Information processing systems, information processing methods, and programs

The information processing system addresses the gap in abilities by adjusting scores based on player levels, enhancing enjoyment and strategic freedom in team games by allowing players with different skills to compete fairly and maintain interest.

JP2026099942APending Publication Date: 2026-06-18OKAKICHI CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
OKAKICHI CO LTD
Filing Date
2026-04-06
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

The existing team battle games exacerbate the gap between players of high and low game abilities, leading to a decrease in enjoyment and participation for players with lower abilities, thus reducing the game's entertainment value.

Method used

An information processing system that adjusts scoring based on player levels, awarding higher scores to lower-level players when they meet conditions, allowing for strategic level settings and team cohesion, regardless of individual gaming abilities.

Benefits of technology

Enhances the entertainment value by allowing players with varying abilities to enjoy the game together, increasing strategic freedom and team cohesion, and maintaining motivation through adjustable challenges.

✦ Generated by Eureka AI based on patent content.

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Abstract

This could improve the enjoyment of team-based games. [Solution] For each player participating in the game, the processor receives a request from the player terminal operated by the player to set the level of the character that the player operates in the virtual space, and registers player information, at least associating the player with a level, in the storage unit. If a level change event occurs for at least one player during the game, the processor changes the level corresponding to that player. Then, if at least one player satisfies the first granting condition by operating a character during the game, the processor adds a first score, corresponding to the level corresponding to that player, to the team score of the team to which that player belongs. The first score is less likely to be obtained the lower the player's level, but the amount added when obtained is large.
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Description

Technical Field

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

Background Art

[0002] There is known a team battle game in which a plurality of users form a team and compete with another team as an opponent to win against the opponent. Here, in Patent Document 1, in order to encourage participation of users with high game ability in the above team battle game, the reward for a user who participates in the game is higher in value when the game ability of the user at the start of the game is high than when the game ability is low.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, according to the above Patent Document 1, since a high reward is paid to a user with high game ability, the gap between a user with high game ability and a user with low game ability becomes even larger. Therefore, there is a problem that it is difficult for a user with high game ability and a user with low game ability to continue to enjoy the same game together. Thus, an improvement in the趣味性 of the game has been demanded.

[0005] An object of the present disclosure is to provide an information processing system, an information processing method, and a program that can improve the趣味性 of a game in view of the above problems.

Means for Solving the Problems

[0006] Note: The term "趣味性" is used here as it is in the original text. It might be a specific term in the context of the game-related Japanese text, and a more appropriate translation like "fun factor" or "entertainment value" could be considered depending on the exact meaning intended in the original.An information processing system according to one aspect of this disclosure comprises one or more processors, memory, and one or more programs for running a game. The one or more programs are stored in the memory and are configured to be executed by the one or more processors. The game is one in which teams with higher team scores receive higher evaluations for their game results. Each team has one or more players. The one or more processors perform a registration step, a modification step, and a first addition step. In the registration step, for each player participating in the game, the processor registers player information in the storage unit, at least associating the player with the level, in response to receiving a setting request from the player terminal operated by the player, which includes the level of the character the player operates in the virtual space. In the modification step, if a predetermined level change event occurs for at least one player during the game, the processor changes the level corresponding to that player in the player information. In the first addition step, if at least one player satisfies a first awarding condition for acquiring a first score by operating the character during the game, the processor adds an amount of the first score corresponding to the level of that player to the team score of the team to which that player belongs. The first score is a score that is less likely to be acquired as the level of the player decreases, but is added in larger amounts when acquired.

[0007] An information processing method according to one aspect of this disclosure is an information processing method for advancing a game, which is executed in an information processing device. The game is one in which the team with the higher team score receives a higher evaluation of the game result. The team has one or more players. The information processing method comprises a registration step, a modification step, and a first addition step. In the registration step, for each player participating in the game, in response to receiving a setting request from the player terminal operated by the player, which includes the level of the character the player operates in the virtual space, player information that associates at least the player with the level is registered in the storage unit. In the modification step, if a predetermined level change event occurs for at least one player during the progress of the game, the level corresponding to that player is changed in the player information. In the first addition step, if at least one player satisfies a first awarding condition for acquiring a first score by operating the character during the progress of the game, an amount of the first score corresponding to the level corresponding to that player is added to the team score of the team to which that player belongs. The first score is one in which the probability of obtaining it decreases as the player's level decreases, but the amount added when it is obtained is large.

[0008] A non-temporary computer-readable medium according to one aspect of the present disclosure stores one or more programs for running a game. The game is one in which teams with higher team scores receive higher evaluations for their game results. Each team has one or more players. The one or more programs, when executed by a computer, include instructions to the computer to perform a registration step, a modification step, and a first addition step, wherein in the registration step, for each player participating in the game, the computer registers player information in the storage unit, at least associating the player with the level of the character the player operates in the virtual space, in response to a setting request received from the player terminal operated by the player, including the level of the character the player operates in the virtual space; in the modification step, if a predetermined level change event occurs for at least one player during the game, the player information changes the level corresponding to that player; and in the first addition step, if at least one player satisfies a first awarding condition for acquiring a first score by operating the character during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. The first score is one in which the probability of obtaining it decreases as the player's level decreases, but the amount added when it is obtained is large. [Effects of the Invention]

[0009] This disclosure provides an information processing system, information processing method, and program that can improve the entertainment value of games. [Brief explanation of the drawing]

[0010] [Figure 1] This is a block diagram showing the configuration of the information processing system according to Embodiment 1. [Figure 2] This is a block diagram showing the hardware configuration of the player terminal. [Figure 3] This is a block diagram showing the hardware configuration of an information processing device. [Figure 4] A diagram showing an example of the relationship between level, the possibility of obtaining the first score, and the awarding rate of the first score. [Figure 5] A diagram showing an example of the relationship between level, the possibility of obtaining the second score, and the awarding rate of the second score. [Figure 6] A block diagram showing the functional configuration of the control unit. [Figure 7] A flowchart showing the information processing flow of the information processing apparatus. [Figure 8] A diagram showing an example of an image displayed on the display unit. [Figure 9] A diagram showing an example of the data structure of the player information table stored in the storage unit. [Figure 10] A diagram showing an example of an image displayed on the display unit. [Figure 11] A diagram showing an example of the data structure of the player information table stored in the storage unit according to the first modification example. [Figure 12] A flowchart showing the information processing flow of the information processing apparatus according to the second modification example. [Figure 13] A diagram showing an example of an image displayed on the display unit according to the second modification example. [Figure 14] A flowchart showing the information processing flow of the information processing apparatus according to the third modification example. [Figure 15] A block diagram showing the configuration of the information processing system according to Embodiment 2. [Figure 16] A block diagram showing the functional configuration of the control unit. [Figure 17] A sequence diagram showing the information processing flow of the information processing system. [Figure 18] A diagram showing an example of an image displayed on the display unit of the spectator terminal. [Figure 19] A diagram showing an example of an image displayed on the display unit of the player terminal. [Figure 20] A diagram showing an example of an image displayed on the display unit of the spectator terminal.

Mode for Carrying Out the Invention

[0011] Hereinafter, embodiments of the present disclosure will be described in detail with reference to the drawings. In each drawing, the same or corresponding elements are denoted by the same reference numerals, and redundant descriptions are omitted as necessary for clarity of explanation.

[0012] <Definition of Terms> In the following description, the "game" is a game that progresses in a virtual space according to the operations of a player.

[0013] Also, in the following description, the "level" is one of the properties of a character that a player operates in a virtual space, and indicates the level of the ability that the character can exhibit in the game. The "level" indicates, for example, the degree of physical strength, attack power, defense power, movement speed, or range. The "level" may be freely set by the player, unlike the player's own game ability (skill level). Note that the "character" has a form such as a person or an animal, and is a virtual object or avatar that can be operated by the player within the virtual space.

[0014] Also, in the following description, the "in-game assets" are assets that can be used within the game. For example, the "in-game assets" are in-game currency, characters, weapons, items, levels, experience points, or other items.

[0015] <Embodiment 1> First, Embodiment 1 of the present disclosure will be described. 1. Hardware Configuration In this section, the hardware configuration of the information processing system according to this embodiment will be described. FIG. 1 is a block diagram showing the configuration of the information processing system 1 according to Embodiment 1.

[0016] 1.1 Information Processing System 1 Information Processing System 1 is a computer system for running games involving multiple players. Various types of games can be run on Information Processing System 1. In this embodiment, the game involves multiple players forming teams and competing against other opposing teams, aiming to defeat their opponents. This is based on the premise that teams with higher team scores receive higher evaluations for their game results. The game structure will be described in detail later.

[0017] Information processing system 1 is a computer system comprising an information processing device 2 and a plurality of player terminals 3, namely player terminals 3-1, 3-2, 3-3, 3-4, 3-5, 3-6, 3-7, and 3-8. The information processing device 2 and each player terminal 3 are connected to each other via a network NW such as the Internet. In Figure 1, information processing system 1 is shown to include 8 player terminals 3, but the number of player terminals 3 is not limited to this.

[0018] 1.2 Player terminal 3 Player terminal 3 is a computer terminal operated by a player participating in the game. Player terminal 3 is used to play the game. For example, player terminal 3 may be a smartphone, tablet, portable game console, home game console, commercial game machine installed in amusement facilities, laptop computer, desktop computer, or other input / output communication terminal. Player terminals 3-1 to 3-8 do not have to be the same type of communication terminal.

[0019] In the game, each player belongs to one of several teams. For example, players operating player terminals 3-1 to 3-4 belong to Team A, while players operating player terminals 3-5 to 3-8 belong to Team B.

[0020] Figure 2 is a block diagram showing the hardware configuration of the player terminal 3. The player terminal 3 comprises a control unit 31, a communication unit 35, a storage unit 36, an input unit 37, and a display unit 38, and these components are electrically connected within the player terminal 3 via a communication bus. The control unit 31 includes a processor 32, a ROM 33, and a RAM 34. The control unit 31, communication unit 35, and storage unit 36 ​​are substantially the same as the control unit 21, communication unit 25, and storage unit 26 of the information processing device 2 described later, and are therefore omitted here.

[0021] The input unit 37 may be included in the casing of the player terminal 3, or it may be an external component. For example, the input unit 37 may be integrated with the display unit 38 and implemented as a touch panel. Of course, a switch button, mouse, QWERTY keyboard, etc., may be used instead of a touch panel. In other words, the input unit 37 receives operation input from the player. This input is transmitted as a command signal to the control unit 31 via the communication bus, and the control unit 31 can perform predetermined controls and calculations as needed.

[0022] The display unit 38 may be included in the casing of the player terminal 3, for example, or it may be an external component. The display unit 38 displays a graphical user interface (GUI) screen that the player can operate. Preferably, this is done by using a display device such as a CRT display, liquid crystal display, organic EL display, or plasma display, depending on the type of player terminal 3.

[0023] 1.3 Information Processing Device 2 Information processing device 2 is a server computer for running the game. Information processing device 2 transmits game data for running the game to player terminal 3.

[0024] Figure 3 is a block diagram showing the hardware configuration of the information processing device 2. The information processing device 2 comprises a control unit 21, a communication unit 25, a storage unit 26, and an input unit 27, and these components are electrically connected within the information processing device 2 via a communication bus.

[0025] The control unit 21 comprises a processor 22, a ROM 23, and a RAM 24. The processor 22 implements each function by executing programs stored in the ROM 23 or the storage unit 26. Each function will be described in detail in the next section. The ROM 23 is a non-temporary storage medium such as ROM (Read-only memory), and various programs or data for the processor 22 to perform various controls or calculations are stored in it in advance. The RAM 24 is a volatile storage medium such as RAM (Random Access Memory), and is a storage area for temporarily holding information when the processor 22 is operating. An area for performing the various processing according to this embodiment can be secured in this RAM 24.

[0026] The communication unit 25 is a communication interface for connecting to a network NW. The storage unit 26 is a storage device that includes a non-temporary computer-readable medium or a physical storage medium.

[0027] The input unit 27 is essentially the same as the input unit 37 in the player terminal 3 described above, and is therefore omitted. Note that the input unit 27 is not essential in the information processing device 2.

[0028] 2. Game Structure The game configuration of this embodiment will now be described. In this embodiment, the game genre is not limited. For example, the game may be a role-playing game (RPG), a sports game, an adventure game, a shooting game, a simulation game, a battle game, a roguelike game, or a roguelite game.

[0029] However, as stated above, in this embodiment, the game is a team game in which multiple players form teams and compete against other opposing teams, aiming to defeat their opponents. Specifically, the game is one in which multiple players from at least one team aim to complete predetermined quests or missions by controlling their respective characters in the same virtual space. The game is a competition in which teams compete against each other based on the size of their team score, calculated by summing the scores earned by the players belonging to each team during the game. In this embodiment, there are two teams participating in the game, but there may be three or more. The score is the points awarded to a team as a result of players clearing quests or missions presented in the game by controlling their characters.

[0030] Here, a quest refers to a task or condition that must be achieved within the game. Quests have set completion conditions. A mission, on the other hand, refers to a task or condition that must be achieved, or is desirable to achieve, within the game, separate from a quest. Missions have different completion conditions than quests. For example, a quest might be "reach the goal within the time limit," while a mission might be "defeat enemy characters encountered on the way to the goal" or "obtain specific items placed on the field."

[0031] In this embodiment, the score is divided into a first score and a second score. The first score is awarded to the team to which a player who has met a first awarding condition belongs, when that condition is met. For example, the first awarding condition is the completion of a predetermined mission.

[0032] Here, the first score is set such that the lower the level set by the player, the lower the probability of obtaining it, but the lower the level set by the player, the greater the amount added when it is obtained, i.e., the amount awarded. For example, the amount awarded may be calculated by multiplying the standard amount awarded, which is determined in accordance with the first awarding condition, by the award rate, which is determined according to the level.

[0033] Figure 4 shows an example of the relationship between level, probability of obtaining the first score, and the rate at which the first score is awarded. The probability of obtaining the first score is the probability that the player will meet the first awarding condition within a given time. Conversely, the probability of obtaining the first score corresponds to the difficulty level required to clear the first awarding condition.

[0034] If we let the level be L, the probability of obtaining the first score P1 and the rate of awarding the first score G1 can be expressed by the following equations (1) and (2). P1 = p11(L) ... (1) G1=g11(L) ...(2) The function p11, which represents the probability P1 of obtaining the first score, is a monotonically increasing or monotonically non-decreasing function that can increase as the value of the variable L increases, but never decreases. On the other hand, the function g11, which represents the rate of assigning the first score G1, is a monotonically decreasing or monotonically non-increasing function that can decrease as the value of the variable L increases, but never increases.

[0035] As shown in this diagram, the difficulty level is set such that the lower the player's set level L, the more difficult it is to satisfy the first awarding condition, that is, the lower the probability P1 of obtaining the first score. If the level is below the first threshold, the difficulty level may be set so that the first awarding condition cannot be satisfied. On the other hand, the awarding rate is set such that the lower the player's set level L, the higher the awarding rate G1 of the first score when the first awarding condition is satisfied.

[0036] In the example shown in this figure, function g11 is a discontinuous step function, but it is not limited to this and may be a continuous function. Also, in the example above, function p11 is a nonlinear function, but it may be a linear function. Furthermore, the variable for the rate of awarding the first score or the variable for the possibility of obtaining the first score may include parameters other than level L. For example, if the first awarding condition is to complete the mission of "defeating a predetermined enemy character encountered before reaching the goal," the rate of awarding the first score may be calculated based on the level as well as the time taken to defeat the enemy character.

[0037] The second score is awarded to the team to which a player who has met the second awarding condition belongs, if that condition is met. For example, the second awarding condition is completing a designated quest.

[0038] Here, the second score is less likely to be obtained the lower the player's set level, but the amount awarded when the second awarding condition is met is a score that does not depend on the level. For example, the amount awarded may be calculated by multiplying the standard awarding amount determined in accordance with the second awarding condition by the awarding rate used to determine the amount of the second score awarded.

[0039] Figure 5 shows an example of the relationship between level, probability of obtaining a second score, and the rate at which a second score is awarded. The probability of obtaining a second score is the probability that a player will meet the conditions for awarding the second score within a given time. Conversely, the probability of obtaining a second score corresponds to the difficulty level required to clear the conditions for awarding the second score.

[0040] If we denote the level as L, the probability of obtaining the second score P2 and the rate of awarding the second score G2 can be expressed by the following equations (3) and (4). P2 = p21(L) ... (3) G2 = α ... (4) The function p21, which represents the probability of obtaining the second score P2, is a monotonically increasing or monotonically non-decreasing function that can increase as the value of the variable L increases, but never decreases.

[0041] As shown in this figure, the difficulty level is set such that the lower the player's set level L, the more difficult it is to satisfy the second awarding condition, that is, the lower the probability of obtaining the second score P2. If the level is below the second threshold, the difficulty level may be set so that the second awarding condition cannot be satisfied. On the other hand, the awarding rate G2 for the second score when the second awarding condition is satisfied is a constant α, independent of the player's set level.

[0042] In the example shown in this figure, function p21 is a nonlinear function, but it may also be a linear function. Furthermore, the variable for the probability of obtaining the second score P2 may include other parameters besides level L. Also, the rate of awarding the second score G2 is set to a constant α that does not depend on the level, but it may vary based on other parameters. Other parameters may include the player's attributes, the attributes of the selected character, or the time taken to fulfill the second awarding condition. For example, if the second awarding condition is to complete a quest that "reaches the goal within the time limit," the rate of awarding the second score may be calculated based on the time taken to reach the goal.

[0043] The second score may be monotonically decreasing or monotonically non-increasing, meaning that the amount awarded decreases as the player's set level decreases when the second awarding condition is met. In this case, the possibility of obtaining the score may or may not depend on the level.

[0044] 3. Functional Configuration This section describes the functional configuration of the information processing device 2. Figure 6 is a block diagram showing the functional configuration of the control unit 21. The control unit 21 of the information processing device 2 executes a program to realize the functions of the registration unit 210, the progress control unit 211, the first adder unit 212, the second adder unit 213, the determination unit 214, and the display control unit 215.

[0045] As a registration step, the registration unit 210 registers information as player information in the storage unit 26 for each player belonging to each of the multiple teams participating in the game, according to the level set by that player. This information associates the player, the level, and the team. Setting a level by a player refers to the series of processes from when the player inputs a level via the input unit 37 of the player terminal 3, until the player terminal 3 transmits information about the input level to the information processing device 2. The information processing device 2 accepts the setting upon receiving the information about the level.

[0046] The progress control unit 211 controls the progress of the game based on game data, player information, and player operations. For example, the progress control unit 211 reads game data and the level corresponding to the player operating the player terminal 3 from the storage unit 26, and upon detecting player operations, generates game data that reflects the level and player operations and transmits it to the player terminal 3.

[0047] The first adding unit 212, as the first adding step, adds an amount of the first score corresponding to the level of at least one player to the team score of the team to which that player belongs, if at least one player has met the first granting condition for acquiring the first score during the game. The first adding unit 212 may add the first score directly to the team score or indirectly. Direct addition means that the first score is added to the team score immediately when the first granting condition is met. Indirect addition means that the first adding unit 212 performs the following first granting step and first calculation step in the first adding step. For example, in the first granting step, if at least one player has met the condition for acquiring the first score during the game, the first adding unit 212 may temporarily grant the player an amount of the first score corresponding to the level of that player. Then, in the first calculation step, the first adding unit 212 may add to the team score the sum of the first scores acquired by two or more players belonging to each of the multiple teams during the game. The timing of the first calculation step may be simultaneous with the first grant step, which grants points to players, or immediately after the first grant step. Alternatively, the timing of the first calculation step may be after the end of the game.

[0048] The second addition unit 213, as the second addition step, adds the second score to the team score of the team to which each player belonging to each of the multiple teams belongs, if the player has met the second awarding condition for acquiring the second score during the progress of the game. The second addition unit 213 may add the second score directly to the team score or indirectly. The definitions of direct addition and indirect addition are the same as those for the first addition step described above, so an explanation is omitted.

[0049] The judging unit 214, as a judging step, determines the rankings among multiple teams participating in the game so that the higher the team score, the higher the ranking.

[0050] The display control unit 215 displays the various processing results performed by the registration unit 210, progress control unit 211, first addition unit 212, second addition unit 213, or determination unit 214 on the display unit 38 of the player terminal 3. In other words, the display control unit 215 transmits the various processing results to the player terminal 3 via the communication unit 25, and the player terminal 3 displays the various processing results on the display unit 28.

[0051] 4. Operation of Information Processing System 1 This section describes the flow of information processing performed by the information processing device 2, with reference to the diagram. Note that the order of processing can be rearranged as appropriate, multiple processes may be executed simultaneously, and some processes may be omitted.

[0052] 4.1 Overview of Information Processing Figure 7 is a flowchart showing the information processing flow of the information processing device 2. First, the registration unit 210 receives level settings from each player (S10). Next, for each player who has set a level, the registration unit 210 registers information as player information, associating the player, the team to which the player belongs, and the level (S11). Player information will be described in detail later.

[0053] At this point, the progress control unit 211 starts the game. Next, the first addition unit 212 determines whether any player has met the first awarding condition (S12). If the first addition unit 212 determines that there is a player who has met the first awarding condition (YES in S12), it reads the level set by that player from the player information and determines the amount of the first score to be awarded based on the level (S13). At this time, the first addition unit 212 determines the amount of the first score to be awarded such that the lower the level set by the player, the greater the amount awarded.

[0054] The first adding unit 212 then updates the team score of the team to which the player belongs based on the amount of the first score awarded (S14). That is, the first adding unit 212 adds the amount of the first score awarded to the team score. The first adding unit 212 then proceeds to process S15.

[0055] On the other hand, if the first addition unit 212 determines that there are no players who meet the first granting condition (NO in S12), it proceeds to S15.

[0056] In S15, the second addition unit 213 determines whether any player has met the second awarding condition. If the second addition unit 213 determines that there is a player who has met the second awarding condition (YES in S15), it determines the amount of the second score to be awarded (S16). At this time, the second addition unit 213 determines the amount of the second score to be awarded regardless of the level set by the player.

[0057] The second adder 213 then updates the team score of the team to which the player belongs based on the amount of the second score awarded (S17). That is, the second adder 213 adds the amount of the second score awarded to the team score. The second adder 213 then proceeds to process S18.

[0058] On the other hand, if the second addition unit 213 determines that there are no players who meet the second assignment condition (NO in S15), it returns to processing S12.

[0059] In S18, the control unit 21 determines whether the game has ended. The game end conditions may be that the game time limit has expired, that any player has performed a game end operation, or that all players belonging to at least one team have completed the quest. However, the game end conditions are not limited to these, and may also be that all players belonging to at least one team have lost their means of control. Losing a player's means of control may, for example, mean that the attribute values ​​of the character controlled by that player, such as health value, become 0.

[0060] The control unit 21 repeats the processes shown in S12 to S18 until it determines that the game has ended. When the control unit 21 determines that the game has ended (YES in S18), the determination unit 214 determines the ranking of the teams based on the team scores (S19). At this time, the determination unit 214 determines the ranking of the teams so that the higher the team score, the higher the ranking. The display control unit 215 then outputs information regarding the ranking of the teams to the display unit 38 of the player terminal 3 (S20).

[0061] [effect] In this way, the information processing device 2 determines the ranking of teams in a game, especially a team game, based on the aggregated results of the first score, which is awarded in larger amounts to lower-level players. Therefore, players participating in the game can strategically set the level of each player in order to ensure their team's victory, taking into account the game ability of the players who make up the team and the amount of the first score awarded. This expands the strategic freedom in games, especially team games, and improves their enjoyment.

[0062] Furthermore, the Information Processing Device 2 allows for the free setting of levels for each player, regardless of their individual gaming ability. For example, by setting a higher level for players with low gaming ability and a lower level for players with high gaming ability, it is possible to maximize the first score awarded to the team while allowing players with different gaming abilities to continuously enjoy the same game together. For example, by adjusting the level settings, the Information Processing Device 2 can provide beginners with solvable challenges and advanced players with more difficult challenges within the same game. Therefore, the enjoyment of competitive games can be enhanced by having players playing the same game against each other. Also, because multiple players belonging to each team play the same game, the team's cohesion is strengthened as players with different gaming abilities within the team continuously enjoy the same game together. This enhances the enjoyment of team-based games.

[0063] Furthermore, in team-based games, the information processing device 2 determines the ranking of teams based on the aggregated results of a second score, which has a different relationship between the probability of acquisition and the award rate compared to the first score, in addition to the first score. By further complicating the composition of the team score, the degree of strategic freedom in team-based games can be further expanded, and the level of enjoyment can be further improved.

[0064] 4.2 Details of Information Processing Next, I will explain the details of the information processing described above.

[0065] [How to set the level: S10] There are two methods for setting the level for players: one where the player inputs the absolute value of the level, and another where the player inputs the difference from the base level. Figure 8 shows an example of an image 10 displayed on the display unit 38 of the player terminal 3 when the player sets the level. In the example shown in this figure, the player uses a method in which the difference from the reference level is input.

[0066] Image 10 includes the message "Please set the level," a base level 101, an object 103 for specifying the amount to decrease the level, an object 104 for specifying the amount to increase the level, and the specified level 102. The specified level 102 is calculated by subtracting or adding the specified amount to the base level 101. Image 10 may also include an object 105 for determining the specified level 102. In response to the player selecting object 105, the player terminal 3 sends a setting request containing information on the specified level 102 to the information processing device 2. The level is then set.

[0067] In other words, in the registration step, the registration unit 210 may determine that a player has set a level based on the input received from each player belonging to each of the multiple teams regarding the amount to lower or raise their level. Since the difference from the reference level affects the possibility of obtaining and awarding the first score, adopting this method of inputting the difference from the reference level makes it easier for players to recognize the aforementioned impact.

[0068] The standard level 101 may be variable depending on the player's game ability, past performance, or experience, or it may remain constant regardless of the player.

[0069] Furthermore, the game may be configured so that players can specify how much to lower the level from the baseline, but not how much to raise it. This stimulates the player's curiosity by allowing them to explore the boundary level that determines whether or not the first or second granting condition is met, and it also creates tension for the player because once the level is lowered, it cannot be raised. Thus, the game's appeal is increased. Moreover, if the player accidentally lowers the level more than intended due to a control error, the game's outcome becomes difficult to predict, further increasing its appeal.

[0070] [Player Information Registration: S11] Figure 9 shows an example of the data structure of the player information table T1 stored in the memory unit 26. The player information table T1 contains information that associates each player with the team to which that player belongs and their level. For example, the player information table T1 includes the team ID T11, the player ID T12, and the level T13.

[0071] Team ID T11 is information that identifies the team. Player ID T12 is information that identifies the player. Level T13 is the level set by the player. In the example shown in this diagram, Team A has four players PL1, PL2, PL3, and PL4, and the levels of players PL1, PL2, PL3, and PL4 are 50, 80, 20, and 90, respectively.

[0072] The player information table T1 may further include the cumulative amount of first score awarded T14, the cumulative amount of second score awarded T15, and the team score T16. The cumulative amount of first score awarded T14 is the cumulative amount of first score earned by the player during the game. The cumulative amount of second score awarded T15 is the cumulative amount of second score earned by the player during the game. The team score T16 is the sum of the cumulative amount of first score awarded T14 and the cumulative amount of second score awarded T15 earned by all players belonging to the team.

[0073] The first adding unit 212 may update the cumulative amount of the first score T14 and the team score T16 based on the amount of the first score determined in S13. The second adding unit 213 may update the cumulative amount of the second score T15 and the team score T16 based on the amount of the second score determined in S16.

[0074] The first addition unit 212 may add the accumulated amount T14 of the first score already awarded to the team score T16, provided that the player has met the second awarding condition. In other words, if there are players who have not met the second awarding condition by the end of the game, the first addition unit 212 does not need to include the accumulated amount T14 of the first score awarded to those players in the team score T16. Alternatively, for players who have not met the second awarding condition, the first addition unit 212 may add an amount obtained by subtracting a predetermined amount from the accumulated amount T14 of the first score to the team score T16. This increases the difficulty of level setting and further enhances the enjoyment of the game, as players are required to adjust their level to one that satisfies both the second and first awarding conditions.

[0075] [Game Progression] After the game starts, multiple players belonging to a team play the same game simultaneously. Figure 10 shows an example of an image 11 that is displayed on the display unit 38 of the player terminal 3 during gameplay.

[0076] Image 11 includes objects representing the characters C1, C2, C3, and C4 controlled by each player, an object representing the enemy character E, and an object representing item I. Each character C1, C2, C3, and C4 is required to complete the mission of defeating enemy character E and acquiring item I, while aiming to reach the goal.

[0077] Furthermore, image 11 may include level information 111 for players belonging to their team. This allows each player to check their own set level or the levels set by other players on their team during the game. Therefore, it becomes easier for players to take strategic actions, such as having higher-level players help lower-level players, depending on the progress of the game.

[0078] Image 11 may also include time information 112 and score information 113. Time information 112 may show the remaining time until the end of the game. Time information 112 may also show the elapsed time since the start of the game. Score information 113 shows the team score at that time, but may also include the cumulative amount of the first and second scores awarded to each player in addition to the team score. Note that multiple players on a team may play different subgames included in the main game separately.

[0079] 5. Variations The first embodiment has been described above, but the first embodiment can be modified as follows. [Example of first variation: Level structure] In the above-described embodiment 1, the level was treated as a single ability score for determining the possibility of obtaining the first and second scores. However, the level may consist of various independent ability scores for determining the possibility of obtaining the first and second scores.

[0080] For example, a level may consist of at least a first ability score and a second ability score. The first and second ability scores are values ​​that indicate different degrees of ability, and players may freely set each ability score. In this case, during the registration step, the registration unit 210 accepts the level setting by each player belonging to each of the multiple teams, in accordance with the first and second ability scores set by that player. The registration unit 210 then registers the first and second ability scores in the storage unit 26, associating them with the players.

[0081] Figure 11 shows an example of the data structure of the player information table T2 stored in the storage unit 26 according to the first modified example. The player information table T2 differs from the player information table T1 in that it includes level T23 instead of level T13. Level T23 consists of Attack Power T231, Defense Power T232, and Movement Speed ​​T233. Attack Power T231, Defense Power T232, and Movement Speed ​​T233 are examples of primary and secondary ability scores.

[0082] The first addition unit 212 may then determine at least one of the possibility of obtaining the first score, the amount awarded, and the award rate based on the first ability value and the second ability value.

[0083] For example, if attack power is x, defense power is y, and movement speed is z, the probability of obtaining the first score P1 and the rate of awarding the first score G1 can be expressed by the following equations (5) and (6). P1 = p12(x,y,z) ...(5) G1 = g12(x, y, z) ... (6) The function p12 representing the probability of acquisition P1 is a monotonically increasing or monotonically non-decreasing function in which the values ​​of each of the variables x, y, and z may increase as the values ​​of the variables increase, but they do not decrease. On the other hand, the function g12 representing the rate of assignment G1 is a monotonically decreasing or monotonically non-increasing function in which the values ​​of each of the variables x, y, and z may decrease as the values ​​of the variables increase, but they do not increase.

[0084] As described above, the probability of obtaining the first score P1 and the rate of granting the first score G1 are calculated comprehensively based on attack power x, defense power y, and movement speed z. However, if defense power y and movement speed z are the same, the lower the attack power x, the lower the probability of obtaining the first score P1. However, if defense power y and movement speed z are the same, the lower the attack power x, the greater the amount of the first score granted. The above relationship between ability values ​​and probability of obtaining and granting rates is the same even if the ability value is defense power y or movement speed z.

[0085] By making the acquisition probability and reward rate structure more complex and allowing players to freely set various parameters, it is possible to increase the level of interest for the player.

[0086] [Second variation: Changing the level between stages] In the first embodiment described above, the timing of level setting and level registration was set before the start of the game. However, in the second modified example, the registration unit 210 can accept settings or changes during the game. That is, in response to a player setting or changing their level during the game, the registration unit 210 may register or update information in the player information table that associates the player, their level, and the team to which that player belongs.

[0087] Furthermore, if the game consists of multiple stages, the registration unit 210 may accept level changes after a predetermined stage has been cleared but before moving on to the next stage. Specifically, the registration unit 210 performs a change step at some point between the end of the first stage and the start of the second stage, sending change screen information to each player's player terminal 3 to accept level changes. The registration unit 210 then changes the player information corresponding to the player on the player terminal 3 in response to receiving a level change request from the player terminal 3 via the change screen information. This allows each team to strategize level settings for each stage, thereby increasing the enjoyment of the game. This also makes it less likely for players to get bored with the game and makes it easier to maintain their motivation.

[0088] Figure 12 is a flowchart showing the information processing flow of the information processing device according to the second modified example. The steps shown in Figure 12 are basically the same as those shown in Figure 7, but differ in that S21 to S23 are included instead of S18. That is, after executing S17, the control unit 21 determines whether the current stage has ended or not (S21). The conditions for ending a stage may be that the time limit set for the current stage has elapsed, that any player has performed the operation to end the stage, or that all players belonging to at least one team have completed the quest set for the stage. However, the conditions for ending a stage are not limited to these, and may also be that all players belonging to at least one team have run out of means of operation. For example, a player running out of means of operation may be that the attribute values ​​such as the health value of the character controlled by that player become 0.

[0089] The control unit 21 repeats the processes shown in S12-S17 and S21 until it determines that a stage has ended. When the control unit 21 determines that a stage has ended (YES in S21), it determines whether the game has ended or not (S22). The game end conditions may include the conditions described in S18 shown in Figure 7, as well as the completion of all stages included in the game. If the game has not ended, for example, if any stage remains (NO in S22), the registration unit 210 sends change screen information to each player's player terminal 3 at some point between the end of the first stage and the start of the second stage, and displays it (S23). The registration unit 210 then returns to processing S10. That is, the registration unit 210 changes the player information associated with the player on the player terminal 3 in response to receiving a level change request from the player terminal 3 via the change screen information. On the other hand, when it determines that the game has ended (YES in S22), the determination unit 214 determines the ranking between teams based on the team score (S19).

[0090] Figure 13 shows an example of an image 10a displayed on the display unit according to the second modified example. The image is generated by the player terminal 3 from the change screen information. Image 10a includes the message "You can change the level of the next stage", the current level 101a, an object 103a for specifying the amount to decrease the level, an object 104a for specifying the amount to increase the level, and the changed level 102a. The changed level 102a is the level used in the next stage and is calculated by subtracting or adding a specified amount to the current level 101a. Image 10a may also further include an object 105a for determining the changed level 102a. In response to the player selecting object 105a, the player terminal 3 sends a change request containing information on the changed level 102a to the information processing device 2. As a result, the level is changed. In other words, the registration unit 210 may, in the registration step, determine that a player has changed their level based on the input received from each player belonging to each of the multiple teams regarding the amount of level reduction or increase. Since the difference from the current level affects the possibility and rate of obtaining the first score in the next stage, this method of inputting the difference from the current level makes it easier for players to recognize the aforementioned impact.

[0091] [Third variation: Level change due to level change event] Furthermore, the registration unit 210 may change the level corresponding to the player in the player information when a predetermined event occurs during the game that causes the player to change their level (hereinafter referred to as a level change event). Since the player will be playing at a different level than initially set after the level change, it becomes difficult to predict the game outcome. This increases the excitement of the game.

[0092] A level change event may be a first event that occurs based on the player's voluntary actions. For example, the first event may be the player acquiring a level-changing item placed on the playfield, or the player's character entering a predetermined area (e.g., a level-up point). In this case, the first event may be classified into events for increasing the level and events for decreasing the level. As an example, if the player acquires an item for increasing the level, the registration unit 210 may increase the level of the player by a predetermined amount, and if the player acquires an item for decreasing the level, the registration unit 210 may decrease the level of the player by a predetermined amount. Since the first event is triggered by the player's voluntary actions, players can intentionally change the level during the game. Therefore, each player can strategically change the level while considering the progress of the game. This expands the strategic freedom of the game, especially in team-based games, and enhances its enjoyment.

[0093] Furthermore, level change events may be secondary events that occur regardless of the player's voluntary actions. For example, a secondary event may be encountering a specific enemy character or colliding with an incoming or falling object. In this case, secondary events may be classified into events that increase the level and events that decrease the level. The conditions for the second event to occur may be that a predetermined amount of time has elapsed from a predetermined state, that a predetermined operation has been performed by a player from another team, or that the character of a player from another team has entered a predetermined state. The second event occurs unintentionally, making it difficult to predict the game's outcome due to unexpected level changes. This increases the game's appeal.

[0094] Furthermore, both the first and second events may occur for a single player during gameplay. For example, if a player unintentionally experiences a disadvantageous level change due to the occurrence of the second event, that player can manipulate their character to trigger the first event, which resets their level.

[0095] Furthermore, the registration unit 210 may change at least one of the types of level change events, their frequency, and the amount of level change, based on at least one of the types of games played by the player, the types of stages, and the play time. Stages are components of the game and may be provided according to difficulty levels, for example.

[0096] Figure 14 is a flowchart showing the information processing flow of the information processing device according to the third modified example. The steps shown in Figure 14 are basically the same as those shown in Figure 7, but differ in that they include S24 to S25. S24 to S25 are located between S11 and S12.

[0097] Specifically, after the game starts following S11, the registration unit 210 determines whether or not a level change event has occurred for any player (S24). If the registration unit 210 determines that a level change event has occurred for a player (YES in S24), it changes the level corresponding to that player in the player information (S25). At this time, the registration unit 210 changes the level by an amount corresponding to the type of level change event. Then the registration unit 210 proceeds to processing S12.

[0098] In the above-described embodiment 1 and its modifications, the team score was the sum of the first score and the second score, but the team score does not have to include the second score. In this case, the processes shown in S15 to S17 in Figures 7, 12 and 14 may be omitted.

[0099] <Embodiment 2> Next, Embodiment 2 of this disclosure will be described. Embodiment 2 differs from Embodiment 1 in that the game can be viewed remotely by the audience. In Embodiment 2, the game is an e-sport.

[0100] Figure 15 is a block diagram showing the configuration of information processing system 1a according to Embodiment 2. Information processing system 1a differs from information processing system 1 in that it includes information processing device 2a instead of information processing device 2, and an audience terminal 4.

[0101] Spectator terminal 4 is a computer terminal operated by spectators watching the game. For example, spectator terminal 4 may be a smartphone, tablet, portable game console, home game console, commercial game machine installed in amusement facilities, laptop computer, desktop computer, or other input / output communication terminal. The hardware configuration of spectator terminal 4 is almost the same as that of player terminal 3, so a detailed explanation is omitted.

[0102] Here, spectators can use spectator terminal 4 to view the game's progress in real time or at predetermined times. Spectators can also use spectator terminal 4 to vote on the rankings of multiple teams.

[0103] Information processing device 2a has essentially the same configuration and functions as information processing device 2, but differs from information processing device 2 in that it has a control unit 21a instead of a control unit 21. Information processing device 2a is capable of accepting votes from the audience. Information processing device 2a is also configured to reward teams based on their ranking or team score. Furthermore, information processing device 2a is configured to provide benefits to the audience based on the voting results and team rankings.

[0104] Figure 16 is a block diagram showing the functional configuration of the control unit 21a. By executing a program, the control unit 21a realizes the functions of the registration unit 210, progress control unit 211, first addition unit 212, second addition unit 213, and determination unit 214, as well as the display control unit 215a, vote acceptance unit 216, and reward granting unit 217.

[0105] The display control unit 215a displays the progress of the game on the display unit of the spectator terminal 4 during the game. Specifically, the display control unit 215a transmits information regarding the processing results of the progress control unit 211 to the spectator terminal 4, and the spectator terminal 4 displays the received information on its display unit.

[0106] In the voting acceptance step, the voting reception unit 216 accepts votes for team rankings from spectators who can view the progress of the game. Specifically, when the spectator terminal 4 detects a vote from a spectator, it transmits voting information regarding team rankings to the information processing device 2a. The voting reception unit 216 then receives the voting information.

[0107] The reward distribution unit 217 determines the value of the reward to be given to each team in the reward distribution step. For example, for each of multiple teams, the reward distribution unit 217 determines the value of the reward to be given to that team based on at least one of the team score and the team ranking information. The team ranking information is the ranking information between teams determined by the judgment unit 214. The value of the reward may be determined based on the amount and type of the reward.

[0108] In this embodiment 2, the rewards given to players are in-game assets. In-game assets are assets usable within the game and may be exchangeable for out-of-game assets usable outside the game. For example, out-of-game assets may be fiat currency or cryptocurrency. By providing incentives to players belonging to a team, their contribution to the team can be increased, and the enjoyment of the game can be improved. The rewards given to the team may be out-of-game assets in lieu of or in addition to in-game assets.

[0109] The reward distribution unit 217 may also determine the value of the benefits to be given to the audience. For example, the reward distribution unit 217 may determine the value of the benefits to be given to each audience member who has performed a voting operation, based on the voting information and the team's ranking. The value of the benefits may be determined based on the amount and type of benefits.

[0110] In this embodiment 2, the rewards given to the audience are extra-game assets, such as fiat currency or cryptocurrency. By giving rewards to the audience, active participation can be encouraged. Furthermore, the entertainment value of the game for the audience can be enhanced. The rewards given to the audience may also be in-game assets instead of or in addition to extra-game assets.

[0111] Figure 17 is a sequence diagram showing the information processing flow of the information processing system 1a. First, when a vote is cast by a spectator (S30), the spectator terminal 4 transmits the voting information related to the vote to the information processing device 2 (S31). At this time, the information transmitted by the spectator terminal 4 may include not only the voting information but also a spectator ID, which is information that identifies the spectator.

[0112] FIG. 18 is a diagram showing an example of an image 12 displayed on the display unit of the spectator terminal 4. The image 12 includes objects 121 and 122 for selecting a team participating in the game, together with a message "Vote for the following team". The spectator selects an object corresponding to the team that wins the game and selects an object 123 for determining the team to vote for. The spectator terminal 4 transmits voting information including information on the team corresponding to the selected object and the spectator ID to the information processing device 2 in response to the above selection operation.

[0113] In the above-described voting screen, although it was configured such that the spectator could select one team that wins, it may be configured such that the spectator can input the ranking of each team. Further, when there are n teams competing, the vote reception unit 216 may receive voting information regarding the rankings of the top m teams (m < n, where n and m are natural numbers) from the spectator. For example, when there are four teams competing, the vote reception unit 216 may receive voting information for predicting the first- and second-ranked teams from the spectator.

[0114] Returning to FIG. 17, the description will be continued. The vote reception unit 216 of the information processing device 2a that has received the voting information registers information associating the voting information and the spectator ID in the storage unit 26 (S32). Then, the control unit 21 executes the processes shown in S10 to S18 of FIG. 7. At this time, from the start to the end of the game, the display control unit 215a of the information processing device 2a transmits information indicating the progress of the game to the player terminal 3 and the spectator terminal 4. Then, the player terminal 3 displays a screen based on the progress on the display unit 38 (S33). Also, the spectator terminal 4 also displays a screen based on the progress on the display unit (S34).

[0115] When the game ends, the determination unit 214 of the information processing device 2a determines the ranking between the teams (S19). Then, the display control unit 215a transmits ranking information, which is information on the ranking between the teams, to the player terminal 3 and the spectator terminal 4 (S20). The player terminal 3 and the spectator terminal 4 that have received the ranking information display the ranking between the teams on the display unit (S35, S36).

[0116] The reward distribution unit 217 of the information processing device 2a then determines the value of the reward to be given to each team based on the team score and ranking information (S37). Specifically, for each of the multiple teams, the reward distribution unit 217 determines the type and amount of reward to be given to that team based on the team score and ranking information of that team. The display control unit 215a then causes the display unit 38 of the player terminal 3 to display the determined value of the reward (S38).

[0117] The reward distribution unit 217 may also determine the value of the reward to be given to each player. In this case, the reward distribution unit 217 may determine the value of the reward for each player so as not to create disparities among players within a team, or it may determine the value of the reward for each player belonging to the team. In the latter case, the reward distribution unit 217 may determine the value of the reward for each player so that the player who contributes more to the team score, that is, the player who earns more team score, receives a higher reward. This provides an incentive for players to contribute more to the team, further enhancing the enjoyment of the game.

[0118] Furthermore, the reward granting unit 217 of the information processing device 2a determines the value of the reward to be granted to each audience member who has performed a voting operation, based at least on the voting information and ranking information (S39). At this time, the information that forms the basis of the above determination process may include the team score of the team that was voted for, in addition to the voting information and ranking information. The display control unit 215a then causes the display unit of the audience terminal 4 to display the value of the determined reward (S40).

[0119] [effect] In this way, the information processing device 2a is configured to allow spectators to remotely watch the game and to accept votes from the spectators. This allows not only the players but also the spectators to enjoy the game event.

[0120] In this embodiment 2, the processes for granting rewards to teams (S37-S38) and granting benefits to spectators (S39-S40) may be omitted. The reward granting unit 217 may also decide whether or not to grant benefits to spectators based on the spectators' place of residence, nationality, or the venue where the game is held. If the reward granting unit 217 does grant benefits to spectators, it may decide whether to grant the benefits as in-game assets or out-of-game assets based on the spectators' place of residence, nationality, or the venue where the game is held.

[0121] Here, the information displayed on the player terminal 3 in S33 and the information displayed on the audience terminal 4 in S34 may be different.

[0122] Figure 19 shows an example of an image 13 displayed on the display unit 38 of the player terminal 3. As an example, image 13 is an image displayed on the display unit of the player terminal 3 of a player belonging to Team A. Image 13 includes a progress screen 131 showing the progress of Team A to which the player belongs, a progress screen 132 showing the progress of the opposing team B, and current team score information 133. The progress screen 131 showing the progress of Team A includes level information 134 of the players belonging to Team A. On the other hand, the progress screen 132 showing the progress of Team B does not need to include level information of the players belonging to Team B. Image 13 may also include chat information 135,136 showing chat messages received from the audience.

[0123] Thus, the display control unit 215a may restrict the display of level information related to teams other than the team to which the player belongs, among the multiple teams participating in the game, on the player terminal 3 operated by each player (second display control step). Restricting the display means not displaying it at all, or processing the image so that it is difficult to view. By not letting the opposing team know your team's level information, it is possible to make it difficult to predict the outcome of the game and further enhance the excitement of the game.

[0124] Figure 20 shows an example of an image 14 displayed on the display unit of the spectator terminal 4. Image 14 includes a progress screen 141 showing the progress of Team A, a progress screen 142 showing the progress of Team B, and current team score information 143. Unlike the progress screen 131 described above, the progress screen 141 showing the progress of Team A does not include level information 134 for players belonging to Team A. The progress screen 142 showing the progress of Team B, the team score information 143, and the chat information may be the same as the progress screen 132, team score information 133, and chat information 135, 136 described above.

[0125] Thus, the display control unit 215a may restrict the display of level information related to multiple teams participating in the game on the spectator terminal 4 operated by the spectator (first display control step). By not informing the spectator of the teams' level information, it is possible to make it difficult to predict the game results and further enhance the excitement of the game event.

[0126] Spectators may view the game progress from the perspective of some of the players participating in the game. That is, the display control unit 215a may display the same progress screen on the spectator terminal 4 as the progress screen displayed on the player terminal 3 of some of the players participating in the game. Furthermore, spectators may specify which player's perspective they want to view the game progress from. That is, the spectator terminal 4 transmits information of the player specified by the spectator as the perspective they want to view to the information processing device 2, and the display control unit 215a may display the same progress screen as the progress screen displayed on the player terminal 3 of the player specified by the spectator. In this case, the display of level information may also be restricted. The control unit 215a may aggregate information of the player specified by the spectator as the perspective they want to view, calculate the ranking among the players, and display it on the spectator terminal 4. This allows spectators to see which players are popular, further enhancing the interest of the game event. The reward granting unit 217 may use the ranking specified by the spectator as the perspective they want to view as the basis for determining the value of the rewards to be given to the players. Furthermore, the reward distribution unit 217 may use the rankings specified by the audience as the viewpoints they wish to watch, as the basis for determining the odds for the next tournament.

[0127] While the present disclosure has been described above with reference to embodiments, it is not limited thereto. Various modifications to the structure and details of the present disclosure are possible, as can be understood by those skilled in the art within the scope of the invention.

[0128] For example, in Embodiments 1 and 2 and various modifications, the number of players constituting a team is assumed to be multiple. However, the number of players constituting a team may be one. In this case, one team may consist of one player and the other team may consist of multiple players, or all teams may consist of one player and the matches may be essentially individual competitions. In a competitive game with such a configuration, the information processing device 2 determines the ranking based on the aggregated score, including the first score, obtained by the players. When a team consists of one player, the aggregated score obtained by each individual player becomes the team score. Therefore, players participating in the game can strategically set the level of each player in order to win, taking into account their own game ability and the amount of first score awarded. This expands the freedom of strategy in competitive games and improves their enjoyment. In particular, as in the second modification of Embodiment 1, when a level change screen is displayed on the player terminal 3 after each stage is completed and the level can be changed, players can devise a strategy for setting the level for each stage, thereby increasing the enjoyment of the game regardless of the player's own game ability. This also makes it less likely for players to get bored of playing, regardless of their own game ability, and makes it easier to maintain motivation. Furthermore, although the above-described embodiment is based on the premise of competition between teams, it can also be applied to uses that do not involve competition. For example, one or more players belonging to one team may play the game according to this embodiment as practice, without the premise of competing against other teams for the highest team score. In this case as well, the same effects as described above will be achieved.

[0129] Furthermore, in these embodiments 1 and 2, for example, the information processing devices 2 and 2a stored player information in the storage unit 26, but the information processing devices 2 and 2a may also store player information in an external storage device.

[0130] Furthermore, the game may consist of multiple stages. For example, the game may consist of individual stages and special stages. As an example, the game may be structured so that when the player clears several individual stages, they encounter a boss in the next special stage. Such a structure can effectively provide the player with tension and relaxation. In a game with such a structure, at least one of the following may differ for each type of stage: the first and second granting conditions, the relationship between level and acquisition probability, and the relationship between level and granting rate.

[0131] Furthermore, the number of players in a team is not limited to four. The control units 21 and 21a of the information processing devices 2 and 2a may determine that a match has been made if the number of players participating in the game is the same in each team, and may allow the game to start. However, it is desirable that each team has two or more players. The more players there are, the easier it becomes to avoid so-called match-fixing, where the outcome is decided in advance and the game is only presented as a serious competition.

[0132] Furthermore, even if the number of players in each team differs from team to team, the control units 21 and 21a of the information processing devices 2 and 2a may still run the game. Specifically, the control units 21 and 21a of the information processing devices 2 and 2a may start the game regardless of the number of players in each team, in response to a request to start the game being received from any of the player terminals 3, after the player information of the players participating in the game has been registered in each team. In particular, when a reward system like that in Embodiment 2 is implemented, the probability of winning is lower when there are fewer players compared to when there are more players, but the reward per player when a team wins is higher. Therefore, teams will strategically decide on the number of players, which increases the excitement of the game.

[0133] Furthermore, the display control method by the display control units 215 and 215a may be either a "browser type" or an "application type". In the "browser type", the display control units 215 and 215a generate screen information based on a series of display control information related to game progress that they have previously held, in response to a data acquisition request accompanying an input operation from the player terminal 3, and transmit the screen information to the player terminal 3. The player terminal 3 then performs the display processing on a web browser. On the other hand, in the "application type", the player terminal 3 downloads an application program from the information processing devices 2 and 2a in advance. The player terminal 3 executes the application program and generates screen information based on the display control information contained in the application program and the data acquired from the information processing devices 2 and 2a in response to an input operation, and displays the screen.

[0134] Furthermore, while embodiments 1 and 2 describe a case where the information processing device 2 and 2a is a single device, some or all of the components of the information processing device 2 and 2a may be realized by multiple information processing devices or circuits. In this case, the multiple information processing devices or circuits may be centrally located or distributed. For example, the information processing devices or circuits may be realized in a form where each is connected via a communication network, such as a client-server system or a cloud computing system. In addition, the functions of the information processing device 2 and 2a may be provided in SaaS (Software as a Service) format.

[0135] In the above example, the program can be stored and supplied to the computer using various types of non-transitory computer-readable medium. Non-transitory computer-readable medium includes various types of tangible storage medium. Examples of non-transitory computer-readable medium include magnetic storage media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical storage media (e.g., magneto-optical disks), CD-ROMs (Read Only Memory), CD-Rs, CD-R / Ws, DVDs (Digital Versatile Discs), and semiconductor memory (e.g., mask ROMs, PROMs (Programmable ROMs), EPROMs (Erasable PROMs), flash ROMs, RAMs (Random Access Memory)). Alternatively, the program may be supplied to the computer using various types of transient computer-readable medium. Examples of transient computer-readable medium include electrical signals, optical signals, and electromagnetic waves. Transitory computer-readable medium can supply the program to the computer via wired communication channels such as electric wires and optical fibers, or via wireless communication channels.

[0136] Some or all of the above embodiments may also be described as follows, but are not limited to the following: (Note 1) An information processing device comprising a control unit, The control unit performs a registration step, a first addition step, and a determination step. The control unit, In the registration step, for each player belonging to each of the multiple teams participating in the game, information associating the player, the level, and the team is registered in the storage unit, according to the level set by the player. In the first addition step, if at least one player meets the conditions for acquiring a first score during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. In the aforementioned determination step, the rankings among the multiple teams are determined such that the higher the team score, the higher the ranking. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. Information processing device. (Note 2) The control unit performs the first addition step and the first calculation step in the first addition step. The control unit, In the first granting step, if at least one player satisfies the conditions for acquiring the first score during the game, the amount of the first score corresponding to the level of that player is granted to that player. In the first calculation step, for each of the multiple teams, the sum of the first scores earned by two or more players belonging to that team during the game is added to the team score. The information processing device described in Appendix 1. (Note 3) The control unit further includes a second addition step, In the second addition step, the control unit, with respect to each player belonging to each of the multiple teams, adds the second score to the team score of the team to which the player belongs if the player has met the conditions for acquiring a second score during the game. The second score is such that the amount added when acquired is less the lower the player's level, or the lower the player's level, the less likely it is to be acquired, but the amount does not depend on the level. The information processing device described in Appendix 1 or 2. (Note 4) In the registration step, the control unit determines that the player has set the level in response to receiving input from the player regarding the amount of the level reduction. An information processing device as described in any one of the items 1 to 3 of the appendix. (Note 5) The aforementioned level is composed of at least a first ability value and a second ability value, In the registration step, the control unit registers information in the storage unit that associates each player belonging to each of the multiple teams with the first ability value and the second ability value, in accordance with the fact that the player has set the first ability value and the second ability value. The control unit determines, based on the first capability value and the second capability value, the possibility of obtaining the first score and at least one of the amount to be added. An information processing device as described in any one of the items 1 to 4 of the appendix. (Note 6) The control unit further executes the vote acceptance step, The control unit, In the voting acceptance step, votes for the rankings among the multiple teams are accepted from spectators who can view the progress of the game. An information processing device as described in any one of the items 1 to 5 of the appendix. (Note 7) The control unit further executes the first display control step, The control unit restricts, in the first display control step, from displaying the level information related to the multiple teams participating in the game on the spectator terminal operated by the spectator. An information processing device as described in any one of the items 1 to 6 of the appendix. (Note 8) The control unit further executes the second display control step, In the second display control step, the control unit restricts the display of information at the level related to teams other than the team to which the player belongs, among the multiple teams, on the player terminal operated by each player. An information processing device as described in any one of the items 1 to 7 of the appendix. (Note 9) The control unit further performs the reward granting step, In the reward granting step, the control unit determines, for each of the plurality of teams, the amount or type of in-game assets to be granted to that team based on the team score or the team's ranking. The aforementioned in-game assets are in-game assets usable within the game and are exchangeable for out-of-game assets usable outside the game. An information processing device as described in any one of the items 1 to 8 of the appendix. (Note 10) An information processing device equipped with a control unit, The player terminal operated by the player and An information processing system comprising, The control unit performs a registration step, a first addition step, and a determination step. The control unit, In the registration step, for each player belonging to each of the multiple teams participating in the game, information associating the player, the level, and the team is registered in the storage unit, according to the level set by the player. In the first addition step, if at least one player meets the conditions for acquiring a first score during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. In the aforementioned determination step, the rankings among the multiple teams are determined such that the higher the team score, the higher the ranking. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. Information processing system. (Note 11) An information processing method performed in an information processing device, The aforementioned information processing method comprises a registration step, a first addition step, and a determination step. In the registration step, for each player belonging to each of the multiple teams participating in the game, information associating the player, the level, and the team is registered in the storage unit, according to the level set by the player. In the first addition step, if at least one player meets the conditions for acquiring a first score during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. In the aforementioned determination step, the rankings among the multiple teams are determined such that the higher the team score, the higher the ranking. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. Information processing methods. (Note 12) A program for causing an information processing device to perform a registration step, a first addition step, and a determination step, In the registration step, for each player belonging to each of the multiple teams participating in the game, information associating the player, the level, and the team is registered in the storage unit, according to the level set by the player. In the first addition step, if at least one player meets the conditions for acquiring a first score during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. In the aforementioned determination step, the rankings among the multiple teams are determined such that the higher the team score, the higher the ranking. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. program. [Explanation of Symbols]

[0137] 1. Information Processing System 1a Information Processing System 2. Information Processing Device 3 Player terminals 4 Audience terminals Images 10, 11, 12, 13, 14 21 Control Unit 22 processors 23 ROM 24 RAM 25 Communications Department 26 Memory section 27 Input section 31 Control Unit 32 processors 33 ROM 34 RAM 35 Communications Department 36 Memory section 37 Input section 38 Display section 101 Reference Level 102 Designated Level 103,104,105,121,122,123 objects 111 Level Information 112-hour information 113 Score Information 131,132 progress screen 133 Team Score Information Level 134 Information 135,136 Chat information 210 Registration Department 211 Progress Control Unit 212 First Addition Section 213 Second Addition Section 214 Judgment section 215 Display Control Unit 216 Voting Reception Department 217 Reward Distribution Department T1, T2 Player Information Table C1, C2, C3, C4 Characters E Enemy Characters I Item

Claims

1. One or more processors, Memory and It comprises one or more programs for advancing the game, The one or more programs are configured to be stored in the memory and executed by the one or more processors, The aforementioned game is one in which the team with the higher team score receives a higher evaluation for the game result. The aforementioned team may have one or more players, The one or more processors perform a registration step, a modification step, and a first addition step. In the registration step, for each player participating in the game, in response to receiving a setting request including the player's level in the game from the player terminal operated by the player, player information that associates the player with at least the level is registered in the storage unit. In the aforementioned modification step, if a predetermined level change event occurs for at least one player during the game, the level corresponding to that player can be changed in the player information. In the first addition step, if at least one player fulfills the first granting condition for acquiring a first score by operating the character corresponding to that player during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. Information processing system.

2. The aforementioned level change event is either the first event or the second event. The first event occurs based on the operation of at least one player, The second event occurs regardless of the operation. The information processing system according to claim 1.

3. The one or more processors described above are: In the modification step, the type, frequency, or amount of level change caused by the level change event is modified based on at least one of the types of games played by the at least one player and the types of stages that make up the game. The information processing system according to claim 1.

4. Each of the aforementioned teams has multiple players, The aforementioned game is a game in which multiple players belonging to at least one team aim to complete a predetermined quest or predetermined mission by operating characters corresponding to each of the multiple players in the same virtual space. The information processing system according to claim 1.

5. The one or more processors further perform the second addition step, In the second addition step, if at least one player belonging to the team satisfies the second awarding condition for acquiring a second score during the game, the second score is added to the team score of the team to which that player belongs. The second score is such that the amount added when earned is less the lower the player's level, or the lower the player's level, the less likely it is to be earned, but the amount does not depend on the level. The information processing system according to claim 1.

6. The aforementioned level is composed of at least a first ability value and a second ability value, The one or more processors described above are: In the registration step, for each player belonging to the team, in response to receiving a setting request including the first ability value and the second ability value from the player terminal operated by the player, information associating the player with the first ability value and the second ability value is registered in the storage unit. Based on the first ability value and the second ability value, at least one of the possibility of obtaining the first score and the amount to be added is determined. The information processing system according to claim 1.

7. The aforementioned game is a game in which multiple teams compete to see which of the multiple teams can achieve the largest team score. The one or more processors further perform the vote acceptance step, In the voting acceptance step, votes are accepted from spectators who can view the progress of the game, for the ranking of the team scores among the multiple teams. The information processing system according to claim 1.

8. The one or more processors further perform the first display control step, In the first display control step, the display of level information related to the teams participating in the game is restricted on spectator terminals operated by spectators who can view the progress of the game. The information processing system according to claim 1.

9. The aforementioned game is a game in which multiple teams compete to see which of the multiple teams can achieve the largest team score. The one or more processors further perform the second display control step, In the second display control step, the player terminal operated by each player is restricted from displaying information at the level related to a team other than the team to which the player belongs among the plurality of teams. The information processing system according to claim 1.

10. The aforementioned game is a game in which multiple teams compete to see which of the multiple teams can achieve the largest team score. The one or more processors further perform the reward-granting step, In the reward granting step, for each of the multiple teams, the amount or type of in-game assets to be granted to that team is determined based on the team score of that team or the ranking of that team score. The aforementioned in-game assets are in-game assets usable within the game and are exchangeable for out-of-game assets usable outside the game. The information processing system according to claim 1.

11. An information processing method for advancing a game, which is executed in an information processing device, The aforementioned game is one in which the team with the higher team score receives a higher evaluation for the game result. The aforementioned team may have one or more players, The aforementioned information processing method comprises a registration step, a modification step, and a first addition step. In the registration step, for each player participating in the game, in response to receiving a setting request including the player's level in the game from the player terminal operated by the player, player information that associates the player with at least the level is registered in the storage unit. In the aforementioned modification step, if a predetermined level change event occurs for at least one player during the game, the level corresponding to that player can be changed in the player information. In the first addition step, if at least one player fulfills the first granting condition for acquiring a first score by operating the character corresponding to that player during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. Information processing methods.

12. It is a program for progressing the game. The aforementioned game is one in which the team with the higher team score receives a higher evaluation for the game result. The aforementioned team may have one or more players, The program, when executed by a computer, includes instructions to the computer to perform a registration step, a modification step, and a first addition step. In the registration step, for each player participating in the game, in response to receiving a setting request including the player's level in the game from the player terminal operated by the player, player information that associates the player with at least the level is registered in the storage unit. In the aforementioned modification step, if a predetermined level change event occurs for at least one player during the game, the level corresponding to that player can be changed in the player information. In the first addition step, if at least one player fulfills the first granting condition for acquiring a first score by operating the character corresponding to that player during the game, an amount of the first score corresponding to the level of that player is added to the team score of the team to which that player belongs. The first score is a score that is less likely to be obtained as the level corresponding to the player decreases, but adds a larger amount when obtained. program.