Information processing method, information processing system, and program
The information processing method addresses the lack of engagement in multiplayer games by matching players based on proficiency and adjusting content, ensuring continued excitement and reducing boredom through dynamic progress updates.
Patent Information
- Application Number
- JP2023126870
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-03
- Publication Date
- 2025-01-29
- Estimated Expiration
- 2043-03-01
AI Technical Summary
Existing game control methods do not adequately enhance user excitement and engagement, particularly in multiplayer games, as they fail to effectively match players with similar proficiency levels and provide diverse and engaging content.
An information processing method that includes determining participating users based on their proficiency levels, adjusting game content to match their progress, and updating progress regardless of immediate game performance, ensuring a more exciting and engaging multiplayer experience.
This approach enhances user engagement by maintaining excitement and reducing the likelihood of players becoming bored with repetitive content, even when performance varies among participants.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]
[0002] Patent Document 1 discloses a technique for further increasing the interest of a game by providing a user with an incentive to become proficient in battle play as the user progresses in playing the game.
[0003] A server device that performs a matching process according to the present technology manages, for each user, a rank index that hierarchically classifies the user's proficiency in battle play. The server device maintains or changes the rank index to which the user belongs according to the user's battle play history. When matching for battle play, the server device performs matching process by displaying the rating of an opponent who will compete against the top user on the terminal of the user with the highest rank index and hiding the rating of an opponent who will compete against the user on the terminals of at least some users other than the top user of the rank index. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2018-15502 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in the above game control method.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, there is provided an information processing method executed by an information processing system. The information processing method includes the following steps. In the acquisition step, a participation request for a multiplayer game in which multiple users can participate and user information regarding a user who transmits the participation request are acquired. The multiplayer game includes at least a first game mode. The user information includes information regarding a progress of the multiplayer game by the user. In the determination step, a participating user who will participate in the multiplayer game is determined based on at least the participation request. Target content is determined based on the progress of at least one of the participating users. The target content is content of the multiplayer game to be executed for the participating users. In the update step, when the multiplayer game is executed in the first game mode, the progress of each of the participating users is updated based on the participation in the multiplayer game regardless of the performance of the participating users in the multiplayer game.
[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 13 is a diagram for explaining the processing of activities A5 to A9 for determining participating users. [Diagram 5] FIG. 13 is a diagram for explaining the processing of activities A5 to A9 for determining participating users. [Figure 6] FIG. 2 is a diagram showing an example of a menu screen IM1 as a game screen. [Figure 7]FIG. 13 is a diagram showing an example of a start screen IM2 as a game screen. [Figure 8] FIG. 13 is a diagram showing an example of a room screen IM3. [Figure 9] FIG. 13 is a diagram showing an example of a play screen IM4. [Figure 10] FIG. 13 is a diagram showing an example of a result display screen IM5 as a game screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0012] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.
[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. That is, the information processing system 1 is composed of at least one device.
[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The characters are an example of objects.
[0016] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet terminal, etc.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.
[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.
[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.
[0023] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. Furthermore, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, speed, and the like when the game media is a player character.
[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out a predetermined program stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.
[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.
[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."
[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on the game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the information processing device 2 to the storage unit 32 of the game device 3 and stored therein.
[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.
[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game device 3, which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game device 3, which is the own device, when executing a game.
[0033] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs between the input device 4c and the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22, thereby functioning as an acquisition unit 231, a determination unit 232, an execution unit 233, an update unit 234, a setting unit 235, and a display processing unit 236. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0036] The acquisition unit 231 is configured to acquire various information and inputs as an acquisition step. For example, the acquisition unit 231 acquires information such as the user information IF1 and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or acquires the information from the game device 3 or another external device via the communication network 11. In this embodiment, the various information accepted by the acquisition unit 231 is described as being stored in the storage unit 22.
[0037] The determination unit 232 is configured to determine various judgments and execution modes of processes based on various information as a determination step. For example, the determination unit 232 is configured to determine various information such as participating users who will participate in a quest and a game mode when executing a quest.
[0038] The execution unit 233 is configured to execute a multiplayer game based on various information as an execution step.
[0039] The update unit 234 is configured to update various pieces of information based on information about the executed multiplayer game, etc.
[0040] The setting unit 235 is configured to set a predetermined condition based on various information.
[0041] As a display step, the display processing unit 236 displays various information stored in the storage unit 22 or the storage unit 32 or a screen including the information on the display 4a of the game device 3 in a visible manner. Specifically, the display processing unit 236 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, text, etc., or may generate rendering information for displaying the visual information on the display 4a and transmit the rendering information to the game device 3 via the communication network 11.
[0042] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.
[0043] <Virtual Space> A virtual space is an area defined by information processing in which the game progresses. That is, a virtual space may be a one-dimensional space (a straight line), a two-dimensional space (a flat surface), or a three-dimensional space. A virtual space may be a centrally managed space, or may include a space managed as a shared property (the so-called metaverse).
[0044] <Object> An object is a virtual object that is placed in a virtual space. Objects include various virtual objects such as player characters, non-player characters, items, terrain that restricts passage, and obstacles. Non-player characters include enemy objects that are hostile to the player characters.
[0045] <Multiplayer games> The multiplayer game is an example of a game provided to users by the information processing system 1, and is configured so that multiple users can participate. The multiplayer game of this embodiment is a so-called PvPvE type competitive multiplayer game in which multiple users are divided into two teams and compete against enemy objects. Hereinafter, for convenience of explanation, users who participate in the multiplayer game may be referred to as participating users. Specifically, the multiplayer game is a competitive multiplayer game in which each team is made up of five users, and the two teams compete against each other to see whether or not they can achieve a preset condition, and the number of participants is 10. The multiplayer game may be expressed as a "quest."
[0046] The multiplayer game of this embodiment includes two game modes: a random quest and a fixed quest. The random quest is a game mode whose content is randomly determined within a range in which a predetermined condition is satisfied, and corresponds to a first game mode. The fixed quest is a game mode whose content is predetermined and configured to be executed for all users who satisfy the predetermined condition, and corresponds to a second game mode.
[0047] <Contents> The content is information that specifies the contents of the multiplayer game, and includes, for example, information that specifies the virtual space that is the game stage where the multiplayer game is executed, events that constitute the multiplayer game, enemy objects placed in the virtual space, items, and other objects. The event is, for example, a mission that each user must accomplish by operating the player character in the virtual space. The mission is related to a clearing condition set for the quest (specifically, for example, a progress condition or an end condition, which will be described later), and the quest is determined to be cleared by accomplishing a predetermined mission within a predetermined limit, such as a time limit. The execution unit 233 executes the multiplayer game for the participating users, thereby providing the participating users with a multiplayer game that conforms to the content. In this embodiment, multiple types of candidates for the virtual space, events, and objects that define the content of the multiplayer game are prepared, and the content is determined based on the content selected from each candidate. Hereinafter, for convenience of explanation, the content of the multiplayer game executed for the participating users may be referred to as the target content.
[0048] In this embodiment, each of the contents of the multiplayer game is configured to be permitted to be executed by participating users whose progress level satisfies a predetermined allowable condition. Specifically, the contents permitted to the users are associated with the progress level, and the form is set to become gradually more diverse as the progress level increases. For example, the types of virtual spaces and enemy objects permitted to the users increase gradually as the progress level increases.
[0049] <Event> As described above, an event is one of the elements that define a multiplayer game, more specifically, the content, and is, for example, information that defines the progress conditions that users must achieve in a multiplayer game. An event is associated with, for example, a progress level IF3 described below, and is represented by the type and number of enemy objects to be defeated. A multiplayer game progresses when a user achieves a set event through the operation of a player character. In other words, the content includes at least one event that is associated with the progress level IF3, and the multiplayer game is configured to progress when participating users achieve the event.
[0050] 4. Overview of Information Processing In this section, an overview of the flow of the information processing method executed by the information processing system 1 will be described. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner that can be recognized by the user using the display unit 34 of the game device 3, as appropriate. The information processing can include any exception processing not shown. Exception processing includes interruption of the information processing and omission of each process. Selection or input performed in the information processing can be based on a user operation or can be performed automatically without relying on a user operation.
[0051] [Activity A1] First, in activity A1, the acquisition unit 231 accepts an input operation of user information IF1 from the user and acquires user information IF1. This allows the user to log in to the multiplayer game. The user information IF1 indicates information about the user in the multiplayer game, and includes, for example, information about the user's proficiency, information about the user's progress in the multiplayer game, and play history IF4. Hereinafter, for convenience of explanation, the information about the user's proficiency will be simply referred to as proficiency IF2, and the information about the user's progress in the multiplayer game will be simply referred to as progress IF3.
[0052] The proficiency IF2 is information related to the user's proficiency IF2, and is different from the progress IF3 described later. The proficiency IF2 is configured to increase, for example, when the user performs well in a multiplayer game. Therefore, the difference in the proficiency IF2 between users suggests the difference in skill between the users in the multiplayer game. In this embodiment, the proficiency IF2 is represented by an integer representing the level of the player.
[0053] The progress level IF3 is information that indicates the degree of progress of the user in the multiplayer game. For example, as the progress level IF3 increases, the number of execution modes of the multiplayer game that are permitted for the user, such as contents and events, increases. Therefore, the user can increase the progress level IF3 by participating in the multiplayer game, thereby removing restrictions on the contents provided, and further enjoying the multiplayer game. The progress level IF3 can also be said to be an index for managing flags of the multiplayer game. The progress level IF3 is expressed as a variable that can be associated with an integer, and is associated with an identification code that indicates an event included in the multiplayer game. Such an identification code is also called an event ID.
[0054] The play history IF4 includes information about executed content, which is target content of a multiplayer game executed in the past for the user. The executed content may be target content of a multiplayer game executed in a predetermined number of times going back from the most recent to the past for the user, and does not have to be target content of all multiplayer games executed in the past.
[0055] [Activity A2, Activity A3] Next, the process proceeds to activity A2, where the control unit 23 accepts a display operation from the user. After that, the process proceeds to activity A3, where the display processing unit 236 causes the display 4a to display information about a multiplayer game that can be executed by the user, such as a stage title of the multiplayer game.
[0056] [Activity A4] Next, the process proceeds to activity A4, and the acquisition unit 231 accepts and acquires a request to participate in a multiplayer game from a user. As a result, the acquisition unit 231 acquires a request to participate in a multiplayer game in which multiple users can participate, and user information IF1 related to the user who transmits the participation request. In response to the acquisition of the participation requests from multiple users, the control unit 23 starts a matching process for matching participating users who will participate in the multiplayer game. The matching process of this embodiment includes activities A5 to A12. Here, as an example, a matching process for matching a user with the lowest progress level IF3 will be described. Hereinafter, for convenience of explanation, the user with the lowest progress level IF3, that is, the user who is the target of matching, may be referred to as a target user. Also, the progress level IF3 of the target user may be referred to as a target progress level IF3a.
[0057] [Activity A5] First, in activity A5, the determination unit 232 determines a primary candidate for the participating user based on the acquired proficiency IF2. In other words, the determination unit 232 further determines a participating user based on the proficiency. In this embodiment, the determination unit 232 determines a user whose difference from the proficiency IF2 of the target user is equal to or less than a predetermined first allowable value as a primary candidate for the participating user. This makes it possible to prevent the interest of the multiplayer game from being lost due to a discrepancy in proficiency between the participating users. The first allowable value may be variable based on the proficiency IF2 or progress IF3 of the target user, or may be fixed regardless of the proficiency IF2 or progress IF3 of the target user. The range defined by the allowable value is an example of the first range.
[0058] [Activity A6] Next, the process proceeds to activity A6, and variable i is set to an initial value (0). Variable i represents the difference in progress IF3 between users. Hereinafter, for convenience of explanation, the value of variable i may be simply written as "i".
[0059] [Activity A7] Next, the process proceeds to activity A7, and the control unit 23 extracts users whose progress level IF3 is equal to or lower than (target progress level IF3a+i) from the primary candidates determined in activity A5. If i=0 by the process of activity A6, the control unit 23 extracts users whose progress level IF3 is equal to the target progress level IF3a from the primary candidates. Thereafter, it is determined whether the number of extracted users, including the target user, is equal to or higher than a prescribed number (specifically, 10, which is the number of participants described above).
[0060] [Activity A8] If the number of extracted users, including the target user, is less than the specified number, that is, if the number of participants required to execute a multiplayer game is insufficient, the process proceeds to activity A8, and the control unit 23 increments the variable i by 1. If the variable i is then less than a predetermined second allowable value N, the control unit 23 again performs the process of activity A7, and repeats the processes of activity A7 and activity A8 until the number of extracted users reaches the preset value. As the variable i increases accordingly, the extraction range of users becomes wider, making it possible to match users with different progress levels IF3.
[0061] [Activity A9] On the other hand, if the result of the above process is that the variable i reaches the second allowable value N, the process proceeds to activity A9, and the control unit 23 cancels the participation request from the target user and ends this information process. The range of the variable i defined by the second allowable value N is an example of the second range.
[0062] [Activity A10] On the other hand, if the number of extracted users is equal to or greater than the specified number as a result of the processing of activity A7, the processing proceeds to activity A10, and the determination unit 232 determines the participating users who will participate in the multiplayer game, and distributes the participating users into two teams. In this way, the determination unit 232 matches users in the multiplayer game. In other words, in the determination step, the participating users who will participate in the multiplayer game are determined based on at least the participation requests. In detail, the determination unit 232 determines, as participating users, users who transmit participation requests and whose difference in proficiency IF2 is within a first range and whose progress between the users who transmit participation requests is within a second range. With this configuration, it becomes easier to match users who have similar proficiency IF2 and who are allowed to execute similar content by the progress IF3, making it easier to provide an exciting game progress between users with similar playing experience.
[0063] [Activity A11] Next, the process proceeds to the activity A11, and the control unit 23 specifies a game mode corresponding to the target progress IF3a based on, for example, predetermined first reference information. The first reference information indicates the correspondence between the progress IF3 and various information related to the multiplayer game, and is expressed by, for example, a lookup table, a function, or the like. For example, the first reference information indicates whether the game mode corresponding to the progress IF3 is a random quest or a fixed quest. In this embodiment, progress IF3 corresponding to a plurality of fixed quests is set, and progress IF3 corresponding to at least one random quest is set between the progress IF3. This is configured so that a plurality of fixed quests are not executed consecutively for the user. For example, when the progress IF3 is 10, it is associated with the first fixed quest, and when the progress IF3 is 9 or 10, it is associated with the random quest. Such a progress IF3 associated with the fixed quest is an example of a default value. In other words, the fixed quest as the second game mode is executed when the progress IF3 of at least one of the participating users (in this embodiment, the target progress IF3a) has reached the default value.
[0064] [Activity A12] Next, the process proceeds to activity A12, and the determination unit 232 determines the target content based on the progress IF3 of at least one of the participating users, for example, by referring to the second reference information. The determination of the target content includes determining the events to be executed in the multiplayer game, and the type and number of enemy objects. The second reference information indicates the content of the multiplayer game that is permitted to be executed by the user with the progress IF3. The second reference information may be information separate from the first reference information, or may be integrated into one piece of information. When the game mode is a fixed quest, the determination unit 232 may set the content set based on the fixed quest as the target content. Also, when the progress IF3 of all participating users is the same, the determination unit 232 may determine the content permitted by the progress IF3 as the target content. Therefore, here, a process of determining the target content when a random quest is executed for participating users with different progress IF3 will be described.
[0065] Contents permitted for users having a progress level IF3 greater than the target progress level IF3a may include contents not permitted for users having the target progress level IF3a. On the other hand, contents permitted for the target progress level IF3a are permitted for users having a progress level IF3 greater than the target progress level IF3a. In this embodiment, the determination unit 232 determines the target content from among contents permitted for the target progress level IF3a, which is the lowest among the progress levels IF3 of the participating users. As a result, the determination unit 232 can determine the target content as the content permitted for all the participating users determined in the activity A10 by determining the target content based on the target progress level IF3a. In other words, when the participating users include a first user and a second user having a progress level different from that of the first user, the determination unit 232 determines the target content from among contents permitted for both the first user and the second user based on the progress levels of the first user and the second user. According to this configuration, even if the first user and the second user have different progress levels, it is possible to execute a multiplayer game according to the progress levels of both the first user and the second user. Therefore, it is possible to suppress a decrease in the interest of a multiplayer game when there are participating users with different progress levels.
[0066] In particular, when the events permitted to be executed by the participating users determined in the activity A10 vary for each participating user, the determination unit 232 identifies at least a part of the common events permitted to be executed by all participating users from among the events permitted to be executed by each participating user, and determines the content including the common event as the target content. As an example, a case will be described in which an event including a first enemy object and a second enemy object is permitted for a first user who is one of the participating users, while an event including a second enemy object is not permitted for a second user who is one of the participating users. In this case, the determination unit 232 determines the event in which the first enemy object permitted to be executed by both the first user and the second user appears as the common event. At this time, the determination unit 232 converts the second enemy object permitted to be executed by the first user into the first enemy object permitted to be executed in the common event, thereby determining the content including the common event for the first user as the target content. In other words, the determination unit 232 converts the first event that is permitted to be executed by the first user into a common event that is permitted to be executed by the second user, and swaps the contents of the events to determine the contents of the common event. In this case, it is preferable that the determination unit 232 not only converts the second enemy object into the first enemy object, but also adjusts the number and timing of the second enemy object appearing in the common event according to the contents of the first event, the progress level IF3, etc. This makes it possible to prevent a user with a higher progress level IF3 from becoming bored with the multiplayer game by performing an event corresponding to a lower progress level IF3.In other words, the determination unit 232 determines a first event that is an event that is permitted to be executed by the first user based on the progress of the first user, determines a second event that is an event that is permitted to be executed by the second user based on the progress of the second user, and determines the content of the second event that is executed by both the first user and the second user based on the content of the first event when the execution of the first event is not permitted for the second user and the execution of the second event is permitted for the first user, and determines the content including the second event as the target content. According to this configuration, the multiplayer game can be progressed based on the event that is permitted to be executed by both the first user and the second user. Here, the content of the second event is determined based on the content of the first event that is not permitted to be executed by the second user. Therefore, it is possible to suppress a decrease in the interest of the multiplayer game for the first user caused by the first user who is permitted to execute the first event achieving the second event.
[0067] In particular, in the case of a random quest, as a result of randomly determining the content of the multiplayer game, there is a possibility that the participating user will again determine the content that has already been cleared in the past as the target content. In this case, the participating user may become bored with the multiplayer game because the multiplayer game of the content that the participating user has already played is executed. Therefore, in this embodiment, based on the acquired play history IF4, etc., the probability that the content other than the played content executed in the past for the participating user will be determined as the target content is relatively high compared to the played content. As a result, the determination unit 232 performs processing so that the content other than the played content is preferentially determined as the target content. In other words, when the content that is allowed for both the first user and the second user includes the executed content of the first user or the second user, the determination unit 232 performs processing to preferentially determine the content different from the executed content as the target content. With this configuration, it is possible to suppress the participating user from playing the same content multiplayer game many times. Therefore, it is possible to reduce the possibility that the participating user will become bored with the multiplayer game.
[0068] [Activity A13, Activity A14] Next, the process proceeds to activity A13, where the execution unit 233 executes the multiplayer game based on the determined game mode and target content, and when an end condition of the multiplayer game is satisfied, the process proceeds to activity A14, where the execution unit 233 ends the multiplayer game. The end condition is not limited to the satisfaction of all progress conditions included in the scenario, and may include a compulsory end condition such as the passage of a time limit or the annihilation of all player characters operated by participating users.
[0069] [Activity A15] Thereafter, the process proceeds to activity A15, and the acquisition unit 231 acquires the results of the multiplayer game for each participating user. In this embodiment, the results include the win or loss of the team to which the participating users belong, because it is a competitive game. The method of determining the win or loss of the multiplayer game is arbitrary, and may be determined based on whether all the progress conditions have been met first, or may be determined based on the progress of the game when the forced end condition is met (for example, the score or the number of progress conditions that have been met).
[0070] [Activity A16] Then, the process proceeds to activity A16, and the update unit 234 updates the proficiency IF2 of each of the participating users based on the performance of the participating users in the multiplayer game. For example, the update unit 234 updates the proficiency IF2 of each of the participating users so that the proficiency IF2 of the participating users belonging to the team that won the multiplayer game increases and the proficiency IF2 of the participating users belonging to the team that won the multiplayer game does not change. Then, the update unit 234 updates the progress IF3 in different manners for fixed quests and random quests. With this configuration, users with similar skills in the multiplayer game can be matched as participating users, so that the possibility that the interest of the multiplayer game is lost due to a large difference in skills between users can be reduced.
[0071] [Activity A17] When the game mode of the multiplayer game is a random quest, the process proceeds to activity A17, and the update unit 234 updates the progress and event ID of each of the participating users regardless of the acquired results of the participating users. In this embodiment, the update unit 234 increases the progress by 1 evenly whether the participating user belongs to a winning team or a losing team in the multiplayer game. Accordingly, the update unit 234 updates the event ID to one corresponding to the progress IF3 after the increase. In this way, the event ID is configured to be associated with the progress IF3 and to be updateable. As a result, even if a user does not perform well in the multiplayer game, the multiplayer game can be progressed at least until the fixed scenario is reached. Therefore, it is possible to prevent the interest of the game from being impaired by losing the multiplayer game.
[0072] If the event ID has a value different from the corresponding progress level IF3, the update unit 234 will increment the event ID by one while maintaining the value of the progress level IF3, as described below. After the event ID has been incremented a predetermined number of times, the event ID will have a value that matches the corresponding progress level IF3. This allows the player to challenge the fixed quest corresponding to the progress level IF3 again.
[0073] [Activity A18] On the other hand, when the game mode of the multiplayer game is a fixed quest, the process proceeds to activity A18, and the update unit 234 updates the progress IF3 and event ID of each of the participating users based on the acquired performance of the users. In detail, the update unit 234 increases the progress IF3 of the participating users belonging to the team that won the multiplayer game by 1, and assigns an event ID corresponding to the increased progress IF3. On the other hand, the update unit 234 does not change the progress IF3 of the participating users belonging to the team that lost the multiplayer game. This allows the users to obtain a common experience through the multiplayer game, that is, to further progress in the game by winning the multiplayer game in the fixed quest. In other words, when the multiplayer game is executed in a fixed scenario as the second game mode, the update unit 234 updates the progress of each of the participating users based on the performance of the participating users in the multiplayer game so as not to increase the progress of some of the participating users. According to such a configuration, when the progress reaches a preset value, the performance of the multiplayer game affects the progress. This can encourage participating users to be aware of each other in a multiplayer game, further increasing the interest of the multiplayer game.
[0074] Further, in this embodiment, when a multiplayer game is lost, the setting unit 235 sets the event ID to be lowered while maintaining the progress IF3 of the participating users belonging to the team that lost the multiplayer game in the case of a fixed quest. As a result, the event ID takes a value different from the corresponding progress IF3. In this state, when a participation request for the next multiplayer game is transmitted, the determination unit 232 determines the game mode (random quest) and the target content based on the event ID with priority over the progress IF3, and the execution unit 233 executes the multiplayer game based on the game mode and the target content. As a result, the execution unit 233 does not execute the multiplayer game in the fixed quest until the event ID becomes a value corresponding to the progress IF3, but executes the multiplayer game in the random quest. From this, the progress IF3 can be said to be an index that determines the upper limit of the event ID that can be assigned. In this way, requesting the execution of a multiplayer game in a specified number of random quests by updating the event ID is an example of a "predetermined condition" that is set for the participating users to execute the fixed quest again.
[0075] In other words, when the degree of progress of the participating user is updated based on the results of the multiplayer game in the second game mode so as not to increase the degree of progress, the setting unit 235 sets a predetermined condition for the participating user. Furthermore, the execution unit 233 does not execute the multiplayer game in the second game mode when the predetermined condition is not satisfied. According to such a configuration, when the user is unable to increase the degree of progress in the multiplayer game in the second game mode, the user can practice for the second game mode while enjoying a multiplayer game different from the second game mode. Therefore, the interest of the multiplayer game can be further improved. In other words, when the predetermined condition is not achieved, the execution unit 233 determines the content corresponding to the degree of progress less than the preset value as the target content, and executes the multiplayer game in the first game mode based on the target content. According to such a configuration, the user can practice with the content according to his / her own degree of progress before challenging the multiplayer game in the second game mode again. Therefore, the interest of the multiplayer game can be further improved by making it easier to further improve the results in the second game mode.
[0076] [Activity A19] After the processing of activity A17 or activity A18, the process proceeds to activity A19, where the display processing unit 236 displays the results of the multiplayer game on the display 4a. Then, this information processing ends.
[0077] In summary, the information processing method executed by the information processing system 1 includes the following steps. In the acquisition step, a participation request to a multiplayer game in which multiple users can participate and user information about the user who transmits the participation request are acquired. The multiplayer game includes at least a first game mode. The user information includes information about the progress of the user in the multiplayer game. In the determination step, participating users who will participate in the multiplayer game are determined based on at least the participation request, and target content is determined based on the progress of at least one of the participating users. The target content is content of the multiplayer game executed for the participating users. In the update step, when the multiplayer game is executed in the first game mode, the progress of each participating user is updated based on the participation in the multiplayer game regardless of the participating user's performance in the multiplayer game.
[0078] According to this configuration, the degree of progress is updated regardless of the results of the participating users in the multiplayer game, so that, for example, even if the results of a participating user who has participated in a multiplayer game are not as good as those of other participating users, the participating user can still progress in the multiplayer game. This makes it easier to maintain interest in the multiplayer game.
[0079] 5. Details of data processing In this section, we will use figures to explain the details of the information processing outlined in the previous section.
[0080] 5.1. How to determine participating users 4 and 5 are diagrams for explaining the processing of activities A5 to A9 for determining participating users. As shown in FIG. 4, first, the processing of activity A5 causes the determination unit 232 to determine 12 users as primary candidates based on the proficiency level IF2. After that, the processing of activity A6 is performed, and the processing of activity A7 is performed when i=0, and the determination unit 232 extracts 7 users whose progress level IF3 matches the target progress level IF3a as participating users. However, since the number of participating users does not reach the specified number of 10, the processing proceeds to activity A8, and i is increased to widen the extraction range of users among the primary candidates. As shown in FIG. 5, as a result, again in activity A7, the control unit 23 extracts 3 of the 5 users included in the primary candidates, extracting a total of 10 users. Thereafter, in activity A10, the determination unit 232 determines the 10 users thus extracted as participating users.
[0081] 5.2. Screen examples displayed as a result of information processing In this section, an example of a game screen displayed on the display 4a as a result of the above information processing will be described. <Menu screen IM1> Fig. 6 is a diagram showing an example of a menu screen IM1 as a game screen. This screen is displayed on the display 4a after user information is accepted in, for example, activity A1. The user moves to various screens through inputs on the menu screen IM1 as a game screen. The game menu screen IM1 shown in Fig. 6 displays a gacha button B1, a formation button B2, a quest button B3, an item button B4, and a history button B5.
[0082] When the gacha button B1 is operated, a game screen in which a gacha lottery is conducted is displayed. When the organization button B2 is operated, a game screen in which character organization is conducted is displayed. When the quest button B3 is operated, a game screen for selecting a quest is displayed, and in this embodiment, a start screen IM2 described later is displayed. When the item button B4 is operated, a game screen in which the items possessed are determined or an item is used is displayed. When the history button B5 is operated, a history screen is displayed that displays information regarding the history of games played by the user in the past.
[0083] <Start screen IM2> 7 is a diagram showing an example of a start screen IM2 as a game screen. The start screen IM2 is displayed as a result of processing the activity A3 in response to the operation of the quest button B3 as a display operation. The start screen IM2 includes a title display area 51 showing an overview of the multiplayer game, a progress display area 52 showing the quest corresponding to the current progress level IF3, and a fixed scenario area 53 showing information on the next fixed scenario. The fixed scenario area 53 includes a progress indicator 54. The progress indicator 54 is visual information that allows visual recognition of the difference between the current progress level IF3 and the progress level IF3 required to play the multiplayer game with the fixed scenario, and the range of the colored area or uncolored area changes as the difference becomes smaller.
[0084] Furthermore, when the acquisition unit 231 acquires a user's operation on the progress display area 52, the display processing unit 236 further displays a matching start window 6 in the start screen IM2. The matching start window 6 includes a character display area 61 and a matching start button 62. In the character display area 61, information on the player character operated by the user and items equipped to the player character is displayed, for example, as three rectangular areas. The matching start button 62 is a button for transmitting a participation request to the information processing device 2, and when the user operates the matching start button 62, the participation request is transmitted from the user to the information processing device 2.
[0085] <Room screen IM3> FIG. 8 is a diagram showing an example of a room screen IM3. After the processing of activities A10 to A12 is performed, the display processing unit 236 displays the room screen IM3 on the display 4a. The room screen IM3 shows the result of the selection of participating users and information related to the execution mode of the multiplayer game (for example, game mode, target content, etc.). As shown in FIG. 7, the room screen IM3 displays a member list 71, a quest content confirmation button 72, an opponent confirmation button 73, and a quest start button 74. The member list 71 shows the skins and equipment of the player characters operated by users who belong to the same team as the user.
[0086] When the quest content confirmation button 72 is operated, the display processing unit 236 displays a screen showing the execution mode (progress conditions, etc.) of the multiplayer game. When the opponent confirmation button 73 is operated, the display processing unit 236 displays a screen showing information (skin, etc.) about the player character of the participating user who will be the opponent. When the quest start button 74 is operated, the execution unit 233 starts processing of activity A13 and executes the multiplayer game.
[0087] <Play screen IM4> FIG. 9 is a diagram showing an example of a play screen IM4. The play screen IM4 is configured so that the participating users can view the situation of the virtual space in which the multiplayer game progresses in real time through the display 4a when playing the multiplayer game. The play screen IM4 includes, for example, a first object OB1, a second object OB2, and an enemy object OBe arranged in the virtual space VS. The first object OB1 is an object corresponding to a first player character PC1 operated by a first participating user who is one of the participating users. The second object OB2 is an object corresponding to a second player character PC2 operated by a second participating user who is a participating user belonging to a team different from the first participating user. The enemy object is an object corresponding to a non-player character, and is set to be hostile to the participating users of any team participating in the multiplayer game. The participating users of each team perform a predetermined action such as an attack on the enemy object through the player characters PC1 and PC2, and compete to see who can defeat the enemy object OBe. When either team defeats the type and number of enemy objects OBe corresponding to the event within the specified time, the execution unit 233 determines that the end condition is satisfied, performs processing of the activity A14, and ends the multiplayer game.
[0088] <Result display screen IM5> 10 is a diagram showing an example of a result display screen IM5 as a game screen. The result display screen IM5 is a screen showing the update result of the proficiency level IF2, and is displayed on the display 4a, for example, as a result of the processing of the activity A19. The result display screen IM5 is one of the result screens showing the play results of the users in the multiplayer game.
[0089] The result display screen IM5 includes a score area 8 and an accumulation area 9. The score area 8 displays information related to the proficiency level IF2 among various information related to the multiplayer game played by the user. The score area 8 includes a time score area 81, a normal score area 82, a mission score area 83, a multiplier area 84, and a total score area 85.
[0090] The time score area 81 displays the play time of the multiplayer game by the user and the experience points corresponding to the play time.
[0091] The normal score area 82 displays experience points accumulated through actions of the player characters in the multiplayer game.
[0092] The mission score area 83 displays an experience value according to the progress of events in the entire multiplayer game. Note that the numerical values displayed in these areas 81 to 83 may not be the experience value itself, but may be values associated with the experience value.
[0093] The multiplier area 84 displays a multiplier for the experience value displayed in the above areas 81 to 83. The multiplier is a numerical value that determines the experience value finally given to the user, and for example, the control unit 23 multiplies the total of the numerical values displayed in the areas 81 to 83 by the numerical value displayed in the multiplier area 84, and gives the resulting value to the user as the final experience value. The multiplier can be set arbitrarily, but is determined according to the clearing condition that has been met, for example, when there are multiple clearing conditions (for example, clearing conditions for the final event) in a multiplayer game. For example, when defeating the enemy object OBe is successful, the multiplier is set to a value greater than 1 (for example, 2), and when defeating the enemy object OBe is unsuccessful, the multiplier is determined to a value equal to or less than 1.
[0094] The total score area 85 displays the experience value finally given to the user and the gold given to the user as a reward. The experience value finally given to the user is, for example, a value obtained by multiplying the sum of the experience values displayed in areas 81 to 83 by the magnification displayed in the magnification area 84. The experience value is displayed as "TOTAL EXP." The gold as a reward is, for example, accumulated separately from the experience value and the progress IF3, and is used, for example, to unlock characters, items, etc. that the user can use.
[0095] The accumulation area 9 is an area showing the accumulation status of experience points for the user, and the experience points displayed in the total score area 85 are accumulated in addition to the existing experience points. The accumulation area 9 includes a mastery display area 91 and an experience point indicator 92.
[0096] The skill display area 91 displays a user level corresponding to the skill IF2. The user level is configured such that an experience value is accumulated for the user, and increases by one each time the experience value reaches a value in a predetermined experience value table. In this embodiment, the user level displayed in the skill display area 91 is "10."
[0097] The experience value indicator 92 displays information about the experience value required to reach the next user level. The accumulation area 9 includes, for example, visual information such as an indicator, and numerical information such as the value of the accumulated experience value and the value of the experience value required to reach the next user level, but is not limited to this and can be implemented in any manner that is visible to the user.
[0098] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0099] In activity A12, the determination unit 232 does not need to determine the target content based on the target progress level IF3a, and the determination unit 232 may determine the target content from among the content that is permitted to be executed for at least one of the participating users based on the progress level IF3. With this configuration, it is possible to prevent the participating users from being provided with content that is far removed from the progress level IF3, thereby improving the interest of the multiplayer game.
[0100] The manner of updating the skill IF2 in the activity A16 is arbitrary as long as it is determined based on the results of the multiplayer game. For example, the update unit 234 may update the skill IF2 so that the amount of change in the skill IF2 before and after the update differs when the results of the participating users in the multiplayer game differ. Specifically, the update unit 234 may increase the amount of increase in the skill IF2 of the participating users belonging to the team that won the multiplayer game compared to the amount of increase in the skill IF2 of the participating users belonging to the team that lost the multiplayer game.
[0101] The multiplayer game is not limited to a competitive multiplayer game, but may be a cooperative multiplayer game in which all participating users cooperate to achieve a preset goal condition.
[0102] The method of setting the "predetermined condition" in the activity A18 is arbitrary and is not limited to a method of lowering the event ID without lowering the progress level IF3. For example, the execution unit 233 may set a predetermined condition such that the fixed quest is not performed until the progress level IF3 again becomes a value corresponding to the fixed quest by lowering the progress level IF3. At this time, the event ID is lowered together with the progress level IF3. In addition, the predetermined condition is not limited to a condition that requires the random quest to be performed a specified number of times by the above-mentioned lowering of the progress level IF3 or the event ID. The predetermined condition may be, for example, a condition that requires the passage of a certain period of time or the use of a predetermined item. In addition, the predetermined condition is not limited to a win or loss in the multiplayer game, and may be set based on any performance related to the multiplayer game, such as the degree of achievement of the progress condition or the degree of contribution to the team.
[0103] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.
[0104] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0105] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0106] In the above embodiment, the information processing device 2 performs various storage and control, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0107] The above-mentioned embodiment may be an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each part of the information processing method. The above-mentioned embodiment may be an information processing method. The information processing method includes each part of the same information processing system. The above-mentioned embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.
[0108] Furthermore, it may be provided in the following aspects:
[0109] (1) An information processing method executed by an information processing system, comprising the following steps: in an acquisition step, a participation request for a multiplayer game in which multiple users can participate and user information regarding the user sending the participation request are acquired, wherein the multiplayer game includes at least a first game mode, and the user information includes information regarding a progress of the multiplayer game by the user; in a determination step, participating users who will participate in the multiplayer game are determined based on at least the participation request, and target content is determined based on the progress of at least one of the participating users, wherein the target content is content of the multiplayer game to be executed for the participating users; and in an update step, when the multiplayer game is executed in the first game mode, the progress of each of the participating users is updated based on their participation in the multiplayer game regardless of their performance in the multiplayer game.
[0110] According to this configuration, the degree of progress is updated regardless of the results of the participating users in the multiplayer game, so that, for example, even if the results of a participating user who has participated in a multiplayer game are not as good as those of other participating users, the participating user can still progress in the multiplayer game. This makes it easier to maintain interest in the multiplayer game.
[0111] (2) In the information processing method described in (1) above, each of the contents of the multiplayer game is configured to be permitted to be executed for the participating users whose progress meets a predetermined tolerance condition, and in the determination step, the target content is determined from among the contents that are permitted to be executed for at least one of the participating users based on the progress.
[0112] According to this configuration, it is possible to prevent participating users from being provided with content that is far removed from their progress, thereby making the multiplayer game more interesting.
[0113] (3) In the information processing method described in (2) above, in the determination step, when the participating users include a first user and a second user having a different progress level from the first user, the target content is determined from among the content that is acceptable to both the first user and the second user based on the progress levels of the first user and the second user.
[0114] According to this configuration, even if the first user and the second user have different progress levels, it is possible to execute a multiplayer game according to the progress levels of both the first user and the second user. Therefore, it is possible to suppress a decrease in the interest of a multiplayer game when there are participating users with different progress levels.
[0115] (4) In the information processing method described in (3) above, the content includes at least one event corresponding to the progress level, and the multiplayer game is configured to progress by the participating users achieving the event, and in the determination step, a first event is determined as the event permitted to be performed for the first user based on the progress level of the first user, a second event is determined as the event permitted to be performed for the second user based on the progress level of the second user, and if the execution of the first event is not permitted for the second user and the execution of the second event is permitted for the first user, content of the second event to be executed for both the first user and the second user is determined based on the content of the first event, and content including the second event is determined as the target content.
[0116] According to this configuration, the multiplayer game can be progressed based on the event that is permitted to be executed by both the first user and the second user. Here, the content of the second event is determined based on the content of the first event that is not permitted to be executed by the second user. Therefore, it is possible to prevent a decrease in the interest of the multiplayer game for the first user caused by the first user who is permitted to execute the first event achieving the second event.
[0117] (5) In the information processing method described in (3) or (4) above, the acquisition step further acquires information regarding executed content, which is target content of the multiplayer game that has been executed in the past for the participating users, and the determination step performs a process of preferentially determining content different from the executed content as the target content if the content acceptable to both the first user and the second user includes executed content of the first user or the second user.
[0118] With this configuration, it is possible to prevent new users from playing a multiplayer game of the same content multiple times, thereby reducing the possibility that new users will become bored with the multiplayer game.
[0119] (6) In the information processing method described in any one of (1) to (5) above, the user information further includes information regarding the user's proficiency level different from the progress level, the determination step further determines the participating users based on the proficiency level, and the update step updates the proficiency level of each of the participating users based on the performance of the participating users in the multiplayer game.
[0120] With this configuration, users with similar levels of skill in multiplayer games can be matched as participating users, thereby reducing the possibility that the interest of a multiplayer game will be diminished due to a large difference in skill between users.
[0121] (7) In the information processing method described above in (6), in the determination step, users who send the participation requests and whose difference in proficiency is within a first range and whose progress level between the users sending the participation requests is within a second range are determined to be the participating users.
[0122] This configuration makes it easier to match users who are similar in skill level and allowed to play similar content, making it easier to provide an exciting game experience between users with similar playing experience. This can further increase the interest of multiplayer games.
[0123] (8) In the information processing method described in any one of (1) to (7) above, the multiplayer game further includes a second game mode that is executed when the progress level of at least one of the participating users has reached a predetermined value, and in the updating step, when the multiplayer game is executed in the second game mode, the progress levels of each of the participating users are updated based on the performance of the participating users in the multiplayer game so as not to increase the progress levels of some of the participating users.
[0124] According to this configuration, when the degree of progress reaches a preset value, the results of the multiplayer game affect the degree of progress, which encourages the participating users to be aware of each other in the multiplayer game, thereby further increasing the interest of the multiplayer game.
[0125] (9) In the information processing method described in (8) above, a setting step further includes setting a predetermined condition for the participating user when the progress of the participating user is updated based on the performance of the multiplayer game in the second game mode so as not to increase the progress, and an execution step further includes not executing the multiplayer game in the second game mode if the predetermined condition is not satisfied.
[0126] According to this configuration, if the user is unable to increase the degree of progress in the multiplayer game in the second game mode, the user can practice for the second game mode while enjoying a multiplayer game different from the second game mode, thereby further increasing the interest of the multiplayer game.
[0127] (10) In the information processing method described in (9) above, in the execution step, if the specified condition is not achieved, content corresponding to a progress level less than the default value is determined as target content, and the multiplayer game is executed in the first game mode based on the target content.
[0128] With this configuration, the user can practice with content that corresponds to his / her own progress before challenging the multiplayer game in the second game mode again. Therefore, by making it easier to further improve the performance in the second game mode, the multiplayer game can be made more interesting.
[0129] (11) An information processing system comprising at least one device, the information processing system including at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (10) above.
[0130] With this configuration, it becomes easier to maintain interest in the multiplayer game.
[0131] (12) A program causing at least one computer to execute each step of the information processing method according to any one of (1) to (10) above.
[0132] With this configuration, it becomes easier to maintain interest in the multiplayer game. Of course, this is not the case.
[0133] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0134] 1: Information processing system 11: Communication Networks 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 201: Game processing section 231: Acquisition Department 232: Decision section 233: Executive Department 234: Update section 235: Setting section 236: Display processing unit 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34:Display section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 51: Title display area 52: Progress display area 53: Fixed scenario area 54 :Progress indicator 61: Character display area 62: Matching start button 71: Member list 72: Quest details confirmation button 73: Opponent confirmation button 74: Quest start button 8: Score area 81: Time score area 82: Normal score area 83: Mission score area 84: Magnification area 85: Total score area 9: Accumulation area 91: Proficiency display area 92: Experience indicator IF1 :User information IF2: Proficiency IF3: Progress IF3a: Target Progression IF4: Play History IM1: Menu screen IM2: Start screen IM3: Room Screen IM4: Play screen IM5:Result display screen OB1: First object OB2: Second object OBe: Enemy Object VS: Virtual Space
Claims
1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the acquisition step, a participation request for a multiplayer game in which a plurality of users can participate and user information regarding a user who transmits the participation request are acquired, the multiplayer game includes at least a first game mode and a second game mode; the user information includes information regarding a progress of the user in the multiplayer game; In the determination step, a joining user who will join the multiplayer game is determined based on at least the participation request; determining target content based on the progress of at least one of the participating users, where the target content is content of the multiplayer game to be executed for the participating users; In the update step, when the multiplayer game is executed in the first game mode, updating the progress of each of the participating users based on their participation in the multiplayer game regardless of their performance in the multiplayer game, even if the participating users do not satisfy a clear condition set for the target content or lose the multiplayer game; when the multiplayer game is executed in the second game mode, updating the progress based on the performance of the participating users in the multiplayer game. Information processing methods.
2. In the information processing method according to claim 1, In the multiplayer game, the first game mode is executed when the progress of any of the participating users has not reached a preset value, and the second game mode is executed when the progress of at least one of the participating users has reached the preset value. Information processing methods.
3. In the information processing method according to claim 1, In the updating step, when the multiplayer game is executed in the first game mode, updating the progress degrees of each of the participating users based on the participation status of the participating users in the multiplayer game so that the progress degrees of all of the participating users are increased; when the multiplayer game is executed in the second game mode, updating the progress degrees of each of the participating users based on the performance of the participating users in the multiplayer game so as not to increase the progress degrees of some of the participating users; Information processing methods.
4. In the information processing method according to claim 1, Furthermore, in the setting step, when the progress degree of the new user is updated based on the result of the multiplayer game in the second game mode so as not to increase the progress degree, a predetermined condition is set for the new user, Furthermore, in the execution step, when the predetermined condition is not satisfied, the multiplayer game is not executed in the second game mode. Information processing methods.
5. In the information processing method according to claim 4, In the multiplayer game, the first game mode is executed when the progress of any of the participating users has not reached a preset value, and the second game mode is executed when the progress of at least one of the participating users has reached the preset value; in the execution step, when the predetermined condition is not achieved, a content corresponding to a progress degree less than the default value is determined as a target content, and the multiplayer game is executed in the first game mode based on the target content; Information processing methods.
6. In the information processing method according to claim 1, Each of the contents of the multiplayer game is configured to be permitted to be executed by the participating users whose progress satisfies a predetermined allowable condition; In the determination step, after determining participating users who will participate in the multiplayer game based on the degree of progress, the target content is determined from among the contents that are permitted to be executed on at least one of the participating users based on the degree of progress. Information processing methods.
7. The information processing method according to claim 6, In the determination step, when the participating users include a first user and a second user having a different progress level from the first user, the target content is determined from among the content that is acceptable to both the first user and the second user based on the progress levels of the first user and the second user. Information processing methods.
8. The information processing method according to claim 7, the content includes at least one event associated with the degree of progress; The multiplayer game is configured to progress by the participating users accomplishing the events; In the determining step, determining a first event that is the event that is permitted to be performed by the first user based on a progress of the first user; determining a second event that is the event that is permitted to be performed by the second user based on a progress of the second user; determining content of the second event to be executed by both the first user and the second user based on content of the first event, when execution of the first event is not permitted for the second user and execution of the second event is permitted for the first user; determining a content including the second event as the target content; Information processing methods.
9. The information processing method according to claim 7, The acquiring step further acquires information about executed content, which is target content of the multiplayer game that has been executed in the past for the joining user, In the determination step, when the content permitted for both the first user and the second user includes an executed content of the first user or the second user, a process of determining a content different from the executed content as the target content with priority is performed. Information processing methods.
10. In the information processing method according to claim 1, The user information further includes information regarding a proficiency level of the user, the information being different from the progress level; The determining step further includes determining the participating users based on the proficiency level; In the updating step, the proficiency level of each of the participating users is updated based on the performance of the participating users in the multiplayer game executed in the first game mode. Information processing methods.
11. The information processing method according to claim 10, In the determination step, among the users who transmit the participation requests, users whose difference in proficiency level is within a first range and whose progress level between the users who transmit the participation requests is within a second range are determined as the participating users. Information processing methods.
12. An information processing system comprising at least one device, The information processing method according to any one of claims 1 to 11, further comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 11. Information processing system.
13. A program comprising: A program for causing at least one computer to execute each step of the information processing method according to any one of claims 1 to 11.
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