Program, information processing method, and information processing system

The information processing system addresses game interruption issues by enabling players to choose resumption points and manage virtual spaces, enhancing player freedom and satisfaction.

JP2026103164APending Publication Date: 2026-06-24CAPCOM CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-12-12
Publication Date
2026-06-24

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  • Figure 2026103164000001_ABST
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Abstract

To provide players with a more flexible gaming environment. [Solution] The setting reception means 80 accepts a setting regarding whether or not to resume a match of the target game if it is interrupted midway, based on the game information acquired by the game information acquisition means 60. The game information matching means 64 compares the game information transmitted from player device 2-A with the game information transmitted from player device 2-B for the progress at a predetermined point in time, and determines whether or not there is any missing game information. The interruption acquisition means 66 acquires interruption game information relating to the progress of the game at that point in time if the game progress is interrupted by the game information matching means 64. The resume generation means 92 generates resume game information relating to the progress of the game to be resumed, based on the conditions for the game to be resumed determined by the resume determination means 90.
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Description

Technical Field

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

Background Art

[0002] Conventionally, in a game system that operates via a network, it is known that when an abnormality occurs in the connection of the network or devices, it can have a significant impact on the progress of the game. In this regard, a game system has been disclosed that aims to reasonably reconcile the interests of each user when an abnormality occurs in the connection between each terminal device and the server (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the prior art including the technique described in Patent Document 1 above, as a rule, it is normal to resume from the point where the battle was interrupted. In this regard, for example, if the interrupted game is resumed as it is, it may cause a great disadvantage to one of the players, and also, there may be a case where the player desires to start a new game from the beginning.

[0005] The present disclosure has been made in view of such a situation, and aims to provide a player with a game environment with higher freedom.

[0006] To achieve the above object, a first aspect of the present disclosure is an information processing apparatus for a game in which two or more users can participate, A means for receiving a setting regarding whether or not to resume the game if the match is interrupted, A determination means for determining whether the aforementioned match was interrupted, If the determination means determines that the match has been interrupted, the execution means executes a process to resume the game from a predetermined point in time for the players in the match at the time the determination means determined that the match had been interrupted, This is a program that makes it function as such.

[0007] Furthermore, in the first aspect, the execution means may perform processing related to watching the resumed game for other users other than the opponent.

[0008] Furthermore, in the first aspect, the program described above may also function as a management means for managing a virtual space that can be accessed by users who are candidates to be opponents or spectators.

[0009] Furthermore, in the first aspect, the execution means may perform a process to resume the game if either of the opponents is present in the virtual space managed by the management means.

[0010] Furthermore, in the first aspect, the program described above may further function as an acquisition means capable of acquiring a replay image of the game when the match has finished successfully, or when a resumed match has finished successfully.

[0011] Furthermore, in the first aspect, the execution means may change the conditions for resuming the game depending on the progress of the game at the time the game was interrupted.

[0012] Furthermore, the second aspect of this disclosure is, An information processing method performed by an information processing device related to a game in which two or more users can participate, A reception step that accepts a setting regarding whether or not to resume the game if the match is interrupted, A determination step to determine whether the aforementioned match was interrupted, If the determination step determines that the match has been interrupted, the execution step includes executing a process to resume the game from a predetermined point in time for the players in the match at the time the determination step determined that the match had been interrupted, This is an information processing method that includes [something].

[0013] Furthermore, the third aspect of this disclosure is, An information processing system for a game in which two or more users can participate, A means for receiving a setting regarding whether or not to resume the game if the match is interrupted, A determination means for determining whether the aforementioned match was interrupted, If the determination means determines that the match has been interrupted, the execution means executes a process to resume the game from a predetermined point in time for the players in the match at the time the determination means determined that the match had been interrupted, It is an information processing system equipped with [the following features].

[0014] An information processing method and information processing system according to one aspect of this disclosure are also provided as an information processing method or information processing system corresponding to a program according to one aspect of this disclosure. [Effects of the Invention]

[0015] According to this disclosure, it is possible to provide a game environment that players can enjoy more naturally. [Brief explanation of the drawing]

[0016] [Figure 1] This figure shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. [Figure 2] This figure shows an example of the hardware configuration of a server constituting an information processing system according to one embodiment of the present disclosure. [Figure 3]It is a diagram showing an example of the functional configuration of a server and a player device that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] It is a diagram showing an example of an image displayed on a player terminal that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 5] It is a diagram showing an example of an image displayed on a player terminal that constitutes an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] It is a diagram showing an example of an image displayed on a player terminal that constitutes an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 4 and 5. [Figure 7] It is a diagram showing an example of the flow of processing executed by a server that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 8] It is a diagram showing an example of an image displayed on a player terminal that constitutes an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 4 to 6. [Figure 9] It is a diagram showing an example of an image displayed on a player terminal that constitutes an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 4 to 6. [Mode for Carrying Out the Invention]

[0017] [Embodiment] FIG. 1 is a block diagram showing an example of an information processing system (hereinafter referred to as "this system") according to an embodiment of the present invention. As shown in FIG. 1, this system includes a server 1 managed by an administrator of this system or the like, a player device 2-A (A is any integer value of 1 or more) used by a first player, and a player device 2-B (B is any integer value of 1 or more different from A) used by a second player. The server 1, the player device 2-A, and the player device 2-B are interconnected via a predetermined network N such as the Internet. In the following explanation, unless there is a need to distinguish between Player Device 2-A and Player Device 2-B, they will both be referred to simply as "Player Device 2." That is, in the following explanation, when we refer to Player Device 2, we mean either Player Device 2-A or Player Device 2-B. Furthermore, in the following explanation, the term "image" will include both "moving images" and "still images."

[0018] In this embodiment, a so-called network-based fighting game is provided to each of player device 2-A and player device 2-B. Specifically, in the game according to this embodiment (hereinafter referred to as "this game"), for example, each player controls one character of their choice and performs various actions such as attacking and defending while fighting in a virtual space to determine the winner. Here, in this system, a "match" refers to a unit of game progression in which the winner is determined by the results of five matches between two target players. A "match" is a unit of game progression in this game used to determine the winner of a match. In each match, each player fights by attacking and defending, and the player who reduces the opponent's parameter (HP) to a certain value or less wins the match. In this example, players play a maximum of five matches in one match, and the first player to win three matches becomes the winner of that match.

[0019] Server 1 is managed by the system administrator, etc. Server 1 is composed of a general-purpose PC or similar device. Server 1 communicates with player device 2, etc., and stores and manages various information necessary for the game's progress.

[0020] Player device 2 is used by players who wish to apply the services provided by this system. Player device 2 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Player device 2 performs various processes necessary for the game to progress.

[0021] Figure 2 shows an example of the hardware configuration of a server constituting an information processing system according to one embodiment of the present disclosure.

[0022] As shown in Figure 2, Server 1 comprises a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0023] The control unit 11 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), and a microcomputer including semiconductor memory. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0024] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0025] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0026] The input unit 17 is, for example, a keyboard or mouse, and various information is input according to the input operations of the system administrator or other users.

[0027] The memory unit 18 consists of components such as an HDD (Hard Disk Drive) or SSD (Solid State Drive) and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0028] The communications unit 19 controls communications between itself and other hardware via the network N, including the Internet.

[0029] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0030] Here, the hardware configurations of player devices 2-A and 2-B can be basically the same as those of server 1, so we will only provide the necessary explanations while referring to Figure 3.

[0031] The control unit 100-A of the player device 2-A is composed of a microcomputer including a CPU, GPU, and semiconductor memory, and executes various processes according to a program stored in a storage unit (not shown) or a program loaded from a storage unit (not shown) into RAM or the like.

[0032] The communication unit 110-A controls communication with other devices (for example, server 1 or other player devices 2) via a network N including the Internet.

[0033] The output unit 102-A is composed of, for example, a speaker or headphones that output game audio. Specifically, for example, the output unit 102-A outputs audio related to the game to the outside as a result of the execution of a program or the like. Furthermore, the output unit 102-A is composed of, for example, a liquid crystal display that outputs game images. Specifically, for example, 102-A displays game images of the game on the display as a result of the execution of a program or the like.

[0034] The input unit 103-A is composed of, for example, a game controller. It receives various game input operations from the player. The information regarding the input operations received here (hereinafter referred to as "input operation information") is processed as game input information by the game processing execution means 120-A of the control unit 100-A. The hardware configuration of player device 2-B can be basically the same as the hardware configuration of player device 2-A, so its explanation is omitted here.

[0035] Figure 3 shows an example of the functional configuration of a server and player device that constitute an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of server 1 functions as a game information acquisition means 60, a virtual space management means 62, a game information matching means 64, an interruption acquisition means 66, and a resume processing means 68 by executing various programs. In addition, a game information DB 300 is provided in one area of ​​the storage unit 18 of server 1. The game information DB 300 stores various information related to game matches and progress, for example.

[0036] The game information acquisition means 60 acquires various information related to the game (hereinafter referred to as "game information") transmitted from each of the player devices 2 via the communication unit 19. Here, the game information includes, for example, information related to the game image (hereinafter referred to as "game image"), information related to the game sound (hereinafter referred to as "game sound"), and information related to the player's input operations (hereinafter referred to as "input operation information"). Furthermore, Server 1 or Player Device 2 can combine and refer to this information. This allows Server 1 or Player Device 2 to see what input operations each player is performing at each stage (frame) of the game, and to generate replay images and other data. Furthermore, the game information acquisition means 60 appropriately stores the acquired game information in the game information DB 300.

[0037] The virtual space management means 62 manages the virtual space that can be accessed by users who are candidates to be opponents or spectators. Specifically, the virtual space management means 62 performs processing related to the management of a predetermined virtual space (hereinafter referred to as the "custom room") that is accessed by players who wish to play a game against each other (hereinafter referred to as "opponents") and players who wish to watch a game (hereinafter referred to as "spectators").

[0038] Here, the virtual space management means 62 is provided with a setting reception means 80. The setting reception means 80 receives a setting regarding whether or not to resume the game when the match is interrupted. Specifically, the setting acceptance means 80 accepts a setting regarding "whether or not to resume the interrupted game match" when a match of the target game is interrupted midway, based on the game information acquired by the game information acquisition means 60. This system executes the various processes related to resuming the game, as described later, only if the setting acceptance means has set the game to resume the interrupted match.

[0039] The game information matching means 64 determines whether the match has been interrupted. That is, the game information matching means 64 matches the game information acquired by the game information acquisition means 60 and determines the progress of the ongoing game. Specifically, the game information matching means 64 compares the game information transmitted from player device 2-A with the game information transmitted from player device 2-B against the progress status at a predetermined point in time, and determines whether or not there is any missing game information. If game information is obtained from both player device 2-A and player device 2-B, the game information matching means 64 determines the progress status of the game at that point in time. On the other hand, if game information cannot be obtained from either player device 2-A or player device 2-B due to a connection error or the like, the game information matching means 64 interrupts the progress of the game. In other words, if game information is obtained from both player device 2-A and player device 2-B, the game information matching means 64 determines the game's progress and records the game's progress at that point. Conversely, if game information can only be obtained from at least one of player device 2-A or player device 2-B, the game's progress is interrupted and the game's progress at that point is recorded.

[0040] The interruption acquisition means 66 acquires information relating to the game's progress at that point (hereinafter referred to as "interruption game information") from the game information DB 300 when the game's progress is interrupted by the game information matching means 64. The interruption game information includes, for example, game images before and after the interruption, game audio before and after the interruption, and input operation information before and after the interruption.

[0041] When the determination means determines that the match has been interrupted, the restart processing means 68 executes a process to restart the game from a predetermined point in time for the players in the match at the time the determination means determined that the match had been interrupted. Specifically, when the game information matching means 64 determines that the progress of the game has been interrupted, the restart processing means 68 executes various processes related to restarting the game for the players in the interrupted match, etc. Here, the restart processing means 68 is provided with a restart determination means 90 and a restart generation means 92. The restart determination means 90 determines the conditions for resuming the game. In this embodiment, the restart determination means 90 determines the conditions for resuming the game by inheriting the win / loss record that was determined at the time of interruption, some of the parameters that were accumulated at the time of interruption, and the details of the win / loss record that was determined at the time of interruption. The elements that are inherited in the resumed game will be described later with reference to Figure 5 and other figures. The restart generation means 92 generates information regarding the progress of the game to be restarted (hereinafter referred to as "restart game information") according to the conditions for restarting the game determined by the restart determination means 90. The restart determination means 90 also transmits the generated restart game information to each of the player devices 2.

[0042] Next, we will explain the functional configuration of player device 2. Since player device 2-A and player device 2-B can have the same configuration, we will omit the designations A and B when referring to player device 2, and explain the functional configuration of both together.

[0043] As shown in Figure 3, the control unit 100 of the player device 2 functions as a game processing execution means 120 and an input / output control means 122 by executing various programs.

[0044] The game processing execution means 120 performs various processes related to the game. Specifically, for example, the game processing execution means 120 reads data such as virtual game space objects and textures contained in the game data from a storage unit (not shown) according to various input information input by the player or other user, and while executing the game program, generates information related to images, sounds, etc., of a 2D or 3D game (hereinafter referred to as "game information"). The game processing execution means 120 transmits the generated game information to the server 1 as appropriate. Furthermore, the game processing execution means 120 places characters and other elements on the game image according to the player's input operations, and controls the actions of the characters in the game space in response to the player's input operations. Specifically, for example, the game processing execution means 120 controls the position and actions of the characters in response to the player's input operations.

[0045] Here, the game processing execution means 120 is provided with an input operation receiving means 140 and a restart acquisition means 142. The input operation receiving means 140 receives various input information corresponding to the player's input operations as input operation information in game processing. Here, the input operation information includes, for example, information about the type of button or analog stick that was pressed, information about the time the input operation was performed, and information about the number of times it was pressed. The restart acquisition means 142 acquires the restart game information transmitted from the server 1 via the communication unit 110. The game processing execution means 120 then resumes the game match based on the restart game information acquired by the restart acquisition means 142.

[0046] The input / output control means 122 performs control related to input and output via the output unit 102 and input unit 103 when executing various programs and other processes.

[0047] From here, we will explain an example of a game image related to this system with reference to Figures 4 to 6. Figures 4 to 6 are all examples of images displayed on a player terminal that constitutes an information processing system according to one embodiment of this disclosure.

[0048] Figure 4 shows an example of a game image in a custom room for this game. As mentioned above, a custom room is a virtual space accessed by both players and spectators of the game. Each player can access the custom room and participate in a match of this game either as a player or as a spectator by either requesting to participate as a player or as a spectator. Specifically, the left area of ​​Figure 4 shows the players in a match, and the right area of ​​Figure 4 shows the spectators in a match. In this way, players can, in principle, freely participate in matches of this game as either a player or a spectator by accessing the custom room and requesting to participate as a player or as a spectator in each match. However, as mentioned above, in network-based competitive games, it is necessary for both players to have a good internet connection, and it is not uncommon for games to be interrupted due to connection errors or other issues during gameplay.

[0049] In the example in Figure 5, an example of the game image displayed to the players who were playing against each other in a game that was interrupted is shown when the game is resumed. Specifically, the example in Figure 5 is an example of the game screen displayed to Player 1 and Player 2 after a game between Player 1 and Player 2 has been interrupted. In the example in Figure 5, Player 1 or Player 2 can resume the interrupted game by selecting the "Sit Down" option, with the game information from the time of the interruption remaining. Here, in the resumed game, the players do not simply play the game again, nor do they reproduce the game situation exactly as it was at the time of the interruption. In the resumed game, the players can resume a new game while carrying over only some of the information from the interrupted game. Specifically, in this game, the interrupted game is resumed with the number of wins and losses determined at the time of the interruption, some of the parameters accumulated at the time of the interruption, and the details of the wins and losses determined at the time of the interruption carried over. In this regard, in the example in Figure 5, as shown in range H1, it is already shown that Player 1 has won 2 out of 5 games. Furthermore, in the example shown in Figure 5, as displayed in area H1, information such as "Victory - Special Move," indicating that Player 1 won the first battle with a special move, and "Victory - Perfect," indicating that Player 1 won the second battle without taking any damage, are also displayed. Furthermore, the ranges H2 and H3 in Figure 5 display the value of the "Special Move Gauge," one of the parameters related to this game, and the value of the "Special Move Gauge" accumulated by each player at the time of interruption is carried over. The Special Move Gauge accumulates during the game under certain conditions, and when the accumulated gauge exceeds a certain value, the character can use a special move that is even more powerful than a normal special move. Specifically, in the example shown in Figure 5, a player can view such a game image and select the "Sit Down" option to resume the interrupted game from the beginning of each match (for example, from the start of the third match in the example in Figure 5), while retaining only a portion of the game situation at the time of the interruption. Specifically, in the example in Figure 5, the game between Player 1 and Player 2 was interrupted in the middle of the third match. The progress of the ongoing third match is discarded, and the game is restarted from the beginning of the third match (with only the aforementioned carried-over items retained).

[0050] In contrast, the example in Figure 6 shows an example of the game image that is displayed to other players who are not the opponents in the interrupted game when resuming a game that has been interrupted. Unlike the example in Figure 5, in the example in Figure 6, the "Sit Down" option is unavailable. By changing the game image displayed depending on the type of player, this system can limit the players who can resume an interrupted game to only the opponents in the interrupted game.

[0051] Figure 7 shows an example of the processing flow executed by a server constituting an information processing system according to one embodiment of the present disclosure.

[0052] In step S1, the setting acceptance means 80 accepts a setting regarding whether or not to resume a match of the target game if it is interrupted midway, based on the game information acquired by the game information acquisition means 60.

[0053] In step S2, the game information acquisition means 60 acquires game information relating to the progress of the ongoing game match transmitted from player device 2-A and player device 2-B via the communication unit 19.

[0054] In step S3, the game information matching means 64 compares the game information transmitted from player device 2-A with the game information transmitted from player device 2-B with respect to the progress at a predetermined point in time, and determines whether or not there is any missing game information. If game information is obtained from both player device 2-A and player device 2-B, the game information matching means 64 determines step S3 to be NO, and the process proceeds to step S4. In contrast, if game information cannot be obtained from either player device 2-A or player device 2-B due to a connection error or the like, the game information matching means 64 determines step S3 as YES, and the process proceeds to step S5.

[0055] In step S4, if game information is obtained from both player device 2-A and player device 2-B, the game information matching means 64 determines the progress of the game at that time.

[0056] In step S5, if game information cannot be obtained from either player device 2-A or player device 2-B due to a connection error or the like, the game information matching means 64 interrupts the game.

[0057] In step S6, if the game progress is interrupted by the game information matching means 64, the interruption acquisition means 66 acquires the interruption game information relating to the game progress at that time from the game information DB 300.

[0058] In step S7, the restart generation means 92 generates restart game information relating to the progress of the restarted game, according to the conditions for restarting the game determined by the restart determination means 90.

[0059] In step S8, the restart determination means 90 transmits the generated restart game information to each of the player devices 2. This completes the various processes performed on the server 1.

[0060] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0061] [Other embodiments] Here, with reference to Figures 8 and 9, we will briefly describe other embodiments of the system that differ from the embodiments described above. Figure 8 shows an example of a custom room configuration different from the example in Figure 4, etc., for the custom room in the embodiment described above. In the example in Figure 8, when a suspended game is resumed, one of the players displayed on the left side of Figure 8 is hidden, and a key icon is displayed instead. This system may, for example, prevent anyone other than the players in the suspended game from joining the resumed game by displaying such a message in the custom room. In the example in Figure 8, spectators of the resumed game (players who wish to spectate) are displayed, and all players can spectate the resumed game, regardless of whether they are players in the suspended game or not.

[0062] Figure 9 shows an example of a different configuration of a virtual space that can be accessed by players and spectators in the above-described embodiment, distinct from the example in Figure 4. Specifically, in the example in Figure 9, a sufficiently large virtual space is equipped with game stations for playing matches, and each player can play a match by controlling their own character (avatar) and moving freely within the virtual space, then sitting down (selecting) one of these game stations. In the example in Figure 9, the player's character may be the same as the character used during the match, or it may be different. For details of the virtual space shown in Figure 9, please also refer to Non-Patent Document 1, which will be discussed later. This system can also freely select and adopt various technologies and methods described in Non-Patent Document 1, which will be discussed later. [Non-Patent Literature 1] Battlehub [Retrieved November 29, 2024], Internet<https: / / www.streetfighter.com / 6 / ja-jp / mode / battlehub>

[0063] Herein, we will clarify the meaning of terms used in this specification. When resuming an interrupted game, this system envisions two methods, for example, "resuming the game from the middle of the game (each match) after the interruption" and "discarding the content of the game (each match) in progress after the interruption and restarting the game from the beginning of each match." This system may adopt an embodiment that includes both of these methods, or an embodiment that includes only one of them.

[0064] Furthermore, although the above-described embodiment has been explained as accepting settings regarding whether or not to resume a suspended game match, the system is not limited to this. The system may also accept settings such as which game actions correspond to each button on an input device (such as a game controller), and various settings regarding the operation method of the game (for example, settings for easy operation, settings for detailed operation, etc.). Furthermore, this system may include a function to confirm these settings when resuming a game that has been interrupted. Additionally, this system may include a game mode that allows testing, for example, the response of various input buttons and the settings for various input operations.

[0065] Furthermore, in the embodiments described above, the system was explained as carrying over elements of the resumed game, such as the number of wins and losses determined at the time of interruption, some of the parameters accumulated at the time of interruption (e.g., special move gauge), and the content of the win or loss determined at the time of interruption. However, this is merely an example and not limited to these. The system may also carry over other arbitrary elements, such as HP (a parameter used to determine the outcome of the game) at the time of interruption, or the elapsed time. In addition, the system may change the elements carried over in the resumed game in response to input operations from the system administrator.

[0066] Furthermore, although the above-described embodiment has been explained as resuming a suspended game from the beginning of each match, the system is not limited to this. The system may, for example, resume a suspended game from any point in time, rather than from the beginning of each match.

[0067] Furthermore, although not explained in the embodiments described above, if an interruption occurs in the first match of a game (the first match of multiple matches), the system may, depending on the circumstances, resume the game without any special handover. Even in such cases, the system may resume the game anew, carrying over information such as the selected character and various control settings, since this information is already determined.

[0068] Furthermore, although not explained in the embodiments described above, the characters in this game may have parameters that are uniquely set for each character. This system may also be one of the elements that carries over the values ​​of these unique parameters in a subsequent game. To summarize, the parameters for this system may be, for example, the following: (1) Some parameters related to this system may be carried over when the game is resumed, while others may not be carried over. (2) The parameters related to this system may include those that are set in common regardless of the character, and those that are set specifically depending on the type of character, etc. (3) Regarding character-specific parameters, some may be carried over when the game is resumed, while others may not. (4) When resuming a match midway through (for example, from the second match onwards), the system may decide whether or not to transfer character-specific parameters, in the same way as regular parameters, depending on the settings for transfer items.

[0069] Furthermore, although not explained in detail in the above-described embodiments (particularly the embodiment in Figure 5), the system is not limited to simply presenting the game image for resuming the game shown in Figure 5 to the opposing player. For example, the system may present the game image for resuming the game only if the opposing player is present in a custom room. Furthermore, if, for example, neither or both players are present in the custom room, the system may resume the game by presenting an alternative game image based on the room ID or player ID. For example, the system may present a game screen for resuming the game on the transition screen after the interruption. Alternatively, if a player's connection to the game was lost, the system may present a game screen for resuming the game when the connection is restored. Also, the system may choose not to resume an interrupted game if, for example, neither or both players are present in the custom room.

[0070] Furthermore, although not described in the above embodiments, the system may also include a function for generating game replay images. For example, the system may generate replay images when a game match (or game) ends successfully, but may not generate replay images when a game match (or game) does not end successfully.

[0071] Furthermore, in the embodiments described above, the content of the win or loss that was determined at the time of interruption was explained as, for example, "victory achieved by a special move" or "victory achieved without taking any damage," but these are examples only and are not limiting. This system may also carry over any match content, such as the type of winning move including a special move, the number of consecutive wins, or a draw (both players knocked down simultaneously).

[0072] Furthermore, in the embodiments described above, the system was described as resuming a suspended game only if a setting to resume the suspended game has been made, but it is not limited to this. The system may, for example, resume a suspended game even if the above setting has not been made, at the discretion of the system administrator.

[0073] Furthermore, although the above-described embodiment explained that the system allows for the resumption of interrupted game matches for each virtual space (e.g., a custom room), it is not limited to this. The system may, for example, configure these settings for each user. In this case, the system may, for example, only resume interrupted game matches between users who have configured the system to resume matches.

[0074] Furthermore, although not explained in the above embodiment, this system may, for example, enable the resumption of a game by changing the settings after it has been interrupted, even if the system has not been set in advance to resume an interrupted game (i.e., it has been set not to resume).

[0075] Furthermore, although not explained in the above embodiment, this system may configure different servers for each virtual space (e.g., a custom room or a battle hub). Also, this system may, for example, delete the virtual space itself if both or either of the players leave the custom room.

[0076] Furthermore, in the embodiments described above, participation in the resumed game as an opponent was limited to the player who was an opponent at the time of the interruption, but this limitation does not apply. For example, the system may prohibit participation in the resumed game by anyone other than the opponent at the time of the interruption for a certain period of time after the interruption, and then allow participation by anyone other than the opponent after that period of time has elapsed.

[0077] Furthermore, although not explained in the above-described embodiments (particularly the embodiment in Figure 9), in the virtual space of the embodiment in Figure 9, if participation in a resumed game is to be restricted, for example, access to the game station for competitive play may be restricted for a certain period of time.

[0078] Furthermore, although not explained in the above-described embodiment (particularly the embodiment in Figure 9), this system may also include a waiting list function for players to wait their turn to participate in a game when there are many players who wish to play against each other. Furthermore, suppose a match between Player 1 and Player 2 is interrupted while Player 2 has three other players (Player 3, Player 4, and Player 5) waiting in line. In this system, if the interrupted game is to be resumed, for example, Player 2 may take over the three players who were waiting in line and resume the match.

[0079] Furthermore, although only a brief explanation was given in the embodiments described above, this system may also resume a game that was interrupted while retaining the various game settings at the time of interruption. Specifically, this system may retain various settings such as the number of matches played at the time of interruption, the count setting (time limit) at the time of interruption, the number of matches won at the time of interruption (victory conditions), the selected character at the time of interruption, the player name at the time of interruption, the platform at the time of interruption, and the operation type (input operation settings) at the time of interruption.

[0080] Furthermore, although the explanation was omitted in the embodiments described above, the concept of frames in fighting games will now be explained in detail. A frame is a term known to mean an image or other representation of a specific point in time in a video or animation, but in fighting games, it is also used as a word with a slightly different meaning. In other words, in fighting games, the term "frame" is also used to refer to a unit of time used for managing the passage of time and game images within the game. Generally, in fighting games, time is managed in units of 60 divisions of one second, with 1 frame = 1 / 60. In other words, in fighting games, various input information is processed frame by frame, and the game progresses accordingly. Furthermore, in fighting games, each of a character's actions has a set number of frames (time) until that action becomes effective, and a frame period after that action during which the character is not allowed to receive any other input from the player, i.e., a recovery time. Therefore, in fighting games, understanding the frames (time) required to execute such actions and techniques, as well as the duration of the uninputable frames that follow, is sometimes used as a technique to improve one's win rate.

[0081] Furthermore, although not explained in the above embodiment, this system may acquire, for example, information regarding the player device 2 that caused the interruption (such as which player's game information was insufficient to cause the interruption), and information regarding whether or not the player had left the virtual space (e.g., a custom room) at the time of the interruption, as one of the interruption game information. By acquiring this information, this system may estimate, for example, which player device 2 and what action caused the interruption. Furthermore, the connection status of players when a game is interrupted in this system can be assumed to include, for example, remaining connected to the virtual space (e.g., a custom room), leaving the virtual space (e.g., a custom room) but still connected to the game, or leaving the virtual space (e.g., a custom room) and not connected to the game. This system may, for example, take such information into consideration to estimate what action by which player device 2 caused the interruption.

[0082] Furthermore, although the above embodiment is only a simplified explanation, this system acquires game information from each of the player devices 2 as needed. This system can, for example, use the acquired game information when the game is interrupted, or it can be used to generate replay images, for example. This system can also, for example, transmit the acquired game information to the spectator's player device 2 and use it to generate game images for spectators. By using game information for multiple processes in this way, this system can efficiently perform various processes.

[0083] Furthermore, although not explained in the embodiments described above, each player may have their own individual ID in advance and log in to the game, allowing the system to verify that each player is the actual opponent in the interrupted game based on their ID. Additionally, when matches are played offline, the system may issue IDs for referees (spectators, administrators, etc.) and only allow the interrupted game to resume if the referee (spectator, administrator, etc.) is present in the virtual space (e.g., a custom room). Furthermore, this system may unconditionally allow the resumption of a suspended game. Specifically, this system may unconditionally allow the resumption of a suspended game even if, for example, a login using an ID was not performed while offline. Also, this system may unconditionally allow the resumption of a suspended game only if the match was played offline.

[0084] Furthermore, although the above-described embodiment assumed that the system resumes a suspended game from the beginning of the suspended match, it is not limited to this. This system may, for example, resume a suspended game after all the various settings for a match have been completed (for example, after deciding on character selection and input methods). Alternatively, this system may resume a suspended game after selecting a situation such as a predetermined amount of time having passed during the match, or a situation where the match is stalled (for example, when there are few changes in various parameters, or when the characters are not in close proximity). Furthermore, this system may, for example, resume the interrupted game from the point in the game closest to the current progress among the predetermined timings. Also, this system may determine the timing for resuming an interrupted game according to predetermined priorities (for example, prioritizing stalled situations and, if that fails, resuming from the beginning of the match). Additionally, this system may determine the timing for resuming an interrupted game according to the progress of the match or game (for example, resuming from the first game if the number of wins is the same, otherwise resuming from the middle of the match with the number of wins carried over).

[0085] Furthermore, although not explained in the embodiments described above, the games related to this system may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0086] Furthermore, although not explained in the embodiments described above, the genre of games to which this system applies is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0087] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0088] Specifically, for example, this system may consist of multiple player devices 2 connected by a method such as P2P (Peer to Peer), and various processes executed on the server 1 of the above embodiment may be performed by other player devices 2. In other words, the server 1 is not an essential component of this system and is not limited to it. Furthermore, this system may, for example, connect each player device 2 of the opposing team using a P2P method and send game information to server 1. Alternatively, this system may send the acquired game information to each player device 2 of the spectators and allow each spectator's player device 2 to recreate the game match.

[0089] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0090] Furthermore, if a series of processes are to be executed by software, the programs that make up that software may be installed on a computer or other device from a network or storage medium.

[0091] Furthermore, the computer may be a computer built into dedicated hardware. Also, the computer may be a computer capable of performing various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0092] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0093] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0094] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0095] The effects and advantages of this embodiment will be achieved even when these other embodiments are adopted. Furthermore, this embodiment and other embodiments, and other embodiments with each other, may be combined as appropriate.

[0096] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. An information processing device for a game that can be played by two or more users, A receiving means (for example, a setting receiving means 80) that accepts a setting regarding whether or not to resume the game if the match is interrupted, A determination means (for example, a game information matching means 64) for determining whether the aforementioned match has been interrupted, If the determination means determines that the match has been interrupted, the execution means (for example, a restart processing means 68 or a restart generation means 92) executes a process to restart the game from a predetermined point in time for the players in the match at the time the determination means determined that the match had been interrupted, Any program that functions as such will suffice.

[0097] In other words, for example, the setting reception means 80 functions as a reception means. For example, the game information matching means 64 functions as a determination means. For example, the restart processing means 68 or the restart generation means 92 functions as an execution means.

[0098] This allows players to enjoy the game more freely. [Explanation of Symbols]

[0099] 1 server 11 Control Unit 60. Methods for obtaining game information 62 Virtual Space Management Methods 80 Setting Acceptance Method 64 Game Information Verification Means 66 Acquisition method during interruption 68 Processing means upon restart 90. Determination method for restarting 92 Generating means at restart 300 Game Information Database 2 Player devices 100 Control Unit 120 Game processing execution means 140 Input operation receiving means 142 Means of acquisition upon resumption 122 Input / Output Control Means

Claims

1. An information processing device for a game in which two or more users can participate, A means for receiving a setting regarding whether or not to resume the game if the match is interrupted, A determination means for determining whether the aforementioned match was interrupted, If the determination means determines that the match has been interrupted, the execution means executes a process to resume the game from a predetermined point in time for the players in the match at the time the determination means determined that the match had been interrupted, A program that makes it function as such.

2. The execution means executes the process for watching the resumed game for other users other than the opponent. The program according to claim 1.

3. To further function as a management means for managing the virtual space that can be accessed by the aforementioned potential opponents or spectators, The program according to claim 2.

4. The execution means executes a process to resume the game when both of the opponents are present in the virtual space managed by the management means. The program according to claim 3.

5. If the aforementioned match ends successfully, or if the resumed match ends successfully, the following means of acquiring a replay image of the game will further function: The program according to claim 1.

6. The execution means changes the conditions for resuming the game according to the progress of the game at the time the game was interrupted. The program according to claim 1.

7. An information processing method performed by an information processing device related to a game in which two or more users can participate, A reception step that accepts a setting regarding whether or not to resume the game if the match is interrupted, A determination step to determine whether the aforementioned match was interrupted, If the determination step determines that the match has been interrupted, the execution step includes executing a process to resume the game from a predetermined point in time for the players in the match at the time the determination step determined that the match had been interrupted, Information processing methods including

8. An information processing system for a game in which two or more users can participate, A means for receiving a setting regarding whether or not to resume the game if the match is interrupted, A determination means for determining whether the aforementioned match was interrupted, If the determination means determines that the match has been interrupted, the execution means executes a process to resume the game from a predetermined point in time for the players in the match at the time the determination means determined that the match had been interrupted, An information processing system equipped with the following features.