Information processing device, information processing method, and program

By enabling dynamic role changes during gameplay, the information processing device enhances multiplayer game engagement and interest, addressing the limitations of static role settings in existing multiplayer games.

JP7656210B2Active Publication Date: 2025-04-03MIXI INC
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Patent Information

Application Number
JP2023030114
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-28
Publication Date
2025-04-03
Estimated Expiration
2041-03-23

AI Technical Summary

Technical Problem

Existing multiplayer games lack mechanisms to dynamically change player roles during gameplay, which limits the potential for enhanced gameplay interest and engagement.

Method used

An information processing device and method that allows players to set roles before joint play and change roles during gameplay if specific conditions are met, enabling players to switch between different roles such as field moving characters and support characters.

Benefits of technology

This solution enhances gameplay interest by allowing dynamic role changes, providing players with new challenges and experiences within the same game session, and improving overall multiplayer engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

An information processing device, an information processing method, and a program are provided that can improve the interest of a joint play in which roles are set for each player. [Solution] The information processing device of the present invention has a role setting unit that sets, before cooperative play of a game begins, for each of multiple players a role that the player will play during cooperative play, and a role change unit that can change the role of a target player that has been set to a first role from the first role to a second role when a change condition is met during cooperative play.
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Description

[Technical field]

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

[0002] In a game in which multiple players play together, a role in the game is assigned to each player, and the role of each player may be changed after the role is assigned (see, for example, Patent Document 1). Patent Document 1 describes that, for the purpose of improving the playability of the game, the role of each player is changed according to the progress of the missions in the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-124489 A Summary of the Invention [Problem to be solved by the invention]

[0004] For each player, the role that they play during cooperative play is an important factor in determining how interesting the cooperative play is (i.e., how fun the game is), and it is expected that the interest of cooperative play can be further enhanced depending on the procedures for setting and changing roles.

[0005] In view of the above, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase the interest of collaborative play in which roles are assigned to each player. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention is characterized in having a role setting unit that sets, before cooperative play of a game begins, for each of a plurality of players a role to be played by the player during cooperative play, and a role changing unit that is capable of changing the role of a target player that has been set to a first role from the first role to a second role when a change condition is met during cooperative play. Effect of the Invention

[0007] According to one aspect of the present invention, the roles set before the start of cooperative play can be changed during cooperative play, thereby making cooperative play more interesting. [Brief description of the drawings]

[0008] [Figure 1] FIG. 2 is a diagram showing an example of a playable area in a game. [Diagram 2] 13 is an example of a play screen displayed when playing the game in a first role. [Diagram 3] 13 is an example of a play screen displayed when playing the game in a second role. [Figure 4] FIG. 13 is a diagram showing a play screen on which a guide object is displayed. [Diagram 5] FIG. 13 is an explanatory diagram of a plugging operation. [Figure 6] 13 is an example of a role selection screen. [Figure 7] 13 is an example of a reservation screen. [Figure 8] 13 is an example of an inquiry screen. [Figure 9] 1 is a conceptual diagram showing a configuration of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 10] FIG. 2 is a diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing an example of player information. [Figure 12A] FIG. 1 is a diagram showing an information processing flow according to an embodiment of the present invention (part 1). [Figure 12B] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention (part 2). [Figure 13] FIG. 13 is a diagram showing the transition of roles of each player. [Figure 14] FIG. 11 is a diagram showing the flow of a first screen display process. [Figure 15] FIG. 11 is a diagram showing the flow of a second screen display process. [Figure 16A] FIG. 13 is an explanatory diagram (part 1) of a modified example of the timing for changing the role of the target player. [Figure 16B] FIG. 13 is an explanatory diagram (part 2) of a modified example of the timing for changing the role of the target player. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] An information processing device, an information processing method, and a program according to the present invention will now be described in terms of preferred embodiments (first to third embodiments) with reference to the accompanying drawings. The embodiment described below is merely one of the specific examples given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. In addition, the present invention naturally includes its equivalents. In addition, the screen examples shown in the drawings referenced in the following description are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc. can be freely designed according to the content of the information processing, the design specifications of the system, and the preferences of the player, and can be changed as appropriate.

[0010] [Games that can be played with this invention] A game that can be played through the information processing device of the present invention (hereinafter simply referred to as a "game") will be described with reference to Figs. 1 to 5. Fig. 1 is a diagram showing an example of an area that can be played in the game, and more specifically, shows an overall image of the area. Figs. 2 to 3 are examples of play screens for the game. Fig. 4 is a diagram showing the play screen in a state in which a guide object, which will be described later, is displayed. Fig. 5 is an explanatory diagram of an input operation, which will be described later. The operation terminals shown in Figs. 2 to 8 are operation terminals operated by a player viewing the play screens shown in these figures.

[0011] A game is content that a player plays while viewing a screen on a gameplay control terminal, specifically, an online game that uses data communication. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). There are no particular limitations on the genre (classification) of games.

[0012] A player can play the game by selecting either a single-player mode or a cooperative play mode (multi-player mode) with multiple players.

[0013] A player who selects the single play mode operates a predetermined in-game character (hereinafter referred to as a field-moving character J1) during game play. The field-moving character J1 is an example of an in-game character, and moves on a field set within the area shown in FIG. 1 based on the player's operation (hereinafter referred to as a movement operation). A game area is an in-game space set for the purpose of clearing it, and there are one or more in the game. A field is a terrain set for each area, and is, for example, a two-dimensional area such as a floor, ground, or water surface.

[0014] The appearance (display image) of the field moving character J1 can be set arbitrarily depending on the content of the game, but in the following explanation, it is assumed to be a humanoid as shown in Fig. 1. Also, the number of field moving characters J1 that can be operated by one player may be one or more than two, but in the following explanation, it is assumed to be one.

[0015] 1, an enemy character E appears on the field, and auxiliary objects H are arranged according to a certain rule or irregularly. The enemy character E appears on the field and interferes with the player's game play (specifically, the movement and other actions of the field-moving character J1).

[0016] The auxiliary object H is used by the player during game play, and for example, when the field-moving character J1 approaches or comes into contact with the auxiliary object H, an effect corresponding to the auxiliary object H is given to the player. The effect corresponding to the auxiliary object H includes, for example, the provision of a benefit or item that can be used in the game, a change in a parameter such as the recovery of physical strength, a change in the field situation such as a decrease in the number of enemy characters E appearing on the field, and the occurrence of a predetermined event such as the appearance of a boss enemy.

[0017] In the single play mode, the player performs a movement operation on the field moving character J1 while watching the field moving character J1 on the game play screen. At this time, a part of the field, specifically a certain range including the current position of the field moving character J1 (the area surrounded by a dashed line in FIG. 1) is displayed on the play screen as shown in FIG.

[0018] An example of the movement operation is an operation of dragging the field moving character J1 displayed on the screen to the destination (the position indicated by the dashed line in FIG. 2) while touching the screen, as shown in Fig. 2. The method of performing the movement operation is not particularly limited, but examples include a method using the directional keys of a controller (not shown), a method using voice input, a method of detecting the player's body movements such as motion capture, or a method of analyzing the player's brain waves during game play.

[0019] When the field moving character J1 moves on the field in response to a movement operation, the part of the field displayed on the screen changes accordingly. The player can grasp the current position of the field moving character J1 (the position after the movement) through the screen after the change.

[0020] 2 is a screen when a part of the field is viewed from directly above, but is not limited to this. The screen displayed during game play may be a screen when a part of the field is viewed from an arbitrary line of sight (view angle), and the angle may be freely changed according to the player's preference during game play.

[0021] Parameters are set for the field moving character J1. The parameters are values ​​or statuses that the player monitors (checks) and manages during game play, and are set for each player in the game. In other words, the parameters can be said to be parameters related to the player who operates the field moving character J1. The parameters include numerical values ​​and properties related to the field moving character J1, such as values ​​indicating the state (current state) of the character J1, such as stamina and hunger, values ​​indicating abilities such as attack power and movement speed, type and attributes, screen display size, and other characteristics.

[0022] During game play, the parameters are displayed near the field moving character J1 on the first screen G1, as shown in Fig. 2. During game play, the parameters change (are updated) in conjunction with the progress of the game, specifically, the movement and state change of the field moving character J1. For example, when the field moving character J1 moves on the field or is attacked or obstructed by an enemy character E on the field, its physical strength, which is one type of parameter, decreases. When the physical strength of the field moving character J1 reaches 0 (zero) (corresponding to an example of a predetermined state), it becomes impossible to continue playing, i.e., the game is over.

[0023] During game play, the player can change parameters by using an auxiliary object H placed on the field or an input object T inserted onto the field. For example, when the player uses an auxiliary object H or an input object T that corresponds to a vitality recovery item, the vitality of the field-moving character J1 can be increased (recovered). The parameters do not necessarily have to be changed in conjunction with the movement of the field moving character J1, and may be changed, for example, in response to the operation (movement operation, etc.) of the player operating the field moving character J1.

[0024] The player can clear an area when the clearing condition for that area is met, such as when the field-moving character J1 reaches a predetermined position on the field or when a predetermined enemy character E that appears on the field is defeated. In addition, the player can move to the next area by clearing one area, and move the field-moving character J1 on the field set in the area after the move.

[0025] Next, the cooperative play mode will be described. In the cooperative play mode, multiple players can play together in the same area at the same timing (i.e., at the same time). In addition to players cooperating with each other to play with the common goal of clearing an area, cooperative play also includes players competing with each other in the same area, and multiple players splitting into multiple teams and playing against each other in the same area. In the following description, playing cooperatively is also referred to as "participating in cooperative play."

[0026] Each of the multiple players participating in the cooperative play selects a role before the cooperative play starts. A role is a role in a game that each of the multiple players who play cooperatively takes on, and in the present invention, before the cooperative play starts, each player selects one of multiple types of roles. The multiple types of roles are, for example, a first role and a second role, and each player selects one of these roles before the cooperative play starts. Note that the multiple types of roles may include roles other than the first role and the second role; that is, the number of roles that each player can select may be three or more.

[0027] Incidentally, in the present invention, "before cooperative play begins" refers to the time before multiple players begin playing in an area of ​​the game, specifically, the time before actually performing operations on the field-moving character J1 and the support character J2 described below.

[0028] After that, a role is set for each player according to the selection result of each player, and joint play begins. In joint play, each player plays the game in the role that has been set. Specifically, the player set to the first role operates the above-mentioned field moving character J1 during joint play to progress through the game. The player set to the second role assists (supports) the player set to the first role during joint play. Assisting the player set to the first role means playing the game from a different position from the player set to the first role, specifically, playing the game so that the player set to the first role can progress through the game to his advantage.

[0029] The first and second roles may be the opposite of the above. That is, the present invention is also applicable to a case where the second role is a role of controlling the field moving character J1 and the first role is a role of assisting the player who controls the field moving character J1.

[0030] The operations performed by players during cooperative play will be explained for each role. During the joint play, the player set to the first role performs a movement operation on the field moving character J1 while viewing a play screen (hereinafter, also referred to as the first screen G1) on his / her own operation terminal. The field moving character J1 and a portion of the field corresponding to the current position of the field moving character J1 (the area surrounded by a dashed line in FIG. 1) are displayed on the first screen G1.

[0031] During cooperative play, the player set to the second role operates a support character J2, which is a game character different from the field moving character J1. The support character J2 is based on an air vehicle such as a UAV (Unmanned Aerial Vehicle). The number of support characters J2 that can be operated by one player set to the second role may be one or more than two, but in the following explanation, it is assumed that there is one support character J2.

[0032] Specifically, during a joint play, a player set to the second role performs operations (hereinafter referred to as flying operations) on the support character J2 while viewing a play screen (hereinafter referred to as a second screen G2) on his / her own operation terminal. As shown in Fig. 3, the second screen G2 displays the support character J2 and a portion of the field corresponding to the position of the support character J2 (the area surrounded by a dashed line in Fig. 1) from an overhead view.

[0033] An example of the flight operation is an operation of touching the support character J2 displayed on the screen and dragging it to a destination, as shown in Fig. 3. The method of performing the flight operation is not particularly limited, but examples include a method using directional keys on a controller (not shown), a method using voice input, a method of detecting the player's body movements such as motion capture, or a method of analyzing the player's brain waves during game play.

[0034] The support character J2 moves (flies) within the area where the field moving character J1 exists based on a flying operation. Specifically, the field moving character J1 and the support character J2 exist in different layers in the same area. The layer to which the support character J2 can move is higher than the layer to which the field moving character J1 can move. Strictly speaking, the support character J2 can move in a moving space that is virtually set as a space at a different height from the field in the game, more specifically, in the space above the field (sky). The moving range of the support character J2 is not limited to the space above the field (sky), but may be the space below the field (underground, etc.).

[0035] The support character J2 can move throughout the entire field, and can also move freely in areas of the field where the field-moving character J1 cannot move. For example, the field-moving character J1 cannot move in areas of the field where obstacles are placed due to restrictions such as obstacles, whereas the support character J2 is not restricted in movement by the obstacles.

[0036] When the support character J2 flies above the field in response to the flight operation, the portion of the field displayed on the second screen G2 is switched accordingly. This allows the player set to the second role to grasp the current position of the support character J2 (the position after the movement) through the switched screen, and to look around the entire field by continuing to move (fly) the support character J2.

[0037] 3 is a screen in which a part of the field is viewed from directly above, but is not limited to this. The second screen G2 may be a screen in which a part of the field is viewed from any line of sight angle (view angle), and the angle may be freely changed according to the preference of the player set to the second role during game play.

[0038] In addition, the second screen G2 may display a part of the field or the entire field. When the player set to the second role performs an operation for enlarging the display, a part of the field may be enlarged and displayed on the screen at a magnification corresponding to the amount of the operation. Conversely, when an operation for reducing the display is performed, a part or the whole of the field may be reduced and displayed on the screen according to the amount of the operation.

[0039] Incidentally, the portion of the field that is displayed on the first screen G1 is limited to the field moving character J1 and its vicinity, and is a narrower area than the portion that is displayed on the second screen G2. In other words, the range of the field that the player set to the first role can see through the screen during the cooperative play is narrower than that of the player set to the second role. Therefore, the player set to the first role cannot see the enemy character E and the like that exists outside the portion of the field that is displayed on the first screen G1.

[0040] On the other hand, the second screen G2 can display a wider area of ​​the field than the first screen G1. This allows, for example, a part or the whole of the field including the current position of the field-moving character J1 to be displayed on the second screen G2, so that the player set to the second role can check the movement of the field-moving character J1, in other words, the operation of the player set to the first role.

[0041] As described above, the second screen G2 can display a portion other than the portion displayed on the first screen G1. This allows the player set to the second role to view the second screen G2 during joint play and check the situation of the field with a wider field of view than the player set to the first role. In other words, the player set to the second role can obtain information on the portion of the field that the player set to the first role cannot view on the first screen G1, and specifically, can know the type and appearance position of enemy characters that exist outside the portion displayed on the first screen G1.

[0042] When certain conditions are met, the player assigned to the second role can notify the player assigned to the first role of information regarding characters appearing in the part of the field that is displayed on the second screen G2.

[0043] Specifically, the player set to the second role operates and moves the support character J2 so that the support character J2 arrives at a position corresponding to an enemy character E (hereinafter referred to as a notified character) that is the target of the information to be notified. The position corresponding to the notified character is, for example, a position where the notified character is within the illumination range LS of the support character J2. The notified character is not particularly limited, but a predetermined enemy character E on the field, for example, a boss enemy in an area, may be the notified character. The lighting range LS is a circular or elliptical object (more specifically, an object indicating a range) that is displayed according to the game settings in which lighting is shone from the support object J2 onto the field directly below the support object J2, and is constantly displayed on the second screen G2 during collaborative play.

[0044] Then, when the support character J2 reaches a position corresponding to the notified character, a guide object K is displayed on the first screen G1 as shown in the left diagram of Fig. 4. The guide object K is a mark indicating the direction in which the notified character is located when viewed from the field-moving character J1, and more simply, is a linear object connecting the current position of the field-moving character J1 and the current position of the notified character.

[0045] By displaying the guide object K as described above, the player set to the second role can assist the player set to the first role during a joint play. Specifically, by displaying the guide object K, the player set to the first role can be informed of the notified character that exists outside the area shown on the first screen G1 and its direction. In addition, the operation performed by the player set to the second role to display the guide object K, i.e., the flying operation to move the support character J2 so that the notified character is within the lighting range LS, corresponds to the operation to exert a predetermined effect on the field-moving character J1.

[0046] The guide object K is always displayed while the supporting character J2 is in a position corresponding to the notified character (that is, as long as the notified character is within the illumination range LS of the supporting character J2). On the other hand, when the notified character goes out of the illumination range LS, the guide object K for the notified character is hidden.

[0047] In addition, while the guide object K is displayed on the first screen G1, the player (player set to the second role) who operates the support character J2 so that the notified character is positioned within the lighting range LS, as shown in the right diagram of Figure 4, may also display the guide object K (i.e., the guide object K may also be displayed on the second screen G2).

[0048] Furthermore, the display mode of the guide object K, for example, the display time of the guide object K, the display pattern such as lighting or blinking, the color, the thickness, etc. can be set arbitrarily, and may be changed after being set.

[0049] Furthermore, the field moving character J1 can perform an attack action against an enemy character E on the field, specifically, an action of firing a bullet or the like at the enemy character E. When making the field moving character J1 perform this action, the player set to the first role performs a predetermined operation (hereinafter, referred to as a shooting operation). The shooting operation includes, for example, an operation of instructing the firing direction of a bullet or the like.

[0050] When a shooting operation is performed on the field moving character J1 while the guide object K is displayed, the firing direction of the bullet or the like may be automatically set so that the bullet or the like is aimed at the notified character that exists ahead of the guide object K. In this case, the player set to the first role can make the bullet or the like surely hit the notified character even if the player does not specify the firing direction in the shooting operation. As described above, the player set to the second role can effectively assist the player set to the first role by displaying the guide object K.

[0051] On the other hand, during cooperative play, the support character J2 cannot attack the enemy character E, and is not attacked or hindered by the enemy character E. Furthermore, the support character J2 cannot use the auxiliary object H and the thrown-in object T. In other words, the player set to the second role cannot enjoy the effects of the auxiliary object H and the thrown-in object T. Instead, during cooperative play, the player set to the second role can perform an operation to throw an thrown-in object T onto the field (hereinafter, referred to as a throw-in operation) as a support item for the player set to the first role.

[0052] The throw-in operation is performed through the second screen G2. Specifically, the player set to the second role selects an object to be thrown in as the throw-in object T from among the objects he possesses in the game, and clicks the button corresponding to the type of object selected as the throw-in object T among the object selection buttons displayed on the screen, as shown in the left diagram of Fig. 5. After that, the player set to the second role specifies the position on the field where the throw-in object T will be placed. The object used as the throw-in object T and the position of the throw-in object T are not limited to being determined based on the will of the player set to the second role, and may be determined automatically by, for example, a lottery.

[0053] By performing the throw-in operation according to the above procedure, the throw-in object T is thrown onto the field from the support character J2 operated by the player who performed the throw-in operation, as shown in the right diagram of Fig. 5. Then, as described above, the throw-in object T is used by the player set to the first role, and is used when the field moving character J1 operated by that player approaches the throw-in object T. In other words, the effect of the throw-in object T is imparted to the player set to the first role.

[0054] The effect of the thrown-in object T varies depending on the type of thrown-in object, and the contents of the effect (i.e., the type of object) can be determined arbitrarily depending on the contents of the game. The types of thrown-in objects T may include types that hinder the play of the player set to the first role, in addition to types that assist the player set to the first role.

[0055] Furthermore, the player set to the second role can purchase an object that can be used as an input object T during game play, and can input the purchased object onto the field as the input object T. Note that an object that can be used as an input object T may be obtained by a method other than purchase, and may be obtained, for example, by playing a lottery event held within the game.

[0056] As described above, in the cooperative play mode, each of multiple players playing cooperatively plays the game in either the first role or the second role, and controls one of the in-game characters corresponding to the role, i.e., the field-moving character J1 or the support character J2.

[0057] In the cooperative play mode, multiple players can play the game by selecting the first role. In this case, a field moving character J1 exists on the field for each player set to the first role, and each player set to the first role operates his / her own field moving character J1.

[0058] In addition, when multiple players play a game in a cooperative manner with the first role, each player plays the game in a cooperative manner while monitoring the parameters of the field moving character J1 that he / she controls. During the cooperative play, if the parameters of a player reach a predetermined state, specifically, if the stamina of the player reaches 0, the field moving character J1 becomes inoperable, and the player is unable to continue playing the game in the first role.

[0059] In addition, in the cooperative play mode, when multiple players are set to the first role and one or more players are set to the second role, the player set to the second role can assist a designated player among the multiple players set to the first role during cooperative play, and cooperate with the player to be supported. The player to be supported may be designated before the cooperative play is started, or may be designated during the cooperative play. Furthermore, the player to be supported may be randomly determined from among the multiple players set to the first role, regardless of the intention of the player set to the second role.

[0060] In addition, in the cooperative play mode, the minimum required number of players (first lower limit number) and the maximum number of participants (first upper limit number) are determined for the number of players playing the first role. Therefore, cooperative play can be started only when the number of players who have selected the first role exceeds the first lower limit number. In addition, when the number of players who have selected the first role reaches the first upper limit number, other players cannot newly select the first role until an empty slot is secured. The empty slot is the remaining number of players set to the first role, that is, the difference between the upper limit number of players set to the first role and the current number.

[0061] On the other hand, the minimum required number of players playing the second role (second lower limit number) and the maximum number of participants (second upper limit number) are also determined. Therefore, cooperative play can be started only when the number of players selecting the second role exceeds the second lower limit number. Also, when the number of players selecting the second role reaches the second upper limit number, other players cannot newly select the second role until an empty slot is secured. In addition, there may be no minimum limit on the number of players playing the second role, and cooperative play may be able to begin even if the number of players selecting the second role is any number, for example, even if there is no player.

[0062] [Role setting and role change in the first embodiment] In the present invention, before the start of a joint play, a role is assigned to each of the multiple players who will play together, and during the joint play, each player performs operations according to the assigned role. As described above, the joint play cannot start unless the number of players who select each role exceeds the minimum number of players required (lower limit number). Furthermore, since an upper limit number is set for the number of players for each role, the role of each player is set (adjusted) so that the number of players for each role does not exceed the upper limit number.

[0063] On the other hand, in the first embodiment of the present invention, for example, when a vacant slot is secured during a cooperative play, the target player's role can be changed to the role for which the vacant slot is secured. The target player is a player whose role is to be changed during the cooperative play among multiple players who play cooperatively, and in particular, a player who is set to the first role before the start of the cooperative play, and will be referred to as the first target player below. Furthermore, a player who is set to the second role before the start of cooperative play and whose role is to be changed during cooperative play is referred to as a second target player.

[0064] In the following, the role of controlling the field moving character J1 is referred to as the first role, and the role of controlling the support moving character J2 is referred to as the second role, but as mentioned above, the first role and the second role may each be the opposite of those described above.

[0065] The following describes the role setting and role change in the first embodiment. Note that the following description assumes a case in which the lower limit (first lower limit and second lower limit) of the number of players set for each role is 1, and the upper limit (first upper limit and second upper limit) is 3. However, these values ​​are merely examples, and the lower limit and upper limit of each role can be set to any value.

[0066] In the first embodiment, each of the multiple players who will play cooperatively performs a selection operation to select one of multiple types of roles, specifically, a first role and a second role, before the cooperative play begins. To be more specific, one player who will host the cooperative play (hereinafter referred to as the host) designates an area for the cooperative play and then recruits participants for the cooperative play (hereinafter referred to as the guest). Thereafter, the guest player and the host player who have applied to participate in the cooperative play each select a role they desire while viewing the role selection screen of FIG. 6 that is displayed before the cooperative play begins, and click a button on the role selection screen that corresponds to the selected role. This operation corresponds to a selection operation.

[0067] The role selection screen displays the selection results of the players who have performed the selection operation, as shown in Figure 6. Players who have not yet performed a selection operation can select their own role while checking the roles selected by other players. This allows role matching to be performed.

[0068] The role matching may be performed by recruiting players to participate in the cooperative play and having each player perform a selection operation after the recruitment ends. Alternatively, each player may perform a selection operation when applying to participate as a cooperative player, and a screen showing the matching result based on each player's selection operation (i.e., the role selection result by each player) may be displayed to each player.

[0069] When the number of players who have selected the first role and the number of players who have selected the second role each exceed the lower limit, one of the players (e.g., the host) performs an operation to start the joint play after confirming the role matching result. This triggers the assignment of roles to each player, and then the joint play starts. In this case, the role assigned to each player is the role selected by each player in response to the selection operation, i.e., the role desired by each player.

[0070] On the other hand, if either the number of players who have selected the first role or the number of players who have selected the second role is less than the minimum limit, cooperative play cannot begin as is, and the players will be placed on standby until the number of players below the minimum limit increases to above the minimum limit.

[0071] Also, while the number of players who have selected the first role reaches the upper limit (first upper limit), players who have not yet performed a selection operation at that time cannot newly perform a selection operation to select the first role. Similarly, when the number of players who have selected the second role reaches the upper limit (second upper limit), players who have not yet performed a selection operation at that time cannot newly perform a selection operation to select the second role.

[0072] On the other hand, in the first embodiment, when the number of players who select a certain role reaches the upper limit, a change reservation operation can be performed for that role. Specifically, when the number of players who select a second role reaches the second upper limit, a player who has not yet performed a selection operation at that point cannot select the second role even if he or she desires the second role, and must select the first role to play (participate in) a cooperative play. Therefore, the player performs a selection operation to select the first role, and can perform a change reservation operation at this time.

[0073] The change reservation operation is performed, for example, through the reservation screen G3 shown in Fig. 7. The reservation screen G3 is a screen that is displayed to a player who has selected a different role when the number of players who have selected a certain role has reached the upper limit. When a player who selected a first role wishes to make a change reservation, he or she clicks a reservation request button (a button marked "Yes" on the screen) in the reservation screen G3. This operation corresponds to a change reservation operation.

[0074] For a player who has performed the above change reservation operation, if a certain condition is met during joint play, it becomes possible to change roles, and more simply, it becomes possible to change from a first role to a second role. Here, a player who performs a selection operation to select the first role when the number of players who have selected the second role has reached the second upper limit number and who has performed the above change reservation operation corresponds to a target player of the present invention, or more precisely, a first target player.

[0075] In addition, the change reservation operation may be performed after a selection operation is performed before the start of collaborative play, or it may be performed before the selection operation or at the same time as the selection operation, or it may be performed after the start of collaborative play.

[0076] Also, when the number of players who have selected the first role reaches the first upper limit, a player who has not yet performed a selection operation at that time is forced to perform a selection operation to select the second role, and at this time, can perform a change reservation operation. This makes it possible to change the role of the player, more specifically, to change from the second role to the first role, when a predetermined condition is met during joint play. Here, a player who performs a selection operation to select the second role and performs the change reservation operation when the number of players who have selected the first role reaches the first upper limit corresponds to a second target player.

[0077] As described above, in the first embodiment, the roles of the first target player and the second target player who performed the change reservation operation can be changed when a predetermined condition (hereinafter, referred to as a change condition) is satisfied during the joint play, and specifically, each target player can be changed to the role that he or she originally desired. On the other hand, the role of a player who does not perform the change reservation operation (non-target player) is not changed even if the change condition is satisfied during the joint play.

[0078] The change condition is that an empty slot is secured during the joint play. To be more specific, for example, assume that the number of players who have selected the second role has reached the second upper limit number before the start of the joint play, and the joint play is started in that situation. In other words, assume that the joint play is started in a state where the number of players set to the second role has reached the second upper limit number.

[0079] In the above case, the change condition is that the player set to the second role leaves the joint play during the joint play, and the number of players playing the second role decreases from the second upper limit number to less than the second upper limit number, that is, an empty slot is secured for the second role. The change condition in this case will be referred to as the first change condition below.

[0080] Examples of situations in which a player may withdraw from cooperative play include when the controlled character becomes inoperable (for example, in the case of the field-moving character J1, its stamina is at 0) and play cannot continue, when a player voluntarily retires from cooperative play, when play is interrupted due to a communication failure or the like, when a player leaves cooperative play without making any operations for a certain period of time, and when cooperative play cannot be continued due to other circumstances.

[0081] Similarly, assume that the number of players who selected the first role before the behavior play started reaches the first upper limit number, and the number of players set to the first role reaches the first upper limit number, and then the cooperative play starts. In this case, the change condition is that the player set to the first role leaves the cooperative play during the cooperative play, and the number of players playing the first role decreases from the first upper limit number to less than the first upper limit number, that is, an empty slot is secured for the first role. The change condition in this case will be referred to as the second change condition below.

[0082] Then, when a first change condition is established during cooperative play, it becomes possible to change the role of the first target player, specifically, from the first role to the second role. Similarly, when a second change condition is established during cooperative play, it becomes possible to change the role of the second target player, specifically, from the second role to the first role.

[0083] In the first embodiment, when changing the role of a player during a joint play, the role is changed after confirming the intention of the player. Specifically, when a first change condition is established during a joint play, an inquiry screen G4 shown in FIG. 8 is displayed on the operation terminal of the first target player. The inquiry screen G4 is displayed for the purpose of inquiring whether or not to change the role. The first target player determines whether or not to change the role, and if he or she wishes to change the role, he or she clicks a change request button (a button marked "Yes" on the screen) on the inquiry screen G4, and if he or she wishes to postpone the role change, he or she clicks a change postponement button (a button marked "No" on the screen). These screen operations (specifically, an operation of clicking any button on the screen) correspond to an operation of answering the inquiry.

[0084] In the first embodiment, when the first target player responds to the inquiry by indicating that he / she will change the role, this triggers a change in the role of the first target player from the first role to the second role. By changing the role, the first target player becomes able to operate the in-game character corresponding to the changed role, i.e., the support character J2, and specifically, becomes able to perform flying operations on the support character J2. In addition, by changing to the second role, the first target player becomes able to assist another player playing the first role, and specifically, becomes able to perform operations for displaying a guide object K (flying operations) and operations for inserting an insertion object T (inserting operations).

[0085] Similarly, when a second change condition is met during joint play, a query screen G4 is displayed on the operation terminal of the second target player, and the second target player determines whether or not to change the role and performs a response operation, specifically, an operation of clicking any button in the query screen G4. In the first embodiment, when the second target player responds to the query by indicating that he or she will change the role, this triggers a change in the role of the second target player from the second role to the first role. By changing the role, the second target player becomes able to control the field moving character J1, specifically, becomes able to perform a movement operation on the field moving character J1.

[0086] However, when a player's role is changed during a joint play, the number of players set to the same role as the player's role before the change is decreased by one. As a result, it is expected that the number of players set to the above roles will fall below the lower limit, in which case it will be difficult to continue the joint play. In order to avoid such a situation, when the first change condition is established, the role of the first target player can be changed from the first role to the second role only if the number of players playing the first role during the joint play (strictly speaking, the number of players after the role of the first target player is changed) exceeds the first lower limit.

[0087] Similarly, when the second change condition is met, the role of the second target player can be changed from the second role to the first role only if the number of players playing the second role during collaborative play (strictly speaking, the number of players after the role of the second target player is changed) exceeds a second lower limit.

[0088] [Regarding the information processing device of the first embodiment and the operation terminal of each player] Next, the information processing device and the operation terminal of each player according to the first embodiment will be described. Note that the following description will be given assuming a situation in which six players A to F play the same area of ​​the game together in the cooperative play mode.

[0089] As shown in FIG. 9, each player has an operation terminal 11-16 for the game. Each operation terminal 11-16 is a client terminal, and specifically, is configured by a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of inputting information, a wearable terminal, or the like. Each operation terminal 11-16 is communicably connected to the server 10 via a communication network 17 as shown in FIG. 9. The communication network 17 is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like.

[0090] The server 10 is an example of the "information processing device" of the present invention, and is a computer that generates, transmits, and receives data necessary for the game progress, and executes various information processes related to the game progress, and is, more specifically, an SNS server, for example. The server 10 may be composed of one computer, or may be composed of multiple computers distributed in parallel. The server 10 may also be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to the game progress (excluding input and display of information) are executed by the server 10, so that the operation terminals 11 to 16 of each player only need to input information to be handed over to the server 10 and output information distributed from the server 10.

[0091] 9, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The processor 21 may be configured by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0092] The memory 22 may be configured with semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The communication interface 23 may be configured with, for example, a network interface card or a communication interface board. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by 3G to 5G or a later generation mobile communication system, and communication based on LTE (Long Term Evolution).

[0093] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.

[0094] In addition, a program for an operating system (OS) and an information processing program for game progress are installed as software in the server 10. These programs correspond to the "programs" of the present invention, and are programs for controlling the server 10, which is a computer. In other words, by being executed by the above-mentioned processor 21, the server 10 performs the function of the information processing device of the present invention.

[0095] The program may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.

[0096] During game play, the server 10 progresses the game by executing the above program. Specifically, the server 10 accepts operations for progressing the game from each of the players A to F, and executes a series of processes for progressing the game. For example, before the start of cooperative play, the server 10 executes a process for setting the roles of each of the players A to F. Specifically, before the start of cooperative play, the server 10 accepts a role selection operation from each player, and sets the role of each player in accordance with the selection operation.

[0097] Furthermore, during cooperative play, the server 10 executes a process of generating display data for game play screens (for example, the first screen G1 and the second screen G2) and transmitting the display data to each player's operation terminal 11 to 16. Furthermore, the server 10 executes a process of changing parameters such as the vitality of the field moving character J1 for each player according to the progress of the game.

[0098] In addition, the server 10 executes processes according to the operations of each player during the cooperative play. For example, when an insert operation is performed, a process of inserting an insert object T onto the field is executed. Also, when a flying operation is performed on the support character J2 so that the notified character enters the illumination range LS, a process of displaying a guide object K for the notified character is executed.

[0099] Furthermore, when a change condition is met during joint play, the server 10 enables the role of the player who made the change reservation operation to be changed, and changes the role at a predetermined timing. Specifically, when a first change condition is met during joint play, the server 10 changes the role of the first target player from the first role to the second role at the time when the first target player responds on the inquiry screen G4 that he / she will change the role. At this time, the role of the first target player is changed only when the number of players playing the first role in joint play exceeds a first lower limit number.

[0100] Similarly, when the second change condition is met during joint play, the server 10 changes the role of the second target player from the second role to the first role when the second target player responds on the inquiry screen G4 that he / she wishes to change the role. At this time, the role of the second target player is changed only when the number of players playing the second role in joint play exceeds a second lower limit number.

[0101] Explaining the configuration of the server 10 from the configuration aspect again, as shown in Fig. 10, the server 10 has an operation reception unit 31, a role setting unit 32, a game progression unit 33, a display control unit 34, a memory unit 35, an inquiry unit 36, and a role change unit 37. Of these functional units, the memory unit 35 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between various hardware devices constituting the server 10 and programs installed in the server 10. Each functional unit will be described in detail below.

[0102] (Operation reception section) The operation acceptance unit 31 accepts operations for progressing the game performed by the players through the operation terminals 11-16, and more specifically, acquires data indicating the operation contents from the operation terminals 11-16 via the communication network 17. Particularly in the collaborative mode, the operation acceptance unit 31 accepts operations for progressing the game for each player.

[0103] In the cooperative play mode, the operation acceptance unit 31 accepts a role selection operation from each of the multiple players who will play cooperatively before the cooperative play starts. On the other hand, when the number of players who have selected the first role reaches a first upper limit number before the cooperative play starts, the operation acceptance unit 31 does not accept a new selection operation to select the first role while that situation continues. Similarly, while the number of players who have selected the second role reaches a second upper limit number, the operation acceptance unit 31 does not accept a new selection operation to select the second role.

[0104] Furthermore, if there is a player who has performed a change reservation operation among the multiple players, that is, the first target player and / or the second target player, the operation acceptance unit 31 accepts the change reservation operation from that player.

[0105] In addition, from when the cooperative play is started until the cooperative play is continued, the operation acceptance unit 31 accepts a movement operation for the field moving character J1 from the player set to the first role, and accepts a flying operation for the support character J2 from the player set to the second role. In addition, when the player set to the second role performs an input operation for an input object T during the cooperative play, the operation acceptance unit 31 accepts the input operation from that player.

[0106] Furthermore, during joint play, if the first target player performs an answering operation through the inquiry screen G4 that is displayed when the first change condition is established, the operation acceptance unit 31 accepts the answering operation from the first target player. Similarly, during joint play, if the second target player performs an answering operation through the inquiry screen G4 that is displayed when the second change condition is established, the operation acceptance unit 31 accepts the answering operation from the second target player.

[0107] (Role Setting Department) Before cooperative play begins, the role setting unit 32 sets a role for each of the multiple players playing cooperatively based on the selection operation received from each player by the operation receiving unit 31, and more specifically, sets the role to the role selected by each player from the first role and the second role.

[0108] (Game Progression Department) During cooperative play, the game progression unit 33 progresses the game in accordance with operations received from each player. For example, when a movement operation is received from a player set to the first role, the game progression unit 33 moves the field moving character J1 operated by that player on the field in accordance with the movement operation. At this time, the game progression unit 33 may change the state of the field in conjunction with the movement of the field moving character J1, and may, for example, change the appearance position of an enemy character E on the field.

[0109] Furthermore, the game progression unit 33 changes the parameters of the player set to the first role, specifically, the state of the field-moving character J1 operated by the player, in accordance with the progress of the game. For example, when the field-moving character J1 is attacked by an enemy character E on the field, the game progression unit 33 changes the state of the field-moving character J1 to reflect the attack, specifically, executes a process of reducing the physical strength of the field-moving character J1.

[0110] In addition, when the field-moving character J1 approaches or comes into contact with an auxiliary object H or an thrown-in object T on the field, the game progression unit 33 imparts an effect corresponding to that object to the player operating the field-moving character J1, and for example, executes a process to increase (restore) stamina when a stamina recovery object is used.

[0111] When the stamina of the field-moving character J1 becomes 0, the player who was controlling the field-moving character J1 can no longer control the field-moving character J1 at that point, and the game becomes unable to continue (game over).

[0112] Furthermore, during cooperative play, when the game progression unit 33 receives a flying operation from a player set to the second role, it moves (flies) the support character J2 corresponding to that player in the sky above the field in response to the flying operation. Furthermore, during cooperative play, when the game progression unit 33 receives an insert operation from a player set to the second role, it places (inserts) an insert object T on the field according to the type and placement position of the object specified in the insert operation. When the insert object T is inserted, the game progression unit 33 executes a process of subtracting the number of objects used as the insert object T owned by the player who performed the insert operation.

[0113] (Display control unit) During joint play, the display control unit 34 controls the operation terminals 11-16 of each player to display the play screen, and more specifically, generates display data for the play screen for each player and transmits the display data to the operation terminals 11-16 of each player. To be more specific, the display data for the first screen G1 is transmitted to the operation terminal of the player playing the first role, and the display data for the second screen G2 is transmitted to the operation terminal of the player playing the second role.

[0114] In addition, when the field moving character J1 moves on the field by receiving a movement operation from the player playing the first role, the display control unit 34 generates and transmits display data for the first screen G1 after the movement. The first screen G1 displayed based on this display data shows a part of the field according to the position of the field moving character J1 after the movement. As a result, the part of the field shown on the first screen G1 is switched at any time in conjunction with the movement of the field moving character J1.

[0115] Similarly, when the support character J2 flies above the field by receiving a flying operation from the player playing the second role, the display control unit 34 generates and transmits display data for the second screen G2 after the movement. The second screen G2 displayed based on this display data shows a part of the field corresponding to the position of the support character J2 after the movement. As a result, the part of the field shown on the second screen G2 is switched at any time in conjunction with the movement (flight) of the support character J2.

[0116] Also, during a cooperative play, it is assumed that a notified character enters the illumination range LS of the support character J2 operated by a player playing a second role in response to the flying operation of the player. In this case, the display control unit 34 specifies the current positions of the field moving character J1 and the notified character, and displays a straight guide object K connecting the specified positions on the play screen (i.e., the first screen G1) of the player playing the first role. On the other hand, when the notified character leaves the illumination range LS, the display control unit 34 ends the display of the guide object K at that point. In addition, when multiple players play the first role, the display control unit 34 may display a guide object K for each player, or may display a guide object K only for the player operating the field-moving character J1 located closest to the notified character.

[0117] (Storage part) The storage unit 35 stores various types of information necessary for the progress of the game. The information stored in the storage unit 35 includes area information and player information.

[0118] The area information is information about each of a plurality of areas set in the game, and is stored for each area in the storage unit 35. The area information includes an identification number of each area, information about the field in the area, and the clearing conditions of the area, etc. The information about the field includes the topography of the field, the type and position of the auxiliary object H placed on the field, and the type and appearance position of the enemy character E that appears on the field, etc.

[0119] The player information is information about each of a plurality of players who play together, and is stored for each player in the storage unit 35. As shown in Fig. 11, the player information includes each player's name, identification ID, area in which the player is playing, type and number of possessed objects (possessed items), type and number of in-game currencies possessed, and currently set role.

[0120] 11, the player information of the player set to the first role further includes information on the field-moving character J1 to be operated, such as the current state and parameters of the field-moving character J1, the current position on the field, etc. The player information of the player set to the second role further includes information on the support character J2 to be operated, such as the current position of the support character J2 in the area, the type and position of the inserted object T inserted by the support character J2, and information on the player designated as the support target (such as the name or identification ID), etc.

[0121] In addition, the player information further includes flag information indicating whether or not the player has performed a change reservation operation (that is, the first target player or the second target player), as shown in FIG. It should be noted that the player information is not limited to the information shown in FIG. 11, and may further include information other than the information shown in FIG.

[0122] (Inquiry Department) When a change condition is established during cooperative play, the inquiry unit 36 ​​inquires of the first target player and / or the second target player as to whether or not to change roles.

[0123] Specifically, in a case where a joint play is started with the number of players set for the second role reaching the second upper limit, an available slot is secured for the second role during the joint play (i.e., the number of players playing the second role falls from the second upper limit to less than the second upper limit). In this case, the inquiry unit 36 ​​makes the above inquiry to the first target player by displaying an inquiry screen G4 on the operation terminal of the first target player. At this time, the inquiry may be made to the first target player only when the number of players playing the first role in the joint play exceeds the first lower limit.

[0124] Also, assume that at the start of the joint play, the number of players set for the first role has reached the first upper limit, and an available slot for the first role has been secured during the joint play (i.e., the number of players playing the first role has fallen from the first upper limit to less than the first upper limit). In this case, the inquiry unit 36 ​​makes the above inquiry to the second target player by displaying an inquiry screen G4 on the operation terminal of the second target player. At this time, the inquiry may be made to the second target player only when the number of players playing the second role in the joint play exceeds the second lower limit.

[0125] (Role Change Department) When a change condition is satisfied during cooperative play, the role changing unit 37 can change the role of the target player set to the first role from the first role to the second role. In detail, when the operation receiving unit 31 receives a change reservation operation from the first target player and the first change condition is satisfied during cooperative play, the role changing unit 37 can change the role of the first target player from the first role to the second role.

[0126] In the first embodiment, when the first target player responds to an inquiry from the inquiry unit 36 ​​by "changing roles" and the operation receiving unit 31 receives the response operation, the role changing unit 37 can change the role of the first target player from the first role to the second role. Note that in the first embodiment, the role of the first target player can be changed from the first role to the second role only when the first change condition is established and the number of players playing the first role during cooperative play (strictly speaking, the number of players after role change) exceeds a first lower limit number.

[0127] In addition, when the operation reception unit 31 receives a change reservation operation from the second target player and the second change condition is established during the joint play, the role change unit 37 can change the role of the second target player from the second role to the first role. In the first embodiment, when the second target player responds to the inquiry from the inquiry unit 36 ​​by saying "I will change my role" and the operation reception unit 31 receives the response operation, the role change unit 37 can change the role of the second target player from the second role to the first role. Note that in the first embodiment, the role of the second target player is changed from the second role to the first role only when the second change condition is established and the number of players playing the second role during the joint play (strictly speaking, the number of players after the role change) exceeds the second lower limit number.

[0128] [Regarding the information processing method according to the first embodiment] Next, as an information processing method according to the first embodiment, an information processing flow for game progression in the first embodiment (hereinafter, referred to as this information processing flow) will be described. It should be noted that this information processing flow is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0129] This information processing flow is executed by the computer constituting the information processing device according to the first embodiment, that is, the server 10, according to the flow shown in Figures 12A and 12B. In the following, a description will be given assuming a situation in which six players A to F play together in the same area.

[0130] In this information processing flow, first, a role is set for each of the players A to F (S001). This step S001 is performed before the start of the cooperative play, and specifically, before the start of the cooperative play, the server 10 accepts a role selection operation from each of the players A to F.

[0131] In detail, each player selects either the first role or the second role while checking the number of players who have selected each role at the present time (in other words, whether there is an empty slot or not) on the role selection screen shown in Fig. 6. The selection result of each player is converted into data and transmitted from the operation terminal of each player to the server 10.

[0132] In the first embodiment, if the number of players who have selected the second role reaches the second upper limit number before the start of the cooperative play, players (strictly speaking, players who have not yet performed a selection operation) cannot perform a new selection operation to select the second role until the cooperative play starts. For example, as shown in (a) of FIG. 13, players D, E, and F have already performed a selection operation to select the second role, and the number of players who have selected the second role reaches the second upper limit number (3 players). In this case, when player A subsequently performs a selection operation, the player A will select the first role even if he or she desires the second role.

[0133] In the above case, player A who selected the first role by the selection operation can further perform a change reservation operation as shown in (a) of Fig. 13. When player A performs a change reservation operation, the operation content is converted into data, and data related to the change reservation operation is transmitted from player A's operation terminal 11 to the server 10. The server 10 receives the data and thereby accepts the change reservation operation from player A. In this case, player A corresponds to the target player, more specifically, the first target player.

[0134] In the following, as shown in (a) of Fig. 13, it is assumed that players A, B, and C select the first role in the selection operation, players D, E, and F select the second role in the selection operation, and players A and D perform a change reservation operation. In this case, player A corresponds to the first target player, and player D corresponds to the second target player.

[0135] After receiving a selection operation from each of the players A to F, the server 10 sets a role for each player. After that, the server 10 starts the cooperative play on the condition that the number of players set for each role exceeds the respective lower limit (1 person) (S002).

[0136] During the cooperative play, the server 10 executes a screen display process from time to time, and displays a play screen corresponding to each operation of the players A to F on the operation terminal of each player (S003). The screen display process includes a process for the player set to the first role (hereinafter referred to as a first screen display process) and a process for the player set to the second role (hereinafter referred to as a second screen display process).

[0137] The first screen display process proceeds according to the flow shown in Fig. 14 and is performed via data communication between the server 10 and the operation terminal of the player set to the first role. Here, the first screen display process performed between the server 10 and the operation terminal 11 of the player A will be described, with the player A being the representative of the players set to the first role.

[0138] In the first screen display process, the server 10 first generates display data for the first screen G1 and transmits it to the operation terminal 11 of the player A (S021). As a result, the first screen G1 showing the field-moving character J1 and a part of the field is displayed on the operation terminal 11 (S022). Note that the first screen G1 displayed at the start of the joint play shows a part of the field that corresponds to the initial position (start position) of the field-moving character J1.

[0139] During the joint play, the player A performs a movement operation on the field moving character J1 from time to time while viewing the first screen G1 (S023). The server 10 accepts the movement operation from the player A through communication with the operation terminal 11 (S024), and moves the field moving character J1 on the field in accordance with the accepted movement operation (S025). After that, the server 10 generates display data for the first screen G1 (hereinafter referred to as the "first screen G1 after movement") that displays a portion of the field corresponding to the position of the field moving character J1 after the movement, and transmits the display data to the operation terminal 11 (S026). As a result, the first screen G1 after the movement is displayed on the operation terminal 11 (S027).

[0140] Thereafter, steps S024 to S027 are repeated every time player A performs a movement operation, and the first screen G1 displayed on the operation terminal 11 is updated as needed. The first screen display process continues during the joint play and ends when the game ends (S028). The game ends when a condition for ending the joint play is met, such as when a predetermined area is cleared, when a preset joint play time (time limit) has elapsed, or when player A has suspended (retired) play.

[0141] Although not specifically shown, during cooperative play, the server 10 appropriately changes the parameters of the field moving character J1 in accordance with the progress of the game, and updates the player information of player A stored in the memory unit 35 accordingly.

[0142] The second screen display process proceeds according to the flow shown in Fig. 15 and is performed via data communication between the server 10 and the operation terminal of the player set to the second role. Here, the second screen display process performed between the server 10 and the operation terminal 14 of the player D will be described, with the player D being the representative of the players set to the second role.

[0143] In the second screen display process, the server 10 first generates display data for the second screen G2 and transmits it to the operation terminal 14 of the player D (S031). As a result, the second screen G2 showing the support character J2 and a part of the field is displayed on the operation terminal 14 (S032). Note that the second screen G2 displayed at the start of the joint play shows a part of the field that corresponds to the initial position (start position) of the support character J2.

[0144] During the joint play, the player D performs flight operations on the support character J2 as needed while viewing the second screen G2 (S033). The server 10 accepts flight operations from the player D through communication with the operation terminal 14 (S034), and moves the support character J2 above the field in accordance with the accepted flight operations (S035). After that, the server 10 generates display data for the second screen G2 (hereinafter referred to as the "second screen G2 after movement") that displays a portion of the field corresponding to the position of the support character J2 after the movement, and transmits the display data to the operation terminal 14 (S036). As a result, the second screen G2 after the movement is displayed on the operation terminal 14 (S037).

[0145] Thereafter, steps S034 to S037 are repeatedly performed every time the player D performs a flight operation, and the second screen G2 displayed on the operation terminal 14 is updated accordingly. The second screen display process continues while the joint play is being performed, and ends when the game ends (S038).

[0146] Although not shown, when the player D performs a throw-in operation to throw the throw-in object T onto the field during cooperative play, the server 10 accepts the throw-in operation from the player D and executes a process of throwing (placing) the throw-in object T onto the field. In response to this, the server 10 generates display data for displaying the first screen G1 and the second screen G2 when the throw-in object T is placed on the field. Then, the server 10 transmits the generated display data to the operation terminals 11 to 16 of each player.

[0147] In addition, during a cooperative play, when a notified character enters the illumination range LS of the support character J2 operated by the player D, the server 10 generates display data for displaying a guide object K for the notified character on the first screen G1. Then, the server 10 transmits the generated display data to the operation terminals 11-13 of the players A-C.

[0148] Returning to this information processing flow, when any of the players D to F leave the joint play for reasons such as retirement as shown in FIG. 13(b), the number of players playing the second role during joint play decreases and an empty slot is secured, and the first change condition is established (S004). In this case, the server 10 determines whether or not a first target player exists among the players A to C playing the first role (S005). In this case, since the player A corresponds to the first target player, the server 10 proceeds to step S006.

[0149] In step S006, the server 10 inquires of the player A as to whether or not to change the role. Specifically, the server 10 displays an inquiry screen G4 shown in Fig. 8 on the operation terminal 11 of the player A. When the player A clicks a change request button on the screen to reply that he or she wishes to change the role, the answering operation is converted into data and transmitted from the operation terminal 11 of the player A to the server 10. The server 10 accepts the answering operation from the player A by receiving the data related to the answering operation.

[0150] When the player A responds that he / she will change the role (S007), the server 10 further judges whether or not the number of players playing the first role after the role change of the player A (hereinafter, for convenience, referred to as the number of players of the first role) exceeds a first lower limit (S008). Then, when the number of players of the first role exceeds the first lower limit, the server 10 changes the role of the player A from the first role to the second role as shown in FIG. 13(c) (S009). As a result, the player A operates the support character J2 as a support (support) in the subsequent joint play. Also, after the role change, the player A can display the guide object K on the operation terminals 12 and 13 of the players B and C and can also insert the insertion object T into the field during the joint play.

[0151] In addition, in this information processing flow, the role of the second target player can be changed during a joint play, similar to the first target player. That is, in the first embodiment, the role can be changed between the first role and the second role.

[0152] Specifically, when the number of players playing the first role during joint play decreases and an empty slot is secured, for example, when any of players A to C leaves the joint play due to retirement or other reasons, the second change condition is established (S010). When the second change condition is established, the server 10 determines whether or not a second target player exists among players D to F playing the second role (S011). In this case, player D corresponds to the second target player, so the server 10 proceeds to step S012.

[0153] In step S012, the server 10 inquires of the player D as to whether or not to change the role. If the player D responds to the inquiry that he or she will change the role (S013), the server 10 further determines whether or not the number of players playing the second role after the role change of the player D (hereinafter, for convenience, referred to as the number of players of the second role) exceeds a second lower limit number (S014).

[0154] Then, when the number of players of the second role exceeds the second lower limit, the server 10 changes the role of the player D from the second role to the first role (S015). This allows the player D to operate the field moving character J1 in the continuing cooperative play thereafter, defeat the enemy character E on the field, and use the auxiliary object H and the inserted object T to progress in the game.

[0155] Each of steps S004 to S015 in this information processing flow after the screen display process is repeatedly performed while the joint play continues. Then, when the game ends, more specifically, when the joint play ends, this information processing flow ends (S016).

[0156] [Regarding the second embodiment] In the above-mentioned first embodiment, when a change condition is satisfied during cooperative play, the target player's role can be changed, and then the target player is inquired as to whether or not to change the role. If the target player responds that he or she will change the role, the role of the target player is changed. In other words, in the first embodiment, when the target player responds that he or she will change the role, this triggers a change in the role of the target player. However, this is not limited to this, and other embodiments (hereinafter, referred to as second embodiments) may be considered.

[0157] The second embodiment will be described below. Note that the second embodiment will be described mainly in terms of differences from the first embodiment, and explanations of points in common with the first embodiment will be omitted. Note that the following assumes a case similar to that of the first embodiment, that is, a scene in which players A to F are playing together, player A is performing a change reservation operation, and corresponds to the target player (strictly speaking, the first target player).

[0158] In the second embodiment, similarly to the first embodiment, when a change condition (strictly speaking, a first change condition) is met during joint play, the role of player A can be changed from the first role to the second role. Furthermore, when player A wishes to change the role, he or she performs a predetermined operation (hereinafter, a change instruction operation) on his or her own operation terminal 11 after the change condition is met. Examples of the change instruction operation include an operation in which player A touches or taps repeatedly on a predetermined location on the play screen (i.e., the first screen G1) during joint play, an operation of uttering a predetermined phrase, or an operation of displaying a change instruction screen (not shown) and touching a predetermined location on the screen.

[0159] Player A can perform a change instruction operation at any timing during the joint play after the change condition is satisfied during the joint play. Note that in the second embodiment, between the satisfaction of the change condition and the performance of the change instruction operation, a query screen G4 shown in Fig. 8 may be displayed on the operation terminal 11 of player A to inquire player A as to whether or not to change the role.

[0160] Then, when the server 10 (more specifically, the operation receiving unit 31) receives a change instruction operation from the player A, this triggers a change of the role of the player A from the first role to the second role. That is, in the second embodiment, at the timing when the change instruction operation by the player A is received, the server 10 (more specifically, the role changing unit 37) changes the role of the target player from the first role to the second role.

[0161] While the second embodiment differs from the first embodiment in the above points, it is common to the first embodiment in other points, and can provide the same effects as the first embodiment.

[0162] [Regarding the third embodiment] Regarding the timing of changing the role of the target player, an example different from the above-mentioned embodiment (hereinafter, referred to as a third embodiment) may be considered. The third embodiment will be described below with reference to Figures 16A and 16B. Note that the following mainly describes the third embodiment in terms of differences from the first and second embodiments, and omits a description of the commonalities between the first and second embodiments.

[0163] In the following, it is assumed that players A to F are playing together, and at the start of the joint play, players A to C play the first role, and players D to F play the second role. In this situation, it is assumed that the number of players set for each role has reached the upper limit (three players) at the start of the joint play, and players A and D have performed a change reservation operation. In other words, in the following explanation, player A corresponds to the target player, strictly speaking the first target player, and player D corresponds to the second target player. Incidentally, FIG. 16A shows the screen transition on the player A's side, and FIG. 16B shows the screen transition on the player D's side.

[0164] In the third embodiment, when a first change condition is met during cooperative play, if the state of the field-moving character J1 controlled by player A becomes a predetermined state, such as a state with zero stamina (i.e., a state in which play cannot be continued), this triggers a change in the role of player A from the first role to the second role.

[0165] Specifically, when the stamina of the field-moving character J1 controlled by player A becomes 0 while the first change condition is satisfied in cooperative play (left diagram in FIG. 16A), the server 10 (more specifically, the role change unit 37) uses this as an opportunity to change the role of player A from the first role to the second role.

[0166] Then, as a result of the role change, a screen showing the support character J2, i.e., the second screen G2, is displayed on the operation terminal 11 of the player A, and the player A can operate the support character J2 in the continuing joint play thereafter, as shown in the right diagram of Fig. 16A. Also, as the role of the player A has been changed to the second role, the player A can display the guide object K and throw the throw-in object T onto the field.

[0167] In addition, when changing the role of player A, the server 10 may determine whether the number of players playing the first role exceeds a first lower limit, and change the role of player A from the first role to the second role only if the number of players playing the first role exceeds the first lower limit.

[0168] In the third embodiment, similarly to the first embodiment, the role can be changed between the first role and the second role. Specifically, when the support character J2 operated by the player D becomes in a predetermined state while the second change condition is satisfied in the cooperative play, the server 10 (more specifically, the role change unit 37) takes this as an opportunity to change the role of the player D from the second role to the first role.

[0169] Here, the support character J2 being in a predetermined state means that the support character J2 is in a state where the player D is not performing an operation for the support character J2 to exert a support effect (predetermined effect) on the field moving character J1. Specifically, for example, this corresponds to a state where the guide object K is no longer displayed, or more simply, a state where the enemy character E corresponding to the notified character is out of the illumination range LS of the support character J2 (the left diagram in FIG. 16B).

[0170] Then, as a result of the change in roles, a screen showing the field-moving character J1, i.e., the first screen G1, is displayed on the operation terminal 14 of Player D, as shown in the right diagram of Figure 16B, and Player D becomes able to control the field-moving character J1 in the subsequent collaborative play.

[0171] In addition, when changing the role of player D, the server 10 may determine whether the number of players playing the second role exceeds a second lower limit, and change the role of player D from the second role to the first role only if the number of players playing the second role exceeds the second lower limit.

[0172] As described above, the third embodiment differs from the first and second embodiments in that the timing of role change is different, but is common to the first and second embodiments in other respects, and can obtain the same effects as the first and second embodiments.

[0173] Also, as an example of the third embodiment, cases other than the above-mentioned cases are conceivable. For example, during a cooperative play, while the first change condition is established, the state of the field moving character J1 operated by another player (e.g., player B) playing in the first role other than the player A becomes a predetermined state, for example, a state of 0 vitality (a state in which play cannot be continued). In this case, the field moving character J1 operated by the player A is made operable by the player B instead of the field moving character J1 that has become the predetermined state, and the role of the player A is changed from the first role to the second role. As a result, player A transfers the right to operate the field moving character J1 that he has been operating up until then to player B, and is then able to change roles. Furthermore, the field moving character J1 that player B will operate thereafter will inherit the state and parameters of player A's field moving character J1 immediately before player A's role was changed, and play will resume from the position on the field where player A's field moving character J1 was located at that time.

[0174] Further, regarding the third embodiment, further modified examples (variations) are conceivable. For example, assume that the state of the field moving character J1 operated by any of the players A to C playing the first role becomes a state of 0 vitality (a predetermined state) while the second change condition is established during cooperative play. Taking this as a trigger, the server 10 (more specifically, the role change unit 37) may change the role of the player D, who is the second target player, from the second role to the first role.

[0175] Alternatively, when a first change condition is established during cooperative play, an inquiry is made to player A, who is the first target player, as to whether or not to change roles, and player A responds that he or she will change roles. Then, it is assumed that players A to F who are playing cooperatively clear the area they were playing in at the time of the above response and proceed to the next area. This may be used as a trigger for the server 10 (more specifically, the role changing unit 37) to change the role of player A from the first role to the second role. In this way, the role of the first target player may be changed using the transition to a stage (area) determined according to the time of the response as a trigger.

[0176] [Other embodiments] Up to this point, several specific embodiments of the information processing device, information processing method, and program of the present invention have been described, but the above-described embodiments are merely examples and other embodiments may be considered.

[0177] In the above embodiment, the server 10 as an example of a computer functions as the information processing device of the present invention, but some of the functions of the server 10 may be provided on the player's operation terminal. For example, the game progression unit 33 may be provided on the player's operation terminal. In that case, in cooperative play, the operation terminal of each player receives data for progressing the game from the server 10 and executes processing for progressing the game in accordance with the operation of each player.

[0178] In the above embodiment, the communication method used when the operation terminals of the multiple players who play together communicate is a method via the server 10 (client-server method), but it may also be a P2P (peer-to-peer) method that does not involve the server 10. In that case, the operation terminals of the players cooperate to function as the information processing device of the present invention.

[0179] [summary] The present invention is achieved by the following configurations [1] to

[12] , and each of the configurations can provide various effects.

[0180] [1] The information processing device of the present invention is characterized by having a role setting unit that sets, before cooperative play of a game begins, for each of a plurality of players a role to be played by the player during cooperative play, and a role changing unit that is capable of changing the role of a target player that has been set to a first role from the first role to a second role when a change condition is met during cooperative play. According to the information processing device of the present invention, the role of the target player set before the start of cooperative play can be changed during cooperative play (in-game). If the role of the target player can be changed in this way, the target player can play the game in a role different from the role set at the start of cooperative play, for example. As a result, the interest of the cooperative play-compatible game can be increased.

[0181] [2] The information processing device of the present invention may have an inquiry unit that inquires of the target player whether or not to change the role when an inquiry condition is satisfied during a cooperative play. Then, the role changing unit may be capable of changing the role of the target player from the first role to the second role when the target player responds to the inquiry that he or she will change the role. According to the above configuration, when changing the role of the target player, the target player is asked whether or not to change the role, and the role of the target player is changed if the target player replies that he or she will change the role. This makes it possible to change the role of the target player while respecting the intention of the target player.

[0182] [3] The information processing device of the present invention may have an operation receiving unit that receives an operation from each of the multiple players. The operation receiving unit may receive a selection operation to select any type of role from each of the multiple players before the start of the cooperative play. Also, a first upper limit number of players playing the first role during the cooperative play and a second upper limit number of players playing the second role during the cooperative play may be determined. Then, it is preferable that the operation receiving unit does not newly receive a selection operation to select the first role while the number of players selecting the first role reaches the first upper limit number, and does not newly receive a selection operation to select the second role while the number of players selecting the second role reaches the second upper limit number. According to the above configuration, by setting an upper limit on the number of players who can select each role, it is possible to keep the number of players playing each role during cooperative play within an appropriate range.

[0183] [4] In the information processing device of the present invention, the target player may be a player who has selected the first role and performed a change reservation operation when the number of players who have selected the second role has reached the second upper limit. In this case, it is preferable that when the operation receiving unit receives the change reservation operation from the target player and a change condition is established during collaborative play, the role changing unit is capable of changing the role of the target player from the first role to the second role. In the above configuration, when the number of players who have selected the second role reaches the upper limit at the start of cooperative play, the player who selected the first role performs a change reservation operation. Then, when a change condition is met during cooperative play, the role of the player who performed the change reservation operation is changed. As a result, even if a player was unable to select a desired role (second role) at the start of cooperative play, if the player performed the change reservation operation, he or she can have the opportunity to play the role (second role) during cooperative play. As a result, the interest of the game can be further increased.

[0184] [5] In addition, in the information processing device of the present invention, the role changing unit may be capable of changing the role of the target player from the first role to the second role when the number of players playing the second role during collaborative play falls from the second upper limit number to less than the second upper limit number. In the above configuration, the role of the target player can be changed on the condition that an available slot is secured for the number of players playing the second role during cooperative play.

[0185] [6] In the information processing device of the present invention, a first lower limit of the number of players playing the first role during joint play may be determined. In this case, it is preferable that the role changing unit is capable of changing the role of the target player from the first role to the second role when the number of players playing the second role during joint play falls from a second upper limit to less than the second upper limit and the number of players playing the first role during joint play exceeds the first lower limit. When the role of the target player is changed from the first role to the second role during cooperative play, the number of players playing the first role during cooperative play may decrease accordingly and fall below the first lower limit. In such a case, it may be difficult to continue the cooperative play. In contrast, in the above configuration, the role of the target player is changed only when there is an available slot for the number of players playing the second role during cooperative play and the number of players playing the first role during cooperative play exceeds the first lower limit. This makes it possible to avoid the above situation.

[0186] [7] In the information processing device of the present invention, while a change condition is satisfied, the role changing unit may change the role of the target player from a first role to a second role at the timing when a change instruction operation by the target player is accepted. According to the above configuration, the role of the target player is changed when the change instruction operation by the target player is accepted, so that the target player can change the role at a timing desired by the target player.

[0187] [8] In the information processing device of the present invention, during a joint play, a player playing a first role may operate an in-game character. In this case, it is preferable that a role changing unit changes the role of the target player from the first role to the second role when the in-game character operated by the target player reaches a predetermined state while a change condition is satisfied. According to the above configuration, the role of the target player can be changed at a timing determined based on the state of the in-game character, in other words, parameters that change according to the progress of the game.

[0188] [9] In the information processing device of the present invention, the target player may be a first target player set to a first role. The change condition may include a first change condition and a second change condition. Preferably, the role change unit is capable of changing the role of the first target player from the first role to the second role when the first change condition is established during the cooperative play, and is capable of changing the role of the second target player set to the second role from the second role to the first role when the second change condition is established during the cooperative play. According to the above configuration, the role of the first target player set to the first role before the start of cooperative play can be changed to the second role during cooperative play (in-game), and the role of the second target player set to the second role before the start of cooperative play can be changed to the first role during cooperative play. That is, with the above configuration, the role can be changed between the first role and the second role and vice versa.

[0189]

[10] In the information processing device of the present invention, during joint play, a player playing a first role may operate an in-game character. In this case, it is preferable that, when an in-game character operated by any of the players playing the first role reaches a predetermined state while the second change condition is satisfied, the role change unit changes the role of the second target player from the second role to the first role. According to the above configuration, the role of the second target player can be changed at a timing determined based on the state of the in-game character controlled by the player playing the first role, i.e., the playing status of the player set to the first role.

[0190]

[11] The information processing method of the present invention is characterized in that, before cooperative play of a game begins, a computer sets, for each of a plurality of players, a role that the player will play during cooperative play, and when a change condition is met during cooperative play, the computer is capable of changing the role of a target player that was set to a first role from the first role to a second role. According to the information processing method of the present invention, the role of the target player that was set before the start of cooperative play can be changed during cooperative play, thereby increasing the interest of games that support cooperative play.

[0191]

[12] The program of the present invention is characterized in that, before cooperative play of a game begins, a computer sets, for each of a plurality of players, a role that the player will play during cooperative play, and, when a change condition is met during cooperative play, the computer enables the role of a target player set to a first role to be changed from the first role to a second role. By having a computer execute the program of the present invention, the role of the target player that was set before the start of cooperative play can be changed during cooperative play, thereby increasing the interest of games that support cooperative play. [Explanation of symbols]

[0192] 10. Information processing device 11~16 Operation terminal 17 Communication Networks 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 31 Operation reception section 32 Role Setting Department 33 Game Progression Section 34 Display control section 35 Storage section 36 Inquiry Department 37 Role Change Division E Enemy Character G1 1st screen G2 2nd screen G3 Reservation Screen G4 Inquiry screen H Auxiliary Objects J1 Field moving character (in-game character) J2 Supported Characters K Guide Object LS Lighting Range T Input object

Claims

1. An information processing device including a processor, The processor, Setting roles of a plurality of players participating in the joint play from among a plurality of roles including a first role and a second role assisting the player of the first role; accepting a role change reservation operation from a first player who is set to the first role; changing the role of the first player to the second role when a change condition according to the number of players of the second role is satisfied during the cooperative play and a state of an in-game character operated by the first player becomes a predetermined state; the change condition includes that the number of players of the first role after the first player changes to the second role does not fall below a predetermined number that is equal to or greater than 1; Information processing device.

2. a processor sets roles of a plurality of players participating in the cooperative play from among a plurality of roles including a first role and a second role assisting the player of the first role; a processor receiving a role change reservation operation from a first player who is set to the first role; a processor, when a state of an in-game character operated by the first player becomes a predetermined state while a change condition according to the number of players of the second role is satisfied during the cooperative play, changing the role of the first player to the second role; the change condition includes that the number of players of the first role after the first player changes to the second role does not fall below a predetermined number that is equal to or greater than 1; Information processing methods.

3. causing the processor to set roles of a plurality of players participating in the cooperative play from among a plurality of roles including a first role and a second role assisting the player of the first role; causing a processor to accept a role change reservation operation from a first player set to the first role; causing the processor to change the role of the first player to the second role when a state of an in-game character operated by the first player becomes a predetermined state while a change condition according to the number of players of the second role is satisfied during the cooperative play; A program for executing a process, wherein the change condition includes that the number of players playing the first role after the first player changes to the second role does not fall below a predetermined number greater than or equal to one.

4. A server and an operation terminal are provided, The server, assigning roles to each of a plurality of players participating in a joint play using the operation terminal from among a plurality of roles including a first role and a second role assisting the player with the first role; accepting a role change reservation operation from a first player who is set to the first role; changing the role of the first player to the second role when a change condition according to the number of players of the second role is satisfied during the cooperative play and a state of an in-game character operated by the first player becomes a predetermined state; the change condition includes that the number of players of the first role after the first player changes to the second role does not fall below a predetermined number that is equal to or greater than 1; system.

Citation Information

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