Information processing device, information processing method, and program

The information processing device facilitates cooperative gameplay by enabling a second user to notify a first user of hidden field objects, enhancing multiplayer interaction and collaboration.

JP2026102543APending Publication Date: 2026-06-23MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-02-10
Publication Date
2026-06-23

AI Technical Summary

Technical Problem

In multiplayer games where on-screen objects are not distinguishable, cooperation among users is hindered, reducing the incentive for collaborative play.

Method used

An information processing device and method that allows a first user to perform operations on field objects to receive results, while a second user's terminal displays information about these objects via a lighting spot and icons, enabling cooperation by informing the first user of hidden or unclear objects.

Benefits of technology

Enhances cooperative gameplay by allowing users to collaborate effectively, promoting multiplayer engagement through informed decision-making based on hidden field objects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides an information processing device, an information processing method, and a program that can facilitate cooperation among users when multiple users play a game together. [Solution] A first screen is displayed on a first terminal showing a portion corresponding to the position of a first object that can be operated by the first user in the game field. When the first user performs a predetermined operation on an object placed on the field via the first terminal, the first user is given a result corresponding to the object on the field. A second screen showing at least a portion of the field is displayed on a second terminal used by a second user who is not eligible to receive a result. If the second user's operation on an object on the field that is placed in a state where the result cannot be determined on at least the first screen satisfies predetermined conditions, the first user is notified of information regarding the result corresponding to the object on the field that satisfies the predetermined conditions.
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Description

Technical Field

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

Background Art

[0002] In a game in which a user plays by operating a character, for example, the user can obtain an item or the like placed on the field or receive a predetermined effect from a gimmick or the like existing on the field by moving the operating character on the field in the game.

[0003] Objects such as items and gimmicks for activating effects (hereinafter also referred to as on-field objects) may be placed on the field in a form in which the content and effects are not known, for example, displayed in the form of a treasure chest or hidden. That is, regarding the result brought about by the on-field object, in the normal state, it may be difficult or impossible to determine on the screen.

[0004] On the other hand, in the games described in Patent Documents 1 and 2, for example, when an operating character approaches an on-field object arranged in a non-display state, a display image, voice, vibration, or the like for notifying the existence of the object is output. Thereby, the user can recognize that there is an on-field object around the position where his / her character is in the field.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0006] Incidentally, some games are multiplayer-compatible, allowing multiple users to play simultaneously. In such games, for example, by cooperating or coordinating with each other regarding the use of on-screen objects, users can gain an advantage in the game. As a result, this encourages cooperative play (multiplayer) among multiple users, leading to more users playing the game.

[0007] Therefore, the object of the present invention is to provide an information processing device, an information processing method, and a program that can encourage cooperation among users when multiple users play a game together in which objects that cannot be distinguished on the screen are placed on the field. [Means for solving the problem]

[0008] An information processing device according to one aspect of the present inventor is characterized by comprising: a first display control unit that causes a first terminal to display a first screen showing a portion corresponding to the position of a first object that can be operated by a first user in the game field; a result granting unit that grants the first user a result corresponding to a field object when the first user performs a predetermined operation on a field object placed on the field via the first terminal; a second display control unit that causes a second screen showing at least a portion of the field to be displayed on a second terminal used by a second user who is not subject to result granting; and an information notification unit that, when an operation by a second user on a field object that is placed in a state where the result cannot be determined on at least the first screen satisfies predetermined conditions, notifies the first user of information regarding the result corresponding to the field object for which the predetermined conditions have been met. [Effects of the Invention]

[0009] According to one aspect of the present invention, it is possible to provide an information processing device, an information processing method, and a program that can encourage cooperation among users when multiple users play a game together that progresses by utilizing the results produced by objects on the field. [Brief explanation of the drawing]

[0010] [Figure 1] This is a diagram showing the entire area within the game. [Figure 2] This is a diagram showing an example of a gameplay screen, specifically an example of the first screen. [Figure 3] This is a diagram showing an example of a gameplay screen, specifically an example of the second screen. [Figure 4] This diagram shows an example of a gameplay screen; the right diagram shows the first screen with display icons, and the left diagram shows the second screen with display icons (Part 1). [Figure 5] This diagram shows an example of a gameplay screen; the right diagram shows the first screen with display icons, and the left diagram shows the second screen with display icons (part 2). [Figure 6] This is a conceptual diagram showing an information processing device and a user terminal related to one embodiment of the present invention. [Figure 7] This figure shows the functions of an information processing device according to one embodiment of the present invention. [Figure 8] This is a diagram showing an example of area information. [Figure 9] This figure shows an example of object information. [Figure 10] This figure shows an example of the first user information. [Figure 11] This figure shows an example of second-user information. [Figure 12] This figure shows the first screen, where the information of the first user is displayed along with the display icon. [Figure 13] This is a diagram showing the first screen after the release operation becomes available. [Figure 14] This diagram shows the screen transitions before gameplay begins. [Figure 15] It is a diagram (part 1) showing the flow of the information processing flow on the first user side among the information processing flows related to game play. [Figure 16] It is a diagram (part 2) showing the flow of the information processing flow on the first user side among the information processing flows related to game play. [Figure 17] It is a diagram showing the flow of the information processing flow on the second user side among the information processing flows related to game play.

Embodiments for Carrying Out the Invention

[0011] The information processing apparatus, information processing method, and program of the present invention will be described below with reference to one preferred embodiment shown in the attached drawings (hereinafter referred to as "this embodiment"). Note that the embodiment described below is only one of the specific examples given for ease of understanding of the present invention, and does not limit the present invention. That is, the present invention can be changed or improved from the embodiment described below without departing from its gist. In addition, equivalents of the present invention are included.

[0012] Also, the screen examples shown in the drawings referred to in the following description are only examples, and the screen configuration, the content of the information displayed on the screen, and the GUI (Graphical User Interface), etc. can be freely designed according to the content of the information processing, the design specifications of the system, and the preferences of the user, etc., and can be changed as appropriate.

[0013] [Regarding the Game According to this Embodiment] Regarding the game (hereinafter simply referred to as "game") that can be played through the information processing apparatus according to this embodiment, it will be described with reference to FIGS. 1 to 5. FIG. 1 is a diagram showing the entire area within the game. FIGS. 2 to 5 are examples of the game play screen, and more specifically, diagrams showing the first screen and the second screen described later.

[0014] A game is content that users play while viewing the game screen on a game-playing device, and more specifically, it is an online game that utilizes data communication. Online games may include browser games that use a web browser, and social games provided on SNS (Social Networking Service). Games that can be played by downloading dedicated application software, such as mobile games, may also be included in online games. Furthermore, online games may also include regularly updated online games such as Play-by-Web (PBW). There are no particular limitations on the genre (classification) of games.

[0015] Users can choose to play the game in either a single-player mode or a cooperative mode (multiplayer mode) with multiple users. A user who chooses single-player mode will act as the first user and control an in-game object (hereinafter referred to as the first object J1). In other words, the first user is the user who can control the first object J1 in the game.

[0016] The first object J1 is an operable medium that moves on a field set within the area shown in Figure 1 in response to the actions of the first user. The appearance (display image) of the first object J1 is not particularly limited and can be set arbitrarily according to the content of the game, but in the following, the first object J1 will be assumed to be a humanoid character.

[0017] A game area is a space within the game that is set up with the objective of clearing it, and there are one or more such areas within the game. A field is the terrain set up for each area, and is a two-dimensional area such as a floor, ground, or water surface.

[0018] The first user has game parameters set that correspond to them. The parameters set for the first user are values ​​and stats that the first user manages as they progress through the game, and include, for example, the ability values ​​of the first object J1 controlled by the first user, such as health, hunger level, attack power, and movement speed, as well as display size, and other characteristics and character attributes related to game progression.

[0019] Parameters change (are updated) in conjunction with the game's progress, specifically the movement and state changes of the first object J1. For example, when the first object J1 moves around the field or is affected by an enemy character E on the field (specifically, attacks or interference), its health, a type of parameter, decreases. Also, if it obtains a health recovery item as an effect of the field object F described later, its health increases (recovers). Note that parameters do not necessarily have to change in conjunction with the movement or state changes of the first object J1; for example, they may change based on actions taken by the first user.

[0020] The first user performs a movement operation to move the first object J1 on the field while viewing the first screen G1 displayed on their terminal (hereinafter referred to as the first terminal) via the first terminal. The first screen G1 is a screen that displays a portion of the field, specifically a certain range (the area enclosed by the dashed line in Figure 1) that includes the current position of the first object J1, as shown in Figure 2.

[0021] The movement operation of the first object J1 is not particularly limited, but examples include operations performed via the directional keys of a controller (not shown), touch operations performed on a touch panel displaying the first screen G1, operations performed via voice input, and operations performed by analyzing the user's brainwaves. In this embodiment, as shown in Figure 2, the movement operation by the first user is assumed to be an operation in which the first object J1 is touched on the first screen G1 and dragged to the destination.

[0022] When the first user performs a move operation, the first object J1 moves on the field in response to the operation, and consequently, the portion of the field displayed on the first screen G1 changes. As a result, the first user can view the area of ​​the field, including the moved first object J1, on the first screen G1.

[0023] Incidentally, the first screen G1 shown in Figure 2 is a view of a portion of the field from directly above, but it is not limited to this. The first screen G1 may also be a view of a portion of the field from any viewing angle, and that angle may be freely changed by the first user.

[0024] Furthermore, a single first user may operate on only one first object J1, or there may be two or more. When a first user operates on two or more first objects J1, it is desirable that the first object J1 being operated on be switched as appropriate. In this case, it is desirable that a portion of the field displayed on the first screen G1 changes in conjunction with the switching of the first object J1 being operated on. Also, when a first user operates on two or more first objects J1, parameters are set for each first object J1, and the parameters of each first object J1 correspond to the parameters of the first user. In the following, unless otherwise specified, we will assume that there is only one first object J1 operated by a single first user.

[0025] The first user can clear an area when they have achieved the area's clear conditions, such as when the first object J1 reaches a predetermined position on the field or when they have defeated a predetermined enemy character that appears on the field. Once the first user clears an area, they move to the next area and move the first object J1 on the field set up in the new area.

[0026] Within each area of ​​the field, there are regions where the first object J1 can move (gray areas in Figure 1) and regions where the first object J1 cannot move due to obstacles, etc. (white areas in Figure 1). In other words, the first user can move the first object J1 within the movable range of the field, while being constrained by movement limitations imposed by obstacles, etc.

[0027] In this embodiment, among the multiple areas, there is an area in which the area to which the first object J1 in the field can move is divided into a specific area and a non-specific area. The specific area is an area that the first object J1 cannot initially enter, and to which the first object J1 can move only when specific conditions are met. In the field shown in Figure 1, this corresponds to the area enclosed by the dashed-dotted line frame. The specific conditions are provisions set as conditions for entering the specific area, and include, for example, performing an operation to enter the specific area during gameplay, or using an item to enter the specific area. The content of the specific conditions may be predetermined, or may be changed (revised) as appropriate after they have been determined. The non-specific region is the region other than the specific region, and is the region that the first object J1 can move to from the beginning.

[0028] Within each area of ​​the field, in the region where the first object J1 can move, an enemy character E appears as a specific object, as shown in Figure 1. The enemy character E is a different object from the first object J1 and the field object F, and for example, it moves within the region where the first object J1 can move within the field, or it remains stationary in a predetermined position within the field, and attacks the first object J1 to interfere with the first user's gameplay.

[0029] Furthermore, as shown in Figure 1, field objects F are placed on the field according to certain rules or randomly. Field objects F are in-game objects that bring about results for the first user according to their type.

[0030] Examples of the results brought about by the field object F (hereinafter also referred to as the results corresponding to the field object F) include (a) to (e) below. (a) The result is that the first user is given an item that can be used in the game. (b) A result that causes a predetermined effect to be triggered, such as changing the parameters corresponding to the first user or changing the state on the field (e.g., the number of enemy characters). (c) The result of making objects appear on the field that support or interfere with the first object J1 (d) For example, an event that occurs in order to clear an area, such as the appearance of a boss enemy. (e) A "failure" result in which no items or effects are obtained.

[0031] The result corresponding to object F on the field is granted to the first user when the first user performs a predetermined operation on object F on the field (hereinafter referred to as the "release operation"). The release operation is an operation performed by the first user through the first terminal during gameplay, and includes, for example, moving the first object J1 to the vicinity of the placement position of object F on the field, striking or shooting object F from the first object J1, or tapping the display area of ​​object F on the screen.

[0032] In this embodiment, restrictions are imposed on the release operation, and the first user can perform the release operation under these restrictions. Examples of restrictions on the release operation include: the release operation being restricted until a predetermined amount of time has elapsed since the last operation; the release operation being restricted until a predetermined number of enemy characters have been defeated since the last operation; or the user having to pay a certain amount of in-game currency to perform the release operation.

[0033] As shown in Figure 1, field object F is placed on the field in a state in which the result cannot be determined at least on the first screen G1. "Placed in a state in which the result cannot be determined at least on the first screen G1" means, for example, that it is placed in a state in which the result cannot be determined from its appearance, such as having the appearance of a treasure chest, or that it is placed in a state in which it is invisible (hidden) or difficult to see until the appearance conditions are met, such as a hidden item, or that it is placed in a state in which it is difficult to see because it is placed on a field set as a dark place, or that it is placed outside the part of the field that is visible on the first screen G1 and is therefore not visible on the first screen G1.

[0034] In single-player mode, when the first user performs a release operation on an object F on the field, they are assigned a result corresponding to that object F, and can learn the content of that result.

[0035] Next, let's explain the co-op mode. In co-op mode, multiple users play together in the same area at the same time (i.e., within the same period of time). In co-op mode, each of the multiple users selects a role at the start of play, specifically choosing either the "role of user 1" or the "role of user 2".

[0036] As mentioned above, the role of the first user is to operate (control) the first object J1 that moves around the field to advance the game. The role of the second user is to observe the first user's gameplay, that is, the movement of the first object J1 on the field, and to assist the first user. Assisting the first user means playing the game from a different perspective than the first user, and through different operations (more specifically, the operation of the second object J2, which will be described later), supporting the first user's gameplay as they aim to clear the area, and helping the first user progress through the game to their advantage.

[0037] In co-op mode, the minimum number of first users (lower limit) is predetermined, and co-op play can only begin if the number of users who have selected the role of first user is equal to or greater than this lower limit. On the other hand, there is no lower limit for the number of second users; as long as the number of first users is equal to or greater than this lower limit, co-op play can begin even if there are no second users, for example, zero. The maximum number of participants in co-op play for both first and second users is not particularly limited, but may be set to a number that takes into account the game specifications, for example.

[0038] In this embodiment, multiple users can choose to play a single area as the first user. In this case, as shown in Figure 1, there is a first object J1 for each first user on the field, and each first user operates their own first object J1 (i.e., the first object J1 associated with each first user). Multiple first users may cooperate to clear the same area, compete against each other within the same area, or divide into multiple teams and compete against each other within the same area.

[0039] In co-op mode, a user who selects the role of the second user will primarily observe (watch) the first user's gameplay through the second screen G2 displayed on their own device (hereinafter referred to as the second device) during gameplay. In addition, during gameplay, the second user will not control the first object J1 that moves around the field, but will control the second object J2.

[0040] The second object J2 is an in-game object that can be operated by the second user, and during co-op play, it can move within the area where the first object J1, which is operated by the first user, is located. In this embodiment, the range in which the second object J2 can move within the field is different from the range in which the first object J1 can move.

[0041] To explain in more detail, the second object J2 is a character modeled after an aerial vehicle (UAV), and can move (fly) around the field. More precisely, the first object J1 and the second object J2 exist in the same area but on different layers. The layer that the second object J2 can move on is higher than the layer that the first object J1 can move on. More specifically, it is located in the upper space of the field, which is virtually set up as the in-game space (i.e., above the field).

[0042] As described above, the second object J2 can move throughout the entire field, even in areas where the first object J1 cannot move. For example, the first object J1 cannot move in areas of the field where obstacles are placed, due to the constraints of those obstacles, whereas the second object J2 is not subject to such constraints on movement. Furthermore, in a field that includes a specific area, the range in which the first object J1 can move and the range in which the second object J2 can move will differ until certain conditions are met. In other words, the first object J1 cannot move over the specific area until the specific conditions are met, but the second object J2 can move freely above the specific area regardless of whether the specific conditions are met or not.

[0043] The operation of the second object J2 (hereinafter also referred to as flight operation) is not particularly limited, but examples include operations performed via the directional keys of a controller (not shown), touch operations performed on a touch panel displaying the second screen G2, operations performed by voice input, and operations performed by analyzing the user's brainwaves. In this embodiment, as shown in Figure 3, the flight operation by the second user is assumed to be an operation in which the second object J2 is touched on the second screen G2 and dragged to the destination.

[0044] As shown in Figure 3, the second screen G2 displays an overhead view of the field where the first object J1, operated by the first user playing with the second user, is located, specifically the portion corresponding to the position of the second object J2. When the second user performs flight operations, the second object J2 moves (flies) above the field in response to the operations, and the portion of the field displayed on the second screen G2 changes accordingly. This allows the second user to see the portion of the field corresponding to the current position of the second object J2, or more specifically, a certain range including the projection position of the second object J2 onto the field, on the second screen G2.

[0045] Furthermore, a single second user may control only one or more second objects J2. When a second user controls two or more second objects J2, it is desirable that they be able to switch between the target second objects J2 as needed. In this case, it is desirable that the portion of the field displayed on the second screen G2 changes in conjunction with the switch in the target second object J2. In the following, unless otherwise specified, we will assume that there is only one second object J2 operated by a single second user.

[0046] Incidentally, the second screen G2 shown in Figure 3 is a view of a portion of the field from directly above, but it is not limited to this. The second screen G2 may also be a view of a portion of the field from any viewing angle, and that angle may be freely changed by a second user.

[0047] The second screen G2 may display either a portion of the field or the entire field. For example, a second user can perform a zoom operation on the second screen G2, enlarging a portion of the field at a magnification corresponding to the amount of the operation and displaying it on the second screen G2. Conversely, a second user can perform a zoom operation on the second screen G2, reducing a portion or all of the field at a rate corresponding to the amount of the operation and displaying it on the second screen G2. By enlarging or reducing the portion of the field displayed on the second screen G2 in this way, it is possible to give the second user, who is viewing the field from above through the second screen G2, the impression (visual effect) that the altitude of their field of view is rising or falling.

[0048] As described above, in this embodiment, the range in which the second object J2 can move (above the field) and the range in which the first object J1 can move (on the ground of the field) are different in each area. By moving the second object J2 above the field, the second user can check each area in the field on the second screen G2 and find the location where the first object J1 is located.

[0049] On the other hand, the second object J2 cannot defeat enemy character E on the field and is not affected by enemy character E (specifically, attacks, interference, etc.). In other words, the second user does not perform any attack operations against enemy character E, and parameters such as health that are affected by the actions of enemy character E are not set for the second user.

[0050] Furthermore, the second object J2 cannot utilize (enjoy) the results corresponding to the field object F. In other words, the second user does not perform a release operation on the field object F, and therefore, the results corresponding to the field object F are not granted to the second user. Instead, the second user can inform the first user of information regarding the results corresponding to the field object F if they perform a predetermined operation on the field object F and satisfy predetermined conditions (hereinafter referred to as notification conditions).

[0051] To explain in more detail, as shown in the left diagram of Figure 4, the second screen G2 displays a lighting spot LS positioned directly below the second object J2. The lighting spot LS is a circular or elliptical object (area) that is displayed according to the game's setting that lighting is projected from the second object J2 onto the field, and it is always displayed on the second screen G2 during co-op play.

[0052] Furthermore, the location of the lighting spot LS within the field changes in conjunction with the movement of the second object J2. When the second user performs flight operations and moves (flies) the second object J2 so that the lighting spot LS overlaps with an object F on the field, information regarding the result corresponding to that object F is notified to the first user.

[0053] To explain in more detail, when an object F on a field (hereinafter referred to as the target object) overlaps with a lighting spot LS, the display icon IC shown in Figures 4 and 5 is displayed on the first screen G1. The display icon IC is a display object corresponding to the type of result that corresponds to the target object, and more specifically, it is an object identification mark set for each type of result as an object that suggests the result that corresponds to the target object. Furthermore, the display icon ICs shown in Figures 4 and 5 suggest that the result corresponding to the target object is "the assignment of an important item (e.g., a key)."

[0054] The display position of the display icon IC is not particularly limited, but for example, while the target object is located within the area visible on the first screen G1 in the field, it is preferable that the display icon IC be displayed on the first screen G1 at a position corresponding to the target object, or more specifically, at a position around the target object, as shown in the right diagram of Figure 4.

[0055] Furthermore, while the target object is located outside the area visible on the first screen G1 within the field, it is preferable that a display icon IC be displayed near the outer edge of the first screen G1, as shown in the right-hand diagram of Figure 5. In this case, it is preferable that the display position of the display icon IC be determined according to the positional relationship between the location of the target object in the field and the portion visible on the first screen G1. More specifically, it is preferable that the display position of the display icon IC be determined such that the location of the target object as seen from the portion visible on the first screen G1 within the field and the display position of the display icon IC on the first screen G1 are in the same direction. At this time, as shown in the right-hand diagram of Figure 5, a directional indicator object IJ, such as an arrow indicating the direction in which the target object is located, may be displayed together with the display icon IC.

[0056] Furthermore, when the first user performs a movement operation and the first object J1 moves on the field, the positional relationship between the placement of the target object and the portion displayed on the first screen G1 changes accordingly. In this case, it is preferable to switch the display position of the display icon IC on the first screen G1 based on the change in the positional relationship described above.

[0057] As described above, when the second user performs a flight operation, the display icon IC is shown on the first screen G1. This allows the second user to inform the first user of the results corresponding to target objects that cannot be identified on the first screen G1, thereby assisting the first user's gameplay. This activates cooperative play between the first and second users, and as a result, promotes cooperative play.

[0058] In this embodiment, two or more users can choose to play as second users and engage in cooperative play. In this case, a second object J2 exists above the field for each second user, and each second user will operate their own second object J2 (i.e., the second object J2 associated with each second user). Furthermore, each of the two or more second users may assist the same first user in cooperative play, or they may assist different first users.

[0059] Furthermore, in this embodiment, during the period in which the display icon IC is displayed on the first screen G1, the display icon IC may also be displayed on the second screen G2 in the same manner as the display on the first screen G1, as shown in Figures 4 and 5. In this case, the second user can see the display icon IC and realize that information regarding the results corresponding to the target object has been notified to the first user.

[0060] [Regarding the information processing device and each user's terminal in this embodiment] Next, the information processing device and each user's terminal according to this embodiment will be described with reference to Figure 6. In the following description, we will assume a scenario where four users—two first users and two second users—play the same area of ​​the game together. However, the following description is not limited to the above scenario and can also be applied to cases where there is at least one first user and at least one second user.

[0061] The first user possesses a first device 11 for gaming, and the second user possesses a second device 12 for gaming. In Figure 6, the devices owned by first users A and B correspond to the first device 11, and the devices owned by second users C and D correspond to the second device 12.

[0062] The first terminal 11 and the second terminal 12 are client terminals, and specifically consist of a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of information input, or wearable device. The first terminal 11 and the second terminal 12 are each connected to the server 10 via a communication network 14, as shown in Figure 6. The communication network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).

[0063] Server 10 is an example of the "information processing device" of the present invention, and is a computer that performs various information processing related to game progress, such as generating and transmitting data necessary for game progress. More specifically, in this embodiment, it is an SNS server. Server 10 may consist of a single computer or multiple computers distributed in parallel. Furthermore, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since a series of information processes related to game progress (excluding information input and display) are performed by Server 10, the first terminal 11 and the second terminal 12 only need to input information to be handed over to Server 10 and output information distributed from Server 10.

[0064] As hardware components, the server 10 includes a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 6, which are electrically connected via a bus 25. The processor 21 may be composed of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0065] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory). The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0066] The storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. The storage 24 may be built into the server 10 or attached to the server body as an external device. Furthermore, the storage 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. In addition, distributed ledger technology such as blockchain may be used as the technology for recording various types of data to prevent unauthorized data tampering.

[0067] Furthermore, the server 10 has software installed, including an operating system (OS) program and an information processing program for game progression. These programs correspond to the "programs" of the present invention and are programs that control the server 10, which is a computer. In other words, the server 10 performs its function as an information processing device of the present invention by being executed by the processor 21.

[0068] The program may be obtained by reading it from a computer-readable storage medium, or by obtaining it (downloading) it via a network such as the Internet or an intranet.

[0069] During gameplay, Server 10 generates display control data for the first screen G1 and sends it to the first terminals 11 of first users A and B, and generates display control data for the second screen G2 and sends it to the second terminals 12 of second users C and D.

[0070] Furthermore, Server 10 receives move operations from each of the first users A and B for their respective first user's first object J1. In this case, Server 10 executes a process to move the first object J1 corresponding to the first user who performed the move operation on the field. Then, Server 10 generates display control data to display the first screen G1 and the second screen G2, which reflect the position of the first object J1 after the move, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0071] Furthermore, Server 10 receives flight operations for each of the second users C and D for their respective second object J2. In this case, Server 10 executes a process to move (fly) the second object J2 corresponding to the second user who performed the flight operation over the field. Then, Server 10 generates display control data to display the second screen G2, which reflects the position of the second object J2 after the move, and transmits the generated display control data to the second terminal 12.

[0072] Furthermore, if a second user operates on the second object J2 and the lighting spot LS overlaps with the field object F (target object), the server 10 determines that the operation by that second user has met the notification conditions. The server 10 then generates display control data to display a display icon IC indicating the result corresponding to the target object on the first screen G1 and the second screen G2 in the manner described above, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0073] The first terminal 11 on which the display icon IC is displayed (i.e., the first terminal 11 on which the display icon IC appears on the first screen G1) may be the first terminal 11 of both first users A and B, or it may be only the first terminal 11 of the first user designated by the second user who performed the operation that satisfies the notification conditions. Similarly, the second terminal 12 on which the display icon IC is displayed (i.e., the second terminal 12 on which the display icon IC appears on the second screen G2) may be the second terminal 12 of both second users C and D, or it may be only the second terminal 12 of the second user who performed the operation that satisfies the notification conditions.

[0074] [About the functions of the information processing device of this embodiment] To explain the configuration of server 10 again from a configuration perspective, as shown in Figure 7, server 10 has an operation reception unit 31, a game processing unit 32, a result provision unit 33, a storage unit 34, a display control unit 35, and an information notification unit 36. Of these functional units, the storage unit 34 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of various hardware devices that make up server 10 and programs installed on server 10. Each functional unit will be explained in detail below.

[0075] (Operation reception desk) The operation reception unit 31 receives operations performed by the user through the first terminal 11 or the second terminal 12 during gameplay, and acquires data indicating the details of the operations via the communication network 14. As shown in Figure 7, the operation reception unit 31 includes a first reception unit 41 and a second reception unit 42.

[0076] The first reception unit 41 accepts operations performed by the first user through the first terminal 11 in single-player mode or co-op mode. Operations accepted by the first reception unit 41 include movement operations performed by the first user to move the first object J1 on the field, and release operations performed by the first user on object F on the field. Furthermore, when multiple first users play together in co-op mode (when multiple users choose to play as first users), the first reception unit 41 accepts operations from each first user.

[0077] In this embodiment, the first user can perform a release operation under certain constraints, and the first reception unit 41 accepts release operations from first users that satisfy these constraints, while rejecting release operations from first users that do not satisfy these constraints. In other words, the first user cannot perform a release operation while the constraints are not met.

[0078] Furthermore, the field objects F may include objects that can only be released if certain conditions are met (hereinafter referred to as restricted objects). Release operations for these restricted objects may only be accepted if the second user's operation (flight operation) on the object meets the notification conditions. In other words, when the lighting spot LS overlaps with a restricted object, the first reception unit 41 may become able to accept a release operation for the restricted object as a result. In this case, in order to inform the first user that a release operation for the restricted object has become possible, it is advisable to change the display manner regarding the controlled object before and after the operation becomes possible. For example, when the operation becomes possible, a message indicating that a release operation is possible may be displayed near the restricted object (see Figure 13).

[0079] The second reception unit 42 accepts operations performed by the second user through the second terminal 12 in co-op mode. Operations accepted by the second reception unit 42 include flight operations in which the second user flies the second object J2 above the field, and operations in which the second user enlarges or reduces the display of a portion of the field shown on the second screen G2. Furthermore, when multiple second users play together in co-op mode (when multiple users select the role of second user), the second reception unit 42 accepts operations from each second user.

[0080] Furthermore, in this embodiment, the second user can perform a specific operation after performing an operation that satisfies the notification conditions described above, that is, after performing an operation (flight operation) to move the second object J2 so that the lighting spot LS overlaps with the field object F. The specific operation is performed for purposes such as making the first user aware of the presence of the field object F that overlaps with the lighting spot LS, i.e., the target object. For example, an operation such as touching a predetermined location on the second screen G2 multiple times constitutes a specific operation. The specific operation is usually performed multiple times by the second user after the notification conditions are met, and the second reception unit 42 receives each specific operation performed by the second user. However, the specific operation may be performed only once. Furthermore, the specific operations are not intended to affect the content of the results (specifically, the items and effects obtainable from the target object) or the activation / modification of those results, but rather to draw the first user's attention to the target object.

[0081] (Game performance) The game processing unit 32 executes processes to advance the game and performs processes to advance the game in response to operations received from the user. For example, when the first reception unit 41 receives a movement operation from the first user, the game processing unit 32 executes a process to move the first object J1 of the first user who performed the movement operation on the field. Once this process is completed, display control data for the first screen G1 is generated, and the first terminal 11 displays the first screen G1 according to the position of the first object J1 after the movement.

[0082] The game processing unit 32 may also change the state of the field in conjunction with the movement of the first object J1 on the field, for example, by changing the appearance position of the enemy character E on the field.

[0083] Furthermore, the game processing unit 32 changes the parameters corresponding to the first user according to the progress of the game. For example, if the first object J1, which moves on the field in response to the first user's movement controls, touches an enemy character E, the game processing unit 32 executes a process to reduce "health," which is one of the parameters set for that first object J1.

[0084] Furthermore, when multiple first users play the game together, the game processing unit 32 moves the first object J1 corresponding to each first user in accordance with the movement operations of each first user, and also changes the parameters of the first object J1 corresponding to each user in accordance with the progress of the game.

[0085] Furthermore, when the first user and the second user play the game together, when the second reception unit 42 receives the flight operation from the second user, the game processing unit 32 executes a process to move (fly) the second object J2 of the second user who performed the flight operation above the field. Once this process is completed, display control data for the second screen G2 is generated, and the second terminal 12 displays the second screen G2 according to the position of the second object J2 after the move.

[0086] (Result assignment unit) When the first reception unit 41 receives a release operation from the first user, the result granting unit 33 grants the first user a result corresponding to the field object F released by that operation (hereinafter, for convenience, referred to as "released field object F"). In this embodiment, one of the results (a) to (e) described above is granted, and which result is granted is determined according to the type of field object F that was released. When the result corresponding to the released field object F is granted to the first user, the game processing unit 32 executes processing for the first user according to the granted result. Specifically, for example, if the result corresponding to the released field object F is the granting of an item, the game processing unit 32 executes processing to grant the first user the right to use that item.

[0087] (Storage part) The memory unit 34 stores various information necessary for playing the game and includes an area information storage unit 51, an object information storage unit 52, a first user information storage unit 53, and a second user information storage unit 54, as shown in Figure 7.

[0088] The area information storage unit 51 stores information about each of the multiple areas (hereinafter referred to as "area information") for each area. As shown in Figure 8, the area information includes the area identification number, field information about the fields within the area, and the area clearing conditions. The field information includes information about the presence or absence of a specific area on the field, and for areas where a specific area is set on the field, it further includes the location of the specific area and the conditions for entering the specific area (specific conditions). Note that the area information is not limited to the information shown in Figure 8, and may include information other than that shown in Figure 8.

[0089] The object information storage unit 52 stores the object information shown in Figure 9, specifically the types and locations of enemy characters E that appear on the field in each area, and the types and locations of field objects F placed on the field, for each area. Note that the object information is not limited to the information shown in Figure 9, and may include information other than that shown in Figure 9.

[0090] The first user information storage unit 53 stores information about the user playing the game as the first user (hereinafter referred to as "first user information"). When multiple first users play the game together, the first user information storage unit 53 stores first user information for each user. As shown in Figure 10, the first user information includes the first user's name (username), identification ID, the area being played, information about the first object J1 used by the first user, the types and number of items the first user has permission to use, and the amount of in-game currency held. Information about the first object includes the appearance of the first object J1, the current and maximum values ​​of various parameters set for the first object J1, and the current position of the first object J1 on the field. The first user information also includes flag information (assigned flag) indicating whether or not the corresponding result has been assigned to the first user for each field object F in the area currently being played. Note that the first user information is not limited to the information shown in Figure 10, and may include information other than that shown in Figure 10.

[0091] The second user information storage unit 54 stores information about the user playing the game as a second user (hereinafter referred to as "second user information"). When multiple second users play the game together, the second user information storage unit 54 stores second user information for each user. As shown in Figure 11, the second user information includes the second user's name (username), identification ID, the area being played in, information about the second object J2 used by the second user, and the amount of in-game currency held. Information about the second object includes the appearance of the second object J2 and the current location of the second object J2 within the area.

[0092] Furthermore, the second user information is not limited to the information shown in Figure 11, and may include information other than that shown in Figure 11. For example, when a second user plays with multiple first users, the second user can specify which first users to assist through a designated screen (not shown). In this case, the second user information will also include information to identify the specified first users (e.g., the username or identification ID of the specified first users). Also, when a second user teams up with a first user to play together, the second user information may include information about the team to which the second user belongs (e.g., the name of the team, or the usernames of first users belonging to the same team).

[0093] (Display Control Unit) The display control unit 35 generates display control data to display the game play screen and transmits the generated data to the first terminal 11, or to the first terminal 11 and the second terminal 12, respectively. As shown in Figure 7, the display control unit 35 includes a first display control unit 61 and a second display control unit 62.

[0094] The first display control unit 61 transmits display control data for the first screen G1 to the first terminal 11 used by the first user while the first user is playing the game, thereby displaying the first screen G1 on the first terminal 11. The first screen G1 displays the first object J1 operated by the first user and a portion of the field including the current position of the first object J1. Furthermore, when multiple first users are playing the game together, the first display control unit 61 causes each first user's first terminal 11 to display a first screen G1 corresponding to the position of the first object J1 in the field for each first user. The first screen G1 displayed on each first user's first terminal 11 shows a different range of the field for each first user.

[0095] Furthermore, when the first reception unit 41 receives a movement operation from the first user, a process is executed to move the first object J1 on the field, and in conjunction with this, the first display control unit 61 displays the first screen G1 on the first terminal 11 according to the position of the first object J1 after the movement. That is, the first display control unit 61 changes the part of the field that is displayed on the first screen G1 according to the movement operation of the first user. At this time, the first display control unit 61 changes the part of the field that is displayed on the first screen G1 within the range in which the first object J1 can move. Here, if the first object J1 is in a field that includes a specific area, when the specific condition has not yet been met, the range in which the first object J1 can move is only the non-specific area, and after the specific condition is met, the specific area is added to the range in which the first object J1 can move.

[0096] While the first user and the second user are playing the game together, the second display control unit 62 transmits display control data for the second screen G2 to the second terminal 12 used by the second user, thereby displaying the second screen G2 on the second terminal 12. The second screen G2 displays a portion of the field, including the second object J2 operated by the second user, the lighting spot LS located directly below the second object J2, and the current position of the second object J2. Furthermore, when multiple second users are playing the game together, the second display control unit 62 causes each second user's second terminal 12 to display a second screen G2 corresponding to the position of the second object J2 in the field for each second user. The second screen G2 displayed on each second user's second terminal 12 shows a different range of the field for each second user.

[0097] Furthermore, when the second reception unit 42 receives flight commands from the second user, a process is executed to make the second object J2 fly over the field. In conjunction with this, the second display control unit 62 displays the second screen G2 on the second terminal 12 according to the position of the second object J2 after it has moved. In other words, the second display control unit 62 changes the portion of the field that is displayed on the second screen G2 in response to the flight commands from the second user. At this time, the second display control unit 62 changes the portion of the field that is displayed on the second screen G2 within the range in which the second object J2 can move.

[0098] In this embodiment, the second object J2 can move above the field, and in areas of the field that include a specific region, it can move freely above both the non-specific region and the specific region. Therefore, while the second object J2 is flying above the field that includes the specific region, the second screen G2 can display the portion that includes the specific region, regardless of whether the specific conditions are met or not.

[0099] (Information Notification Department) The information notification unit 36 ​​notifies the first user of the result corresponding to the field object F (i.e., the target object) that satisfies the notification condition when the second user's actions meet the notification condition while the first user and the second user are playing the game together.

[0100] To explain in more detail, in this embodiment, as described above, the notification condition is set to operate the second object J2 so that the lighting spot LS overlaps with the target object on the field. When the notification condition is met, the information notification unit 36 ​​displays a display icon IC on the first screen G1 that suggests the result corresponding to the target object.

[0101] More specifically, the information notification unit 36, in cooperation with the first display control unit 61, generates display control data to display a display icon IC at a predetermined position on the first screen G1, and transmits the display control data to the first terminal 11. Upon receiving the display control data, the first terminal 11 displays the display icon IC on the first screen G1 in association with the target object.

[0102] Specifically, if the target object is located inside the area visible on the first screen G1 within the field, the display icon IC will be displayed near the target object. On the other hand, if the target object is located outside the area visible on the first screen G1 within the field, the display icon IC will be displayed on the first screen G1 at a position corresponding to the target object's location. More precisely, the display icon IC will be displayed near the outer edge of the first screen G1, or more precisely, at a position in the same direction as the target object when viewed from the area visible on the first screen G1 (see the right diagram in Figure 5).

[0103] Furthermore, if the positional relationship between the placement of the target object in the field and the portion displayed on the first screen G1 changes due to the movement of the first object J1, the information notification unit 36 ​​changes the display position of the display icon IC on the first screen G1 based on the change in the positional relationship.

[0104] As described above, the display icon IC is shown on the first screen G1, allowing the first user to understand the result corresponding to the target object from the display icon IC, even if the target object is not yet released.

[0105] Furthermore, in this embodiment, when the first object J1 and the second object J2 are in a field that includes a specific region, the second object J2 can move above the specific region even when the specific conditions are not met. Therefore, when the first object J1 is not yet able to enter the specific region, if the second user operates the second object J2 so that the field object F placed on the specific region overlaps with the lighting spot LS, a display icon IC indicating the result corresponding to the field object F will be displayed on the first terminal 11. By looking at this display icon IC, the first user can understand the result corresponding to the field object F in the specific region that the first object J1 has not yet been able to enter.

[0106] Furthermore, when the information notification unit 36 ​​displays a display icon IC that indicates a result corresponding to an object F on a field in a specific area, it may display it in a different manner than when it displays a display icon IC that indicates a result corresponding to an object F on a field in a non-specific area (for example, by changing the display color or adding visual effects such as blinking).

[0107] Furthermore, the display icon IC that indicates the result corresponding to the field object F in a specific area may not be displayed to the first user who does not meet the specific conditions, even if the field object F and the lighting spot LS overlap, but may only be displayed to the first user who does meet the specific conditions.

[0108] Furthermore, while the display icon IC is displayed on the first screen G1, the information notification unit 36 ​​can also notify the second user of information regarding the results corresponding to the target object. Specifically, the display icon IC can also be displayed on the second terminal 12 in the same manner as described above.

[0109] The display time of the display icon IC, that is, the notification time for information regarding the result corresponding to the target object, is not particularly limited. However, as one example, the notification may be kept until a release operation on the target object is accepted, until the notification termination condition is met, at which point the notification may be terminated.

[0110] Specifically, during the period from when the notification condition is met until the release operation is accepted, the display icon IC may be displayed for a certain period of time from the moment the notification condition is met. In other words, the information notification unit 36 ​​may display the display icon IC on the first terminal 11 when the notification condition is met, and terminate the display of the display icon IC when a predetermined time has elapsed since the notification condition was met. In this case, the display termination condition (notification termination condition) for the display icon IC may be predetermined, or the user may set or change it arbitrarily, and it may also differ for each user. Furthermore, the display termination condition (notification termination condition) for the display icon IC may be set according to the type of field object F (i.e., target object) whose result is suggested by the display icon IC. For example, for display icon ICs that correspond to types of field objects F that bring about important results in the progress of the game, it is preferable to set the display termination condition so that the display time is longer.

[0111] To elaborate on the display icon IC, in this embodiment, the display icon IC is displayed in a display manner corresponding to the type of result corresponding to the target object. In other words, the information notification unit 36 ​​notifies information regarding the result corresponding to the target object in a manner corresponding to the type of result. As a result, the first user and the second user can recognize the type of result (i.e., the content of the result) corresponding to the target object from the display manner of the display icon IC, and for example, they can learn about items, effects, etc. obtained from the target object by looking at the image of the display icon IC.

[0112] Examples of the display mode of the display icon IC include the image (design) of the display icon IC, the display color, the contrast with the surrounding color, the display size, changes such as rotation or blinking, and the presence or absence of highlighting. In addition, examples of the display mode corresponding to the target object include the image (design) and color that suggest the items or effects obtained by releasing the target object.

[0113] Furthermore, in situations where the target object is located outside the area visible on the first screen G1 during gameplay, the display mode of the display icon IC may be changed as appropriate to efficiently inform the first user of the effects corresponding to the target object. In such cases, the display mode change patterns should be stored in the storage unit 34 beforehand, and the information notification unit 36 ​​should change the display mode of the display icon IC according to the game's progress at that time based on the stored change patterns.

[0114] As a first modification pattern, the information notification unit 36 ​​may display a display icon IC in a display mode based on the surrounding conditions of the target object while the target object's placement location is outside the portion visible on the first screen G1 in the field. The surrounding conditions of the target object include, for example, the presence or absence and number of specific objects (specifically, enemy character E, etc.) that are within a predetermined range from the target object's placement location on the field. The "predetermined range" includes locations that are less than or equal to a predetermined distance from the target object's placement location, and further includes the range that is considered to be near the placement location in the technical field of the present invention. To give a concrete example of the first modification pattern, if enemy character E appears around the target object, the display mode of the display icon IC shown for the target object may be changed to a different display mode than usual (for example, a larger display size than usual).

[0115] As a second modification pattern, the information notification unit 36 ​​may change the display mode of the display icon IC if, while the target object is located outside the area visible on the first screen G1 in the field, the enemy character E is displayed at the display position of the display icon IC, causing the enemy character E and the display icon IC to overlap, making the enemy character E difficult to see. In this case, for example, the display icon IC may be temporarily hidden, or it may be changed to a display mode that does not obstruct the display of the enemy character E, such as by graying it out.

[0116] As a third modification pattern, the information notification unit 36 ​​may change the display mode of the display icon IC according to the number of times the specific operation is performed when the second reception unit 42 receives a specific operation after the notification conditions have been met. For example, if the second user performs an operation in which they touch the display area of ​​the target object on the second screen G2 multiple times as a specific operation, the display icon IC may be made to blink or be highlighted according to the number of times the second user touches the screen. In this case, the display time or highlighting time of the display icon IC may be controlled according to the number of screen touches.

[0117] Furthermore, the information notification unit 36 ​​may switch the display of the display icon IC on and off based on the distance between the current position of the first object J1 on the field and the position of the target object, while the target object's placement location is outside the area visible on the first screen G1 in the field. Specifically, the display icon IC may be hidden when the above distance exceeds a certain value, and displayed when the above distance falls below a certain value.

[0118] Furthermore, if multiple first users are playing the game together, the second user may specify which first users to notify (for example, the first user who should use the target object) from among the multiple first users. In this case, the information notification unit 36 ​​may notify only the first user specified by the second user of information regarding the results corresponding to the target object, as long as the target object's placement location is outside the portion of the field that is visible on the first screen G1. Specifically, the display icon IC may be displayed only on the first terminal 11 of the specified first user, and not displayed on the first terminal 11 of the other first users.

[0119] Furthermore, in the same manner as described above, the display icon IC may be displayed on the first screen G1 of any of the first users who satisfy any of the following conditions 1 to 3, while the display icon IC may not be displayed on the first screen G1 of any other first users. In other words, the information notification unit 36 ​​may display the display icon IC on the first terminal 11 of a first user who satisfies the relevant condition (specifically, any of conditions 1 to 3) as long as the location of the target object is outside the part of the field that is visible on the first screen G1. Condition 1: When multiple first users are playing the game in multiple teams, the first user must be in the same team as the second user who performed the action that fulfills the notification conditions. Condition 2: The user must be the first user operating the first object J1 located within a predetermined range from the placement location of the target object in the field. Condition 3: The user must be the first user selected based on the target object and its corresponding parameters (hereinafter referred to as "target parameters").

[0120] The target parameter in condition 3 above is a parameter that changes as a result is assigned according to the target object, and the first user selected based on the target parameter is the first user for whom the target parameter satisfies the setting conditions. The setting conditions are, for example, that the target parameter reaches a predetermined state. To give a specific example of condition 3 above, when the target object results in obtaining a health recovery item, the target parameter is the health of the first object J1, and the setting condition is set to, for example, that the current health value is the minimum value or below the standard value. In this case, the information notification unit 36 ​​displays a display icon IC on the first terminal 11 of the first user whose current health value of the first object J1 is the minimum value or below the standard value, while the target object's placement position is outside the area visible on the first screen G1 in the field.

[0121] Furthermore, the information notification unit 36 ​​may, while the location of the target object is outside the area visible on the first screen G1 in the field, display a display icon IC on the first terminal 11 and also notify the second user information to the first user who satisfies the applicable conditions (specifically, any of the aforementioned conditions 1 to 3). The second user information is information about the second user who performed the operation that satisfies the notification conditions, and includes the username and identification ID of that second user. The notification of the second user information is not particularly limited and may be displayed near the display icon IC on the first screen G1, or conversely, at a location away from the display icon IC.

[0122] To elaborate on the above configuration, for first users among multiple first users, the display icon IC and second user information are notified to first users who meet the relevant conditions, while the display icon IC and second user information are not required for first users who do not meet the relevant conditions. In other words, the information notification unit 36 ​​may notify only first users who meet the relevant conditions of information regarding the results corresponding to the target object and second user information.

[0123] As another example, the information notification unit 36 ​​may, while the location of the target object is outside the area visible on the first screen G1 in the field, display a display icon IC on the first terminal 11 for each of the multiple first users, and also notify the first user information, as shown in Figure 12. The first user information is information about the first user specified by the second user (more precisely, the second user who performed the operation that satisfies the passage conditions), and includes the username or identification ID of that first user. The notification of the first user information is not particularly limited and may be displayed near the display icon IC on the first screen G1, or conversely, at a location away from the display icon IC.

[0124] [Regarding the information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing flow for game progression executed by the computer, i.e., the server 10, which constitutes the information processing apparatus of this embodiment will be described. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps changed, without departing from the spirit of the present invention.

[0125] The information processing for game progression according to this embodiment is divided into two stages: the stage from when the user logs into the game and starts playing, and the stage when the user actually plays the game. Regarding the former, the transitions of the game screen displayed on the user's terminal will be explained from a GUI perspective, referring to the example screen shown in Figure 14. Regarding the latter, the flowcharts shown in Figures 15 to 17 will be explained.

[0126] After the user logs into the game using their device and performs the required input, the play mode selection screen shown in Figure 14 (the screen on the left in the figure) will be displayed. The user selects either the single-player mode, where they play alone, or the co-op mode, where multiple people play together in the same area, and touches one of the two mode selection buttons displayed on the screen. The following explanation will assume that the co-op mode has been selected.

[0127] When a user selects co-op mode, their terminal sends data indicating their selection to server 10. Server 10 identifies the user who selected co-op mode and then, within a certain time, determines whether there are other users who have selected co-op mode. If there are other users who have selected co-op mode, server 10 sends display control data for the role selection screen (the screen on the right in the figure) shown in Figure 14 to the terminals of each user who selected co-op mode.

[0128] Each user who selects co-op mode chooses whether to play as the first or second user—either controlling an object or watching the game—through the role selection screen displayed on their device, and touches one of the two role selection buttons displayed on the screen.

[0129] After each user selects a role, each user's device sends data indicating their selection to server 10. Upon receiving the role selection results from each user who has selected co-op mode, server 10 determines the number of users participating in co-op play and each user's role at that point. After completing these procedures, multiple users who have selected co-op mode can begin playing the game together.

[0130] In this embodiment, a minimum number of users (lower limit) is set for the first user. Therefore, the system waits until the number of users participating as the first user (i.e., the number of players who have selected the role of the first user) exceeds the lower limit, and cooperative play begins once the number of first users exceeds the lower limit. Furthermore, in this embodiment, once a co-op play session begins, other users are not allowed to join until the session ends. However, the system is not limited to this, and it may be possible to allow other users to join a co-op play session midway through.

[0131] Information processing after the start of gameplay differs depending on each user's role. Information processing for the first user (hereinafter referred to as the first user flow) proceeds as shown in Figures 15 and 16, while information processing for the second user (hereinafter referred to as the second user flow) proceeds as shown in Figure 17. The following describes each flow.

[0132] (First user side flow) The first user-side flow is executed via communication between server 10 and first terminal 11. Furthermore, if multiple first users play in the same area together, the first user-side flow is executed for each first user.

[0133] In this flow, first, server 10 generates display control data for the first screen G1 and sends it to the first terminal 11 (S001). As a result, the first terminal 11 displays the first screen G1, which shows the first object J1 and a portion of the field (S002). Note that the first screen G1 displayed at the start of gameplay shows the portion of the field corresponding to the initial position (start position) of the first object J1.

[0134] During gameplay, the first user moves the first object J1 on the field as needed, while looking at the first screen G1 (S003). The server 10 receives the movement command through communication with the first terminal 11 (S004) and executes a process to move the first object J1 on the field in response to the movement command (S005).

[0135] Subsequently, the server 10 generates display control data for the first screen G1 (hereinafter referred to as "post-movement first screen G1") which displays the portion of the field corresponding to the position of the first object J1 after movement, and transmits it to the first terminal 11 (S006). As a result, the post-movement first screen G1 is displayed on the first terminal 11 (S007). Thereafter, each time the first user performs a movement operation, steps S004 to S007 are repeated, thereby updating the post-movement first screen G1 as needed.

[0136] Although not specifically illustrated, during gameplay, Server 10 changes the parameters of the first user in accordance with the movement and state changes of the first object J1, and updates the first user information (in particular, the current values ​​of the parameters) stored in the first user information storage unit 53 accordingly.

[0137] Furthermore, if the field in which the first object J1 exists includes a specific area, the server 10 will determine, as appropriate, whether or not a specific condition is met. If the specific condition is met, the server 10 will allow the first object J1 to enter the specific area. In other words, until the specific condition is met, the server 10 will move the first object J1 within the area of ​​the field excluding the specific area, and after the specific condition is met, the server 10 will move the first object J1 within the area including the specific area.

[0138] During gameplay, Server 10 determines whether the actions of the second user playing with the first user meet the notification conditions, specifically whether the second object J2 has been manipulated so that the lighting spot LS overlaps with the field object F on the field (S008). If the notification conditions are met, Server 10 determines whether the position of the field object F, i.e., the target object, is inside or outside the area visible on the first screen G1 (S009).

[0139] If the server determines that the target object is located inside the area visible on the first screen G1, the server 10 generates display control data to display a display icon IC near the target object on the first screen G1 and transmits it to the first terminal 11 (S010). As a result, the first screen G1 is displayed on the first terminal 11, and the display icon IC is displayed near the target object on the first screen G1 (S012).

[0140] On the other hand, if the server determines that the location of the target object is outside the area visible on the first screen G1, the server 10 identifies the positional relationship between the location of the target object in the field and the area visible on the first screen G1 (S011). Subsequently, based on the identified positional relationship, the server 10 sets the display position of the display icon IC on the first screen, generates display control data to display the display icon IC at that position, and transmits it to the first terminal 11 (S010). As a result, the first screen G1 is displayed on the first terminal 11, and the display icon IC is displayed at the display position corresponding to the positional relationship identified in step S011, specifically, at a position in the same direction as the direction from which the target object is viewed from the area visible on the first screen G1 (S012).

[0141] When displaying the display icon IC on the first screen G1, it is preferable to display the display icon IC in a manner appropriate to the situation at that time. Specifically, the display manner of the display icon IC may be set to a manner corresponding to the type of result according to the target object, or it may be changed according to the presence or number of enemy characters E appearing near the target object, or it may be changed according to the number of times a specific operation is performed by the second user after the notification conditions are met. Furthermore, while the target object's position is outside the area visible on the first screen G1, the display icon IC may be toggled on and off based on the distance between the current position of the first object J1 and the target object's position.

[0142] Furthermore, when multiple first users play the game together, a display icon IC may be displayed on the first screen G1 of each of the multiple first users. In this case, information about the first user specified by the second user who performed the operation that satisfies the notification conditions (first user information) may be displayed along with the display icon IC (see Figure 12). Alternatively, the display icon IC may be displayed only on the first screen G1 of a specific first user among multiple first users playing the game together. A specific first user may be a first user designated by a second user, or a first user who meets the applicable conditions (any of the aforementioned conditions 1 to 3). Furthermore, the first terminal 11 of a first user who meets the applicable conditions may display information about the second user who performed the operation that satisfies the notification conditions (second user information) along with the display icon IC.

[0143] Furthermore, the display icon IC may be displayed for a predetermined time from the moment the notification conditions are met until a release operation for the target object is accepted, and the display of the display icon IC may be terminated after the predetermined time has elapsed. In this case, the display time of the display icon IC should be set according to the type of target object, or more precisely, according to the type of result corresponding to the target object.

[0144] After the display icon IC is shown, when the first user performs a release operation on the target object (S013), the server 10 assigns the first user who performed the release operation a result corresponding to the target object (S014). Specifically, the server 10 updates the information about the first user who performed the release operation (first user information), such as the item acquisition history or the current value of parameters, according to the assigned result.

[0145] In this embodiment, a release operation for a normal field object F can be accepted regardless of whether the notification condition is met (in other words, whether the display icon IC is displayed or not). On the other hand, a release operation for a restricted object can only be accepted if the notification condition for that object is met, that is, only if the object and the illumination spot LS overlap. It is also desirable that the display manner for the restricted object be changed before and after a release operation for a restricted object becomes possible, and as shown in Figure 13, a message indicating that the operation is possible may be displayed.

[0146] Of the steps described above, steps S003 to S014 are repeated until the game ends (S015). Game end means that the conditions for ending cooperative gameplay by multiple users are met, such as when a designated area is cleared, when a predetermined game play time (time limit) has elapsed, or when one or all users request to stop playing (retire). Then, when the game ends, the first user's flow ends.

[0147] (Second user side flow) The second user flow is executed via communication between server 10 and second terminal 12. Furthermore, if multiple second users play in the same area together, the second user flow is executed for each second user.

[0148] In this flow, first, server 10 generates display control data for the second screen G2 and sends it to the second terminal 12 (S021). As a result, the second terminal 12 displays the second screen G2, which shows the second object J2 and a portion of the field (SS022). Note that the second screen G2 displayed at the start of gameplay shows the portion of the field corresponding to the initial position of the second object J2.

[0149] During gameplay, the second user periodically controls the flight of the second object J2 in the air above the field, while viewing the second screen G2 (S023). Server 10 receives the flight control from the second user through communication with the second terminal 12 (S024). Upon receiving the flight control, Server 10 determines whether the flight control satisfies the notification conditions (S025). Specifically, it determines whether the lighting spot LS, positioned directly below the second object J2 after its movement, overlaps with any of the field objects F within the area.

[0150] If the judgment determines that the accepted flight operation satisfies the notification conditions, the server 10 generates display control data for the second screen G2 (hereinafter referred to as "second screen G2 after movement") corresponding to the position of the second object J2 after movement in the field, and transmits it to the second terminal 12 (S026). The display control data generated in this step includes data to display the display icon IC. Therefore, when the second terminal 12 receives the display control data generated in step S026, the display icon IC is displayed on the second terminal 12 along with the second screen G2 after movement (S027).

[0151] The display icon IC shown on the second screen G2 indicates the result corresponding to the field object F, i.e., the target object, for which the notification conditions have been met, and is an icon with the same design as the display icon IC displayed on the first terminal 11.

[0152] Furthermore, the display position of the display icon IC on the second screen G2 is determined based on the positional relationship between the portion of the field that is reflected on the second screen G2 and the placement position of the target object. Specifically, if the placement position of the target object is inside the portion that is reflected on the second screen G2, the display icon IC will be displayed near the target object on the second screen G2. On the other hand, if the placement position of the target object is outside the portion that is reflected on the second screen G2, the display icon IC will be displayed around the outer edge of the second screen G2, at a position in the same direction as the direction from which the target object is viewed from the portion that is reflected on the second screen G2.

[0153] If it is determined in step S025 that the notification conditions are not met, the server 10 generates display control data to display the second screen G2 after the move and sends it to the second terminal 12 (S028). In this case, the second terminal 12 that receives the display control data will display the second screen G2 after the move (S029), but the display icon IC will not be displayed.

[0154] From this point onward, each time the second user performs a flight operation, steps S023 to S029 are repeated, and the second screen G2 after movement is updated accordingly. The flow continues until the game ends, at which point (S030) the second user's flow ends.

[0155] [Other embodiments] Although the information processing apparatus, information processing method, and program of the present invention have been described with specific examples above, the embodiments described above are merely examples, and other embodiments may also be conceivable.

[0156] In the above-described embodiment, a server computer (server 10) that performs information processing for game progression functions as the information processing device of the present invention, but the invention is not limited to this. Some of the functions of server 10 may be provided on the terminals of the users playing the game, namely the first terminal 11 and the second terminal 12. In that case, server 10 will cooperate with the first terminal 11 and the second terminal 12 to constitute the information processing device of the present invention. For example, the function corresponding to the first reception unit 41 may be provided in the first terminal 11, the function corresponding to the second reception unit 42 may be provided in the second terminal 12, and the function corresponding to the information notification unit 36 ​​may be provided in one or both of the first terminal 11 and the second terminal 12.

[0157] Furthermore, in the above-described embodiment, the communication method between the first terminal 11 and the second terminal 12 is a client-server method via the server 10, but a peer-to-peer (P2P) method without the server 10 may also be used. In that case, the first terminal 11 and the second terminal 12 will cooperate to function as the information processing device of the present invention.

[0158] Furthermore, in the above-described embodiment, an example of a notification condition for notifying information regarding the result corresponding to the target object was given as operating (flighting) the second object J2 so that the lighting spot LS overlaps with the target object on the field, but it is not limited to this. For example, the notification condition may be that the second user touches the position of the target object on the second screen G2. In this case, the first user may be notified of information regarding the result corresponding to the target object only during the period in which the second user continues to touch the screen. Alternatively, the notification condition may be that the second object J2 is operated (moved) so that it approaches the position directly above the target object.

[0159] Furthermore, in the above-described embodiment, in order to notify the first user of information regarding the results corresponding to the target object, the results corresponding to the target object and the corresponding display icon IC are displayed on the first screen G1, but the invention is not limited to this. For example, audio information regarding the results corresponding to the target object may be output from the first terminal, or text information regarding the results corresponding to the target object may be displayed in a message display field provided at a predetermined position on the first screen G1.

[0160] Furthermore, in the above-described embodiment, information regarding the results corresponding to the target object is notified to both the first user and the second user, but the system is not limited to this, and the information may be notified only to the first user and not to the second user. Also, when multiple second users play together, information regarding the results corresponding to the target object may be notified only to the second terminal 12 of the second user that meets the notification conditions (specifically, by displaying a display icon IC).

[0161] [summary] The information processing device of the present invention includes: a first display control unit that displays a first screen on a first terminal showing a portion corresponding to the position of a first object that can be operated by a first user in the game field; a result granting unit that grants the first user a result corresponding to the field object when the first user performs a predetermined operation on a field object placed on the field via the first terminal; a second display control unit that displays a second screen showing at least a portion of the field on a second terminal used by a second user who is not subject to result granting; and an information notification unit that notifies the first user of information regarding the result corresponding to the field object for which a predetermined condition has been met when the operation of the second user on a field object that is placed in a state in which the result cannot be determined on at least the first screen satisfies predetermined conditions. According to the above configuration, in co-op gameplay, when the first user performs an action that meets the notification conditions, information regarding the result corresponding to the object on the field (target object) is notified to the first user. This allows the first user to understand the result corresponding to the target object, which may not be discernible on the first screen, and the second user can assist the first user to gain an advantage in the game. As a result, co-op gameplay between the first and second users is promoted.

[0162] Furthermore, in the information processing device of the present invention, the information notification unit may display a result corresponding to the target object and a corresponding display object on the first terminal while the position of the field object (target object) that satisfies predetermined conditions is outside the portion of the field that is visible on the first screen. In this case, even if the position of the target object is outside the portion of the field that is visible on the first screen, information regarding the result corresponding to the target object can be easily notified to the first user through the display of the display object. The first user can then grasp the result corresponding to the target object by looking at the display object.

[0163] Furthermore, in the information processing device of the present invention, the information notification unit may, until a predetermined operation is accepted, notify the first user of information regarding the results corresponding to the field object (target object) that satisfies predetermined conditions, until the notification termination condition set according to the type of target object is met, and terminate the notification of information when the notification termination condition is met. In the above configuration, information regarding the result corresponding to the target object is notified until a predetermined operation is accepted (i.e., until the target object is released), until the notification termination condition is met. This allows the first user to play the game smoothly by notifying them of information regarding the result corresponding to the target object for a certain period of time, and then terminating the notification of information. Specifically, it avoids situations where the field becomes difficult to see due to display icons, etc.

[0164] Furthermore, in the information processing device of the present invention, the information notification unit may notify information regarding the result corresponding to an object on the field (target object) that satisfies predetermined conditions, in a manner corresponding to the type of the result. In the above configuration, information regarding the results corresponding to the target object is notified in a manner that corresponds to the type of result, thereby making the above information more effective (easier for the first user to understand).

[0165] Furthermore, in the information processing apparatus of the present invention, if a specific object on the field exists within a predetermined range from the placement position of a field object (target object) that satisfies predetermined conditions, the information notification unit may notify information regarding the result corresponding to the target object in a manner corresponding to the specific object while the placement position is outside the portion of the field that is visible on the first screen. In the above configuration, by notifying the first user of information regarding the results corresponding to the target object in a manner that corresponds to specific objects present around the target object, the first user can, for example, confirm whether or not the use of the results corresponding to the target object may be affected by specific objects.

[0166] Furthermore, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify only the first user designated by the second user among the multiple first users of the results corresponding to field objects (target objects) that meet predetermined conditions. In the above configuration, information regarding the results corresponding to the target object is notified only to the first user designated by the second user, allowing the second user to assist a specific first user in cooperative gameplay. This can enhance the enjoyment of the game.

[0167] Furthermore, the information processing device of the present invention may have a game progression unit that changes the parameters corresponding to each first user in accordance with the progress of the game when multiple first users play the game together. The information notification unit may then notify a first user selected from among the multiple first users based on the parameters corresponding to the target object of a field object (target object) for which predetermined conditions have been met. In the above configuration, information regarding the results corresponding to the target object is notified to the first user selected according to the target object and its corresponding parameters. This allows, for example, in situations where the parameters can be improved based on the above results, information regarding the above results can be notified to the first user who can effectively utilize those results, making the notification of information triggered by the second user's actions more meaningful. As a result, the second user's participation in the game can be effectively encouraged.

[0168] Furthermore, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify each of the multiple first users of information regarding the results corresponding to field objects (target objects) that satisfy predetermined conditions, along with information regarding the first user designated by the second user among the multiple first users. With the above configuration, in co-op gameplay, information about the first user designated by the second user, along with information about the results corresponding to the target object, can be displayed, encouraging the first user to utilize the results. This leads to more effective use of objects on the field.

[0169] Furthermore, the information processing device of the present invention may have an operation reception unit that receives user operations in a game. The operation reception unit may be capable of receiving a predetermined operation by the first user on a field object (target object) when a second user's operation on a field object satisfies a predetermined condition. In the above configuration, the game's appeal can be enhanced by imposing restrictions on release operations on objects on the field (more precisely, restricted objects).

[0170] Furthermore, in the information processing apparatus of the present invention, the first display control unit may change the portion displayed on the first screen within the range in which the first object can move within the field. The second display control unit may display a second screen on the second terminal showing the portion corresponding to the position of the second object that the second user can operate within the field, and may also change the portion displayed on the second screen within the range in which the second object can move within the field. In this case, the range in which the first object can move within the field and the range in which the second object can move within the field may be different from each other. In addition, the field may contain a specific area that is included within the range in which the second object can move, and is also included within the range in which the first object can move only if certain conditions are met. When the operation of the second user on an object on the field placed in the specific area satisfies predetermined conditions, the information notification unit may notify the first user of information regarding the result corresponding to the object on the field in the specific area where the predetermined conditions were met. With the above configuration, even if the first object has not yet entered a specific area, the first user can be notified of information regarding the results corresponding to the field objects present in that area. This allows the second user to effectively assist the first user by encouraging them to enter the specific area or preventing unnecessary entry.

[0171] Furthermore, in the information processing apparatus of the present invention, if there are non-specific areas in the field other than the specific area, the information notification unit may notify information regarding the results corresponding to the field objects in the specific area in a manner different from when it notifies information regarding the results corresponding to the field objects in the non-specific area. In the above configuration, information regarding results corresponding to field objects in a specific area and information regarding results corresponding to other field objects are notified in different ways. This allows the first user to distinguish which area of ​​the field the result corresponds to when notifying them of the result.

[0172] Furthermore, in the information processing apparatus of the present invention, while the placement position of a field object (target object) that satisfies predetermined conditions is outside the portion of the field that is displayed on the first screen, the information notification unit may switch the display of a display object (display icon IC) on and off based on the distance between the position of the first object in the field and the placement position. In the above configuration, the first user can determine whether the target object is located near or far from the current position of the first object by toggling the display / hide status of the display icon IC. This makes it more meaningful to effectively utilize the target object and to notify the user of information regarding the results corresponding to the target object.

[0173] Furthermore, the information processing apparatus of the present invention may have an operation receiving unit that receives user operations in a game, the operation receiving unit receiving a specific operation performed by a second user after an operation that satisfies predetermined conditions, and the information notification unit may change the display mode of the display object according to the number of times the specific operation has been performed. In the above configuration, by changing the display mode, the first user can be made to focus on the displayed object, making it easier for the first user to notice the existence and location of the target object. As a result, the second user can assist the first user in making more effective use of the target object during cooperative gameplay.

[0174] Furthermore, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify the first user who satisfies the relevant conditions of the second user, along with information regarding the results corresponding to the field object (target object) for which the predetermined conditions have been met. In the above configuration, by informing the first user who meets the conditions of a second user who performs an action that meets a predetermined condition (i.e., the second user who performs the action that triggers the information notification), it becomes easier to build cooperative relationships between users, and as a result, the enjoyment of the game can be further enhanced.

[0175] Furthermore, the information processing method of the present invention is characterized in that a computer displays a first screen on a first terminal showing a portion corresponding to the position of a first object that can be operated by a first user in the game field; when the first user performs a predetermined operation on an object placed on the field via the first terminal, the computer provides the first user with a result corresponding to the object on the field; the computer displays a second screen showing at least a portion of the field on a second terminal used by a second user who is not subject to the result provision; and when the second user's operation on an object on the field that is placed in a state where the result cannot be determined on at least the first screen satisfies predetermined conditions, the computer notifies the first user of information regarding the result corresponding to the object on the field that satisfies the predetermined conditions. The above information processing method allows the second user to effectively assist the first user in collaborative gameplay by notifying the first user of information regarding the results corresponding to the object (target object) on the field when the second user's operation meets predetermined conditions. As a result, collaborative gameplay between the first and second users is promoted.

[0176] Furthermore, the present invention is a program that causes a computer to execute the following: a process of displaying a first screen on a first terminal showing a portion corresponding to the position of a first object that can be operated by a first user in the game field; a process of providing the first user with a result corresponding to the field object when the first user performs a predetermined operation on a field object placed on the field via the first terminal; a process of displaying a second screen showing at least a portion of the field on a second terminal used by a second user who is not subject to the result provision; and a process of notifying the first user of information regarding the result corresponding to the field object for which a predetermined condition has been met when the second user's operation on a field object that is placed in a state where the result cannot be determined on at least the first screen satisfies predetermined conditions. By running the above program on a computer, if the second user's actions meet predetermined conditions, the first user can be notified of information regarding the results corresponding to the object (target object) on the field. This allows the second user to effectively assist the first user in cooperative gameplay, thereby promoting cooperative play between the first and second users. [Explanation of Symbols]

[0177] 10. Server (information processing terminal, computer) 11 Server 1 12 Second Server 14. Communications Network 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 31 Operation reception section 32 Game Progression Section 33 Result generation unit 34 Storage section 35 Display Control Unit 36 Information Notification Department 41. Reception Desk 1 42 Second Reception Department 51 Area Information Storage Unit 52 Object Information Storage Unit 53 First User Information Storage Unit 54 Second User Information Storage Unit 61 First Display Control Unit 62 Second Display Control Unit E Enemy Characters F Field object G1 1st screen G2 2nd screen IC display icon IJ Directional Indicator Object J1 First Object J2 2nd object LS Lighting Spot

Claims

[Claim 1] A first display control unit that displays a first screen on a first terminal showing a portion corresponding to the position of a first object that can be operated by the first user in the game field, A result granting unit that, when the first user performs a predetermined operation on a field object placed on the field via the first terminal, grants the first user a result corresponding to the field object, A second display control unit causes a second screen displaying at least a portion of the aforementioned field to be displayed on a second terminal used by a second user who is excluded from the recipient of the aforementioned result, An information notification unit notifies the first user of information regarding the result corresponding to the field object for which the predetermined condition is met, when the second user's operation on the field object, which is positioned in a state where the result cannot be determined on at least the first screen, satisfies a predetermined condition. An information processing device having