Program, information processing device, and game start timing display method

The mechanism allows host players to set and communicate game start timing, addressing multiplayer game inefficiencies by aligning participant expectations and facilitating smoother game initiation.

JP7620432B2Active Publication Date: 2025-01-23KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021001514
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-01-07
Publication Date
2025-01-23
Estimated Expiration
2041-01-07

AI Technical Summary

Technical Problem

Conventional multiplayer games face challenges in gathering a predetermined number of players, with unclear policies on starting the game when the required number is not met, leading to inefficiencies and uncertainty for both the host player and participants.

Method used

A mechanism where a host player sets the game start timing and shares this information with participants through a screen display, allowing players to understand the host's policy and adjust their expectations accordingly, with dynamic updates based on player participation changes.

Benefits of technology

Enhances player coordination by clearly communicating game start timing, enabling smoother game initiation and reducing wait times by aligning participant expectations with the host's strategy.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a new setup for allowing a first player who recruits participation in a game and a second player who desires to participate in the game in response to the recruitment to share information for showing timing when the game is started.SOLUTION: A program is provided, which allows an information processor in which a first player recruits participation in a game, and the first player and at least one second player who gather in response to the recruitment play the same game to function as setting reception means for receiving a setting of information for showing timing when the first player starts playing the game, and as screen control means for allowing the first player to recruit participation in the game, and for displaying information for showing timing when the game that receives a setting from the first player is started on a screen for receiving the desire to participate in the game from the second player.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present disclosure relates to a program, an information processing device, and a game start timing display method. [Background technology]

[0002] For example, there is a system in which a portable game device is connected to a stationary game device, and multiple players can play a game in the same virtual space. In such a system, a technique is conventionally known in which a lobby image for multiple players to exchange information is displayed on the portable game device, players are allowed to enter a room, and the game starts when a predetermined number of participants in the room is reached (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-92304 A Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional multiplayer games, a host player would create a room or the like and invite other players to participate in the same game, and the host player and one or more other players who responded to the invitation would play the same game together.

[0005] For example, in a conventional multiplayer game, a host player wants to gather multiple players, such as four people, in a room to start the game, but there are cases where it is difficult to gather four players. To deal with such cases, in conventional multiplayer games, even if four players do not gather, the game can be started after a certain time has passed or by the operation of the host player.

[0006] However, in conventional multiplayer games, there was a problem that other players who gathered in response to the host player's invitation were unable to know the host player's policy, such as a policy to wait until four people gather before starting the game, or a policy to start the game after a certain amount of time has passed even if four people cannot gather.

[0007] An object of the present disclosure is to provide a new mechanism for a first player who has invited players to participate in a game and second players who have gathered in response to the invitation and wish to participate to share information indicating the timing for starting the game. [Means for solving the problem]

[0008] According to one aspect of the present disclosure, there is provided a program for causing an information processing device in which a first player invites participants to participate in a game, and in which the first player and one or more second players who respond to the invitation play the same game, to function as a setting acceptance means for accepting settings of information indicating a timing for starting the game from the first player, and a screen control means for displaying the information indicating the timing for starting the game, the setting accepted from the first player, on a screen in which the first player invites participants to participate in the game and accepts requests to participate from the second player. Effect of the Invention

[0009] According to one aspect of the present disclosure, a new mechanism can be provided in which a first player who is invited to participate in a game and second players who gather in response to the invitation and wish to participate share information indicating the timing to start the game. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 is a diagram illustrating an example of a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a client according to an embodiment. [Diagram 3]FIG. 2 is a diagram illustrating an example of a hardware configuration of a server according to an embodiment. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional configuration of a client according to an embodiment. [Diagram 5] FIG. 2 is a diagram illustrating an example of a functional configuration of a server according to an embodiment. [Figure 6] 10 is a flowchart illustrating an example of a processing procedure of the game system according to the present embodiment. [Figure 7] FIG. 13 is an image diagram of an example of a host room setting screen. [Figure 8] FIG. 13 is an image diagram of an example of a room screen. [Figure 9] 13 is a flowchart illustrating an example of a procedure for updating a waiting time until a game is started. [Figure 10] FIG. 13 is an image diagram of an example of a room screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In this embodiment, a host player (an example of a first player) creates a room in a lobby, for example, and recruits other players (an example of a second player) to play a game together using the room, but the present disclosure is not limited to this.

[0012] In this disclosure, a "lobby" is a virtual space (game space) where multiple players gather, and a "room" is a virtual space created within the lobby, which can be entered by players gathered in the lobby.

[0013] The player who will act as the host (hereafter referred to as the host player) creates a room to invite players to participate in the game. Players who respond to the host player's invitation (hereafter referred to as participating players) can enter the room and perform operations to respond to the invitation. The host player who created the room and one or more participating players who have performed operations to respond to the invitation can play the game together (play the same game). Note that "playing a game together" may mean a game in which players cooperate with each other, or a game in which players compete against each other.

[0014] [Game System] First, a game system 10 according to an embodiment will be described with reference to Fig. 1. The game system 10 according to an embodiment has a configuration in which a client 20 and a server 30 are connected to each other via a network 40 so as to be able to communicate with each other.

[0015] The client 20 is an example of an information processing device on which a player plays a game. The information processing device may be a mobile phone such as a smartphone, a portable game machine, a personal computer, a tablet terminal, a home game device, an arcade game device, or the like. The client 20 accepts operations from the player using a touch panel, a controller, a mouse, a keyboard, or the like, and allows the player to play the game. The number of clients 20 is not limited to three, and may be other than three.

[0016] The server 30 is an example of an information processing device that provides the client 20 with functions required for a game by transmitting and receiving data between the server 30 and the client 20. The server 30 may be realized by a cloud computer. The number of servers 30 shown in FIG. 1 is not limited to one, and two or more servers may be used for distributed processing. For example, the server 30 is used for downloading game programs (applications) to the client 20, logging in players, managing various tables, synchronizing rooms and games between the clients 20, and the like.

[0017] 2 is a diagram showing an example of a hardware configuration of the client 20. The client 20 has a CPU (Central Processing Unit) 121, a storage device 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the client 20. The storage device 122 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or an SSD (Solid State Drive).

[0018] The communication device 123 is a communication device such as a network circuit that controls communication. The input device 124 is an input device such as a touch pad, a controller, a mouse, a keyboard, a camera, a microphone, etc. The display device 125 is an output device such as a display, a speaker, etc. A touch panel is realized by combining a touch pad and a display.

[0019] 3 is a diagram showing an example of a hardware configuration of the server 30. The server 30 has a CPU 131, a storage device 132, and a communication device 133. The CPU 131 controls the server 30. The storage device 132 is, for example, a memory such as a ROM or a RAM, or a storage such as an HDD or an SSD. The communication device 133 is a communication device such as a network card that controls communication.

[0020] 4 is a diagram showing an example of the functional configuration of the client 20. The client 20 includes a client control unit 200, an operation receiving unit 202, an output control unit 204, a communication unit 206, and a storage unit 210.

[0021] The storage unit 210 stores a program 212 such as a game program, data used by the program 212, player information 214, and room setting information 216. The storage unit 210 may be realized by the storage device 122, or may be realized by a storage device connected via the network 40. The room setting information 216 is information related to a room created by the host player, and includes information set by the host player on a host room setting screen described below.

[0022] The client control unit 200 performs overall control of the client 20. The client control unit 200 is realized by the CPU 121 executing processes described in a program 212, such as a game program. The client control unit 200 has a configuration including a room setting reception unit 222, a room creation reception unit 224, a room screen control unit 226, a room participation reception unit 228, and a game control unit 230.

[0023] The room setting receiving unit 222 receives settings for room setting information 216 based on an operation by the host player on a host room setting screen (described below) displayed on the display device 125, and stores the information in the storage unit 210. When the room creation receiving unit 224 receives an operation to create a room according to the room setting information 216 from the host player, it requests the server 30 to create a room.

[0024] The room screen control unit 226 performs control related to a room screen, described below, displayed on the display device 125. The room participation accepting unit 228 accepts a request to participate in the game from a participating player based on an operation by the participating player on a room screen, described below, etc., displayed on the display device 125. The game control unit 230 performs overall control related to the game played together by the host player and participating players.

[0025] The operation reception unit 202 receives various operations by the player on the input device 124. The output control unit 204 displays various screens on the display device 125 under the control of the client control unit 200. The operation reception unit 202 is realized by the CPU 121 controlling the input device 124 under the program 212. The output control unit 204 is realized by the CPU 121 controlling the display device 125 under the program 212. The various operations by the player on the input device 124 refer to operations by the player manipulating the operation reception unit 202 to cause the CPU 121 to execute processing. The output control unit 204 displays various screens and outputs sounds under the control of the client control unit 200.

[0026] The communication unit 206 communicates via the network 40 etc. The communication unit 206 is realized by the CPU 121 executing a program 212 and controlling the communication device 123 in accordance with the program 212.

[0027] 5 is a diagram showing an example of the functional configuration of the server 30. The server 30 has a server control unit 300, a communication unit 302, and a storage unit 310. The storage unit 310 stores a program 312 such as a server program, data used by the program 312, and room information 314. The storage unit 51 may be realized by the storage device 132, or may be realized by a storage device connected via the network 40. The room information 314 is room information, described below, of a room created by the host player, and includes information necessary for displaying a room screen, described below.

[0028] The server control unit 300 performs overall control of the server 30. The server control unit 300 is realized by the CPU 131 executing processes described in a program 312 such as a server program.

[0029] The server control unit 300 has a configuration including a room creation unit 322, a room management unit 324, a room synchronization control unit 326, and a game synchronization control unit 328. The room creation unit 322 creates a room in accordance with a request from the client 20, and stores room information 314 of the created room in the storage unit 310. The room management unit 324 manages the room information 314 stored in the storage unit 310. For example, the room management unit 324 uses the room information 314 stored in the storage unit 310 to manage the host player, one or more players wishing to participate, and the waiting time until the game starts for each room created by one or more host players.

[0030] The room synchronization control unit 326 performs room synchronization control for synchronizing room screens displayed by the clients 20. For example, when a host player creates a room in a certain lobby, the room synchronization control unit 326 performs synchronization control of the room information 314 so that the room screen can be displayed on the clients 20 of the players gathered in the lobby.

[0031] In addition, for example, the room synchronization control unit 326 performs synchronization control of the room information 314 so that when a player other than the host player enters the room and performs an operation indicating that he or she wishes to participate, the room screen in which the other players are additionally displayed as players wishing to participate can be displayed on the clients 20 of the players gathered in the lobby.

[0032] The game synchronization control unit 328 performs game synchronization control to display a game screen for playing the game together on the client 20 of the host player who has created a room and invited players to participate in the game, and on the clients 20 of the players who wish to participate in the game in response to the invitation from the host player in the room.

[0033] A host player who creates a room and invites players to participate in the game, and other players who wish to participate in the game in response to the invitation from the host player in the room, can play the game together, for example, on a synchronized game screen displayed by the client 20.

[0034] The communication unit 302 communicates with the client 20 via the network 40 etc. The communication unit 302 is realized by the CPU 131 executing a program 312 and controlling the communication device 133 in accordance with the program 312.

[0035] 4 and the functional configuration of the server 30 shown in Fig. 5 are merely examples, and the functional configuration may be such that the server 30 has some of the functions of the client 20, or such that the client 20 has some of the functions of the server 30. Also, the configuration may be such that some of the functions of the client 20 and the server 30 are possessed by information processing devices other than the client 20 and the server 30.

[0036] [process] The following describes a process in which a host player creates a room, uses the room to gather players who wish to participate in a game, and plays a game together with the host player and one or more players who wish to participate.

[0037] 6 is a flow chart showing an example of a processing procedure of the game system according to this embodiment. In step S10, the host player operates the client 20 to display, for example, a host room setting screen 1000 shown in FIG.

[0038] Fig. 7 is an image diagram of an example of a host room setting screen. The host room setting screen 1000 shown in Fig. 7 is an example of setting the room policy, waiting time, and timer as information indicating the timing of starting a game with players who wish to participate and gather in a room created by a host player to invite players to participate in the game.

[0039] The room policy is information for setting the waiting time by selecting the timing to start the game from "Impatient," "Normal," "Take your time," or "Unlimited." The host player can set the waiting time preset for each room policy by selecting one of the room policies "Impatient," "Normal," "Take your time," or "Unlimited."

[0040] The preset waiting time for each room policy increases in the order of "Impatient < Normal < Slow". Also, the room policy of "Unlimited" does not set a waiting time. For example, a host player who plans to start a game with a short waiting time even if the ideal number of players who want to participate do not gather can set a short waiting time by setting the room policy to "Impatient", for example.

[0041] The waiting time is information for setting the timing to start the game for each number of players who have gathered in the room and wish to participate. The host room setting screen 1000 shown in Fig. 7 shows an example in which the waiting time can be set in seconds for each number of players who have gathered in the room and wish to participate. If a waiting time that does not comply with the room policy is set, the room policy may be automatically changed to one that complies with the set waiting time, or a warning may be displayed to inform the user that a waiting time that does not comply with the room policy has been set.

[0042] The number of players who wish to participate in a room may decrease, for example, if some players leave the room before the game starts. Therefore, the host room setting screen 1000 shown in Fig. 7 allows the user to set an increase in waiting time when the number of players who wish to participate decreases.

[0043] The timer setting is information about updating the waiting time when the number of players wishing to participate increases. The host player can set the timer to either "reset" or "continue."

[0044] The reset setting indicates that when the number of players wishing to participate increases, the waiting time before the start of the game is set to the waiting time set in association with the increased number of players.

[0045] For example, in the case of a reset, if the combined number of players, including the host player and those wishing to participate (hereinafter referred to as the number of waiting players) is two and after six minutes has elapsed the number of waiting players becomes three, the waiting time until the game starts will be set to "3:00".

[0046] "Continue" refers to a setting in which, if the number of players wishing to participate increases, and the waiting time set in association with the increased number of players is shorter than the waiting time to start the game that has decreased over time as displayed on a room screen described below, the waiting time set in association with the increased number of players is set as is. Note that, "Continue" refers to a setting in which, if the number of players wishing to participate increases, and the waiting time set in association with the increased number of players is longer than the waiting time to start the game that has decreased over time as displayed on a room screen described below, the waiting time set in association with the increased number of players is not set.

[0047] For example, in the case of continuation, if the number of waiting players becomes three after six minutes has elapsed when there are two, the waiting time set in correspondence with the increased number of waiting players of "three" ("3:00") is longer than the waiting time until the game begins ("2:00") that has decreased over time and is displayed on the Room screen described below, so the waiting time displayed on the Room screen described below will remain at "2:00."

[0048] 7 is just an example, and it may be a screen that omits the setting of the room policy and the timer setting, and allows the host player to set the waiting time when the number of waiting players is two. In this case, when the number of waiting players changes from two to three, the waiting time that has decreased over time, as displayed on the room screen described below, is halved and set, and when the number of waiting players changes from three to two, the waiting time that has decreased over time, as displayed on the room screen described below, is doubled and set.

[0049] For example, a player who wishes to participate and has responded to a host player's invitation to join a room can understand that the game will begin if he or she waits at most the waiting time for the game to start that was confirmed upon entering the room.

[0050] When the room policy "unlimited" is selected, the waiting time until the game starts, which decreases over time, is not displayed on the room screen described below. Therefore, for example, a player who enters a room and responds to a host player's invitation can determine whether the room is one in which the game may not start until the ideal number of players who wish to participate gather, or one in which the game will start if the player waits until the waiting time displayed on the room screen described below is reached, based on whether the waiting time until the game starts is displayed on the room screen described below.

[0051] 6, the client 20 accepts the setting of the room setting information 216 from the host room setting screen 1000, and stores it in the storage unit 210. Proceeding to step S12, the client 20 accepts an operation from the host player to create a room in accordance with the room setting information 216. The client 20 requests the server 30 to create a room in accordance with the room setting information 216. The server 30 creates the room in accordance with the request from the client 20, and stores room information 314 of the created room in the storage unit 310.

[0052] By using the room information 314 stored in the storage unit 310, the server 30 performs synchronization control so that the information in the room information 314 of the room created by the host player can be displayed on the clients 20 of the players gathered in the lobby. By entering a room created by one or more host players, players other than the host player can display, for example, a room screen 2000 as shown in Fig. 8 on the clients 20.

[0053] Fig. 8 is an image diagram of an example of a room screen. A room screen 2000 in Fig. 8 is displayed on the clients 20 of the players gathered in the lobby. The room screen 2000 displays the following information: waiting time 2002 until the game starts, which decreases over time, information 2004 of the host player, information 2006 of players wishing to join, and information 2008 indicating the timing to start the game. The information 2008 indicating the timing to start the game in Fig. 8 displays the room policy set on the host room setting screen 1000 in Fig. 7 as text information 2009 indicating the policy for starting the game in that room.

[0054] The room screen 2000 is also provided with a join button 2010 and a leave button 2012. Players other than the host player can, for example, press the join button 2010 to request participation in response to the host player's invitation. A player who has requested participation can withdraw their request and leave the room created by the host player by pressing the leave button 2012. A player displaying the room screen 2000 on the client 20 can leave the room created by the host player by pressing the leave button 2012.

[0055] When the room screen 2000 in Fig. 8 is displayed on the host player's client 20, for example, a game start button may be provided. The host player can start the game by pressing the game start button even before the waiting time 2002 until the game starts has elapsed. The room screen 2000 in Fig. 8 is an example in which one player who wishes to participate is displayed.

[0056] Players other than the host player can determine the policy for starting the game in that room by checking the waiting time 2002 until the game starts on the room screen 2000 in FIG. 8 and the information 2008 indicating the timing for starting the game.

[0057] 6, the client 20 determines whether there has been an increase or decrease in the number of participating players displayed on the room screen 2000. If there has been no increase or decrease in the number of participating players displayed on the room screen 2000, the client 20 skips the processes of steps S16 and S18.

[0058] If there is an increase or decrease in the number of players wishing to participate displayed on the room screen 2000, the client 20 performs the processes of steps S16 and S18. In step S16, the client 20 performs an update process of the waiting time 2002 until the game starts, which is displayed on the room screen 2000. Also, in step S18, the client 20 notifies the server 30 of the contents of the update process so that the room screen 2000 after the update process can be displayed on the clients 20 of the players gathered in the lobby. In accordance with the contents of the update process received from the client 20, the server 30 performs synchronization control of the room information 314 so that the room screen 2000 reflecting the contents of the update process can be displayed on the clients 20 of the players gathered in the lobby.

[0059] In step S20, the client 20 judges whether or not there has been an instruction to start the game from the host player, such as pressing a game start button. If it is judged that there has been no instruction to start the game, the client 20 judges in step S22 whether or not a waiting time 2002 until the start of the game has elapsed.

[0060] If it is determined that the waiting time 2002 until the game starts has not elapsed, the client 20 returns to the process of step S20. If it is determined that the waiting time 2002 until the game starts has elapsed, or if it is determined that an instruction to start the game has been given, the client 20 performs a game synchronization process of step S24.

[0061] If it is determined that the waiting time 2002 until the start of the game has elapsed, the game may be started by forcibly executing the game synchronization process of step S24, or the waiting time 2002 may be used as a guide for accepting pressing of the game start button from the host player, rather than forcibly executing the game synchronization process of step S24.

[0062] For example, in a game with a theory that the equipment suitable for three players is different from the equipment suitable for four players, it is desirable to change the equipment (prepare for battle) depending on the number of players gathered. Therefore, in a game where you want to change the equipment (prepare for battle) depending on the number of players gathered, you may set a time for preparing for battle after the number of players is determined.

[0063] The time for preparing for battle after the number of players is determined may be, for example, about 10 to 60 seconds between the lapse of the waiting time 2002 and the execution of the process of step S24. In addition, in the case of a game in which the process of step S24 does not proceed until the host player presses the game start button, the time for preparing for battle after the number of players is determined is the time from the lapse of the waiting time 2002 to the host player pressing the game start button.

[0064] In step S24, the client 20 makes a request to the server 30 to play a game together with the client 20 operated by the host player and the clients 20 operated by the players who wish to participate and who have gathered in response to the host player's invitation.

[0065] The server 30 performs a game synchronization process for displaying a game screen for playing the game together on the client 20 operated by the host player and the clients 20 operated by the players who wish to participate and have gathered in response to the host player's invitation. The flowchart in Fig. 6 is an example, and after it is determined in the process of step S22 that the waiting time 2002 until the start of the game has elapsed, the server 30 may wait for an instruction to start the game from the host player and then perform the process of step S24.

[0066] The update process of the waiting time until the start of the game in step S16 is executed, for example, according to the processing procedure shown in Fig. 9. Fig. 9 is a flowchart showing an example of the procedure of the update process of the waiting time until the start of the game.

[0067] In step S30, the client 20 determines whether the number of participating players displayed on the room screen 2000 has increased. If the number of participating players displayed on the room screen 2000 has increased, the client 20 performs the process of step S32. In step S32, since the number of participating players is approaching the ideal number, the client 20 performs the process of reducing the waiting time displayed on the room screen 2000 until the game starts. If the number of participating players displayed on the room screen 2000 has not increased, the client 20 skips the process of step S32.

[0068] In step S34, the client 20 determines whether or not the number of participating players displayed on the room screen 2000 has decreased. If the number of participating players displayed on the room screen 2000 has decreased, the client 20 performs the process of step S36. In step S36, since the number of participating players has deviated from the ideal number, the client 20 performs the process of increasing the waiting time displayed on the room screen 2000 until the game is started. If the number of participating players displayed on the room screen 2000 has not decreased, the client 20 skips the process of step S36.

[0069] Note that the update process of the waiting time until the start of the game in Fig. 9 is one example. For example, in step S32 in Fig. 9, when the number of waiting players is two, and the number of waiting players becomes three after 4 minutes (50%) has elapsed from 8 minutes of the waiting time set in association with the number of waiting players "three", the waiting time 2002 until the start of the game displayed on the room screen 2000 may be 1 minute 30 seconds, which is 50% of the waiting time of 3 minutes set in association with the increased number of waiting players "three".

[0070] In this way, in step S32, the rate at which the waiting time 2002 until the start of the game displayed on the room screen 2000 has decreased over time is calculated, and the waiting time 2002 set in correspondence with the increased number of waiting players may be changed to that rate, and this may be used as the waiting time 2002 until the start of the game displayed on the room screen 2000.

[0071] The room screen 2000 in Fig. 8 may have a configuration as shown in Fig. 10, for example. Fig. 10 is an image diagram of an example of a room screen. The room screen 2000 in Fig. 10 has a configuration in which a button 2014 for decreasing the waiting time and a button 2016 for increasing the waiting time are added to the information 2006 of players wishing to participate in the room screen 2000 in Fig. 8.

[0072] On the room screen 2000 of FIG. 10, a player wishing to participate can reduce the waiting time 2002 until the start of the game, which is displayed on the room screen 2000, by pressing a button 2014 for reducing the waiting time.

[0073] Furthermore, on the room screen 2000 of FIG. 10, the participating player can increase the waiting time 2002 displayed on the room screen 2000 until the game starts by pressing a button 2016 for increasing the waiting time.

[0074] In this way, the room screen 2000 of FIG. 10 not only allows other players to understand the host player's policy for starting the game, but also allows players wishing to participate to communicate to the host player their wishes, such as wanting to start the game even if the number of waiting players is small, or wanting to wait until the ideal number of waiting players is reached before starting the game.

[0075] The game system 10, client 20, and server 30 of the disclosed embodiment should be considered as illustrative and not restrictive. The above embodiment can be modified and improved in various forms without departing from the scope and spirit of the appended claims. In addition, the matters described in the above-mentioned embodiments can be configured in other ways as long as they are not inconsistent, and can be combined as long as they are not inconsistent. [Explanation of symbols]

[0076] 10. Game System 20 clients 30 Servers 200 Client control section 202 Operation reception section 204 Output control section 206 Communications Department 210 Storage section 222 Room Settings Reception 224 Room Creation Reception Department 226 Room Screen Control Unit 228 Room Participation Reception 230 Game Control Unit 300 Server control unit 302 Communications Department 310 Storage section 322 Room Creation Department 324 Room Management Department 326 Room Synchronization Control Unit 328 Game Synchronization Control Unit 1000 Host room setting screen 2000 Room Screen

Claims

1. An information processing device in which a first player invites participants to a game, and the first player and one or more second players who have joined in response to the invitation play the same game; a setting receiving means for receiving a setting of information indicating a timing for starting the game from the first player; a screen control means for displaying information indicating a timing for starting the game set by the first player on a screen on which the first player invites players to participate in the game and accepts a participation request from the second player; Functioning as a the information indicating the timing to start the game includes a waiting time until the game is started, the waiting time being changed based on the number of the second players whose participation requests have been accepted; program.

2. The screen control means updates the waiting time until the start of the game, which is displayed on the screen, based on the number of the second players whose participation requests have been accepted, based on information associating the number of the second players whose participation requests have been accepted with the waiting time until the start of the game, which information is set by the first player as information indicating the timing of starting the game. The program according to claim 1 .

3. the screen control means, when the number of the second players whose participation requests have been accepted is increased, displays on the screen a waiting time until the game is started that is associated with the increased number of the second players and a waiting time until the game is started that has decreased with the passage of time displayed on the screen, whichever is shorter.

3. The program according to claim 2 .

4. the screen control means, when the number of the second players whose participation requests have been accepted increases, calculates an elapsed ratio of the waiting time until the start of the game, which has decreased with the passage of time displayed on the screen, changes the waiting time until the start of the game, which is associated with the increased number of the second players, to the elapsed ratio, and displays the changed waiting time on the screen.

3. The program according to claim 2 .

5. An information processing device in which a first player invites participants to a game, and the first player and one or more second players who have joined in response to the invitation play the same game, a setting receiving means for receiving a setting of information indicating a timing for starting the game from the first player; a screen control means for displaying information indicating a timing for starting the game set by the first player on a screen on which the first player invites players to participate in the game and accepts a participation request from the second player; Functioning as a the information indicating the timing to start the game includes information indicating a policy for setting a waiting time until the game is started; program.

6. An information processing device in which a first player invites participants to a game, and the first player and one or more second players who have joined in response to the invitation play the same game, a setting receiving means for receiving a setting of information indicating a timing for starting the game from the first player; a screen control means for displaying information indicating a timing for starting the game set by the first player on a screen on which the first player invites players to participate in the game and accepts a participation request from the second player; Functioning as a The screen control means receives an operation for increasing or decreasing a waiting time until the start of the game displayed on the screen from the second player whose participation request has been received. program.

7. An information processing device in which a first player invites participants to a game, and the first player and one or more second players who have joined in response to the invitation play the same game, a setting receiving means for receiving a setting of information indicating a timing for starting the game from the first player; a screen control means for displaying information indicating a timing for starting the game set by the first player on a screen on which the first player invites participants to the game and accepts a participation request from the second player; and having the information indicating the timing to start the game includes a waiting time until the game is started, the waiting time being changed based on the number of the second players whose participation requests have been accepted; Information processing device.

8. A method for displaying game start timing of an information processing device in which a first player invites participants to a game, and the first player and one or more second players who have joined in response to the invitation play the same game, comprising: a setting reception step of receiving a setting of information indicating a timing for starting the game from the first player; a screen control step of displaying information indicating a timing for starting the game, the setting of which has been accepted from the first player, on a screen on which the first player invites participants to the game and accepts a participation request from the second player; having the information indicating the timing to start the game includes a waiting time until the game is started, the waiting time being changed based on the number of the second players whose participation requests have been accepted; Game start timing display method.

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