Program, control method and information processing device
Patent Information
- Application Number
- JP2023129056
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-08
- Publication Date
- 2025-03-04
- Estimated Expiration
- 2035-12-25
AI Technical Summary
【0007】 ゲームフィールドにおけるゲームの進行の促進を図ることが可能となる。
Smart Images

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Figure 0007638468000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a control method, and an information processing device. [Background technology]
[0002] Conventionally, a game server is known that stores information about items in an item information table associated with each user, and provides an item to a user from the item information table associated with the user based on the user's request (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] International Publication No. 2013 / 190853 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the above-mentioned conventional technologies are not related to promoting the progress of a game in a game field in which game media associated with each user can be placed, and are therefore unable to effectively promote the progress of a game.
[0005] In view of the above circumstances, an object of the present disclosure is to provide a program, a control method, and an information processing device that can promote the progress of a game by diversifying the game field. [Means for solving the problem]
[0006] According to the present disclosure, an information processing device capable of executing a game includes: a first storage step of storing, in a storage unit, a game medium acquired by a first user as an ownership state in association with the first user; an update step of updating the game medium stored in the storage unit in the first storage step to an unowned state based on a predetermined input from the first user; a second storage step of storing in the storage unit the game medium and information of the first user that have been updated to an unowned state in the update step; a determination step of determining a game medium to be used from among a plurality of game media including the game medium stored in the storage unit in the second storage step when the first user or a second user different from the first user progresses in a game; A program is provided in which the game medium is managed by historical information, which is information about a plurality of users, including the first user and the second user, that are some or all of the users who have previously acquired the game medium and are designated as historical users. Effect of the Invention
[0007] It is possible to facilitate the progress of the game on the game field. [Brief description of the drawings]
[0008] [Figure 1] 1 is a functional block diagram of a main part of an information processing system according to an embodiment of the present invention; [Diagram 2] 2 is a diagram showing an example of information related to a user stored in a server storage unit of FIG. 1; FIG. [Diagram 3] 2 is a diagram showing an example of information about a game field stored in a server storage unit of FIG. 1; [Figure 4] 2 is a diagram showing an example of an item table stored in a server storage unit of FIG. 1; FIG. [Diagram 5] 2 is a diagram showing an example of an enemy character table stored in a server storage unit of FIG. 1; FIG. [Figure 6] 2 is a diagram showing an example of a different user table stored in a server storage unit of FIG. 1; FIG. [Figure 7] 2 is a diagram showing an example of a user item table stored in a server storage unit of FIG. 1; FIG. [Figure 8] FIG. 2 is a diagram showing an example of a screen displayed on the display unit in FIG. [Figure 9] FIG. 2 is a diagram showing an example of a screen displayed on the display unit in FIG. [Figure 10] FIG. 2 is a diagram showing an example of a screen displayed on the display unit in FIG. [Figure 11] FIG. 2 is a diagram showing an example of a screen displayed on the display unit in FIG. [Figure 12] FIG. 2 is a diagram showing an example of a screen displayed on the display unit in FIG. [Figure 13] 10 is a flowchart illustrating an example of a process performed by a server control unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] First, an overview of the game according to this embodiment will be described. In the game according to this embodiment, each user of the game is associated with a field (game field) in which the game progresses. Each user places the game medium (e.g., a character) associated with the user in the game field associated with the user or in the game field associated with another user, and operates the game medium to perform actions such as movement or attack, thereby progressing through the game. In addition, a user can acquire game medium (e.g., an item) placed in the game field, thereby possessing the game medium. In the game according to this embodiment, a user can equip the game medium such as an item that the user possesses to the game medium such as a character associated with the user.
[0011] In the game according to the present embodiment, the game media (items) acquired by the user in the game field are associated with the user in a temporarily acquired state that can be maintained in the game field only. Therefore, when the user releases the placement of the game media (character) associated with the user in the game field, the state of the user's acquisition of the game media (items) is canceled. However, when the user satisfies a predetermined condition in the game field, the ownership of the game media (items) acquired by the user in the game field is confirmed. In other words, in this case, even if the user places the game media (character) associated with the user outside the game field, the state of the acquired game media (items) is maintained.
[0012] In the game according to this embodiment, each user is associated with two game fields, a first game field and a second game field. The first game field is a game field used when a user associated with the first and second game fields progresses in the game. The second game field is a game field used when a user not associated with the first and second game fields progresses in the game.
[0013] In other words, when a user plays a game in a game field associated with the user, the game progresses in a first game field, and when a user plays a game in a game field not associated with the user (associated with another user), the game progresses in a second game field associated with the other user.
[0014] In the game according to this embodiment, each game field is represented as, for example, a building. That is, the user can move the character within the building. The building has one or more areas. Preferably, the building has two or more areas. In the game according to this embodiment, the areas are set as, for example, floors of the building. When the user satisfies a predetermined condition in each area, such as defeating a predetermined enemy character, the user can proceed to the next area (for example, an upper floor).
[0015] In this specification, game media refers to electronic data used in a game, and includes, for example, cards, items, characters, and avatars. In addition, game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, and / or donated by a user as the game progresses, but the manner of use of the game media is not limited to those explicitly stated in this specification. In this embodiment, the game media that a user places in the game field and uses to progress the game is described below as a character. In this embodiment, the game media that a user can acquire in the game field is described below as an item.
[0016] 1 is a functional block diagram showing a schematic configuration of an information processing system according to one embodiment of the present invention. The information processing system 10 includes a server device 20 and a plurality of terminal devices 30. The server device 20 provides games to the terminal devices 30 owned by individual users. The server device 20 and the terminal devices 30 are communicatively connected via a network 40 such as the Internet.
[0017] The server device 20 progresses the game based on input operations performed by each user using the input unit 34 of the terminal device 30. The server device 20 also displays the progress of the game on the display unit 35 of each user's terminal device 30. Specifically, the server device 20 generates information to be displayed on the display unit 35 of the terminal device 30, and transmits (outputs) the information to the terminal device 30.
[0018] The server device 20 includes a server communication unit 21, a server storage unit 22, and a server control unit .
[0019] The server communication unit 21 is an interface that communicates with an external device wirelessly or via a wired connection and transmits and receives information used in the game. In this embodiment, the server communication unit 21 transmits and receives information to and from a terminal device 30, which is an external device, via a network 40.
[0020] The server storage unit 22 is, for example, a storage device, and stores various information, programs, and the like required for providing and controlling the game.
[0021] The server storage unit 22 stores, for example, information related to the user. As the information related to the user, the server storage unit 22 stores, in association with a user ID, for example, as shown in FIG. 2 as an example, a user name, information identifying a first game field (first game field identifying information), information identifying a second game field (second game field identifying information), and information related to a character associated with the user (character information).
[0022] The user ID is a code or ID unique to each user that uniquely identifies a user of the game. The user name is the name (name) of the user in the game. The user name is registered (determined) by, for example, input by the user, or automatically determined by the server control unit 23. The first game field identification information is a code or ID unique to each first game field that identifies the first game field associated with the user identified by the user ID. The second game field identification information is a code or ID unique to each second game field that identifies the second game field associated with the user identified by the user ID.
[0023] The character information is information about the game media, such as a character associated with a user identified by a user ID. The character information may include, for example, a code or ID specific to each character that uniquely identifies the character. The character information may also include, for example, the character name of the character, an image of the character, and various parameters. The various parameters may include, for example, combat means such as attack means and defense means of the game media, skill information of the game media, information about the avatar of the game media, attributes of the game media, an index indicating the rarity of the game media, and the like. The index indicating the rarity of the game media may be expressed in a hierarchy such as normal, rare, super rare, and ultra rare. The character is determined, for example, by being selected by the user or automatically assigned by the server control unit 23.
[0024] The server storage unit 22 also stores information about the game field. As the information about the game field, the server storage unit 22 stores information about the map (map information), an item table, an enemy character table, and a other user table in association with an area ID, for example, as shown in FIG. 3. The information about the game field shown in FIG. 3 indicates information about one game field, and the server storage unit 22 stores the information about the game field shown in FIG. 3 for each game field. The information about the game field shown in FIG. 3 is, for example, information about the game field identified by the first game field identification information "GF0011" in FIG. 2.
[0025] In FIG. 3, the area ID is a code or ID specific to each area that uniquely identifies the area in the game field. An area ID is assigned to each area. An area is set by subdividing the game field into a predetermined range. In this embodiment, an area may be set, for example, for each floor. Also, an area may be set, for example, for each predetermined number of floors (for example, every three floors). An area can be set in any other manner.
[0026] The map information is information relating to a map of an area specified by an area ID. If an area is set, for example, every three floors, the map information corresponding to the area ID includes maps for three floors. The item table is information relating to items placed in an area specified by an area ID. The enemy character table is information relating to enemy characters placed in an area specified by an area ID. The other user table is information relating to characters of a user placed in an area specified by an area ID. A user placed in an area ID is a user (other user) other than the user associated with the field.
[0027] Each game medium (item, enemy character, and other character) stored as an item table, enemy character table, and other user table associated with each area ID may differ according to the arrangement of the areas identified by the area ID. For example, an item table associated with an area located on a higher floor of a building that is the game field stores items with higher parameter values (described later) than an item table associated with an area located on a lower floor.
[0028] Fig. 4 is a diagram showing an example of an item table stored in the server storage unit 22. Fig. 4 shows, for example, an item table identified by "IT1101" in Fig. 3. The server storage unit 22 includes, as the item table, for example, item IDs, item names, item images, item parameters, parameter values, and item providers for one or more items.
[0029] The item ID is a code or ID specific to each item that uniquely identifies the item. The item name is the name (name) of the item used in the game. The item image is information related to the image of the item displayed on the display unit 35 of the terminal device 30. The item parameters are various parameters related to the item. The item parameters are numerical representations of various information related to the item, and include, for example, the combat power of the item, such as the attack power and defense power of the item, the item attributes, the item level, etc. The parameter value is the total value of the item parameters of each item. The item provider is information related to the source of the item. The item provider is, for example, the server device 20 itself (CPU) or a user of the game. Details of the case where a user of the game becomes an item provider will be described later.
[0030] Each item stored as an item table is placed within the corresponding area by the server control unit 23 during the progress of the game. The server control unit 23 may place all items stored as an item table within the area, or may place some of the items stored as an item table within the area. When placing some of the items stored as an item table within the area, the server control unit 23 may, for example, place each item within the area with a predetermined probability. A user can own an item placed within an area of the game field by acquiring it.
[0031] The server storage unit 22 stores an item table similar to the item table shown as an example in FIG. 4 in association with each area ID. The item table stored in the server storage unit 22 may store each item such that the sum of the parameter values of the items in each item table is equal to each other, or may store each item such that the sum of the parameter values of the items in each item table is different to each other (for example, the sum of the parameter values of the items increases each time the user advances through an area). When an item has multiple types of item parameters, the item table stored in the server storage unit 22 may store each item such that the sum of the parameter values of a specific parameter (for example, rarity) among the multiple types of item parameters is equal to each other. When an item has multiple types of item parameters, the item table stored in the server storage unit 22 may store each item such that the sum of the parameter values of a specific parameter among the multiple types of item parameters is different to each other.
[0032] Fig. 5 is a diagram showing an example of an enemy character table stored in the server storage unit 22. Fig. 5 shows, for example, an enemy character table specified by "ECT1101" in Fig. 3. The server storage unit 22 includes, as the enemy character table, for example, an enemy character ID, an enemy character name, an enemy character image, an enemy character parameter, and a parameter value for one or more enemy characters.
[0033] The enemy character ID is a code or ID specific to each enemy character that uniquely identifies the enemy character. The enemy character name is the name (name) of the enemy character used in the game. The enemy character image is information related to the image of the enemy character displayed on the display unit 35 of the terminal device 30. The enemy character parameters are various parameters related to the enemy character. The enemy character parameters may include, for example, the enemy character's combat means such as attack means and defense means, the enemy character's skill information, the enemy character's attributes, an indicator indicating the enemy character's rarity, etc. The parameter value is the total value of the enemy character parameters of each enemy character.
[0034] Each enemy character stored in the enemy character table is placed in the corresponding area by the server control unit 23 during the progress of the game. The server control unit 23 may place all enemy characters stored in the enemy character table in the area, or may place some of the enemy characters stored in the enemy character table in the area. When placing some of the enemy characters stored in the enemy character table in the area, the server control unit 23 may, for example, place each enemy character in the area with a predetermined probability. When a user encounters an enemy character placed in an area of the game field, the user, for example, fights against the enemy character. When the user wins the fight, the user may be given a benefit.
[0035] The server storage unit 22 stores an enemy character table similar to the enemy character table shown as an example in FIG. 5 in association with each area ID. The enemy character table stored in the server storage unit 22 may store each enemy character such that the sum of the parameter values of the enemy characters in each enemy character table is equal to each other, or may store each enemy character such that the sum of the parameter values of the enemy characters in each enemy character table is different from each other (for example, the sum of the parameter values of the enemy characters increases each time the user advances through an area). When an enemy character has multiple types of enemy character parameters, the enemy character table stored in the server storage unit 22 may store each enemy character such that the sum of the parameter values of a specific parameter (for example, rarity) among the multiple types of enemy character parameters is equal to each other. When an enemy character has multiple types of enemy character parameters, the enemy character table stored in the server storage unit 22 may store each enemy character such that the sum of the parameter values of a specific parameter among the multiple types of enemy character parameters is different from each other.
[0036] Fig. 6 is a diagram showing an example of a different user table stored in the server storage unit 22. Fig. 6 shows, for example, a different user table identified by "UT1101" in Fig. 3. The server storage unit 22 includes, as the different user table, for example, the user ID, user name, and character information of one or more different users. The user ID, user name, and character information of the different users are the user ID, user name, and character information, respectively, described in Fig. 2, associated with the different users.
[0037] The characters (other characters) associated with each other user stored as the other user table are placed in the corresponding area by the server control unit 23 during the progress of the game. The server control unit 23 may place all other characters stored in the other user table in the area, or may place some of the other characters stored in the other user table in the area. When placing some of the other characters stored as the other user table in the area, the server control unit 23 may place each other character in the area with a predetermined probability, for example. When the user encounters another character placed in the area of the game field, the other character, for example, grants a predetermined game medium to the user. The game medium granted by the other character is, for example, an item (for example, a map) necessary to go to the game field of the user associated with the other character. Details of the item necessary to go to the game field of the user associated with the other character will be described later.
[0038] Furthermore, the server storage unit 22 stores game media such as items in association with each user. Fig. 7 shows an example of information (user item table) related to items associated with users stored in the server storage unit 22. As shown in Fig. 7, the user item table stored in the server storage unit 22 includes an item ID, an item name, an item image, item parameters, an item state, and an equipment state. The item ID, item name, item image, and item parameters are as described above.
[0039] The item state is a parameter indicating the state of the item, and is indicated by either a first state or a second state. The first state is a state in which a user associated with the user item table can operate the item while the game is in progress. The second state is a state in which a user associated with the user item table cannot operate the item while the game is in progress.
[0040] When an item is in a first state in which the item can be operated, the user owns the item. The user can execute an action to change the owned item to a state in which the user does not own it. To change the state to a state in which the user does not own it, the user can, for example, equip the item to a character associated with the user, sell it, or discard it. In addition, the user can combine the owned item with another item, transfer it to another user, or consume it in the course of the game. On the other hand, when an item is in a second state in which the item cannot be operated, the user does not own the item. Therefore, the user cannot equip the item to a character associated with the user, sell it, or discard it.
[0041] When a user acquires an item in a predetermined area of the game field by progressing through the game, information about the acquired item is stored in a first state in a user item table of the server storage unit 22 by the server control unit 23. When a user performs an operation to relinquish ownership of an acquired item, i.e., an item in the first state, by selling or discarding it, the server control unit 23 updates the item state of the abandoned item by switching it from the first state to the second state. The user is unable to operate the item whose item state has been switched to the second state.
[0042] The items associated with the user may be limited based on a predetermined condition. For example, the number of items associated with the user may be limited to a predetermined number. Also, for example, the items associated with the user may be limited based on a predetermined item parameter. Specifically, the items associated with the user may be limited so that item parameters such as the size of the item, the weight of the item, a value indicating the total amount of the level of the item, a value indicating the total amount of the rarity of the item, and a value indicating the amount of the item owned (for example, a value indicating the cost of the item) are equal to or less than a predetermined value.
[0043] Also, for example, the items in the first state associated with a user may be limited based on a predetermined condition. For example, the number of items in the first state associated with a user may be limited to a predetermined number (e.g., 8 items, etc.).
[0044] In the user item table shown in FIG. 7, the acquisition state is information indicating whether or not the acquisition of an item by a user is confirmed. In the example shown in FIG. 7, the state in which the acquisition of an item by a user is confirmed is shown as "confirmed". In other words, an item whose acquisition state is "confirmed" is maintained in the acquired state even outside the game field because the user has satisfied a predetermined condition in the game field where the item was acquired. On the other hand, in FIG. 7, the state in which the acquisition of an item by a user is not confirmed is shown as "unconfirmed". In other words, an item whose acquisition state is "unconfirmed" is temporarily owned by the user in the game field, and if the user places a character outside the game field without satisfying a predetermined condition, the owned state is dissolved.
[0045] 1 again, the server control unit 23 controls and manages the entire server device 20, including each functional block of the server device 20. The server control unit 23 is composed of a processor such as a CPU (Central Processing Unit) that executes a program that defines the control procedure of the game. Such a program is stored in the server storage unit 22 or an external storage medium. The specific control that the server control unit 23 executes in the game will be described later.
[0046] The terminal device 30 includes a terminal communication unit 31, a terminal storage unit 32, a terminal control unit 33, an input unit 34, and a display unit 35. The terminal device 30 may be a dedicated device capable of executing a game. The terminal device 30 may also be configured using an electronic device (information processing device) such as a mobile phone or a tablet terminal.
[0047] The terminal communication unit 31 is an interface that communicates with an external device wirelessly or via a wired connection and transmits and receives information used in a game. In this embodiment, the terminal communication unit 31 transmits and receives information to and from the server device 20, which is an external device, via the network 40.
[0048] The terminal storage unit 32 is, for example, a storage device, and stores various information and programs necessary for processing the game provided by the server device 20. For example, the terminal storage unit 24 stores in advance a game application according to this embodiment.
[0049] The terminal control unit 33 controls and manages the entire terminal device 30, including each functional block of the terminal device 30. The terminal control unit 33 is composed of a dedicated microprocessor or a processor such as a CPU that implements specific functions by reading specific programs. The terminal control unit 33 executes a game application in response to a user's operation input to the input unit 34. In this specification, processing that is not specified as being executed by the server control unit 23 is, in principle, executed by the terminal control unit 33. Specifically, the terminal control unit 33 performs the actual processing for progressing the game.
[0050] The input unit 34 accepts operation input from the player. The input unit 34 may be composed of operation buttons (operation keys). When the terminal device 30 has a touch panel, the touch panel detects contact with the player's finger, a stylus pen, or the like and accepts the operation input, thereby functioning as the input unit 34.
[0051] The display unit 35 is a display device such as a liquid crystal display, an organic EL display, an inorganic EL display, etc. The display unit 35 displays various information related to the game received from the server device 20 according to the progress of the game.
[0052] Next, specific control executed by the server control unit 23 in the game will be described with reference to example screens displayed on the display unit 35.
[0053] Fig. 8 is a diagram showing an example of a screen displayed on the display unit 35, specifically, a screen on which a user selects a game field in which to progress in the game. In the following description, this user is referred to as a first user. On the basis of a predetermined input operation by the first user, the display unit 35 displays a screen for selecting a game field shown in Fig. 8.
[0054] As shown in FIG. 8, the screen for selecting a game field includes a self game field selection section 100 for selecting one's own game field, and another user's game field selection section 101 for selecting another user's game field.
[0055] When the first user selects the own game field selection section 100 by a tap operation or the like on the screen for selecting a game field shown in FIG. 8, the server control section 23 sets the first game field associated with the first user. Specifically, the server control section 23 first specifies an area in the first game field where the game is to be started. The area where the game is to be started may be determined based on, for example, an input by the first user according to the progress of the game, or may be determined automatically by the server control section 23. The server control section 23 generates a map by referring to map information associated with the area ID of the determined area.
[0056] Next, the server control unit 23 determines the placement of game media (here, items, enemy characters, and other characters) in the determined area. Specifically, the server control unit 23 refers to the item table, enemy character table, and other user table associated with the area ID of the determined area, and generates data (placement data) related to the game media to be placed in the determined area of the first game field based on the data (stored data) stored in each of these tables. The generated placement data includes information regarding the placement of the game media (positions at which the game media are placed). The placement data may include all game media stored in the stored data, or may include only some of the game media stored in the stored data. For example, when the placement data includes only some of the game media stored in the stored data, the server control unit 23 can determine the some of the game media by extracting the game media stored in the stored data using a predetermined algorithm. Furthermore, when the placement data includes only some of the game media stored in the stored data, the server control unit 23 may extract each game medium stored in the stored data so as to be included in the placement data with a predetermined probability.
[0057] In generating the placement data, the server control unit 23 may generate information regarding placement according to parameters of the game media (for example, parameter values of items shown in FIG. 4). For example, the server control unit 23 may place an item with a lower parameter value closer to the front of the area, that is, closer to the point in the area where the character of the first user is placed at the start of the game.
[0058] The first user progresses the game by moving the character placed in the area. In the game according to this embodiment, the server control unit 23 may set a parameter (movement limiting parameter) that limits the movement of the character at the start of the game in the determined game field. The movement limiting parameter is, for example, a parameter that limits the number of turns that the character can move when the game progresses in a turn-based system. In addition, the movement limiting parameter may be, for example, the distance that the character can move or the time that the character can be moved. When the movement limiting parameter disappears (becomes "0") and the character cannot move, the server control unit 23 ends the progress of the game in the game field. Ending the progress of the game in the game field means that the server control unit 23 releases the placement of the user's character placed in the game field in the game field. In this case, the ownership state of the item that the first user temporarily owned in the game field is canceled. In other words, in this case, the first user is in a state of not owning the item that was temporarily owned in the game field.
[0059] The server control unit 23 may end the progress of the game in the game field based on any condition other than the above example. For example, the server control unit 23 may end the progress of the game in the game field when a predetermined parameter associated with a character falls below a predetermined value (for example, 0). In this case, the predetermined parameter is, for example, the HP of the character, but is not limited to this.
[0060] When the first user moves the character to a position within an area where an item is located as the game progresses, a screen for selecting whether or not to acquire the item is displayed on the display unit 35 under the control of the server control unit 23. Fig. 9 is a diagram showing an example of the screen for selecting whether or not to acquire the item.
[0061] As shown in FIG. 9, the screen for selecting whether to acquire an item includes an item information display unit 110 that displays information about an item, and an item acquisition selection unit 111 that allows the user to decide whether to acquire an item. The item information display unit 110 displays information about an item placed at a position to which a character has moved by an operation of the first user. In the example shown in FIG. 9, an item image, an item name, and an attack power that is an item parameter are displayed as information about the item, but the information about the item displayed on the item information display unit 110 is not limited to this. For example, as shown in FIG. 9, the item acquisition selection unit 111 includes a question for confirming whether to acquire an item to the first user, and an input display of "yes" and "no" for deciding whether to acquire an item by input.
[0062] When the first user performs an input operation to select "Yes" in the item acquisition selection unit 111, the server control unit 23 stores the item in the user item table of the first user in the first state and with the acquisition state undetermined. When the item is stored in the user item table in the first state, the first user is able to operate the item. Note that, for example, when the number of items in the first state associated with the first user is limited to a predetermined number and the number of items in the first state has already reached the upper limit, the server control unit 23 may display a screen on the display unit 35 to confirm whether or not to relinquish (discard) ownership of any of the items in the first state associated with the first user.
[0063] When the first user performs an input operation to select "No" in the item acquisition selection section 111, the server control section 23 does not store this item in the user item table of the first user.
[0064] As the game progresses, when the first user moves the character associated with the first user to a position within the area where an enemy character is located, the enemy character is displayed on the display unit 35 under the control of the server control unit 23. Then, a battle between the character associated with the first user and the enemy character is executed under the control of the server control unit 23.
[0065] When the character associated with the first user wins the match, the server control unit 23 grants a benefit to the first user. The benefit is any benefit that allows the first user to advance the game advantageously. The benefit is granted, for example, by increasing a movement restriction parameter. This can expand the range in which the first user can move the character within the game field. The benefit is also granted, for example, as an item.
[0066] When the character associated with the first user loses the battle, the server control unit 23 resumes the progress of the game in the game field, for example, with the movement restriction parameter of the first user reduced.
[0067] When the first user moves the character associated with the first user to a position in the area where another character is placed as the game progresses, the other character is displayed on the display unit 35 under the control of the server control unit 23. The first user can acquire, as an item, a map for going to the game field of the other user associated with the other character from the other character. That is, when the first user acquires a map, the acquired map is stored in the user item table of the first user in the first state and in a state where the acquisition state is unconfirmed. When the acquisition state of the map by the first user is confirmed, the first user can place the character associated with the first user in the game field of the other user associated with the other character. That is, the first user can progress the game in the game field of the other user. Specifically, when the acquisition state of the map by the first user is confirmed, the server control unit 23 displays the game field of the other user in the other user game field selection unit 101 on the screen for selecting the game field shown in FIG. 8, and makes the game field of the other user selectable. The first user can proceed with the game in the game field of the other user by selecting the game field of the other user.
[0068] While playing a game in the first game field, the first user can sell or throw away an owned item (i.e., an item in the first state) and give up ownership of the item by performing a predetermined input operation. FIG. 10 shows a screen listing items owned by the first user. The first user causes the display unit 35 to display the owned item list screen 120 shown in FIG. 10 by performing a predetermined operation. The owned item list screen 120 displays a list of items in the first state in the user item table of the first user, together with information about the items, such as item images, item names, and item parameters. When the first user wants to give up an item, the first user selects the item to be given up on the owned item list screen 120 by performing a tap operation or the like.
[0069] FIG. 11 is a diagram showing an example of a screen for allowing the user to decide whether or not to abandon a selected item. As shown in FIG. 11, the screen for allowing the user to select whether or not to abandon an item includes an item information display unit 130 that displays information about the item, and an item abandonment determination unit 131 that allows the user to decide whether or not to abandon the item. The item information display unit 130 displays information about the item selected by the first user on the owned item list screen 120. In the example shown in FIG. 11, the item information includes an item image, an item name, and an attack power that is an item parameter, but the information about the item displayed on the item information display unit 130 is not limited to this. For example, as shown in FIG. 11, the item abandonment determination unit 131 includes a question for confirming whether or not to abandon the item to the first user, and an input display of "yes" and "no" for inputting and deciding whether or not to abandon the item.
[0070] When the first user performs an input operation to select "Yes" in the item abandonment determination unit 131, the server control unit 23 updates the state of the item stored in the user item table of the first user by switching it from the first state to the second state. At this time, the server control unit 23 stores information about the item switched from the first state to the second state in a predetermined item table in the information about the second game field of the first user. In other words, when the first user abandons an item, the server control unit 23 adds and stores information about the abandoned item in the server storage unit 22 as an item table shown as an example in FIG. 4. At this time, the server control unit 23 stores the user ID of the first user who abandoned the item in the item table as the item provider of the added item.
[0071] The server control unit 23 may automatically determine the item table in which to store the abandoned item, or may determine the item table in which to store the abandoned item based on, for example, a parameter value of the abandoned item.
[0072] If the parameters of the abandoned item have changed (increased) due to the second user who abandoned the item using the item, the server control unit 23 may store the abandoned item in the item table with the parameters before the change (initial value). Also, if the parameters have changed, the server control unit 23 may store the abandoned item in the item table with the parameters at the time when the second user abandoned the item.
[0073] Furthermore, the server control unit 23 may store the parameters of the abandoned item in the item table as parameters obtained by performing a predetermined calculation on the initial parameter values or the parameters at the time of abandonment. For example, the server control unit 23 may perform a calculation to multiply the parameters of the abandoned item at the time of abandonment by 0.8, and store the value obtained as a result of the calculation in the item table as the item parameters of the abandoned item. Note that the calculation is not limited to multiplication, and any calculation may be used. In this way, the server control unit 23 performs a predetermined calculation to calculate the item parameters, thereby increasing the variety of items.
[0074] When an item is added and stored in the item table, the server control unit 23, when determining the placement of items in a predetermined area of the second game field, determines the placement of the items based on the item table including the added item. If the server control unit 23 has stored the abandoned item in the item table with parameters at the time when the second user abandoned it as described above, the item is placed on the game field with parameters at the time when the second user abandoned it.
[0075] When the first user satisfies a predetermined condition in the first game field, the acquisition state of an item that is "unconfirmed" in the user item table of the first user becomes "confirmed". The predetermined condition is, for example, that the character associated with the first user wins a battle against a predetermined enemy character (e.g., a so-called boss character). In this case, when the character associated with the first user wins the battle against the boss character, the server control unit 23 switches the acquisition state of the item that is "unconfirmed" in the user item table shown in FIG. 7 to "confirmed" and stores it. Note that the predetermined condition is not limited to winning the battle against the boss character, and may be any other set condition.
[0076] When the first user ends the game in the first game field without satisfying the above-mentioned predetermined condition, items with an acquisition state of "undetermined" in the user item table of the first user are deleted from the user item table of the first user. Cases when the game in the first game field ends without satisfying the above-mentioned predetermined condition include, for example, a case where the first user voluntarily ends the game in the first game field by performing a predetermined input operation, and a case where, for example, the movement restriction parameter is exhausted and the server control unit 23 ends the game in the first game field. In this case, the server control unit 23 deletes items with an acquisition state of "undetermined" in the user item table of the first user from the user item table.
[0077] Referring again to FIG. 8, when the first user selects the other user game field selection unit 101 by tapping or the like on the screen for selecting the game field shown in FIG. 8, the server control unit 23 sets a second game field associated with the selected other user. Here, the following description will be given on the assumption that the first user selects a game field associated with the second user. In this case, the server control unit 23 specifies an area in the second game field of the second user where the game is to be started, in the same manner as in the setting of the first game field described above. Then, the server control unit 23 generates a map by referring to map information associated with the area ID of the determined area. Hereinafter, with regard to the processing in the case where the game is progressed in the second game field, the description of the processing similar to the processing in the case where the game is progressed in the first game field described above will be omitted as appropriate, and differences will be described in particular detail.
[0078] Next, the server control unit 23 determines the placement of game media (items, enemy characters, and other characters) in the determined area. Specifically, the server control unit 23 refers to the item table, enemy character table, and other user table associated with the area ID of the determined area, and generates placement data related to the game media to be placed in the determined area of the first game field based on the stored data stored in each of these tables. At this time, if the item table associated with the area ID of the determined area includes an item that another user has abandoned ownership of, the server control unit 23 generates placement data related to the game media to be placed in the area, including the item that another user has abandoned ownership of. When another user abandons ownership of an item, and the item state in the user item table of the other user (second user) changes from the first state to the second state, the abandoned item is added to the item table. In other words, the case where the item table includes an item abandoned by another user refers to the case where the item table includes an item that has been added as a result of the ownership being abandoned in this manner.
[0079] The first user progresses through the game by moving a character placed in the area, in the same manner as described for the first game field. When, as the game progresses, the first user moves the character to a position within the area where an item is placed, a screen for selecting whether or not to acquire the item is displayed on the display unit 35 under the control of the server control unit 23. At this time, if the placed item is provided by the server device 20 (server control unit 23), that is, if the provider is the CPU in the item table shown in FIG. 4, a screen similar to the screen described in FIG. 9 is displayed on the display unit 35.
[0080] On the other hand, if an item placed at a position to which a character has moved while the game is progressing in the second game field has been abandoned by a second user associated with the second game field, that is, if the provider is the ID of the second user in the item table shown in Fig. 4, a screen as shown as an example in Fig. 12 is displayed on the display unit 35. Fig. 12 is a diagram showing an example of a screen for allowing a user to select whether or not to acquire an item provided by the second user.
[0081] The screen shown in FIG. 12 for selecting whether to acquire an item may include an item information display unit 140 for displaying information about an item, and an item acquisition selection unit 141 for determining whether to acquire an item, similar to the screen shown in FIG. 9. The item information display unit 140 in FIG. 12 may be different from the item information display unit 110 in FIG. 9. For example, the item information display unit 140 may include information about the user name (item provider name) of the second user who provided the item. The item information display unit 140 may also include information about the second user. The information about the second user may be any information related to the second user, and may include, for example, the time when the second user played the game, the level of the second user in the game, information about the game field associated with the second user, the location (position on the game field) and time when the second user acquired the item, and the like.
[0082] Furthermore, the item information display unit 140 may include history information regarding the item. For example, when an item has been repeatedly acquired and abandoned by multiple users, the history information is information regarding some or all of the users (historical users) who have acquired the item in the past. That is, the history information may include, regarding the historical user, the user name, the time when the historical user played the game, the level of the historical user in the game, information regarding the game field associated with the historical user, the place and time when the historical user acquired the item, and the like.
[0083] When the first user performs an input operation to select "Yes" in the item acquisition selection unit 111 on the screen shown in Fig. 12, the server control unit 23 stores the item in the first state and with the acquisition state undetermined in the user item table of the first user. That is, the server control unit 23 stores the item placed in the second game field associated with the second user in the server storage unit 22 in association with the first user. At this time, the server control unit 23 may also store the name of the item provider in the user item table.
[0084] In the second game field, similarly to the first game field, when a predetermined condition is satisfied, the acquisition status of an item that is in an "unconfirmed" state in the user item table of the first user becomes "confirmed." In other words, when a predetermined condition is satisfied, the server control unit 23 switches the acquisition status of an item that is in an "unconfirmed" state in the user item table of the first user to "confirmed" and stores it. If the items in the "unconfirmed" state include an item provided by the second user, the first user has acquired the item that was abandoned by the second user.
[0085] When the progress of the game in the second game field ends without the first user satisfying the predetermined condition, the items whose acquisition status is "undetermined" in the user item table of the first user are deleted from the user item table of the first user. That is, the server control unit 23 deletes the items whose acquisition status is "undetermined" in the user item table of the first user from the user item table.
[0086] Next, the process performed by the server control unit 23 of this embodiment will be described with reference to the flowchart shown as an example in Fig. 13. The game field in Fig. 13 can be read as a first game field when the user progresses the game in a game field associated with the user, and can be read as a second game field when the user progresses the game in a game field associated with another user.
[0087] First, the server control unit 23 determines whether the game will be progressed in the first game field or the second game field based on the user's input operation, and sets the determined game field (step S11). The server control unit 23 specifies the area where the game will start, and sets the game field by generating a map.
[0088] Next, the server control unit 23 generates placement data for the game media (items, enemy characters, and other characters) to be placed in the game field (step S12). The server control unit 23 generates the placement data for the game media based on the item table, enemy character table, and other user table stored in the server storage unit 22.
[0089] When the user performs a predetermined input operation to acquire an item in the game, the server control unit 23 stores the item in the user item table with the item state being the first state and the acquisition state being undetermined (step S13). For example, when the user moves the character in the game field to the position where the item is placed, the user performs a predetermined input operation to acquire the item according to the display on the display unit 35.
[0090] In addition, when a user performs a specified operation to relinquish ownership of an item that the user owns, that is, an item stored in the user item table in a first state, the server control unit 23 updates the item state of the relinquished item from the first state to the second state (step S14).
[0091] Then, the server control unit 23 adds and stores the item whose item state has been updated from the first state to the second state in the item table (step S15). The item added to the item table in this manner is reflected when the server control unit 23 subsequently generates placement data for the game content to be placed in the second game field.
[0092] When ending the progress of the game in the game field in which the game is being progressed, the server control unit 23 determines whether or not the user satisfies a predetermined condition in that game field (step S16).
[0093] If the server control unit 23 determines that the predetermined condition is met (Yes in step S16), it updates the acquisition state of items stored in the user item table that have an unconfirmed acquisition state to confirmed (step S17).
[0094] On the other hand, if the server control unit 23 determines that the predetermined condition is not satisfied (step S16), it deletes from the user item table any items stored in the user item table whose acquisition status is undetermined (step S18).
[0095] As described above, according to the information processing system 10 of the present embodiment, the game medium provided by the server device 20 (server control unit 23) is placed in the first game field, and the game medium (item) that the second user has abandoned is placed in the second game field associated with the second user in addition to the game medium provided by the server device 20 (server control unit 23). Therefore, the first user can acquire the game medium abandoned by the second user by progressing through the game in the second game field associated with the second user. In this way, according to the information processing system of the above embodiment, the variety of methods for acquiring game medium can be increased, and interest in the game can be increased.
[0096] In particular, if the second user has played the game for a longer period of time than the first user, the second user is more likely to own game media with higher parameters. Therefore, by progressing the game in the second game field associated with the second user, the first user is more likely to acquire game media with higher parameters than if the first user progressed the game in the first game field associated with the first user himself / herself. This can increase the interest in the game, particularly among novice players.
[0097] Although the present invention has been described above based on the drawings and embodiments, it should be noted that those skilled in the art can easily make various modifications and corrections based on the present disclosure. Therefore, it should be noted that these modifications and corrections are included in the scope of the present invention. For example, the functions included in each means, each step, etc. can be rearranged so as not to cause logical inconsistency, and multiple means, steps, etc. can be combined into one or divided.
[0098] For example, in the above embodiment, a first game field and a second game field are associated with one user as game fields, but the number of game fields associated with one user is not limited to two. For example, one user may be associated with one game field. In this case, both the user associated with that game field and the user not associated with that game field progress in the single common game field. Also, one user may be associated with three or more game fields.
[0099] When a plurality of game fields are associated with one user, the plurality of game fields may be set to be switchable based on a selection input by the user. When a plurality of game fields are associated with one user, the plurality of game fields may be set according to the target game system or the user. For example, the plurality of game fields may be set based on whether or not the game fields are used by the user associated with the game fields as described in the above embodiment, and a pre-set game field may be selected and set from among the plurality of game fields according to, for example, the purpose of the game field or the type of game to be played. Specifically, for example, different game fields may be set for a case where a game is played by a group made up of a plurality of users and a case where a game is played by a single person, and the game field may be set according to the type of game to be played (whether a group or a single person). The plurality of game fields may be set by any method other than the above example. In this way, the plurality of game fields are set according to the purpose of the game field or the type of game to be played, and the user can play the game in a game field that is appropriately set in various forms, thereby improving usability.
[0100] The server control unit 23 may also perform control according to the relationship between users who play the game. In the above game, the relationship between users is expressed by intimacy, which is a numerical value that represents the degree of intimacy between the users as a parameter. The intimacy is determined, for example, by the number of times or time that each user has progressed in the game field associated with the other user, the number of messages sent and received with the other user, the number of times that items have been exchanged with the other user, the time or number of times that the user has progressed in the game together with the other user, and the like. The intimacy may also be determined, for example, based on the progress of the game in the game field associated with the other user, that is, how many floors the user has reached in the game field (building) associated with the other user. When the intimacy is determined, for example, by the number of times or time that the game has progressed in the game field associated with the other user, the intimacy is determined by the sum of the number of times or time that the first user has progressed in the game field associated with the second user and the number of times or time that the second user has progressed in the game field associated with the first user. The higher the sum, the higher the intimacy, and the lower the sum, the lower the intimacy.
[0101] The intimacy level may be determined or varied based on other factors. For example, in a game in which users can form groups, the intimacy level between users who belong to the same group may be higher than the intimacy level between users who do not belong to the same group.
[0102] The server control unit 23 may determine information regarding placement according to, for example, the relationship between users. Specifically, the server control unit 23 places items with higher parameter values closer to the front of the area, for example, as the intimacy level is higher. In this case, the higher the intimacy level, the easier it is for the first user to obtain items with higher parameter values at an earlier stage when progressing through the game in the game field associated with the second user. Therefore, each user tries to increase the intimacy level with other users in order to obtain items with higher parameter values. This promotes the progress of the game in the game field for each user, making it easier to activate the game.
[0103] Furthermore, for example, when extracting some game media stored in the storage data to be included in the arrangement data with a predetermined probability, the server control unit 23 may determine or vary the predetermined probability according to the relationship between the users. Specifically, for example, the server control unit 23 may increase the probability of extracting game media (items) as arrangement data as the intimacy level increases. For example, it is assumed that two users, a first user and a second user, play a game in a game field associated with a third user, and the first user has a higher intimacy level with the third user than the second user. In this case, the server control unit 23 sets a higher probability of extracting game media (items) as arrangement data in generating arrangement data for the first user than in generating arrangement data for the second user. Therefore, more game media (items) are likely to be arranged when the first user plays a game in the game field of the third user compared to when the second user plays a game in the game field of the third user. Note that the server control unit 23 may determine the predetermined probability based on parameter values of the game media in addition to the relationship between the users. According to this configuration, each user tries to increase the degree of intimacy with other users in order to improve the probability that an item will be extracted as placement data, which promotes the progress of the game in the game field for each user and makes the game more lively.
[0104] The server control unit 23 may also notify the user by displaying information about the stored data on the display unit 35. The server control unit 23 may particularly display information about the item table on the display unit 35. For example, the server control unit 23 displays the number of items associated with the first user among items included in the item table of information about a predetermined game field on the display unit 35 of the terminal device 30 owned by the first user. The number of items associated with the first user is, in other words, the number of items included in the user item table, regardless of whether they are in the first state or the second state. In this case, the number of items displayed on the display unit 35 is the number of items that the first user has confirmed to have been acquired in the game field, regardless of whether they are currently owned by the user or not. With this configuration, the user can know information about the item table.
[0105] The server control unit 23 may display on the display unit 35 at least one of the number of items in the first state and the number of items in the second state among the items associated with the first user.
[0106] Furthermore, the server control unit 23 may display the number of items not associated with the first user among the items included in the item table of the information related to the predetermined game field on the display unit 35 of the terminal device 30 owned by the first user. In this case, the number of items displayed on the display unit 35 is the number of items that the first user has not yet confirmed to have acquired among the game media that may be placed in the game field. With this configuration, the user can confirm the number of items that have not yet been confirmed to have acquired, and can confirm this number and decide whether or not to proceed with the game in the predetermined game field. For example, when the number of items that have not yet been confirmed to have acquired in a certain game field is greater than the number of items that have not yet been confirmed to have acquired in other game fields, the user can decide to proceed with the game in the other game field where the number of unacquired items is greater.
[0107] The server control unit 23 may display both the number of items associated with the first user and the number of items not associated with the first user among the items included in the item table of the information related to the predetermined game field on the display unit 35. Furthermore, the server control unit 23 may cause the display unit 35 to display at least one of the number of items associated with the first user and the number of items not associated with the first user, which are particularly items whose item providers are users associated with the predetermined game field, among the items included in the item table of the information related to the predetermined game field. With this configuration, the server control unit 23 can provide information related to the item table to the user in various forms.
[0108] When displaying the information on the number of items, the server control unit 23 may display information on some of the target items that satisfy a predetermined condition. For example, the server control unit 23 may display on the display unit 35 the number of items that satisfy a condition that a predetermined parameter is equal to or greater than a predetermined value (for example, rarity is equal to or greater than a predetermined parameter).
[0109] Furthermore, instead of displaying information regarding the number of items, the server control unit 23 may display items in a list. The list may include, for example, information regarding the items (item names, and parameters such as level or rarity). By displaying items in a list, the user can know specific information regarding the items.
[0110] Furthermore, the server control unit 23 may determine to display information related to the stored data in an area of the display screen displayed on the display unit 35 that displays information related to other users. The area that displays information related to other users is, for example, a personal page, a bulletin board, a message box, etc., within the game associated with the user. By displaying information related to other users in this manner, the user can learn information related to other users, and can determine the game field in which the game will progress based on this information.
[0111] The server control unit 23 may also change the display mode of the information about the other users according to the relationship between the users. Specifically, for example, the server control unit 23 may display information about the item table associated with the game field of a user having a relationship in which a parameter indicating intimacy is equal to or greater than a predetermined value in an area displaying information about the other users. Also, for example, the server control unit 23 may display information about an item newly stored in the item table due to abandonment earlier, the higher the parameter indicating intimacy is. According to this configuration, each user tries to increase the intimacy with the other users in order to view information about the other users. This promotes the progress of the game in the game field for each user, making it easier to activate the game.
[0112] Furthermore, when a user abandons an item, the server control unit 23 may store the abandoned item in an item table of information about the game field associated with the user, and then delete the abandoned item from the item table after a predetermined period of time has elapsed. This limits the period during which other users can obtain the abandoned item to a predetermined period of time. With this configuration, if each user attempts to obtain the abandoned item before it is deleted from the item table, progress in the game during the predetermined period of time is promoted.
[0113] Furthermore, the server control unit 23 may limit the number of people who can acquire an item that has been abandoned by a user and is available to other users. Here, a method for limiting the number of people who can acquire an item by the server control unit 23 will be described. Here, as an example, it is assumed that the server control unit 23 limits the number of people who can acquire an item abandoned by a first user to three.
[0114] For example, when the first user performs an input operation to abandon an item, the server control unit 23 stores the abandoned item in an item table in the information related to the second game field of the first user. Then, when a user (second user) other than the first user selects to progress the game in the second game field associated with the first user, the server control unit 23 generates arrangement data based on the item table. When another user (third user) selects to progress the game in the second game field associated with the first user, the server control unit 23 generates arrangement data based on the item table. In this way, the server control unit 23 generates arrangement data every time a user other than the first user selects to progress the game in the second game field associated with the first user. When the abandoned item is included three times in the arrangement data generated in this way, the server control unit 23 deletes information related to the abandoned item from the item table. As a result, the abandoned item can be made to appear in the game field for three users, and is not made to appear in the game field for other users. In this way, the server control unit 23 can limit the number of people who can acquire the abandoned item.
[0115] The server control unit 23 may limit the number of people who can acquire an item by other methods. For example, in the same manner as described above, when a user (second user) other than the first user selects to progress in the game in the second game field associated with the first user, the server control unit 23 generates placement data based on the item table. When the second user executes an input operation to acquire the abandoned item in the second game field, the server control unit 23 stores the abandoned item in the first state and in an unconfirmed state in the user item table associated with the second user. When the second user satisfies a predetermined condition in the second game field, the server control unit 23 updates the acquisition state of the unconfirmed item associated with the second user to confirmed. When the server control unit 23 executes the process of updating the acquisition state to confirmed for the item abandoned by the first user three times, the server control unit 23 deletes information about the abandoned item from the item table of the second game field of the first user. As a result, the server control unit 23 associates the abandoned item with at least three users, and after deleting information about the abandoned item from the item table, even if a user other than the first user selects to play the game in the second game field associated with the first user, the abandoned item is not extracted as placement data, and therefore is not extracted into the second game field. In this way, the server control unit 23 can limit the number of people who can acquire the abandoned item.
[0116] Although it has been described that the server control unit 23 may limit the number of people who can acquire the abandoned item, the acquisition of the abandoned item may be limited based on conditions other than the number of people. For example, the server control unit 23 may limit the number of times that the abandoned item can be acquired. Specifically, when the server control unit 23 limits the number of times that the abandoned item can be acquired to three times, when the abandoned item is acquired three times, regardless of the user who acquired it, the server control unit 23 deletes information about the abandoned item from the item table. In this case, the abandoned item may be acquired multiple times by, for example, the same user.
[0117] In this way, by limiting the number of users or the number of times that an abandoned item can be acquired, each user will attempt to acquire the abandoned item before it is deleted from the item table, thereby facilitating progress in the game during the period from when the item is abandoned until the limit is reached.
[0118] In the above embodiment, the user is described as temporarily owning the item in the game field (unconfirmed state), but the item does not necessarily have to be in an unconfirmed state. In other words, the acquisition state of the item may be determined when the user owns it, without passing through an unconfirmed state.
[0119] In the above embodiment, the server control unit 23 has been described as storing the item abandoned by the user in an item table of information related to the second game field associated with the user. However, the server control unit 23 may store the item abandoned by the user in an item table of information related to the first game field associated with the user. When the server control unit 23 stores the item abandoned by the user in the item table of information related to the first game field associated with the user, when the user progresses the game in the first game field, the server control unit 23 generates placement data based on the item table including the abandoned item. Therefore, in this case, when the user progresses the game in the first game field associated with the user, the user can obtain the item abandoned by the user in the game field associated with the user. In other words, the user can have a chance to obtain the item abandoned by the user again.
[0120] The item abandoned by the user may be stored in an item table of information related to the first game field associated with the user, and when the item is placed in the first game field, the item may be placed in a different location compared to when the item is placed in the second game field. For example, in the first game field, the item abandoned by the user may be an item selected based on an input operation by the user or by the server.
[0121] In the above embodiment, the server storage unit 22 may further store other information than the information described above as the information about the user described with reference to Fig. 2. For example, the server storage unit 22 may include information about the relationship with other users in association with each user ID as the information about the user. For example, when a user (first user) acquires an item abandoned by another user (second user), the information about the relationship with other users is stored in the server storage unit 22 as information relating the first user and the second user.
[0122] Furthermore, information regarding the relationship with another user may be stored in the server storage unit 22 as a predetermined benefit to be given to the second user who abandoned an item when the first user acquires the item abandoned by the second user and uses the item by equipping the item to a character, etc. The predetermined benefit to be given to the second user is given, for example, by increasing the parameters of the character or item associated with the second user, or by giving the item to the second user. At this time, the server storage unit 22 may store information relating the first user and the second user. For example, in the server storage unit 22, the intimacy between the first user and the second user may be changed (increased), and the first user and the second user may be stored as a predetermined relationship (for example, a friend relationship).
[0123] Furthermore, the game according to this embodiment may be a web game in which the server control unit 23 executes part or all of the processing performed by the terminal device 30 in the information processing system 10 according to the above embodiment.
[0124] Furthermore, in the information processing system 10 according to the above embodiment, the game progress screen can be a web display displayed on the terminal device 30 based on data generated by the server device 20, and other menu screens and the like can be native displays displayed by a native application installed on the terminal device 30. In this way, the information processing system 10 can be a hybrid game in which the server device 20 and the terminal device 30 each handle part of the processing.
[0125] In the above embodiment, each game field is described as being represented as a building, but the representation of the game field is not limited to being a building. The game field may be represented in any manner. For example, the game field may be represented as a town in which a character can be placed. When the game field is represented as a town, the town is divided into, for example, a plurality of areas. When a user satisfies a predetermined condition in each area, such as defeating a predetermined enemy character, the user can proceed to the next area. When the game field is a town, for example, buildings and enemy characters are placed on the game field. The user progresses through the game by, for example, building or destroying buildings or fighting enemy characters while moving the character in the town.
[0126] In the game of this aspect, in addition to the method described in the above embodiment, the user acquires an item when, for example, building or destroying a structure. Note that the method by which the user acquires an item is not limited to this, and the user may acquire an item in various other ways.
[0127] In addition, in this type of game, the intimacy between users may be determined based on, for example, the progress of the game in the game field associated with the other user, i.e., how far the other user has progressed in the game field (map) associated with the other user. In addition, the intimacy may be determined based on the number of structures built or destroyed in the game field associated with the other user.
[0128] Moreover, an information processing device such as a computer or a mobile phone can be suitably used to function as the server device 20 according to the above embodiment. Such an information processing device can be realized by storing a program describing the processing contents for realizing each function of the server device 20 according to the embodiment in the server storage unit 22 of the server device 20, and having the CPU of the server device 20 read and execute the program.
[0129] Below, the inventions described in the claims of the original application of this application (Patent Application No. 2021-119751) are appended. [Appendix 1] placing one or more predetermined game media in a first game field in which game media associated with the first user can be placed based on information associated with the first user; proceeding with a game associated with a second user different from the first user in the first game field; determining whether a predetermined condition is satisfied for one of the predetermined game media placed in the first game field in the game associated with the second user; A program that causes a computer to execute a process of storing a specified first result associated with one of the specified game media in association with the second user when the specified condition is satisfied. [Appendix 2] The program described in Appendix 1, wherein the one or more specified game media placed in the first game field include at least any of a portion or all of all game media associated with the first user, and game media not associated with the first user. [Appendix 3] The program described in Appendix 1 or 2, wherein at least one of the number, position, and type of the specified game media placed in the first game field may be different from the number, position, and type of game media placed in a second game field associated with the second user. [Appendix 4] The program according to any one of claims 1 to 3, wherein the predetermined game medium placed in the first game field changes depending on the value of a predetermined parameter associated with the first user. [Appendix 5] the predetermined game media placed in the first game field include game media of a first attribute; 5. The program of claim 1, wherein the first specified achievement associated with the game medium of the first attribute is the acquisition of the game medium of the first attribute. [Appendix 6] the predetermined game media placed in the first game field include game media of a second attribute; The program described in any one of Appendix 1 to Appendix 5, wherein the specified first achievement associated with the game medium of the second attribute is a benefit different from the acquisition of the game medium of the second attribute. [Appendix 7] a calculation unit that calculates a value of an intimacy parameter that indicates an intimacy between the first user and the second user, The program according to any one of Supplementary Note 1 to Supplementary Note 6, wherein the calculation unit calculates the value of the intimacy parameter based on a progress of the game by the second user in the first game field. [Appendix 8] The first game field is divided into a plurality of areas, A program described in any one of Appendix 1 to Appendix 7, further causing a computer to execute a process of associating a specified second result with the second user and storing the result when a clear condition for the first game field is satisfied. [Appendix 9] The program described in any one of Appendix 1 to Appendix 7, wherein the specified condition related to the one specified game medium is satisfied by placing the one game medium on the first game field or by changing the state of the one game medium placed on the first game field. [Appendix 10] placing one or more predetermined game media in a first game field in which game media associated with the first user can be placed based on information associated with the first user; proceeding with a game associated with a second user different from the first user in the first game field; determining whether a predetermined condition is satisfied for one of the predetermined game media placed in the first game field in the game associated with the second user; An information processing method executed by a computer, comprising: when the specified condition is satisfied, storing a specified first achievement associated with one of the specified game media in association with the second user. [Appendix 11] a first processing unit that places one or more predetermined game media in a first game field in which game media associated with a first user can be placed, based on information associated with the first user; a second processing unit that progresses a game associated with a second user different from the first user in the first game field; a third processing unit that determines whether a predetermined condition is satisfied for one of the predetermined game media placed in the first game field in the game associated with the second user; and a fourth processing unit that, when the specified condition is satisfied, stores a specified first achievement associated with one of the specified game media in association with the second user. [Explanation of symbols]
[0130] 10. Information Processing Systems 20 Server device 21 Server Communication Department 22 Server memory unit 23 Server control unit 30 Terminal Equipment 31 Terminal communication unit 32 Terminal memory section 33 Terminal control unit 34 Input section 35 Display section 40 Network 100 Own game field selection section 101 Other users' game field selection section 110, 130, 140 Item information display section 111, 141 Item Acquisition Selection Section 120 Owned Item List Screen 131 Item Rejection Decision Unit
Claims
1. An information processing device capable of executing a game, a first storage step of storing, in a storage unit, a game medium acquired by a first user as an ownership state in association with the first user; an updating step of updating the game medium stored in the storage unit in the first storing step to an unowned state based on a predetermined input from the first user; a second storage step of storing, in the storage unit, information on the game medium and the first user that have been updated to an unowned state in the update step; a determination step of determining, when the first user or a second user different from the first user progresses in a game, a game medium to be placed in a game field from among a plurality of game media including the game medium stored in the storage unit in the second storage step; A program in which the game medium is managed by historical information, which is information about historical users, where some or all of the users who have previously acquired the game medium among a plurality of users including the first user and the second user are designated as historical users.
2. The program of claim 1, wherein the historical information includes any one of the user name of the historical user, the time the historical user played the game, the level of the historical user in the game, information regarding the game field associated with the historical user, and the location and time the historical user acquired the game medium.
3. The program according to claim 1 or 2, wherein the history information is displayed in association with a display for a user interface for the second user to select whether or not to acquire the game medium.
4. A program as described in any one of claims 1 to 3, wherein when the second user determines which game medium to place in the game field from among a plurality of game media including the game medium stored in the memory unit in the second storage step, the second user can place all or a portion of the game medium owned by the second user, and when placing a portion of the game medium, the corresponding game medium can be placed with a predetermined probability.
5. A program as described in any one of claims 1 to 3, further comprising a display step of displaying the number of game media that are not owned by the first user when the first user determines which game media to place in the game field from among a plurality of game media including the game media stored in the memory unit in the second storage step.
6. A program as described in any one of claims 1 to 3, further comprising an acquisition limiting step for limiting the number of people who can acquire the game medium as the second user to a predetermined number of people when the second user acquires the game medium stored in the memory unit in the second storage step.
7. A program as described in any one of claims 1 to 3, further comprising an acquisition limiting step for limiting the number of times that the second user can acquire the game medium stored in the memory unit in the second storage step to a predetermined number of times when the second user acquires the game medium stored in the memory unit in the second storage step.
8. A control method executed by an information processing device capable of executing a game, comprising: a first storage step of storing, in a storage unit, a game medium acquired by a first user as an ownership state in association with the first user; an updating step of updating the game medium stored in the storage unit in the first storing step to an unowned state based on a predetermined input from the first user; a second storage step of storing, in the storage unit, information on the game medium and the first user that have been updated to an unowned state in the update step; a determination step of determining, when the first user or a second user different from the first user progresses with the game, a game medium to be placed in a game field from among a plurality of game media including the game medium stored in the storage unit in the second storage step; A control method in which the game medium is managed by historical information, which is information about a plurality of users, including the first user and the second user, that are some or all of the users who have previously acquired the game medium and are designated as historical users.
9. An information processing device capable of executing a game, a first storage function that stores a game medium acquired by a first user as an ownership state in a storage unit in association with the first user; an update function that updates the game medium stored in the storage unit by the first storage function to an unowned state based on a predetermined input from the first user; a second storage function that stores in the storage unit information about the game medium and the first user that have been updated to an unowned state by the update function; a control unit that realizes a determination function that determines a game medium to be placed in a game field from among a plurality of game media including the game medium stored in the storage unit by the second storage function when the first user or a second user different from the first user progresses in a game, An information processing device in which the game medium is managed by historical information, which is information about historical users, where some or all of the users who have previously acquired the game medium among a plurality of users including the first user and the second user are regarded as historical users.
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