
[0052] The communication unit 196 communicates with external devices, and its functions can be realized by hardware such as a communication ASIC or a communication processor, or by communication firmware. For example, the communication unit 196, which is a communication interface, performs various communication processes for communicating with the terminal devices TM (TM1 to TMn) via the network 510.
[0053] The game system of FIG. 2 performs each process of this embodiment based on a program of this embodiment. This program (a program for causing a computer to execute the processing of each unit) causes a computer (a device including an operation unit, a processing unit, a storage unit, and an output unit) to function as each unit of this embodiment. This program is stored, for example, in an information storage medium. That is, the game system of this embodiment performs various processes of this embodiment based on the program (data) stored in the information storage medium. The information storage medium, which is a computer-readable medium, stores programs, data, etc., and its functions can be realized by an optical disk, HDD, semiconductor memory, etc. Note that the program (data) for causing a computer to function as each unit of this embodiment may be distributed via a network from an information storage medium owned by a server system (host device). The use of such an information storage medium by a server system is also within the scope of this embodiment.
[0054] 2, the game system (server system) of this embodiment includes a game processing unit 102, a message processing unit 104, a display determination unit 106, a display processing unit 120, and a message storage unit 172. The program of this embodiment causes a computer to function as the game processing unit 102, the message processing unit 104, the display determination unit 106, the display processing unit 120, and the message storage unit 172.
[0055] The game processing unit 102 processes a game played by multiple players in a game space. For example, the game processing unit 102 performs game processing for multiple players playing in the same game space. For example, the game processing unit 102 performs game processing for a first player of the multiple players to play a game in the game space, and game processing for a second player of the multiple players to play a game in the same game space as the first player, but on a different time axis from that of the first player. For example, game processing is performed in which a first character of the first player moves on a game field in the game space and completes various game events that occur in the game field. Furthermore, game processing is performed in which a second character of a second player moves on a game field in the game space and completes various game events that occur in the game field, but on a different time axis from that of the first player's game play.
[0056] The message processing unit 104 performs a message reception process. For example, when a first player of multiple players sets a message at a message setting location in the game space, the message processing unit 104 performs a process of receiving the set message. The message setting location is, for example, a predetermined location in the game space, specifically, a predetermined location in the game field of the game space. For example, a location in the game space where a player can set a message is provided as the message setting location. In this embodiment, multiple players can set (register) multiple messages at the same message setting location. When each player of the multiple players sets a message at the message setting location, the message processing unit 104 accepts the message. Here, the message setting location is also a location set for an object in the game space. For example, a message can be set at an object fixed at a predetermined location in the game space, such as the ground, a cave, a wall, a building wall, or a signboard on the game field. Alternatively, the message setting location may be a location set for an object that moves in the game space. For example, a message can also be set for an object whose position on the game field can change, such as an enemy character or a rock rolling on the game field. In this case, for example, if a message is set for a boss monster roaming the game field, when a second player encounters that monster, he or she will be able to refer to the message set by the first player for the monster's object, regardless of location.
[0057] The message storage unit 172 stores information about a message accepted by the message processing unit 104. For example, the message storage unit 172 stores the information about the accepted message in association with first game situation information of the first player who set the message. For example, the message storage unit 172 stores the information about the message in association with first game situation information of the first player at the time the message was set. For example, the message processing unit 104 acquires first game situation information, which is the game situation information of the first player at the time the first player set the message at the message setting location. The game situation information can be acquired from the game processing unit 102. Then, the information about the message set by the first player is stored in the message storage unit 172 in association with the acquired first game situation information. The message storage unit 172 may also store information about the message setting location (such as location information) where the first player set the message in association with the information about the message.
[0058] The message information may be, for example, message content information or information necessary for displaying or identifying a message. The message content information may be the text information of the message itself, or information indicating whether a predetermined word is included. For example, the message content information may be information indicating whether a predetermined keyword such as "enemy," "strong," "weak," or "easy win" is included in the message, or a predetermined unique name such as a unique enemy character name or a unique item name is included in the message. The game status information may be game play status such as the player's game progress status, game performance status, game level status, number of stages cleared, quest completion status, number of game plays, time, and frequency, and game operation status; character status such as the player's character parameters and status; item status such as the player's item usage status and possession status; or the player's billing status.
[0059] The display determination unit 106 performs a display determination as to whether to display a message to a player. For example, the display determination unit 106 extracts a message to be displayed to a player from multiple messages set in the message setting locations of multiple other players by performing a process such as matching game status information associated with the message or message content information with the player's game status information. Specifically, when a second player of the multiple players satisfies a predetermined condition at the message setting location, the display determination unit 106 performs a display determination as to whether to display a message set by a first player to the second player based on the second game status information of the second player and the message content information set in the message setting location or the first game status information of a first player associated with the message. For example, the display determination unit 106 determines whether to display a message set by a first player to the second player based on the second game status information of the second player and the message content information. Alternatively, the display determination unit 106 determines whether to display the message set by the first player to the second player based on the second game situation information of the second player and the first game situation information of the first player. Here, the predetermined condition is a condition for whether the player is able to receive the message, such as a message reception condition. For example, the predetermined condition may be a condition for whether the player (player's character) is located at the message setting location, a condition for whether the player has designated a message setting location, or a condition for whether the player has performed an operation to receive the message. For example, when the second player (second player's character) is located at the message setting location, the second player designates the message setting location, or the second player performs an operation to receive the message, the predetermined condition is satisfied and the message set at the message setting location becomes available for reception.Then, when the second player satisfies a predetermined condition at the message setting location, the display determination unit 106 makes a display determination as to whether or not to display the message set by the first player to the second player, based on the second game situation information of the second player and the content information of the message set at the message setting location or the first game situation information associated with the message. For example, the display determination unit 106 makes a display determination as to whether or not to display the message set by the first player to the second player by performing a matching process between the second game situation information of the second player and the content information of the message set at the message setting location or the first game situation information associated with the message.
[0060] The display processing unit 120 performs processing to display, to the second player, the message that has been determined to be displayed by the display determination unit 106. For example, the display processing unit 120 performs processing to display, for example, the message of the first player extracted based on the extraction conditions on the display unit of the terminal device TM of the second player.
[0061] The display determination unit 106 also determines whether to display the message set by the first player to the second player based on the status parameters of the first player who set the message. The display determination unit 106 can also perform this display determination based on the status parameters of the second player. The player's status parameters are a type of game situation information, such as ability parameters such as attack power, defense power, or magic power, stamina parameters, experience value parameters, or parameters of owned items. For example, in a game in which a character corresponding to the player appears in the game space, the player's status parameters can also be referred to as the character's status parameters. For example, the status parameters of the first player when the first player sets a message at the message setting location are stored in the message storage unit 172 as first game situation information in association with the message set by the first player. The display determination unit 106 performs a matching process between the status parameters of the first player (the character of the first player) and the status parameters of the second player (the character of the second player), and performs a display determination as to whether or not to display the message of the first player to the second player. For example, the display determination unit 106 determines that the message of the first player should be displayed to the second player when the result of the matching process satisfies a predetermined condition, such as when the status parameters of the first player and the second player have a high degree of matching. For example, the higher the similarity between the status parameters of the first player and the second player, the higher the degree of matching is determined to be.
[0062] The display determination unit 106 also determines whether to display the message set by the first player to the second player based on information about the items possessed or equipped by the first player who set the message. The display determination unit 106 can also perform the display determination based on information about the items possessed or equipped by the second player. Items are weapons, armor, equipment, tools, or parts in a game, and are one of the game play elements (game media) that are electronic data used in the game. For example, in a game in which a character corresponding to a player appears in the game space, the items possessed or equipped by the player can also be referred to as the items possessed or equipped by the character. For example, information about the items possessed or equipped by the first player when the first player set a message at the message setting location is stored in the message storage unit 172 as first game situation information in association with the message set by the first player. The display determination unit 106 performs a matching process between information on the items possessed or equipped by a first player (the character of the first player) and information on the items possessed or equipped by a second player (the character of the second player), and performs a display determination as to whether or not to display a message from the first player to the second player. For example, the display determination unit 106 determines that the message from the first player should be displayed to the second player when the result of the matching process satisfies a predetermined condition, such as when the items possessed or equipped by the first player and the second player have a high degree of matching. For example, the higher the similarity between the items possessed or equipped by the first player and the second player, the higher the degree of matching is determined to be.
[0063] The display determination unit 106 also determines whether to display the message set by the first player to the second player based on information about the playing tendency of the first player who set the message. The display determination unit 106 can also make this display determination based on information about the playing tendency of the second player. The playing tendency is a player's gameplay tendency, determined based on the player's past gameplay history, and is the tendency of the player's actions. The playing tendency is also called a playing style. For example, information about the player's playing tendency is obtained by analyzing the actions taken by the player in past gameplay. For example, if the player frequently performs offensive actions in gameplay, the player is determined to have an offensive tendency; if the player frequently performs defensive actions, the player is determined to have a defensive tendency; and if the player frequently uses magic, the player is determined to have a magical tendency. For example, the information about the playing tendency of the first player when the first player set a message at the message setting location is stored in the message storage unit 172 as first game situation information in association with the message set by the first player. The display determination unit 106 performs a matching process between information on the playing tendencies of the first player and information on the playing tendencies of the second player, and makes a display determination as to whether to display a message from the first player to the second player. For example, the display determination unit 106 determines that the message from the first player should be displayed to the second player when the result of the matching process satisfies a predetermined condition, such as when the playing tendencies of the first player and the second player are highly matched. For example, the higher the similarity in the playing tendencies of the status parameters of the first player and the second player, the higher the degree of matching is determined to be.
[0064] The display determination unit 106 also performs a display determination as to whether to display the message set by the first player to the second player based on information about the relationship between the first player and the first player who set the message. The relationship between the players here may be, for example, the relationship (attributes) between the players, such as the age, gender, or residential area between the players. Alternatively, the relationship between the players may be, for example, whether the players belong to the same team, guild, or other group, or whether the players are friends. For example, the relationship information when the first player set a message at the message setting location is stored in the message storage unit 172 as first game situation information in association with the message set by the first player. The display determination unit 106 performs a matching process on the information about the relationship between the first player and the second player, and performs a display determination as to whether to display the message of the first player to the second player. For example, when the result of the matching process satisfies a predetermined condition, such as a high degree of matching between the first player and the second player, the display determination unit 106 determines that the message of the first player should be displayed to the second player. For example, the higher the relationship (similarity) between the first player and the second player in terms of age, gender, residential area, affiliated organization, etc., the higher the degree of matching is determined to be.
[0065] Furthermore, when displaying a message, the display processing unit 120 also performs processing to display information about the first player who set the message. For example, when it is determined that a message from the first player should be displayed for the second player, the display processing unit 120 performs processing to display the information about the first player along with the message from the first player on the display unit of the terminal device TM of the second player. The information about the first player is, for example, part of the first game status information of the first player, and is information that the second player uses to make decisions about playing the game. For example, the information about the first player may be the first player's game level, experience points, equipment status such as weapons and armor, number of stages cleared, or quest completion status.
[0066] Furthermore, when a message set by a first player is displayed to a second player, the message processor 104 (benefit processor) performs processing to grant a benefit to the first player who set the message. Benefits are intended to give a player an advantage or provide preferential treatment. Specifically, benefits are intended to give a player an advantage or provide preferential treatment, for example, in a game. For example, a first player who receives a benefit by having his or her message displayed to another player, such as a second player, can advance in the game he or she plays in the game space with an advantage or receive various preferential treatment in the game. Specifically, the first player whose message is displayed may be granted various game points such as experience points or stamina, or may have parameters such as ability parameters of the first player increased, or may be granted a specific item. Note that benefits may also be granted to players outside the game, for example, as virtual currency, various points, or prizes.
[0067] The message processing unit 104 also accepts a rating from a second player for a message set by the first player and changes the benefit to be granted to the first player depending on the result of the rating. For example, when a message from the first player is displayed to the second player, the display processing unit 120 displays a rating screen or rating window for the message on the display unit of the terminal device TM of the second player. The second player then uses the operation unit of the terminal device TM to input a rating for the first player's message on the rating screen or rating window. For example, the second player inputs a rating for the message, such as "helpful," "not useful," or "neither." The message processing unit 104 then accepts the input of the second player's rating and changes the benefit to be granted to the first player depending on the result of the rating. For example, the message processing unit 104 changes the content or type of the benefit to be granted to the first player so that the higher the second player's rating of the message, the more valuable the benefit to be granted. For example, the message processing unit 104 changes the benefit given to the first player depending on the evaluation results of the message of the first player by multiple players including the second player. For example, the higher the evaluation of the message, the more the message processing unit 104 performs a benefit giving process, such as increasing the value of various points given to the first player, improving the ability of the character of the first player, or giving a rarer item.
[0068] The message processing unit 104 also changes the benefit to be given to the first player depending on the number or content of messages set in the message setting locations. For example, when multiple messages are set in the same message setting location, the benefit to be given to the first player is changed depending on the number or content of the messages. For example, when a large number of messages are set in the message setting locations, even if the first player's messages are highly rated, a benefit of low value is given to the first player, and for example, a benefit that does not give the first player much of an advantage in the game is given. On the other hand, when a small number of messages are set in the message setting locations, a benefit of high value is given to the first player, and a benefit that gives the player a greater advantage in the game is given. Furthermore, when messages set in the message setting locations by other players have a higher rating than the rating of the first player's message, a benefit of low value is given to the first player. On the other hand, when messages set in the message setting locations by other players have a lower rating than the rating of the first player's message, a benefit of high value is given to the first player.
[0069] Furthermore, when a message set by a first player is displayed to a second player, the message processing unit 104 performs processing to enable relationship update processing or relationship application processing between the first player and the second player. For example, when a message set by the first player is displayed to a second player, the message processing unit 104 permits relationship update processing or relationship application processing between the first player and the second player. For example, the message processing unit 104 turns on a processing permission flag for the relationship update processing or relationship application processing to enable execution of the update processing or application processing. The relationship here may be, for example, a friend relationship, a team relationship, a competitive relationship, or a cooperative play relationship. For example, when a message from the first player is displayed to a second player, it becomes possible to build a relationship such as a friend relationship or a team relationship between the first player and the second player, or to perform relationship update processing to improve the relationship between the players. Furthermore, when a message from the first player is displayed to the second player, it becomes possible to, for example, request a friend, a teaming request, a battle request, or a cooperative play request.
[0070] Furthermore, the message processing unit 104 performs a process of additionally setting a message of a second player in association with the message set by the first player. For example, when a message of the first player is displayed to the second player, the message processing unit 104 accepts a message input by the second player and performs a process of adding the message of the second player in association with the message of the first player. For example, in the message display area, the message of the second player is added in a form that complements the message of the first player, like a reply on Twitter (Twitter is a registered trademark), and the message of the first player and the message of the second player are displayed in association with each other.
[0071] Furthermore, the display processing unit 120 performs a process of changing the display mode of the message setting location depending on the number or content of messages set in the message setting location. For example, if the number or content of messages set in the message setting location is a first number or first content, the display processing unit 120 performs a process of displaying the image of the message setting location in a first display mode, and if the number or content of messages set in the message setting location is a second number or second content, the display processing unit 120 performs a process of displaying the image of the message setting location in a second display mode. The process of changing the display mode of the message setting location includes a process of changing image properties such as the color, brightness, or texture of the image of the object corresponding to the message setting location, or a process of adding a predetermined effect image. For example, if a large number of messages are set in the message setting location or if the content of the messages suggests a caution zone or a danger zone, the display processing unit 120 performs a process of displaying the image of the message setting location in a display mode that notifies the user that the message setting location is a caution zone or a danger zone.
[0072] 2 described above can be implemented in various ways, such as by the server system 500 in FIG. 1A or by distributed processing between the server system 500 and terminal devices. The program of this embodiment can be applied to various programs, such as a smartphone application program, a game program for a home game device, a game program for a PC, a browser game program for a smartphone or PC, or a program for an arcade game device.
[0073] 2. Method of this embodiment Next, the method of this embodiment will be described in detail.
[0074] 2.1 Displaying messages according to the game situation FIG. 3 is an explanatory diagram of the problems with the method of the comparative example of this embodiment. In FIG. 3, a player plays a game in which the player moves his / her character CH around the game field to complete various quests, such as clearing a dungeon. In FIG. 3, the player's character CH is located in front of the entrance to the enemy's fortress shown in A1, which is the message setting location. The player can enter the enemy's fortress, which is the target of the quest, by performing the operation shown in A2, for example.
[0075] In this game, other players P1, P2, P3, P4, and P5 are also playing the same game on a different timeline (past timeline) from the player, and messages from players P1, P2, P3, P4, and P5 are registered and set in the message setting location in front of the entrance to the fortress. For example, players P1, P2, P3, P4, and P5 leave messages MS1, MS2, MS3, MS4, and MS5, respectively, such as "The enemy is strong ahead," "Use sword techniques," "Recovery items are required," "Use magic techniques," and "They're weak, so it'll be easy."
[0076] In this embodiment, players can set and register advice messages associated with specific locations on the game field. This allows each player to give advice to other online players visiting the same location. However, because multiple players register advice messages based on their own subjective opinions, useful and meaningless messages for the same location may be mixed. Taking Figure 3 as an example, useful and meaningless messages are mixed for the player controlling the character CH. For example, the message MS1 left by player P1 is "The enemy is strong up ahead," while the message MS5 left by player P5 is "They're weak, so it'll be easy." This leaves the player confused and unable to tell whether the enemy is formidable or weak. Similarly, the message MS2 left by player P2 is "Use sword techniques," while the message MS4 left by player P4 is "Use magic techniques." This leaves the player confused and unable to tell whether it's better to fight with a sword or with magic.
[0077] Therefore, in this embodiment, a method is adopted in which the display of messages is controlled depending on the relationship between other players who have left messages at a predetermined location and the player who has visited that location. For example, whether or not messages from other players are displayed to a player is controlled depending on the relationship between the game situation information of the other players and the player's own game situation information. For example, a message set by a message from another player whose game situation is similar to that of the player is selected and displayed to the player.
[0078] For example, in FIG. 4, the player operating the character CH is a player (character) with a low game level. The message MS1, "The enemies ahead are strong," is a message set (registered) by a player P1 with a low game level. For this reason, in FIG. 4, the message MS1 set by the player P1 with the same low game level is extracted and displayed for the player with a low game level. In addition, the message MS5, "They're weak, so it's easy," set by a player P5 with a high game level in FIG. 3, is not displayed to the player. In this way, the message MS1, "The enemies ahead are strong," which is useful for players with a low game level, can be extracted and displayed from among the messages MS1 to MS5 in FIG. 3. This allows players with a low game level to recognize that the enemies ahead are strong, and to prepare adequate equipment and enter the fort to fight the enemies.
[0079] In addition, in FIG. 5, the player controlling the character CH is a player (character) equipped with a sword. The message MS2 "Use sword techniques" is a message set by player P2 who is equipped with a sword. Therefore, in FIG. 5, the message MS2 set by player P2 who is also equipped with a sword is extracted and displayed to the player equipped with a sword. In addition, the message MS4 "Use magic techniques" set by player P4 who is skilled in magic in FIG. 3 is not displayed to the player. In this way, it is possible to extract and display the message MS2 "Use sword techniques" that is useful to the player equipped with a sword from among the messages MS1 to MS5 in FIG. 3. This allows the player equipped with a sword to enter the fort and use the advised sword techniques to fight enemies with an advantage.
[0080] In addition, in FIG. 6, the player operating the character CH is a player (character) with low stamina. The message MS3 "Recovery items are essential" is a message set by a player P3 with low stamina. For this reason, in FIG. 6, the message MS3 set by the player P3 who also has low stamina is extracted and displayed for the player with low stamina. In this way, it is possible to extract and display the message MS3 "Recovery items are essential," which is useful for players with low stamina, from among the messages MS1 to MS5 in FIG. 3. This allows a player with low stamina to gather enough recovery items and enter the fort to fight enemies.
[0081] FIG. 7 is a system configuration diagram illustrating the method of this embodiment. In FIG. 7, players P1 to Pn are playing an online game using terminal devices TM1 to TMn. Player PL is also playing the same online game using terminal device TM. Each of players P1 to Pn and PL plays the game, for example, at different periods in time series. The game processing unit 102 performs game processing for players P1 to Pn and PL to play the game. When players P1 to Pn set messages such as advice in message setting locations in the game space, registration information for the messages is transmitted from terminal devices TM1 to TMn of players P1 to Pn to the server system 500. The message processing unit 104 accepts the registration of these messages. The message storage unit 172 then stores the accepted message information in association with information about the message setting location and game status information for the player who registered the message. Then, when a predetermined condition such as the player PL being located at a message setting location is satisfied, the display determination unit 106 performs an extraction process such as a matching process based on the game situation information (second game situation information) of the player PL (second player) and the content information of the messages of the players P1 to Pn (first players) or the game situation information (first game situation information) of the players P1 to Pn. Then, the display processing unit 120 performs a process of displaying the message extracted by the extraction process on the display unit of the terminal device TM of the player PL.
[0082] 2.2 Processing example of this embodiment 8 and 9 are flowcharts illustrating the processing of this embodiment. First, as shown in FIG. 8, the game system determines whether a first player has registered to set a message at a message setting location (step S1). The first players are players P1 to Pn in FIG. 7. When a message is registered, the game system accepts the message from the first player (step S2). The game system then associates the message information (content information, etc.) with game status information of the first player who set the message, information about the message setting location, etc., and stores the message information in the message storage unit 172 (step S3).
[0083] As shown in FIG. 9, the game system determines whether a second player satisfies a predetermined condition at the message setting location (step S11). The second player is player PL in FIG. 7. The predetermined condition is satisfied when the second player is located at the message setting location, designates the message setting location, or performs an operation to receive a message. The game system then performs a display determination process to determine whether to display the message set by the first player to the second player based on the game status information of the second player and the message content information or the first game status information of the first player associated with the message (step S12). The game system then displays the message determined to be displayed to the second player (step S13).
[0084] As described above, in this embodiment, information about the message set by the first player in the message setting location is stored. Then, when the second player satisfies a predetermined condition, a determination is made as to whether or not to display the message of the first player to the second player based on the second game situation information of the second player and the content information of the message of the first player or the first game situation information of the first player, and the message determined to be displayed is displayed to the second player. For example, as described with reference to FIGS. 4 to 6, a matching process is performed between the second game situation information, such as the game level, equipment, or stamina of the second player, and the first game situation information, such as the game level, equipment, or stamina of the first player. If the second game situation information of the second player and the first game situation information of the first player are compatible or similar, the message of the first player is displayed to the second player. Taking FIG. 4 as an example, if the game level of the second player and the game level of the first player are determined to be compatible or similar, the message of the first player is displayed to the second player. Taking FIG. 5 as an example, if the equipment of the second player and the equipment of the first player are determined to be compatible or similar, the message of the first player is displayed to the second player. Taking FIG. 6 as an example, if the stamina of the second player and the stamina of the first player are determined to be compatible or similar, the message of the first player is displayed to the second player. Alternatively, a matching process is performed between the second game status information of the second player and the content information of the message of the first player, and if the second game status information of the second player and the content information of the message of the first player are compatible or similar, the message of the first player is displayed to the second player. Taking FIG. 4 as an example, the message MS1 has the content "The enemy is strong ahead," and includes keywords such as "enemy" and "strong." If the game level of the second player is low, it is determined that it is appropriate to display this message MS1 to the second player, and the message MS1 is displayed to the second player. Taking the example of Figure 5, the message MS2 has the content "Use your sword skills" and contains keywords such as "sword skills" and "use."If the second player is equipped with a sword, the message MS2 is determined to be appropriate for display to the second player and is displayed to the second player. Taking the example of FIG. 6, the message MS3 states, "A recovery item is essential," and includes keywords such as "recovery item" and "essential." If the second player's stamina is low, the message MS3 is determined to be appropriate for display to the second player and is displayed to the second player. In this way, it is possible to determine whether to display the first player's message to the second player by determining the compatibility or similarity between the second game situation information of the second player and the content information of the message of the first player or the first game situation information of the first player. Therefore, it is possible to display appropriate messages, such as messages useful to the second player, to the second player, and it is possible to provide a game system or the like that can display appropriate messages to players according to the game situation.
[0085] A fee may be required for the second player to read the message. For example, if it is determined that the first player's message should be displayed to the second player, the message is displayed to the second player on condition that the second player pays a fee. The fee may be paid in virtual currency, by consuming a predetermined number of in-game points, or by using a predetermined item. The second player may be able to determine whether to read the message based on the message's sender, or the fee may vary depending on the compatibility between the players. The message that the first player can set may also differ depending on whether the first player's character is in a game over state. For example, when the first player is in a game over state (death state), only a simple message may be set, whereas when the first player is alive, a detailed message may be set. The level of detail of the message that can be set may also vary depending on the ability parameters of the first player. For example, if the intelligence parameter of the first player (first player's character) is low, only messages made up of preset words can be set, but if the intelligence parameter is high, messages can be freely input using an operating unit such as a keyboard.
[0086] An example of player game situation information is shown in Figure 10. Player game situation information includes player status parameters, items possessed or equipped by the player, information on player play tendencies, and information on relationships between players.
[0087] In this embodiment, a display determination is made as to whether a message set by a first player should be displayed to a second player based on, for example, the status parameters of the first player (the first player's character) who set the message. This makes it possible to determine whether a message set by a first player should be displayed to a second player using status parameters such as ability parameters of the character of the first player who set the message as extraction conditions or matching conditions, thereby realizing a display determination process that reflects the player's status parameters. For example, in FIG. 4, the first player's status parameter, the game level parameter, is low, so the first player's message MS1 is displayed to the second player, who also has a low game level parameter. In FIG. 6, the first player's status parameter, the stamina parameter, is low, so the first player's message MS1 is displayed to the second player, who also has a low stamina parameter. This makes it possible to display a message from a first player to a second player, whose status parameters match or are similar to those of the first player.
[0088] In this embodiment, a display determination is made as to whether a message set by a first player (the first player's character) should be displayed to a second player based on information about the items possessed or equipped by the first player who set the message. This makes it possible to determine whether a message set by a first player should be displayed to a second player using the items possessed or equipped by the first player who set the message as extraction or matching conditions, thereby realizing a display determination process that reflects the items possessed or equipped by the players. For example, in FIG. 5, the first player (the first player's character) is equipped with a sword, and the message MS2 of the first player is a message encouraging sword techniques. Therefore, the message MS2 of the first player is displayed to a second player who is equipped with a sword. Alternatively, if the first player possesses a specific item, a display determination as to whether a message set by the first player should be displayed to a second player may be made based on information about the possessed item. For example, if a first player has a specific item required to complete a quest, a message from the first player can be displayed to a second player who has the same specific item. In this way, a message that is valid when the second player has the specific item can be displayed to the second player.
[0089] Furthermore, in this embodiment, a display determination is made as to whether or not to display a message set by a first player to a second player based on information about the playing tendency of the first player who set the message. This makes it possible to determine whether or not to display a message from a first player to a second player using the playing tendency of the first player who set the message as an extraction condition or a matching condition, thereby realizing a display determination process that reflects the playing tendencies of the players. For example, if the playing tendency of the first player is offensive, the message of the first player is displayed to a second player who also has an offensive tendency. This makes it possible to display to the second player a message, such as advice from the first player, that is effective when attacking an enemy. On the other hand, if the playing tendency of the first player is defensive, the message of the first player is displayed to a second player who also has a defensive tendency. This makes it possible to display to the second player a message, such as advice from the first player, that is effective when defending against an enemy. For example, messages from other players with similar playing tendencies determined from past play history are preferentially displayed. That is, the playing tendency of a first player is determined from the past play history of the first player, and the playing tendency of a second player is determined from the past play history of the second player. If the play history determined from the past play history of the first player matches or is similar to the play history determined from the past play history of the second player, the message of the first player is displayed to the second player. In this way, it is possible to realize a display determination process that reflects the past play history of the players.
[0090] In this embodiment, a display determination is made as to whether a message set by a first player should be displayed to a second player based on information about the relationship with the first player who set the message. The relationship information may be, for example, information about the relationship between the players' attributes. This makes it possible to determine whether a message set by a first player should be displayed to a second player using information about the relationship between the first and second players as extraction and matching conditions, thereby realizing a display determination process that reflects information about the relationship between the players. For example, the relationship between the first and second players, such as age, gender, or residential area, is determined. The message set by the first player is then displayed to a second player who is in the same age group, gender, or residential area as the first player. In this case, a determination process as to whether a message set by the first player should be displayed to the second player may be performed based on the number of matches between the first and second players in relationship elements such as age group, gender, or residential area. For example, if the number of matches in relationship elements such as age group, gender, and residential area is equal to or greater than a predetermined number, the message of the first player may be displayed to the second player. Also, if the first player and the second player are friends or belong to the same team, guild, or other group, the message of the first player may be displayed to the second player.
[0091] In this embodiment, the game status information may be, for example, information about the player's game play time, the player's billing information, etc. For example, a message from a player who has played a long time (total time) may be displayed to players who have similarly played a long time, and a message from a player who has similarly paid a large amount may be displayed to players who have similarly paid a large amount.
[0092] In this embodiment, when a message is displayed, information about the first player who set the message is also displayed. Displaying information about the first player along with the message in this manner allows the second player to be provided with information that is more useful or provides better information for the second player to use in playing the game. For example, in FIG. 11 , information about the first player, such as the first player's level, equipment, experience points, and stamina at the time the message was set, is also displayed to the second player along with the first player's message. In this way, if the second player knows that the message was left by a first player who is level 10, equipped with a specific spear and shield, and has 650 experience points and 85 stamina, useful information that provides the second player with better information for making decisions can be provided. The second player can then decide on weapons and items to equip, taking into account the first player's level, equipment, experience points, and stamina, and then challenge enemies, enabling gameplay based on useful messages.
[0093] In this embodiment, when a message set by a first player is displayed to a second player, a process is performed to grant a bonus to the first player who set the message. Figure 12 is a flowchart explaining the process of this embodiment in this case.
[0094] First, the game system performs a display determination process to determine whether or not to display a message set by a first player to a second player (step S21). For example, the game system performs the display determination process based on game situation information, such as each player's status parameters, possessed items or equipped items, playing tendencies, or relationship information, as well as message content information. The game system then determines whether or not to display the message set by the first player to the second player (step S22), and if it determines to display the message, displays the message set by the first player to the second player (step S23). Then, when the message of the first player is displayed to the second player in this manner, the game system grants a benefit to the first player (step S24).
[0095] In this embodiment, when a message from a first player is displayed to a second player, a special benefit is awarded to the first player who set the message. In this way, the first player is motivated by the fact that the special benefit will be awarded when the message he or she set is displayed, and sets a message in a message setting location in the game space. This leads to frequent exchanges of messages, such as advice, between multiple players playing in the same game space. This makes it possible to realize a message transmission system that enables effective communication between players, and by effectively utilizing this message transmission system, it is possible to increase players' enthusiasm and immersion in the game.
[0096] In this embodiment, a second player's evaluation of a message set by a first player is accepted, and the benefit to be given to the first player is changed depending on the evaluation result. Alternatively, the benefit to be given to the first player is changed depending on the number or content of messages set in the message setting locations. Figure 13 is a flowchart explaining the processing of this embodiment in this case.
[0097] First, the game system performs a display determination process to determine whether or not to display the message set by the first player to the second player (step S31). If it determines that the message set by the first player should be displayed to the second player, the game system displays the message set by the first player to the second player (steps S32 and S33). Then, the game system receives the second player's evaluation of the message set by the first player (step S34). For example, the game system displays an evaluation screen or evaluation window on the display unit of the second player's terminal device for inputting an evaluation of the message. Then, when the second player inputs an evaluation of the message set by the first player using the operation unit of the terminal device, the game system performs a reception process to receive the input evaluation information. The game system also acquires information on the number or content of messages set in the message setting locations (step S35). For example, in this embodiment, multiple messages can be set by multiple players in the same message setting location, and the game system acquires information on the number of messages set in the message setting locations. The game system also acquires information about the content of messages set in the message setting locations, and analyzes, for example, trend information about the content of multiple messages set in the message setting locations.The game system then grants the first player a benefit that varies depending on the second player's evaluation or the number or content of messages (step S36).For example, the game system grants a more valuable benefit that gives the first player an advantage in the game the higher the second player's evaluation, or the fewer messages with content similar to that of the first player, the more valuable the benefit.
[0098] In this embodiment, the reward given to the first player is changed depending on the second player's evaluation of the first player's message. This allows the content or type of the reward to change depending on the second player's evaluation, encouraging the first player to set a useful message that provides better advice. As a result, useful messages that provide good information for players to use in progressing through the game are also displayed to the second player, thereby realizing a message transmission system that enables useful communication between players. Note that if multiple messages are set in the same message setting location as candidates for the message to be displayed to the second player and conflict with each other, the message that has been given a higher evaluation by the other player may be displayed to the second player. Such display priority can also be considered a type of reward.
[0099] In this embodiment, the benefit granted to the first player varies depending on the number or content of messages set in the message setting locations. This allows a benefit of a type or content reflecting the number and content of messages set in the same message setting location to be granted to the first player who set a message. For example, if multiple other players have set many messages in a location where the first player has set a message, the first player will be granted a less valuable benefit even if the first player's message is highly rated. Conversely, if the first player sets a message in a location where few other players have set messages and the message is highly rated, the first player will be granted a more valuable benefit, allowing the first player to progress through the game more advantageously, for example. For example, even if the first player sets an advisory message in a message setting location, if the message is easily noticeable by other players, the first player will be granted a less valuable benefit. On the other hand, if the first player sets a message that is not set in many message setting locations and whose content is not easily noticed by other players, a highly valuable benefit will be given to the first player.
[0100] In addition, in this embodiment, when a message set by a first player is displayed to a second player, the relationship between the first player and the second player can be updated or a relationship application can be performed. Figure 14 is a flowchart explaining the processing of this embodiment in this case.
[0101] First, the game system performs a display determination process to determine whether or not to display a message set by the first player to the second player (step S41). If it determines that the message set by the first player should be displayed to the second player, the game system displays the message set by the first player to the second player (steps S42 and S43). Then, relationship update processing, such as establishing a friend relationship or a team relationship between the first player and the second player, is permitted, and the update processing is executed (step S44). For example, the game system permits update processing, such as establishing a friend relationship or a team relationship, between the players, when the first player's message is displayed to the second player. Furthermore, relationship application processing, such as a friend request, a battle request, or a cooperative play request, is permitted, and the application processing is executed (step S45). For example, the game system permits relationship application processing, such as a friend request, a battle request, or a cooperative play request, between the players, when the first player's message is displayed to the second player.
[0102] As described above, according to this embodiment, when a message from a first player is displayed to a second player, relationship update processing and application processing between the players become possible. In this way, the display of a message from a first player to a second player can be used as a trigger to establish a relationship between the players, to perform relationship update processing to change the relationship between the players to a new relationship, or to perform relationship application processing to establish a predetermined relationship between the players. Therefore, relationship update processing and application processing between players can be realized by effectively utilizing the message transmission system. For example, when a message from a first player is displayed to a second player, it can be determined that the first player and the second player have similar game levels, play styles, etc. Therefore, it can be determined that the first player and the second player are suitable partners for becoming friends, forming a team, or playing a competitive game or cooperative play together. Therefore, the display of a message from a first player to a second player can be used as a trigger to perform relationship update processing and application processing between the first player and the second player.
[0103] In this embodiment, a process is performed to additionally set a message of a second player in association with the message set by the first player. For example, in FIG. 15 , player PA (first player) sets a message saying "The enemy is strong ahead" at the message setting location. Then, this message of player PA is displayed to player PB (second player) through display determination process based on game status information of players PA and PB and content information of the message. Player PB then additionally sets a message saying "The enemy's fire techniques are strong" in association with the message set by player PA. That is, player PB adds a supplementary comment that the enemies ahead are strong, but that their fire techniques are particularly strong. Furthermore, player PC, to which the messages of players PA and PB are displayed, additionally sets a message saying "There is an opening after the fire technique, so this is your chance" in association with these messages. That is, player PC adds a supplementary comment that the enemy ahead has strong fire techniques, but that there is an opening after the enemy's fire technique, so this is your chance to attack. In this way, a message related to the message set by the first player is added to the message. For example, a message supplementing the content of the message set by the first player is added. Therefore, it is possible to display a message with more useful content that is helpful in the game. That is, according to this embodiment, a new message can be added to supplement another player's message, like a reply on Twitter. For example, even if two messages are set separately in a message setting location, the two messages may not necessarily be displayed to the next player who visits the message setting location as a result of the display determination. However, according to the method of this embodiment, which allows another player's message to be added in association with the message set in the message setting location, a message with content that supplements the original message can be displayed to the next player who visits the message setting location. This makes it possible to realize a message transmission system that can display more useful and valuable messages to players.
[0104] In this embodiment, the display mode of the message setting location is changed depending on the number or content of messages set in the message setting location. Fig. 16 is a flowchart illustrating the process of this embodiment in this case.
[0105] First, the game system determines whether the player is located at a message setting location (step S51). For example, when the player's character appears in the game space, the game system determines whether the player's character is located within a predetermined range corresponding to the message setting location. If the player is located at the message setting location, the game system acquires information about the number or content of messages set at the message setting location (step S52). The game system then changes the display mode at the message setting location according to the number or content of the messages (step S53). For example, the game system changes image properties such as the color or brightness of an object at the message setting location, or performs a display mode change process such as displaying an effect image.
[0106] As described above, according to this embodiment, the display mode of the message setting location is changed depending on the number or content of messages. This allows the player to visually recognize the type of location corresponding to the message setting location by viewing the image with the changed display mode. Therefore, a message transmission system capable of displaying information that is highly convenient and useful for the player can be realized. For example, in this embodiment, the color and brightness of the image of an object such as a map of the message setting location are changed depending on the number of messages. For example, as the number of messages increases, the color of the image of the message setting location is changed from blue to yellow to red. This allows the player to recognize at a glance whether the location is a safe zone or a dangerous zone by viewing the image of the message setting location with the changed display mode. Furthermore, in this embodiment, the display mode of the message setting location is changed depending on the content of the message, such as keywords contained in the message or game status information corresponding to the message. This allows the player to visually recognize, by viewing the change in display mode, whether a location is one where only players equipped with a specific weapon, such as a spear, are leaving messages, or one where only players equipped with a specific item are leaving messages. Alternatively, by looking at the change in the display mode, the player can visually recognize whether the location is one where a player with a low game level has left a message, a location where a player with a high game level has left a message, or a location where messages have been left by players of all levels, from low to high, thereby improving convenience for the player.
[0107] Although the present embodiment has been described in detail above, those skilled in the art will readily understand that many modifications are possible without substantially departing from the novel features and advantages of the present disclosure. Therefore, all such modifications are intended to be within the scope of the present disclosure. For example, a term described at least once in the specification or drawings with a different term having a broader or equivalent meaning may be replaced with that different term anywhere in the specification or drawings. Furthermore, game processing, message processing, display determination processing, display processing, bonus granting processing, and the like are not limited to those described in the present embodiment, and equivalent methods are also within the scope of the present disclosure. [Explanation of symbols]
[0108] 100...processing unit, 102...game processing unit, 104...message processing unit, 106...display determination unit, 118...management unit, 120...display processing unit, 130...sound processing unit, 170...storage unit, 172...message storage unit, 174...player information storage unit, 196...communication unit, 500...server system, 510...network, CH...character, MS1 to MS5...message, P1 to Pn, PA, PB, PC, PL...player, TM1 to TMn, TM...terminal device
Claims
1. a game processing unit that processes a game played by multiple players in a game space; a message processing unit that receives a message set by a first player of the plurality of players in a message setting location in the game space; a message storage unit that stores information about the received message in association with first game situation information of the first player who set the message; a display determination unit that, when a second player of the plurality of players satisfies a predetermined condition at the message setting location, makes a display determination as to whether or not to display the message set by the first player to the second player, based on second game situation information of the second player and content information of the message set at the message setting location or the first game situation information associated with the message; a display processing unit that performs processing to display the message determined to be displayed to the second player; A game system comprising:
2. In claim 1, The display determination unit A game system characterized in that the display determination is made as to whether or not to display a message set by the first player to the second player based on a status parameter of the first player who set the message.
3. In claim 1 or 2, The display determination unit A game system characterized in that the display determination is made as to whether or not to display a message set by the first player to the second player based on information about an item possessed or equipped by the first player who set the message.
4. In any one of claims 1 to 3, The display determination unit A game system characterized in that the display determination as to whether or not to display a message set by the first player to the second player is made based on information on the playing tendencies of the first player who set the message.
5. In any one of claims 1 to 4, The display determination unit A game system characterized in that the display determination is made as to whether or not to display a message set by the first player to the second player based on information about the relationship with the first player who set the message.
6. In any one of claims 1 to 5, The display processing unit A game system characterized in that, when a message is displayed, information about a first player who set the message is also displayed.
7. In any one of claims 1 to 6, The message processing unit A game system characterized in that, when a message set by the first player is displayed to the second player, a process is performed to grant a benefit to the first player who set the message.
8. In claim 7, The message processing unit A game system characterized by accepting an evaluation from the second player regarding a message set by the first player, and changing the benefit to be granted to the first player depending on the result of the evaluation.
9. In claim 7 or 8, The message processing unit A game system characterized in that the benefit to be given to the first player is changed depending on the number or content of messages set in the message setting location.
10. In any one of claims 1 to 9, The message processing unit A game system characterized in that, when a message set by the first player is displayed to the second player, it is possible to update the relationship between the first player and the second player or to apply for the relationship.
11. In any one of claims 1 to 10, The message processing unit A game system characterized by performing a process of additionally setting a message of the second player in association with the message set by the first player.
12. In any one of claims 1 to 11, The display processing unit A game system characterized in that a process of changing a display mode of the message setting location is performed in accordance with the number or content of messages set in the message setting location.
13. a game processing unit that processes a game played by multiple players in a game space; a message processing unit that receives a message set by a first player of the plurality of players in a message setting location in the game space; a message storage unit that stores information about the received message in association with first game situation information of the first player who set the message; a display determination unit that, when a second player of the plurality of players satisfies a predetermined condition at the message setting location, makes a display determination as to whether or not to display the message set by the first player to the second player, based on second game situation information of the second player and content information of the message set at the message setting location or the first game situation information associated with the message; a display processing unit that performs processing to display the message determined to be displayed to the second player, A program that causes a computer to function.
Citation Information
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