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

By allowing users to control the formation of game areas through their movements, the information processing device enriches strategic gameplay and enhances user engagement.

JP2026075724APending Publication Date: 2026-05-11MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2024-10-23
Publication Date
2026-05-11

AI Technical Summary

Technical Problem

Existing computer games lack strategic depth and interest due to the absence of user participation in area setting, leading to monotonous gameplay experiences.

Method used

An information processing device that determines the stopping positions of moving objects within a game screen based on user-controlled movements, forming specific areas within a game environment to enhance game effects.

Benefits of technology

Enhances user engagement and strategic gameplay by allowing users to influence game development through their will, intentions, and skills, increasing the enjoyment and strategic aspects of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides an information processing device, an information processing system, an information processing method, and a program that can enhance the enjoyment of games, particularly their strategic aspects. [Means for solving the problem] The information processing device has one or more processors, which display one or more first objects that move within the game screen, determine the stopping position of the first object based on the movement operation of a second object operated by the user, determine one or more specific positions between the start and end points of the movement path of the second object based on the movement operation, and enhance the game effect exhibited in the region determined by multiple coordinates including the specific positions and the stopping position of the first object, compared to the game effect exhibited outside the region.
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Description

Technical Field

[0001] The present disclosure relates to an information processing apparatus, an information processing system, an information processing method, and a program.

Background Art

[0002] Conventionally, in computer games such as communication-type (online) games, games are known in which an area is set during game play, and different game effects are exhibited depending on which area the character operated by the user belongs to. For example, Patent Document 1 discloses a game in which a first game area and a second game area are set on a game field, no given constraints are imposed on player characters belonging to the first game area, and given constraints are imposed on player characters belonging to the second game area.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a game such as Patent Document 1, although different game effects occur depending on the area to which the character belongs, since there is no element in which the user himself / herself can participate in the area setting, the game content may become monotonous and the strategic nature of the game may be lacking.

[0005] Therefore, one of the objects of the present disclosure is to provide an information processing apparatus, an information processing system, an information processing method, and a program capable of enhancing the interest of a game, particularly the strategic nature of the game.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present disclosure has one or more processors, which display one or more first objects moving within a game screen, determine the stopping position of the first objects based on movement operations of second objects operated by the user, determine one or more specific positions between the start and end points of the movement path of the second objects based on the movement operations, and enhance the game effect exhibited in a region determined by a plurality of coordinates including the specific positions and the stopping position of the first objects, compared to the game effect exhibited outside the region. [Effects of the Invention]

[0007] According to one aspect of this disclosure, when determining coordinates for setting an area where a special game effect is exerted, the user controls the movement of the second object while observing the movement status of the first object. This increases the elements in which the user's will, intentions, and skills can be involved in the development of the game. This can enhance the enjoyment of the game, particularly its strategic aspects. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of an information processing system including an information processing device according to one embodiment of the present disclosure. [Figure 2] This figure shows an example of a game screen. [Figure 3] This figure shows another example of a game screen. [Figure 4] This figure shows another example of a game screen. [Figure 5] This figure shows another example of a game screen. [Figure 6] This figure shows another example of a game screen. [Figure 7] This figure shows another example of a game screen. [Figure 8] This figure shows another example of a game screen. [Figure 9] This is an explanatory diagram of the functions of an information processing device according to one embodiment of the present disclosure. [Figure 10] This figure shows an example of user information. [Figure 11] This figure shows an example of character information. [Figure 12] This figure shows an example of quest information. [Figure 13] This figure shows an example of region information. [Figure 14] This figure shows an information processing flow according to one embodiment of the present disclosure. [Modes for carrying out the invention]

[0009] <About the game according to one embodiment of this disclosure> The information processing apparatus, information processing method, and program described herein will be explained below with reference to the attached drawings, citing specific embodiments. For convenience of explanation, the following descriptions may sometimes be presented from the perspective of a GUI (Graphical User Interface). However, the fundamental data processing technologies required to realize these technologies (communication / transmission technologies, data acquisition technologies, data recording technologies, data processing / analysis technologies, image processing technologies, and visualization technologies, etc.) are publicly known technologies, and therefore, explanations of these technologies will be omitted.

[0010] The communication system shown in Figure 1 (hereinafter referred to as the information processing system S) is a communication system including an information processing device (hereinafter referred to as the server 10) according to one embodiment of this disclosure, and provides a game environment to a user (hereinafter referred to as the user), who is a game player. In other words, a user is a person who utilizes the functions of the server 10, and more specifically, by operating predetermined equipment, they can enjoy the benefits (services) provided by the functions of the server 10 and play the game. Furthermore, in this embodiment, the user terminal 12 is used as an example of the predetermined device, but the predetermined device may be a device owned by the user, such as the user terminal 12, or it may be a device installed in a store, etc., which is not owned by the user but can be used by entering a PIN or password, or making a deposit, etc., when visiting the store, etc.

[0011] (Game) A game is content that a user plays by operating a user terminal 12 while viewing a game screen on the user terminal 12 for game play. In this embodiment, it is an online game (electronic game) provided using an information processing system S. Online games include browser games using a web browser, social games provided on an SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).

[0012] In this embodiment, when a user performs an operation for game play on the user terminal 12, the user terminal 12 receives game progress data distributed from the server computer of the game provider, that is, the server 10. On the user terminal 12, video and audio corresponding to the received data are output, and the user inputs an operation via the input device of the user terminal 12 while checking the output video and audio to advance the game. Further, the user terminal 12 transmits data indicating the operation content of the user to the server 10, and the server 10 transmits game progress data according to the operation content of the user. Such data transmission and reception between the server 10 and the user terminal 12 are repeatedly performed until the user finishes playing the game.

[0013] The game of this embodiment is a game in which a user uses game objects such as characters and in-game currency owned as game assets, and plays a lottery (gacha), which is one of the constituent units of the game, quests, and the like. In the game, the user can obtain and own these game objects, and use or consume the owned game objects. Specifically, the user can obtain game objects purchased in the shop, and can also obtain game objects won in a lottery. In addition, the user can also obtain game objects as clear rewards for quests played.

[0014] Note that lotteries, quests, etc. are held according to a preset schedule at specific times such as time, day of the week, or seasons of spring, summer, autumn, and winter. In addition, they include so-called collaboration gachas and collaboration quests (hereinafter referred to as collaboration events, etc.) limited to a period of collaboration with other games, other works such as comics or movies, other artists, or other companies. In these collaboration events, etc., characters, items, etc. related to the collaboration partner will appear in the game as game objects.

[0015] (Game Object) Game objects include in-game objects that can be used by the user to advance games such as lotteries or quests. For example, all objects that appear or exist in the game, such as characters, items, cards, avatars, backgrounds, and other things, are applicable. In addition, game objects also include in-game currencies such as points, coins, gold, or stones, etc., which have a value as a price to be consumed for exchanging with other items or game objects such as characters in the game, or for playing lotteries or quests. Furthermore, in-game currencies include paid in-game currencies that can be obtained by charging and free in-game currencies that can be obtained without charging. Note that charging means that the user pays the usage fee of the game to the game provider, etc. by using e-money, a credit card, a prepaid card, etc. for the purpose of purchasing and obtaining game objects such as in-game currencies, and playing the game under other special conditions.

[0016] Game objects such as characters (excluding in-game currency) each have their own unique characteristics, and each game object is assigned various parameters that indicate its name, attributes, appearance, and abilities (effects in the case of items), such as values ​​related to health, attack power, defense power, speed, or special abilities. These parameters are indicators that affect the progress of the game and include those expressed as numerical values, those expressed as letters such as "A, B, C...", and those expressed as indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and do not change regardless of the game's progress.

[0017] (lottery) A lottery is one of the constituent units of a game, and it is a lottery game in which game objects can be obtained through a random item provision method called gacha. Specifically, a lottery is a mechanism that uses chance to provide game objects such as characters and items to the user, and a predetermined number of game objects are selected randomly or according to a predetermined probability from a set to which multiple game objects belong (a table in which multiple game objects are associated with each other along with their respective winning probabilities).

[0018] The lottery is conducted during gameplay in response to user requests for game objects (lottery applications). When applying for the lottery, users may need to consume game objects such as in-game currency or items that are required to play the lottery, according to the parameters set as lottery application conditions. There are also various forms of lotteries, including a "single-type" lottery that is conducted only once, and an "N-sequential" lottery in which N lotteries (where N is a natural number greater than or equal to 2) are conducted consecutively.

[0019] (Quest) A quest is a component of a game, and is played with the objective of completing it (in other words, achieving the completion conditions). For example, a game may have multiple quests, and each quest will have different content (e.g., difficulty level, enemy characters that appear, play conditions, completion conditions, or completion rewards).

[0020] On the quest selection screen (not shown), the user selects a quest to play and, by consuming the parameters set as play conditions—that is, game objects such as in-game currency and items necessary to play the quest—the user can play that quest. Upon completing a quest, the user can obtain game objects such as characters and items associated with that quest as a reward, or acquire the right to play special quests (for example, quests that cannot be played under normal circumstances).

[0021] During quest gameplay, character parameters increase or decrease as the game progresses. For example, health decreases when attacked by enemy characters, and attack power, defense power, speed, etc., increase or decrease depending on the parameters set for the item when using or equipping items such as weapons. The quest is cleared when all enemy characters appearing in the quest are defeated before the health of all the user's characters, i.e., all the characters assembled in the deck described later, reaches zero, thus fulfilling the clear conditions. Note that the clear conditions are not limited to those listed above; defeating the main boss character among the enemy characters may also count as clearing the quest.

[0022] In this embodiment, the user plays a quest using a specified character. When playing a quest, the user selects two or more characters from the characters available for quest play that they own as game assets, and forms a deck that includes these specified characters. The deck is a team group consisting of N characters specified by the user before the start of the quest. In this case, the characters that can be included in a deck, that is, the characters that can be used to play quests, may include not only characters owned by the user as game assets, but also characters that can be borrowed from other users, and characters that the user does not own but can use for a limited time. Other users include users with whom the user has a mutually recognized relationship (hereinafter referred to as "friends"), and for example, a user can borrow characters owned by other users who are friends when forming a deck. It is also possible to play quests with only one character without forming a deck.

[0023] (Pattern 1) Below, with reference to Figures 2 to 6, we will describe an example of a game (quest) to which this disclosure applies. For example, the quest in this embodiment is a turn-based game in which the user and the enemy (opponent) take turns attacking. The user controls characters (four characters in this embodiment) that they have assembled in their deck to defeat enemy characters and other game objects that appear on the game screen. In the case of a game where users play against each other, the user will defeat the characters and other game objects controlled by the opposing user.

[0024] In this embodiment, the following example will be given as a concrete example of a turn-based game. During the user's attack turn, if the character controlled by the user (hereinafter also referred to as the player character) makes contact with an enemy character, the player character can inflict damage on the enemy character based on each other's parameters, such as the player character's attack power and the enemy character's defense power. Conversely, during the enemy's attack turn, if the user's character makes contact with an enemy character, the user's character will take damage based on each other's parameters, such as the user's character's defense power and the enemy character's attack power. The turns may be counted as follows: one turn may be defined as the time when an attack between one of the user's characters and one of the enemy characters has finished; or one turn may be defined as the time when all N characters in the deck have completed their attacks, that is, when the user's attacks and the enemy's attacks have each completed N times (four times in this embodiment).

[0025] As shown in Figure 2, the game screen of the user terminal 12 on which the user plays the quest is rectangular, and two markers (first marker 41 and second marker 42) move around the outer edge of the game screen as shown by the dotted arrow trajectory. The game screen also contains the player character (target character 43) that the user moves during their attack turn, allied characters 44 (three in this embodiment) that the user has assembled in their deck and are on standby during the attack turn, and multiple enemy characters 45 that appear in the quest, along with backgrounds and obstacles and other gimmicks not shown. The marker corresponds to the "First Object" in this disclosure, and the player character corresponds to the "Second Object" in this disclosure.

[0026] (marker) In this embodiment, one marker is placed on each side of the game screen of the user terminal 12, that is, a first marker 41 that moves along the longer side and a second marker 42 that moves along the shorter side. Each marker moves and is displayed automatically from the start of quest play, regardless of user input, by the control of the game system. In this embodiment, when the markers reach the four corners of the game screen, they change direction and fold back along the same edge in the opposite direction. Therefore, the first marker 41 always moves (back and forth) along the long edge on the left side of the game screen, and the second marker 42 always moves (back and forth) along the short edge at the top of the game screen. In this embodiment, the movement speed of the first marker 41 and the second marker 42 are different. The movement speed of the first marker 41 is set to be faster than that of the second marker 42 so that the timing of when the first marker 41 and the second marker 42 reach the corners of the game screen is approximately simultaneous. Furthermore, in this embodiment, the movement speeds of the first marker 41 and the second marker 42 change as appropriate during movement. For example, the first marker 41 and the second marker 42 gradually decelerate as they approach a corner and gradually accelerate as they fold back and move away from the corner. Therefore, their speed is fastest near the center of the edge.

[0027] Furthermore, in this embodiment, the first marker 41 and the second marker 42 stop when the user initiates a movement command for the target character 43. For example, as shown in Figure 3, the first marker 41 and the second marker 42, while moving, stop at the position (coordinates) they are at when the user initiates a movement command for the target character 43 via the input device of the user terminal 12. Specifically, the first marker 41 stops midway along the long left side of the game screen, and the second marker 42 stops midway along the short upper side of the game screen. The first marker 41 is displayed stopped on the long left side of the game screen of the user terminal 12, and the second marker 42 is displayed stopped on the short upper side of the game screen. The coordinates 46 of these stopping positions of the first marker 41 and the second marker 42 are used when forming (setting) the region (area 48) described later. In this embodiment, the first marker 41 and the second marker 42 do not stop at the corners of the game screen, but rather stop midway along the outer edge of the game screen.

[0028] (Player Character) On the other hand, as shown in Figure 3, the player character, target character 43, unlike the markers mentioned above, moves based on movement operations that the user inputs at any time on the user terminal 12 during the user's attack turn. The user's movement operation is performed by specifying the direction in which to move the target character 43 and the intensity of the movement (the distance and speed of the target character 43's movement). The movement operation can be any operation as long as at least the direction and intensity can be specified. For example, it can be performed by placing a finger on the target character 43 on the game screen displayed on the touch panel of the user terminal 12, sliding it in the opposite direction to the desired movement, and then releasing the finger from the game screen at any time, similar to a pull operation. At this time, energy is accumulated according to the distance slid and the time the finger was held, and this accumulated energy is reflected in the intensity of the movement. Alternatively, movement operations may be performed using input devices such as an analog stick or directional pad on the user terminal 12. The direction of the movement operation may be indicated by an arbitrary point on the screen, and the intensity of the movement may be indicated by the amount or force of a button press.

[0029] As described above, when the target character 43, which has moved based on the user's movement operation, comes into contact with an enemy character 45, damage can be dealt to the enemy 45, and when the enemy 45's health reaches zero, the enemy 45 can be defeated. In addition, in this embodiment, depending on its attributes, the target character 43 can either penetrate the enemy 45 (piercing type) or bounce off the enemy when it comes into contact with it (reflective type). Therefore, in some cases, the target character 43 may come into contact with multiple enemies 45 with a single movement operation, and multiple enemies 45 can be defeated at once.

[0030] Furthermore, in this embodiment, the target character 43, which moves based on the movement operation as shown by the dotted arrow trajectory in Figure 3, is designed to bounce back when it comes into contact with the outer edge of the game screen. The position where the target character 43 first comes into contact with the outer edge of the game screen during its movement path is determined as a specific position coordinate 47. This specific position coordinate 47, determined between the start and end points of the target character 43's movement path, is used together with the stop position coordinate 46 described above to form the region (area 48) described later. In this embodiment, the case where there is only one specific position coordinate 47 is given as an example. However, for example, all positions where the target character 43 comes into contact with the outer edge of the game screen during its movement path may be determined as specific position coordinates 47, and there may be multiple specific position coordinates 47. Alternatively, all positions where the target character 43 comes into contact with the outer edge of the game screen during its movement path may be designated as candidates for specific position coordinates 47, and the user may arbitrarily determine the specific position coordinate 47 from among these candidates. Furthermore, depending on the character's attributes and special abilities, some characters can determine a specific location, while others cannot. In the case of the latter characters, even if they come into contact with the outer edge of the game screen while moving, they cannot determine a specific location.

[0031] (area) In this embodiment, as shown in Figure 4, when the specific position coordinates 47 are determined and the three points are aligned, a triangular region (area 48) is formed, enclosed by line segments connecting the coordinates of the three points, which include the two stop position coordinates 46 of the first marker 41 and the second marker 42, and the specific position coordinates 47 determined between the start and end points of the movement path of the target character 43 moved based on the user's movement operation. This area is displayed identifiable on the game screen of the user terminal 12. The game screen may display a straight line connecting the first marker 41 and the second marker 42, a straight line connecting the first marker 41 and the specific position coordinates 47, and a straight line connecting the second marker 42 and the specific position coordinates 47, and the area 48 may also be displayed. This area 48, formed during the user's attack turn, continues until the enemy's attack turn ends, and disappears when the user's and enemy's attack turns have ended. In this embodiment, the area 48 formed based on the movement of the target character 43 may disappear when all attack turns of the target character 43 and the allied character 44 have ended, and the corresponding attack turns of the enemy have ended, that is, after the user side and the enemy side have performed four attacks on each other. Alternatively, it may disappear when the attack turn of the target character 43 and the subsequent attack turn of the enemy side have ended. When the area 48 disappears, the display of the area 48 on the game screen of the user terminal 12 disappears, and the original game screen background returns.

[0032] In the example in Figure 4, the specific position coordinate 47 is defined as the point where the target character 43 first makes contact with the outer edge of the game screen during its movement path. However, the specific position coordinate 47 is not limited to the point between the start and end points of the target character 43's movement path. For example, as shown in Figure 5, the specific position coordinate 47 may be the position that the target character 43 passed through after a predetermined time (e.g., 0.5 seconds) had elapsed since it started moving. Alternatively, as shown in Figure 6, the specific position coordinate 47 may be the position where the target character 43 first made contact with the enemy 45. Furthermore, the specific position coordinate 47 may be the position where the target character 43 first made contact with an ally character 44, or the position where it first made contact with any other object (not shown in the illustration) present on the game screen (e.g., an obstacle or other gimmick). In addition, it may also be the position where the target character 43 stopped moving.

[0033] (Game effect) In this embodiment, game effects are applied to characters present within Area 48, or to actions such as attacks that occur within Area 48. These game effects are applied or continue until the formed Area 48 disappears, and end when Area 48 disappears. The characters affected by the game effect include those whose part is located within Area 48, and those located on the line segment forming Area 48. In this embodiment, the game effect is applied not only to the target character 43 that directly participated in the formation of Area 48, but also to other characters, namely friendly characters 44 and enemy characters 45. These other characters, which are subject to the game effects, correspond to the “Third Object” in this disclosure.

[0034] Game effects include various effects that occur during quest play, and for example, include game effects that are advantageous to the user, such as those shown in (a) to (e) below. In this embodiment, game effects are defined as game effects that are advantageous to the user, but other game effects that are disadvantageous to the user may also be included. (a) The attack power, speed, and defense power parameters of the target character 43 and the allied character 44 will increase. In addition, the target character 43 and the allied character 44 will be able to perform special attacks and consecutive attacks. In other words, they will be able to inflict more damage on the enemy 45 than when attacking outside of area 48. (b) The attack power, speed, and defense power parameters of enemy character Enemy 45 are reduced. In addition, Enemy 45's special abilities are disabled. In other words, the damage received from Enemy 45 will be less than if attacked outside of Area 48. (c) Direct damage is dealt to enemy character 45, regardless of whether the target character 43 or ally character 44 made contact with it during the attack turn. In other words, damage is dealt to enemy 45 simply by surrounding it with line segments connecting the two stopping position coordinates 46 of the first marker 41 and the second marker 42 to a specific position coordinate 47. (d) The reward (e.g., points) for defeating Enemy 45 within Area 48 will be higher than the reward for defeating Enemy 45 outside of Area 48. (e) Special characters, items, and other game objects will appear within Area 48. The game effect may be automatically triggered when area 48 is formed, or it may be triggered after area 48 is formed in response to an input operation from the user via the input device of the user terminal 12, such as a touch operation within the area of ​​the game screen or the input of a specific button.

[0035] (Pattern 2) Furthermore, with reference to Figures 7 and 8, we will describe another example of a game (quest) to which this disclosure applies. In this second pattern, as with the above, it is a turn-based game in which the user controls characters assembled in a deck to defeat enemy characters and other game objects that appear on the game screen. Also, as with the above, the markers move automatically within the game screen, but in the second pattern, as shown in Figure 7, the game screen is divided into multiple fields, and one marker moves within each field as shown by the dotted arrows. Specifically, the game screen is divided into four fields: the first field 51, the second field 52, the third field 53, and the fourth field 54. The first marker 55 is located in the first field 51, the second marker 56 in the second field 52, the third marker 57 in the third field 53, and the fourth marker 58 in the fourth field 54. These four markers (first marker 55, second marker 56, third marker 57, and fourth marker 58) move automatically from the start of the quest, regardless of user input, under the control of the game system. Each marker will move freely within its respective field, but its movement will be limited to the field in which it is placed. For example, the first marker 55 will move within the first field 51, but will not move outside of the first field 51 (the second field 52, the third field 53, and the fourth field 54). Furthermore, the movement of each marker may be regular or irregular. In addition, the movement speed may be constant or vary. Note that in Figure 7, for the sake of explanation, the boundaries dividing the game screen are illustrated, but in the actual game screen, the boundaries are not displayed, and the user may not be able to understand how the game screen is divided.

[0036] As shown in Figure 8, in the second pattern as well, the first marker 55, second marker 56, third marker 57, and fourth marker 58, which are moving automatically, stop when the user receives a movement command for the target character 43. A pentagonal region (area 61) is formed by line segments connecting five points, including the stopping position coordinates 59 of these four points and a specific position coordinate 60 determined between the start and end points of the movement path of the target character 43, and this region is displayed on the game screen. The game effects exerted within Area 61, and the duration for which Area 61 is maintained, are the same as described above.

[0037] (Co-op play) Quests can be played individually by a user, or multiple users can operate their respective user terminals 12 to play a common quest simultaneously as a group in so-called multiplayer (hereinafter referred to as cooperative play). In cooperative play, users can cooperate with participating users such as friends to progress through quests, or borrow characters owned by participating users or characters used in quests. Cooperative play is conducted through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of the game is synchronized among the users playing cooperatively.

[0038] When starting a co-op play session, the host user, who will be the host of the quest, first selects a quest to play from the quests displayed on the quest selection screen (not shown). Once the host user selects a quest to play, the next step is matching the host user with other users to play that quest together. Specifically, the host user first creates a room to gather users and then recruits other users to play together in that room. The members of the group that will play together (for example, a group consisting of one host user and three guest users) are determined by adding other users who have joined the room in response to the recruitment, i.e., guest users. Then, once a certain number of guest users (for example, 3 people) have gathered and the members for cooperative play have been decided, the game transitions to a game screen where quest play is possible, and the game, or quest, begins.

[0039] In co-op play, each user controls the characters they have assembled in their decks on the game screen of their respective user terminals to play quests. For example, in co-op play with four users A-D, each user will assemble one character into their deck, and each will control the character they have added to their deck. In other words, the player character controlled by user A will be the ally character controlled by the other users for users B-C. Alternatively, the offense and defense may alternate between user A, enemy character, user B, and so on, with each player taking turns attacking and defending. Or, during the user's attack turn, the movement operations of the four users A through D may be performed sequentially or simultaneously. In both the first and second cases, there is one marker that moves according to a predetermined movement in the game program, and n (n≧2) specific positions may be determined along the movement path of the user-controlled character to form a 1+n polygonal region (area). In particular, in the second case, the determination of specific positions may differ for each user, for example, by setting the first specific position on the movement path of the first character controlled by the group playing cooperatively, and the second specific position on the movement path of the second character controlled.

[0040] As explained above, in this embodiment, when determining the coordinates for forming an area that exhibits special game effects, the user not only controls the player character to determine a specific position, but also visualizes the position, shape, and size of the area while observing the movement of an automatically moving marker, and then controls the player character's movement, timing the optimal moment to stop the moving marker. Therefore, the elements in which the user's will, intention, and skill can be involved in the game's progression can be increased. Thus, in this embodiment, the enjoyment of the game, and in particular the strategic aspect of the game, can be enhanced.

[0041] <Configuration of an information processing device and a user terminal according to one embodiment of this disclosure> Next, the configuration of an information processing device and a user terminal 12 according to one embodiment of the present disclosure will be described. The information processing device according to this embodiment is composed of a computer for game data distribution, more precisely a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer and, as shown in Figure 1, is connected to a plurality of user terminals 12 via a network 14 so as to be able to communicate with them, and together with the user terminals 12, it constructs an information processing system S. Network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), and intranet.

[0042] In the information processing system S of this embodiment, the game progresses through the cooperation of the server 10 and the user terminal 12 as described above. Specifically, the server 10 performs some of the game progression processing, while the user terminal 12 performs some of the graphics processing, etc. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. On the other hand, the user terminal 12 progresses the game in synchronization with the server 10, using the same rules, logic, and algorithms as the program executed on the server 10. That is, while playing the game, the user terminal 12 displays the game screen, which is the display screen of the game, on a display or the like, and also processes the display data sent from the server 10 as it is received, and displays the images and text information indicated by that display data on the game screen.

[0043] (server) Server 10 is an example of the "information processing device" in this disclosure and is a computer that performs various information processing related to game progression, such as generating, storing, and transmitting / receiving data necessary for game progression. Specifically, it is composed of an SNS server or a server computer for a cloud service. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). Furthermore, Server 10 may consist of a single computer or multiple computers arranged in parallel and distributed. In this embodiment, a series of information processing steps related to game progression (excluding information input and display) are performed by the server 10, so the user terminal 12 only needs to input information to be handed over to the server 10 and display the information distributed from the server 10.

[0044] As hardware, Server 10 includes a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these devices are electrically connected via a bus 25. Server 10 also has an operating system (OS) and a dedicated program for processing game-related information installed as software. These programs correspond to the "program" in this disclosure. By operating the processor 21 according to the above program, Server 10 functions as the information processing device of this disclosure and executes a series of processes related to the progress of the game. The program of this disclosure may be obtained by reading it from a computer-readable recording medium (media), or by obtaining (downloading) it via a network 14 such as the Internet or an intranet.

[0045] The processor 21 may consist of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0046] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0047] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include wireless LAN communication, 3G to 5G or later generation mobile communication systems, or LTE (Long Term Evolution) based communication.

[0048] The storage 24 only needs to be able to store and accumulate various types of information, and may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory). The storage 24 may be built into the server 10 or attached to the server body as an external component. Furthermore, the storage 24 may consist of an external computer (e.g., a database server or online storage) connected to the server body in a communicative manner. As a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering.

[0049] (User terminal) The user terminal 12 is a client terminal operated by the user to play the game. Similar to the server 10, the user terminal 12 has hardware components including a processor 21, memory 22, a communication interface 23, and storage 24, which are electrically connected via a bus 25. Furthermore, the user terminal 12 has input devices (touch panel, touchpad, buttons, microphone, and various sensors, etc.) and output devices (display, speaker, etc.). The user terminal 12 can be comprised of, for example, a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of information input, and wearable device. While Figure 1 illustrates four user terminals 12, in reality, there will be a number of user terminals 12 corresponding to the number of users.

[0050] The user terminal 12 has an operating system (OS) and a game application installed for playing the game. While the user is playing the game, the user terminal 12 receives game progress data from the server 10 and displays the images (videos) indicated by that data on the user terminal 12's display or on a display device such as a TV connected to the user terminal 12, and outputs sound from a speaker or the like. In other words, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, in addition to the game screen shown in Figures 2 to 8, the user terminal 12 displays an input operation screen for other input operations, and a notification screen for various information.

[0051] Furthermore, the user terminal 12 receives user operations performed during gameplay and transmits information corresponding to those operations to the server 10. For example, the user performs operations necessary to play the game on the user terminal 12, such as movement operations to move the character during quest play, and selection operations to select characters, items, or quests, and transmits information based on those operations to the server 10. In addition to the operations described above, the user may perform any other operations necessary to enjoy the services provided by the information processing system S of this embodiment on the user terminal 12 as appropriate.

[0052] <Functions of an information processing device according to one embodiment of this disclosure> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again in terms of its functionality. As shown in Figure 9, the server 10 includes a storage unit 30, an information acquisition unit 31, a display control unit 32, and a game control unit 33. Of these, the storage unit 30 is implemented by memory 22 or storage 24, and the other functional units are implemented through the cooperation of the hardware devices constituting the server 10 and the programs installed on the server 10. If the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from one another. The following sections will provide a detailed explanation of each functional component.

[0053] (Storage part) The memory unit 30 stores various information necessary for playing the game. Specifically, the memory unit 30 stores user information, character information, quest information, area information, and various other information related to the game.

[0054] As shown in Figure 10, user information is stored for each user, with various pieces of information linked to an identification piece (user ID) that identifies each user. For example, user information includes the game account name (username), the types and number of game objects (characters, items, etc.) owned as game assets, the decks assembled, and general gameplay history including quest play history. Quest play history includes information such as the date and time of play, the type of quest played, the number of times played, the number of times completed, and users played together. Furthermore, game objects such as characters and items are associated with user information, meaning the user owns those game objects. In addition, user information may also include other information not mentioned above, such as user rank, personal information of the user such as contact information, billing history showing the number of times and amount of money spent on the game, lottery history showing the number of times lotteries were played and lottery results, and information about users with whom the user is friends.

[0055] As shown in Figure 11, character information is stored for each character, with various pieces of information linked to an identification information (character ID) that identifies the character. For example, character information includes the character's name, attributes, various parameters indicating abilities (values ​​related to level, stamina, attack power, defense power, speed, and special abilities), and flags indicating whether or not the character has the ability to determine a specific position. Furthermore, character information may also include other information not mentioned above, such as appearance design, rarity, acquisition method, acquisition period, usable period, other compatible characters that produce synergistic effects when used together, and information on compatible quests that are recommended to play. Note that while Figure 11 shows character information as an example, if the game object is an item, some of the above information will be replaced with information such as the effects of using the item.

[0056] As shown in Figure 12, quest information is stored for each quest, with various pieces of information linked to an identifying information (quest ID) that identifies the quest. For example, quest information includes the quest name, the types and number of enemy characters that appear, the clear conditions, the clear rewards, markers that move around the game screen, and game effects that are activated when an area is formed. The marker section includes information such as the number of markers, the placement of each marker, and their movement patterns (including speed, acceleration / deceleration patterns, etc.). In addition, other information not mentioned above, such as difficulty level, playable period, recommended characters and items that are compatible with the quest, and information regarding any necessary conditions for playing, may also be included in the quest information.

[0057] As shown in Figure 13, area information is generated when a user creates an area during quest play. Various pieces of information are linked to an identification information (area ID) that identifies the created area, and this information is stored for each area. For example, area information includes information such as the quest that created the area, the user who created the area, the date and time the area was created, the deadline for the area to disappear, the coordinates of the area, and the game effects exerted within the area. Coordinates include the stopping position of the marker and the coordinates in game space of a specific position determined by the character.

[0058] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 during gameplay by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes, for example, movement operation information based on movement operations, and selection operation information based on selection operations. In addition to the above information, the information acquired by the information acquisition unit 31 includes information based on various selections, specifications, instructions, requests, commands, permissions, denials, registrations, and other input operations performed by the user in each scene of the game.

[0059] (Display Control Unit) The display control unit 32 controls the user terminal 12 and displays information for game progression on the screen of the user terminal 12, such as the display. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the game control unit 33, etc., which will be described later, and transmits the generated display data to the user terminal 12 via the network 14. For example, during gameplay, the display control unit 32 works in cooperation with the game control unit 33 to display a game screen on the user terminal 12 as a result of information processing by the game control unit 33, as shown in Figures 2 to 8. That is, the display control unit 32 displays markers in a moving or stopped state, specific positions determined along the character's movement path, and, if an area is formed, that area, on the user terminal 12 in a manner that the user can identify. In addition, the display control unit 32 displays an input operation screen for performing input operations, a notification screen for notifying various information, etc., on the user terminal 12.

[0060] (Game Control Unit) The game control unit 33 performs information processing necessary for the game to progress. Specifically, the game control unit 33 works in cooperation with the information acquisition unit 31 and the display control unit 32, etc., to advance the game, such as quests, based on various information acquired from the user. For example, in addition to the processes specifically shown in (1) to (4) in the following paragraphs, the game control unit 33 changes the parameters of game objects such as player characters and enemy characters according to the progress of the game. Furthermore, the game control unit 33 grants the user a reward for clearing a quest, such as game objects such as characters and items associated with the quest, or the right to play special quests, etc., depending on the result of playing the quest. In addition, in cooperative play, the game control unit 33 matches the host user and guest user to form a cooperative relationship between the users and synchronizes the progress of quest play between the host user and guest user. Furthermore, the game control unit 33 updates user information related to the game play history according to the user's game play status and stores it in the storage unit 30. In addition, if the game control unit 33 assigns a game object to the user, it associates that game object with the user, updates the user information, and stores it in the storage unit 30.

[0061] (1) Moving and stopping the marker The game control unit 33 works in cooperation with the information acquisition unit 31 and the display control unit 32, etc., to execute processes to control the movement of markers within the game screen during quest play. Specifically, the game control unit 33 automatically moves one or more markers around the outer edge of the game screen, independently of the user's movement controls. In this embodiment, the game control unit 33 places a total of two markers, one on each of the four sides of the rectangular game screen (one long side and one short side), and moves each marker back and forth along the side on which it is placed. That is, the game control unit 33 controls the movement so that when a moving marker reaches one of the corners of the game screen, it turns around (changes direction of movement). In addition, in this embodiment, the game control unit 33 sets the movement speed of the marker moving along the long side of the game screen to be faster than the movement speed of the marker moving along the short side of the game screen, so that the two markers reach the corners of the game screen and turn around at the same time. Furthermore, in this embodiment, the game control unit 33 changes the movement speed of the moving markers so that they decelerate as they approach the corners of the game screen and accelerate as they move away from the corners of the game screen. In other words, the game control unit 33 controls the movement speed of the marker so that it is fastest near the center of the edge connecting the corners of the game screen. Furthermore, the game control unit 33 may control the marker to move continuously, or to move and stop intermittently. It is sufficient that the movement of the marker is controlled according to a predetermined rule, and that the user can predict the rule of the marker's movement and anticipate the marker's stopping position. Furthermore, if the game screen is divided into multiple fields, the game control unit 33 will place and move one marker in each of the divided fields.

[0062] The game control unit 33 stops a marker that was moving automatically, regardless of the user's movement input, based on the user's movement input to the player character. In this embodiment, the game control unit 33 determines the stopping position of the moving marker at the moment it receives a movement input from the user to the player character, and stops the marker. Specifically, the game control unit 33 determines the position where the marker is located at the time the movement input information is received as the stopping position of the marker. At this time, the game control unit 33 stops the marker regardless of the content of the movement input (direction, distance, and speed of moving the player character, etc.). Alternatively, the game control unit 33 may stop the marker at the timing when a specific position is determined by the player character.

[0063] (2) Movement of the player character and determination of a specific position The game control unit 33 works in cooperation with the information acquisition unit 31 and the display control unit 32, etc., to execute processes to control the movement of the player character within the game screen during quest play. Specifically, the game control unit 33 moves the player character used by the user in a quest based on the user's movement controls. In this embodiment, if a player character that is moving or stationary comes into contact with an enemy character during the user's attack turn, damage is dealt to the enemy character based on the parameters of both the player character and the enemy character. On the other hand, if a player character that is moving or stationary comes into contact with an enemy character during the enemy character's attack turn, the player character receives damage from the enemy character based on the parameters of both the player character and the enemy character.

[0064] The game control unit 33 determines one or more specific positions between the start and end points of the player character's movement path, as illustrated in (a) to (e). The game control unit 33 controls whether or not it can determine specific positions depending on the player character's attributes based on the movement operation. (a) The position where the player character first makes contact with the outer edge of the game screen while moving is determined as a specific position. (b) Determine the position the player character passes through after a predetermined time has elapsed since the player character started moving (for example, 0.5 seconds later) as a specific position. (c) The location where the player character first comes into contact with another character (ally character or enemy character) on the game screen while moving is determined as a specific location. (d) The position where the player character first comes into contact with an obstacle or other gimmick placed on the game screen while moving is determined as a specific position. (e) Determine the specific position where the player character finishes moving and finally stops.

[0065] (3) Formation and disappearance of regions The game control unit 33 works in cooperation with the information acquisition unit 31 and the display control unit 32, etc., to execute processing to form (set) areas on the game screen during quest play where game effects will be applied. Specifically, the game control unit 33 sets a region as an area enclosed by line segments connecting multiple coordinates, including coordinates identified by the stopping positions of the markers and coordinates of a specific position determined along the player character's movement path. In this embodiment, the game control unit 33 forms a triangular region enclosed by line segments connecting the stopping positions of the two markers and the specific position determined by the player character, and displays this triangular region in a way that makes it distinguishable from other locations. Furthermore, the game control unit 33 maintains the region formed during the user's attack turn until the enemy's attack turn ends, and then makes it disappear when the enemy's attack turn ends.

[0066] (4) The effect of the game The game control unit 33 works in cooperation with the information acquisition unit 31 and the display control unit 32, etc., to execute processing for controlling game effects. Specifically, the game control unit 33 applies game effects, such as parameter changes, to characters present in the formed area. In this embodiment, the game control unit 33 applies game effects to all characters present in (including on) the area during the period the area is formed, that is, not only player characters, but also allied characters included in the deck (including characters controlled by allied users in co-op play), and enemy characters. The game control unit 33 may also determine that a character is present in the area if only a part of the character is within the area, or if the entire character is within the area. The game control unit 33 will activate the game effect while the formed area remains, and will cease activating the game effect after the area disappears. In addition to displaying the area, a visual effect indicating that the game effect is active may be displayed on the game screen of the user terminal 12.

[0067] The game control unit 33 applies game effects that are advantageous to the user, such as those exemplified in (a) to (e), to game objects such as characters present within the area, or to actions such as attacks that occur within the area. (a) Increases parameters such as attack power, speed, and defense power for the player character or allied characters. Also enables special attacks and consecutive attacks for the above characters. In other words, it becomes possible to inflict more damage on enemy characters than when attacking from outside the area. (b) Reduces the attack power, speed, and defense power of enemy characters. Also, it nullifies the special abilities of enemy characters. In other words, the damage received from enemy characters will be less than if attacked from outside the area. (c) Direct damage is dealt to enemy characters regardless of whether the player character or others made contact with them during the attack turn. In other words, damage is dealt to enemy characters simply by enclosing them with a line segment connecting the marker's stopping position and a specific position. (d) Increase the reward (e.g., points) for defeating enemy characters within the area compared to the reward for defeating enemy characters outside the area. (e) Make special characters, items, or other game objects appear within the area.

[0068] The configurations of server 10 and user terminal 12 have been described above. While server 10 and user terminal 12 generally possess various other functions, only the characteristic functions that contribute to the information processing system S in this disclosure will be described here. Other known functions will not be illustrated or described.

[0069] <Information processing method according to one embodiment of the present disclosure> Next, with reference to Figure 14, the flow of information processing performed in the information processing system S, which has the above configuration (hereinafter referred to as the information processing flow), will be described. The information processing flow employs the information processing method of this disclosure and is realized by using the information processing system S, which functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of this disclosure. The information processing flow described below is merely an example, and unnecessary steps may be removed, new steps added, or the order of steps rearranged, as long as it does not deviate from the intent of this disclosure.

[0070] The information processing flow shown in Figure 14 represents the processes that occur during quest play, specifically the processes of forming a region during quest play and applying game effects within that region. In the following explanation, a quest will be described using a turn-based game where offense and defense alternate between allies and enemies as an example. Furthermore, the player character is a character whose specific position can be determined, and the explanation will use the example of two markers (markers A and B) moving within the game screen.

[0071] As shown in Figure 14, when a quest is started, the processor 21 automatically moves two markers (markers A and B) within the game screen, specifically along the outer edge of the game screen (S101). Next, the processor 21 obtains movement operation information from the user terminal 12 and accepts a movement operation from the user for the player character (S102). At the moment the movement operation is accepted, it stops markers A and B and obtains the coordinates of the stopping positions of markers A and B (S103). The processor 21 also moves the player character based on the content of the movement operation received from the user (S104), and determines the coordinates of a point along the player character's movement path, specifically the coordinates of the point where the player character first touches the outer edge of the game screen, as a specific position (S105). The processor 21 then forms a triangular region enclosed by the line segment connecting the coordinates of that specific position and the two coordinates that represent the stopping positions of markers A and B, i.e., the three coordinates, and displays it on the game screen of the user terminal 12 in a state that can be identified by the user (S106).

[0072] Next, the processor 21 determines whether or not there are characters (including player characters, allied characters, and enemy characters) within the formed area (S107). If it determines that there are characters within the area (S107: YES), it applies game effects such as parameter changes to the characters within the area (S108). On the other hand, if the processor 21 determines that there are no characters within the area (S107: NO), it proceeds to the next process.

[0073] Furthermore, the processor 21 determines whether both the user's attack turn in which the region was formed and the subsequent enemy's attack turn have ended (S109). If it determines that both turns have ended (S109:YES), it destroys the formed region (S110) and terminates the process. If the processor 21 determines that both turns have not yet ended (S109:NO), it returns to the process in S107. The above is an example of the information processing flow in this disclosure.

[0074] <Other Embodiments> While specific embodiments of this disclosure have been described above, these embodiments are merely examples provided to facilitate understanding of the disclosure and do not limit it. In other words, this disclosure may be modified or improved upon from the above embodiments without departing from its spirit. Furthermore, this disclosure includes equivalents thereof.

[0075] For example, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration, the content of the displayed information, and the GUI (Graphical User Interface), etc., can be freely designed and modified as appropriate according to the system design specifications and user preferences.

[0076] Furthermore, in the above embodiment, the modes of displaying images on the user terminal 12 include displaying them on a display device (shown) built into the terminal itself, and displaying them on a display device connected to the terminal by wire or wireless means. Similarly, the modes of emitting sound or music from the user terminal 12 include emitting it through a player (speaker) built into the terminal itself, and emitting it through an audio device connected to the terminal by wire or wireless means. Note that the display device or audio device connected to the user terminal 12 may include not only general stationary disuser speakers, but also HMDs (Head Mounted Displays) such as VR goggles.

[0077] Furthermore, in the above embodiment, the server 10 functions as the information processing device of the Disclosure, but the invention is not limited to this, and all or part of the functions of the server 10 may be provided on the user terminal 12. In that case, the information processing device of the Disclosure will be configured by the user terminal 12, or by the cooperation of the server 10 and the user terminal 12. For example, all or part of the functions of the display control unit 32 and the game control unit 33 may be provided on the user terminal 12. For example, a program running on user terminal 12 may be a program that causes the processor to display one or more first objects moving within the game screen, to display a second object within the game screen, to accept user input to move the second object and to send information about the movement input to the server, and based on the information received from the server, to display on the game screen a region determined by multiple coordinates including the stopping position of the first object determined based on the movement input and one or more specific positions determined between the start and end points of the movement path of the second object based on the movement input, and to display a visual effect image on the game screen in which the game effect in the region is enhanced compared to the game effect outside the region, in addition to displaying the region.

[0078] Furthermore, in the above embodiment, user information, character information, quest information, and area information are stored in the server 10. However, a separate database server (not shown) may be provided, and the information may be stored collectively in that database server, or it may be stored on the user terminal 12 side. In this case, the server 10, together with the database server or the user terminal 12, constitutes the information processing device of this disclosure.

[0079] Furthermore, although the above embodiment used a turn-based action battle game where offense and defense switch as an example, the genre and content of the game are not particularly limited, and it can be applied to any game. It is also not limited to turn-based games. For example, it can be applied to fighting games, sports games, shooting games, racing games, puzzle games, word games, card games, board games, role-playing games, or simulation games. The game may be a free-for-all or a team competition. Furthermore, it may be a competition between human users, or between a human and a computer (e.g., AI or a robot).

[0080] Furthermore, in the above embodiment, users can, in principle, enjoy all functions free of charge, but some functions may be limited, and users may be able to use those limited functions by paying a predetermined usage fee. In addition, various other conditions may be set for paying users who pay a predetermined usage fee to give them an advantage in playing the game. For example, for paying users, the maintenance period of the area may be longer, or more advantageous game effects may be exerted within the area, depending on the amount paid. Furthermore, this usage fee may be based on a pay-per-use system, or it may be a subscription model where a one-time payment is valid for a certain period (for example, one month or one year) for the user.

[0081] Furthermore, in the above embodiment, quests were used as an example of a game that can be played cooperatively. However, games that can be played cooperatively are not limited to quests, but include any events that users can play within the game, such as lotteries or other mini-games. In addition to cooperative games in which multiple users work together, as in the embodiment described above, co-op play may also include competitive games in which users compete against each other.

[0082] Furthermore, although the above embodiment used a rectangular game screen as an example, the shape of the game screen is not particularly limited. For example, the game screen may be a square, circle, star, heart, or any other shape, and the marker can be moved along the outer perimeter of such a shape. Note that the marker is not limited to moving along the outer perimeter of the game screen; the marker itself may be a non-player character (NPC) and move regularly or irregularly throughout the game screen. In this case, the game screen does not need to be divided into multiple fields. Furthermore, the marker's movement path may be displayed in a recognizable manner on a grid-by-grid basis, or the marker's next destination may be displayed continuously or discontinuously so that the user can see it. In addition, recommended stopping positions on the game screen for tactically stopping the marker may be made identifiable by flashing, or by changing the marker's color when it approaches a recommended stopping position.

[0083] Furthermore, although the above embodiments explained using the cases of 2 and 4 markers as examples, the number of markers can be 1, 3, or 5 or more. If there are many markers, a polygon can be formed accordingly (for example, a hexagon if there are 5 markers). On the other hand, if there is only one marker, multiple specific positions (for example, 2) determined along the player character's movement path can be used to form a triangular region, or the line segment connecting one marker stopping position and one specific position can be used as the region. In this case, the game effect can be applied to characters that are on that line segment, or characters that pass through that line segment.

[0084] Furthermore, in the above embodiment, the formed region disappears after the end of the turn, but this is not limited to this. For example, in games other than turn-based games, the region may disappear after a certain amount of time, a certain number of times the game effect has occurred, or randomly.

[0085] Furthermore, in the above embodiment, the region is formed using the marker's stopping position and a specific position determined along the player character's movement path as reference positions. However, other factors may be reflected in the formation of the region. For example, a pre-set fixed point may be used as one of the reference positions, or coordinates specified by a character controlled by another user playing cooperatively, or an NPC such as an enemy character, may be used as one of the reference positions.

[0086] Furthermore, in the above embodiment, the stopping position of the marker and the specific position determined along the player character's movement path are determined by the same user. However, especially in the case of co-op play, the stopping position of the marker and the specific position may be determined by different users. For example, when members including users A and B play together, user A may stop the marker at the moment player character A performs a movement operation, and user B may determine the specific position between the start and end points of the movement path of player character B, who has performed a movement operation.

[0087] Furthermore, although the above embodiment described an example in which one region is formed, multiple regions may be formed and coexist simultaneously, and as a result, game effects that are more advantageous to the user may be exerted in areas where multiple regions overlap. For example, region A, which is specified by user A's movement operation, may be added to region B, which is specified by user B's movement operation, to form region A+B, in which game effects are exerted over a wider area. Alternatively, region A×B, which is the overlapping portion of region A specified by user A's movement operation and region B specified by user B's movement operation, may be made to exert stronger game effects.

[0088] <Summary> [General tasks] One of the purposes of this disclosure is to enhance the enjoyment of the game, particularly its strategic aspects.

[0089] Issues related to [Appendix 1] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 1] An information processing device having one or more processors, wherein the one or more processors display one or more first objects moving within a game screen, determine the stopping position of the first objects based on the movement operations of second objects controlled by the user, determine one or more specific positions between the start and end points of the movement path of the second objects based on the movement operations, and enhance the game effect exhibited in a region determined by multiple coordinates including the specific positions and the stopping position of the first objects, compared to the game effect exhibited outside the region. According to the above-described information processing device, when determining coordinates for setting an area that will produce special game effects, the user not only manipulates a second object to determine a specific position, but also visualizes the position, shape, and size of the area while observing the movement of the first object, and then performs the movement operation on the second object, timing it to stop the first object while it is moving. Therefore, the elements in which the user's will, intention, and skill can be involved in the development of the game can be increased.

[0090] Issues related to [Appendix 2] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the development of the game. Another purpose is to make it easier for the user to visualize the location, shape, and size of the areas that are formed. [Note 2] The processor is an information processing device as described in Appendix 1, which automatically moves the first object around the outer edge of the game screen. According to the above information processing device, the user visualizes the position, shape, and size of the area while observing the position of the first object, which automatically moves around the outer edge of the game screen, and then performs a movement operation on the second object at the optimal timing. Therefore, the elements in which the user's will, intention, and skill can be involved in the game's progression can be increased. In addition, because the first object moves around the outer edge of the game screen, it becomes easier for the user to visualize the position, shape, and size of the area that is being formed.

[0091] Issues related to [Appendix 3] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 3] The processor is an information processing device as described in Appendix 1, which changes the movement speed of the first object while it is moving. According to the above information processing device, the user visualizes the position, shape, and size of the area while observing the movement speed of the first object, which changes during movement, and then performs a movement operation on the second object at the optimal timing. Therefore, it is possible to increase the elements in which the user's will, intention, and skill can be involved in the development of the game.

[0092] Issues related to [Appendix 4] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the development of the game. Another purpose is to make it easier for the user to visualize the location, shape, and size of the areas that are formed. [Note 4] The information processing device described in Appendix 1, wherein the game screen is rectangular, and the processor places and moves two first objects one on each of any two of the four sides of the game screen. According to the above information processing device, the user visualizes the position, shape, and size of a region while observing the positions of two first objects moving along two different sides of a rectangular game screen, and then performs a movement operation on the second object at the optimal timing. This increases the elements in which the user's will, intention, and skill can be involved in the game's progression. Furthermore, since the first object moves one unit at a time along any two of the four sides of the game screen, it becomes easier for the user to visualize the position, shape, and size of the region that is formed.

[0093] Issues related to [Appendix 5] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the development of the game. Another purpose is to make it easier for the user to visualize the location, shape, and size of the areas that are formed. [Note 5] The information processing device described in Appendix 1, wherein the game screen is rectangular, and the processor controls the movement speed of a first object moving along the longer side of the game screen to be greater than the movement speed of a first object moving along the shorter side of the game screen, so that the moving first objects reach the corners of the game screen at the same time and turn back. According to the above information processing device, the user visualizes the position, shape, and size of a region by observing the positions of multiple first objects moving at different speeds along two sides of a rectangular game screen with different lengths, and then performs a movement operation on the second object at the optimal timing. This increases the elements in which the user's will, intention, and skill can be involved in the game's progression. Furthermore, since the first objects move so that they reach the corners of the game screen at the same time and turn back, it becomes easier for the user to visualize the position, shape, and size of the formed region.

[0094] Issues related to [Appendix 6] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 6] The processor is an information processing device as described in Appendix 1, which determines the stopping position of the first object when it receives a movement operation. According to the above information processing device, the user visualizes the position, shape, and size of the area while observing the movement of the first object, and then performs a movement operation on the second object at the optimal timing. Therefore, it is possible to increase the elements in which the user's will, intention, and skill can be involved in the development of the game.

[0095] Issues related to [Appendix 7] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 7] The processor is an information processing device as described in Appendix 1, which determines the coordinates of the point where a second object, based on a movement operation, comes into contact with the outer edge of the game screen as a specific position. According to the above information processing device, the user predicts the position where the second object being moved will come into contact with the outer edge of the game screen, visualizes the position, shape, and size of the area, and then performs the movement operation on the second object at the optimal timing. Therefore, it is possible to increase the elements in which the user's will, intention, and skill can be involved in the development of the game.

[0096] Issues related to [Appendix 8] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 8] The information processing device described in Appendix 1 controls the processor to determine a specific position based on the attributes of a second object based on a movement operation. According to the above information processing device, the user selects a second object from among several second objects, taking its attributes into consideration, and performs a movement operation on that second object, or performs a movement operation on the second object, taking its attributes into consideration. Therefore, the elements in which the user's will, intentions, and skills can be involved in the development of the game can be increased.

[0097] Issues related to [Appendix 9] One of the purposes of this disclosure is to enable a wide variety of gameplay experiences. [Note 9] The information processing device described in Appendix 1, wherein the processor enhances the game effect exerted on a third object other than a second object based on a movement operation within the domain, compared to the game effect exerted on a third object outside the domain. According to the above information processing device, the game effects exerted in the domain extend not only to the second object that the user moves, but also to a third object other than the second object. Therefore, a wide variety of game developments can be realized.

[0098] Issues related to [Appendix 10] One of the purposes of this disclosure is to enable a wide variety of gameplay experiences. [Note 10] In a turn-based game in which the user and the opponent can attack alternately, the processor maintains the area formed during the user's attack turn until the opponent's attack turn ends, as described in Appendix 1. According to the above information processing device, the game effects exerted in the area formed during the user's attack turn continue until the opponent's attack turn ends. Therefore, a wide variety of game developments can be realized.

[0099] Issues related to [Appendix 11] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 11] The processor is an information processing device as described in Appendix 1, which divides the game screen into multiple fields and places and moves one first object in each field. According to the above information processing device, the user visualizes the position, shape, and size of the area while confirming the position of the first object moving through each field, and then performs the movement operation on the second object at the optimal timing. Therefore, it is possible to increase the elements in which the user's will, intention, and skill can be involved in the development of the game.

[0100] Issues related to [Appendix 12] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 12] An information processing system comprising a user terminal operated by a user and a server computer capable of communicating with the user terminal via a network, wherein the system displays one or more first objects moving within a game screen, determines the stopping position of the first objects based on the movement operations of second objects operated by the user, determines one or more specific positions between the start and end points of the movement path of the second objects based on the movement operations, and enhances the game effect exhibited in a region determined by a plurality of coordinates including the specific positions and the stopping position of the first objects, compared to the game effect exhibited outside the region. According to the above information processing system, it is possible to increase the elements in which the user's will, intentions, and skills can be involved in the development of the game.

[0101] Issues related to [Appendix 13] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 13] An information processing method comprising: a processor displaying one or more first objects moving within a game screen; a processor determining the stopping position of the first objects based on movement operations of second objects controlled by the user; a processor determining one or more specific positions between the start and end points of the movement path of the second objects based on the movement operations; and a processor enhancing the game effect exerted in a region determined by multiple coordinates including the specific positions and the stopping position of the first objects, compared to the game effect exerted outside the region. According to the above information processing method, it is possible to increase the elements in which the user's will, intentions, and skills can be involved in the development of the game.

[0102] Issues related to [Appendix 14] One of the purposes of this disclosure is to increase the elements in which the user's will, intentions, and skills can be involved in the game's progression. [Note 14] A program that causes the processor to display one or more first objects moving within the game screen, to determine the stopping position of the first objects based on the movement operations of second objects controlled by the user, to determine one or more specific positions between the start and end points of the movement path of the second objects based on the movement operations, and to enhance the game effects exhibited in the region determined by multiple coordinates including the specific positions and the stopping position of the first objects, compared to the game effects exhibited outside the region. According to the above program, it is possible to increase the elements in which the user's will, intentions, and skills can be involved in the progression of the game. [Explanation of symbols]

[0103] 10 servers 12 User terminals 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Information Acquisition Department 32 Display Control Unit 33 Game Control Unit 41. First Marker 42. Second Marker 43 Target Character 44 Ally Characters 45 Enemies 46 Stop position coordinates 47 Specific position coordinates 48 areas 51. Field 1 52 Field 2 53. Field 3 54. Field 4 55 First Marker 56. Second Marker 57 Third Marker 58. Fourth Marker 59 Stop position coordinates 60 Specific position coordinates 61 Areas S Information Processing System

Claims

1. Having one or more processors, The one or more processors mentioned above are: Display one or more first objects that move within the game screen. The stopping position of the first object is determined based on the movement operation of the second object performed by the user. One or more specific positions are determined between the start and end points of the movement path of the second object based on the aforementioned movement operation. The game effect exhibited in a region determined by a plurality of coordinates including the aforementioned specific position and the stopping position of the first object is made to be greater than the game effect exhibited outside the aforementioned region. Information processing device.

2. The processor automatically moves the first object around the outer edge of the game screen. The information processing apparatus according to claim 1.

3. The processor changes the movement speed of the first object while it is moving. The information processing apparatus according to claim 1.

4. The aforementioned game screen is rectangular, The processor places and moves the two first objects along any two of the four sides of the game screen, one object per side. The information processing apparatus according to claim 1.

5. The aforementioned game screen is rectangular, The processor controls the movement speed of the first object moving along the longer side of the game screen to be greater than the movement speed of the first object moving along the shorter side of the game screen, so that the moving first object reaches the corner of the game screen at the same time and turns back. The information processing apparatus according to claim 1.

6. The processor determines the stopping position of the first object when it receives the movement operation. The information processing apparatus according to claim 1.

7. The processor determines the coordinates at which the second object, based on the movement operation, comes into contact with the outer edge of the game screen as the specific position. The information processing apparatus according to claim 1.

8. The processor controls the specific position so that it can be determined based on the attributes of the second object based on the movement operation. The information processing apparatus according to claim 1.

9. The processor enhances the game effect exerted on a third object other than the second object based on the movement operation in the region, compared to the game effect exerted on the third object outside the region. The information processing apparatus according to claim 1.

10. In a turn-based game where the user and the opponent can attack alternately, The processor maintains the area formed during the user's attack turn until the opponent's attack turn ends. The information processing apparatus according to claim 1.

11. The processor divides the game screen into multiple fields, places one of the first objects in each field, and moves it. The information processing apparatus according to claim 1.

12. An information processing system including a user terminal operated by a user and a server computer capable of communicating with the user terminal via a network, Display one or more first objects that move within the game screen. The stopping position of the first object is determined based on the movement operation of the second object performed by the user. One or more specific positions are determined between the start and end points of the movement path of the second object based on the aforementioned movement operation. The game effect exhibited in a region determined by a plurality of coordinates including the aforementioned specific position and the stopping position of the first object is made to be greater than the game effect exhibited outside the aforementioned region. Information processing system.

13. The processor displays one or more first objects that move within the game screen. The processor determines the stopping position of the first object based on the movement operation of the second object performed by the user. The processor determines one or more specific positions between the start and end points of the movement path of the second object based on the movement operation, The processor enhances the game effect exerted in a region determined by a plurality of coordinates including the specific position and the stopping position of the first object, compared to the game effect exerted outside the region. Information processing methods.

14. In the processor, Display one or more first objects that move within the game screen. The stopping position of the first object is determined based on the movement operation of the second object performed by the user. Determine one or more specific positions between the start and end points of the movement path of the second object based on the aforementioned movement operation. The game effect exhibited in a region determined by a plurality of coordinates including the aforementioned specific position and the stopping position of the first object is made to be greater than the game effect exhibited outside the aforementioned region. program.