PROGRAM AND INFORMATION PROCESSING APPARATUS
By expanding the battle range and extending the appearance time of enemy objects in location information games, the program addresses the challenge of low player motivation in areas with fewer players, making the game more engaging and accessible.
Patent Information
- Application Number
- JP2022184068
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-17
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2042-11-17
AI Technical Summary
Players in areas with fewer players face difficulty in defeating common enemy objects in location information games, leading to a lack of motivation to play.
A program that expands the battle range and extends the appearance time of enemy objects when the number of battle game executions is less than a predetermined number, allowing players to engage with enemy objects even in areas with fewer players.
Motivates players in areas with fewer players to continue playing by making it easier to defeat enemy objects, thereby enhancing gameplay experience and engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] 2. Description of the Related Art Position information games have been known in which a player object (eg, a player character) is moved in a virtual world based on position information of a player in the real world.
[0003] In this regard, Patent Document 1 discloses a technique that allows each player to fight against a common enemy object (raid boss). [Prior art documents] [Non-patent literature]
[0004] [Patent Document 1] Patent No. 6090495 Summary of the Invention [Problem to be solved by the invention]
[0005] In such location-based games, players who play in areas with a large number of players (player population) can easily defeat a common enemy object (raid boss). On the other hand, players who play in areas with a small number of players have a hard time defeating the common enemy object, and there is a problem that the players cannot be motivated to play the game.
[0006] The present invention has been made in consideration of such problems, and its object is to provide a program and an information processing device that can motivate players who play in areas with a small number of players to play location-based games. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention is a program that executes a fighting game against an enemy object that each player can fight against at the time when the enemy object appears, and causes a computer to function as an acquisition means that acquires a current position of each player, and a control means that executes a fighting game against the enemy object on condition that the current position of the player has reached a fighting range with the enemy object, and the control means expands the fighting range if the number of times the fighting game has been executed at a predetermined point in time is less than a predetermined number of times.
[0008] In a second aspect of the present invention, the specified point in time is the point at which a unit time has elapsed, and the control means expands the possible battle range each time a unit time has elapsed if the number of times per unit time is less than the specified number of times.
[0009] In a third aspect of the present invention, the predetermined point in time is a point in time when the appearance time of the enemy object becomes less than a fixed time.
[0010] In a fourth aspect of the present invention, the control means extends the appearance time when the battle possible range is expanded.
[0011] Furthermore, a program according to a fifth aspect of the present invention is a program for executing a fighting game against an enemy object that can be fought by each player in common, during the appearance time of the enemy object, and causes a computer to function as an acquisition means for acquiring a current position of each player, and a control means for executing a fighting game against the enemy object on condition that the current position of the player has reached a battle range with the enemy object, and the control means extends the appearance time of the enemy object if, at a predetermined point in time, the number of times the fighting game has been executed is less than a predetermined number of times.
[0012] In addition, in a sixth aspect of the present invention, the specified point in time is the point at which a unit time has elapsed, and the control means extends the appearance time of the enemy object each time a unit time has elapsed if the number of times per unit time is less than the specified number of times.
[0013] In a seventh aspect of the present invention, the predetermined point in time is a point in time when the appearance time of the enemy object becomes less than a fixed time. Effect of the Invention
[0014] According to the present invention, it is possible to motivate players who live in areas with a small number of players to play a location-based game. [Brief description of the drawings]
[0015] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] 2 is a diagram illustrating an example of a hardware configuration of a server device illustrated in FIG. 1. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram showing an example of a functional configuration of a server device. [Diagram 5] 11 is a flowchart showing an example of a processing flow in which a player plays a battle game against a raid boss monster in the game system according to the first embodiment. [Figure 6] FIG. 2 is a diagram showing an example of a game screen according to the first embodiment. [Figure 7] 13 is a flowchart showing an example of a process flow for expanding a battle available range and extending an appearance time in the game system according to the first embodiment. [Figure 8] 13 is a flowchart showing an example of a process flow for expanding a battle available range and extending an appearance time in a game system according to a second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0017] ---First embodiment --- First, the first embodiment will be described.
[0018] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0019] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as the Internet, a telephone line, or an intranet.
[0020] The server device 10 is an information processing device that provides the results of a game executed by executing a game program 14, or the game program 14 itself, to players of the terminal devices 12 via a communications network NT.
[0021] Each terminal device 12 is a portable communication terminal device that can be operated and carried by each player. Examples of each terminal device 12 include a smartphone, a mobile phone, a tablet, and a notebook computer. Each terminal device 12 is an information processing device that provides a game to a player by transmitting operation information of the player to the server device 10 and outputting an execution result of the game program 14 received from the server device 10, or by executing the game program 14 based on the operation information of the player. Note that the game program 14 may be executed by the terminal device 12 and the server device 10 in cooperation with each other.
[0022] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10 illustrated in FIG.
[0023] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.
[0024] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, etc., to function as various functional means. The details of these functional means will be described later.
[0025] The communication device 26 is composed of a communication interface for communicating with an external device. The communication device 26 transmits and receives various types of information to and from the terminal device 12, for example.
[0026] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing the processes in the control device 20, including the game program 14, and information on the results of the processes.
[0027] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device, or may be configured by a plurality of information processing devices distributed over a communication network NT. Fig. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may be configured by other components that are generally included in a server.
[0028] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.
[0029] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel 32, an acceleration sensor 33, an angular velocity sensor 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiving unit 39, a memory unit 40, and a speaker 42.
[0030] The main control unit 30 includes a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, an acceleration sensor 33, an angular velocity sensor 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiving unit 39, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.
[0031] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0032] The acceleration sensor 33 is capable of measuring the acceleration of the terminal device 12, in other words, the acceleration of the player. Specifically, the acceleration sensor 33 is capable of detecting the movement and vibration of the player.
[0033] The angular velocity sensor 34 is capable of measuring the direction and inclination of the terminal device 12 .
[0034] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0035] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0036] The GPS receiver 39 has a function of receiving radio waves from GPS satellites via the antenna 39A and acquiring position information indicating the current position of the player. This position information is, for example, latitude and longitude.
[0037] The storage unit 40 stores various programs, including all or a part of the game program 14, and various data.
[0038] The speaker 42 has a function of outputting game sounds and the like.
[0039] <Game Overview> The game according to the first embodiment is a position information game in which the position and movement of the player in the real world are reflected in the game content. In this game, for example, as the player moves in the real world, a player object arranged in a game field (virtual world) also moves. This player object is one or more characters that the player can use in the game. The player gives instructions to the player object by performing an input operation or the like on the touch panel 32. Note that the player object may be a robot, a car, an airplane, a ship, or the like other than a character.
[0040] Furthermore, in the game according to the first embodiment, there are a field mode and an event mode.
[0041] The field mode is a mode in which the player object moves in the game field. In this field mode, the player can instruct the player object to equip (put on or take off) equipment items that the player object possesses, and to use (consume) consumable items that the player object possesses. Equipment items include, for example, weapons, armor, accessories, and the like. Consumable items include, for example, tools that recover the hit points of the player object, tools that recover the player object's abnormal status (paralysis, confusion, and the like), tools that strengthen equipment items, and the like.
[0042] The event mode is a mode in which an event that occurs in response to the player's movement in the real world, i.e., the player object's movement in the game field, is executed. This event is, for example, a battle game against an enemy object. Examples of the enemy object include normal monsters, boss monsters, raid boss monsters, etc. For example, a battle game against a normal monster is executed on the condition that a normal monster appears around a player object in the game field. This normal monster appears randomly according to each area of the game field. For example, a player can execute a battle game against a normal monster by designating (e.g., touching) the normal monster that has appeared in the game field. Furthermore, the battle game against the boss monster is executed on the condition that the player's current position has reached the destination of the quest. Furthermore, the battle game against the raid boss monster is executed on the condition that the player's current position reaches the vicinity (battle possible range) of the spawn point of the raid boss monster. This battle game against the raid boss monster is, for example, a common event in which all players can participate, and is a game in which the players cooperate with each other to defeat the raid boss monster. Specifically, each player fights against a common (same) raid boss monster, cooperates with each other to gradually reduce the hit points of the raid boss monster, and defeats the raid boss monster. In these fighting games, the player instructs the player object to attack, use skills, defend, use (consume) items, etc. When the player defeats various monsters, a reward is given to the player. Defeating a monster means, for example, reducing the monster's hit points to 0 or less. The reward may be, for example, experience points that allow the player object to grow (level up), currency that can be used in the game (for example, medals or coins), dropped items (for example, equipment items or consumable items), etc. For example, if a monster has high abilities or appears infrequently, a large amount of experience points, currency, etc. is given as a reward.
[0043] In addition, in the game according to the first embodiment, there are multiple types of quests, each with a different name (title). Each quest can be selected by the player on a quest menu screen or the like. The player can clear the quest by defeating a boss monster encountered at the destination (goal point) of the quest. The quests include normal quests and time-limited quests. A normal quest is a quest in which the player can play (unlock) the next quest by clearing one selectable quest. The next quest is set to a higher difficulty level than the first quest, and the abilities of monsters and boss monsters are enhanced. Time-limited quests are quests in which selectable quests change depending on the time of day or period. These quests are associated with normal monsters that appear in the game field and boss monsters that appear at the destination of the quest.
[0044] In the game according to the first embodiment, the location where the raid boss monster appears and the destination of each quest are set at a location in the real world. Examples of such locations include commercial facilities, public facilities, and tourist spots. These locations are associated with virtual locations in the game field, and the virtual locations can become the locations where the raid boss monster or boss monster appears. For example, a player who is performing a quest can fight against normal monsters and raid boss monsters that appear in the game field on the way (on the travel route) to the destination of the quest. For example, a player can cooperate with another player to battle the raid boss monster by reaching (moving) the vicinity of the spawn point of the raid boss monster (battle range). In addition, the player can fight the boss monster corresponding to the quest in the game field by moving to the vicinity (for example, within a 20m radius) of the point where the destination of the quest is set. Note that the destination (goal point) of each quest may be set by the player or the game operator.
[0045] In addition, the game according to the first embodiment can use game currency. This game currency includes paid currency and free currency. Paid currency is paid content that can be acquired by a purchase procedure (payment) of money, a prepaid card, a credit card, electronic money, cryptocurrency, or the like. Examples of paid currency include paid items (paid items), paid coins (paid coins), and paid points (paid points). For example, in the game according to the first embodiment, one paid item can be purchased for 100 yen. On the other hand, free currency is free content that can be acquired by playing the game. Examples of free currency include non-paid items (free items), non-paid coins (free coins), and non-paid points (free points). Examples of playing the game include logging in to the game by the player, clearing a quest for the first time, and completing a mission. Free currency can be consumed in various games without distinction from paid currency.
[0046] <Functional configuration> FIG. 4 is a block diagram showing an example of a functional configuration of the server device 10. As shown in FIG.
[0047] 4, the server device 10 comprises, as functional components, a storage means 50, an acquisition means 52, and a control means 54. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.
[0048] The storage means 50 is a functional means for storing player information 50A, player object information 50B, enemy object information 50C, and the like.
[0049] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, character information used, item information owned, and quest progress information. The available character information includes ability information associated with the character ID of each player object available to the player. The ability information includes ability values and skill information. The ability values include, for example, level, hit points, attack power, defense power, etc. The skill information includes skill IDs of skills that have been acquired (and are available for use). Examples of such skills include magic that recovers hit points and a special skill that attacks with a fire attribute. The owned item information includes the item IDs and the number of items (equipped items and consumable items) owned by the player.
[0050] The player object information 50B is stored for each player object in association with the character ID of the player object. The player object information 50B includes, for example, the name and image of the player object, the required experience value for each level, ability information for each level, equippable items, and the like. Experience required includes the total experience needed to reach each level. The ability information includes acquired skills at each level, hit points, attack power, defense power, and the like. Equippable items include the item IDs of equippable equipment items.
[0051] The enemy object information 50C is stored for each enemy object in association with the object ID of the enemy object. The enemy object includes a raid boss monster. The enemy object information 50C includes a name, an image, appearance information, a battle range, battle information, ability information, reward information, and the like. The appearance information includes the available time and the available range. The available time is the time period during which the player can fight the enemy object (raid boss monster). The available time includes the appearance start date and time and the appearance time. The appearance start date and time includes the date and time when the enemy object starts to appear in the game field corresponding to the real world and the appearance time. For example, the appearance start date and time of a certain raid boss monster is 5:00 PM every Monday. Also, for example, the appearance time of a certain raid boss monster is 2 hours. In other words, the available time for a certain raid boss monster is 5:00 PM to 7:00 PM every Monday. This appearance time decreases from the timing when the appearance start date and time is reached. Note that this appearance time may be updated (increased or decreased) by the control means 54. The available range includes the range (area) in which the enemy object can fight in the game field corresponding to the real world. The available range includes, for example, the occurrence point of the raid boss monster indicated by the latitude and longitude in the real world, and the radius of a circular area having the occurrence point as the center point. The initial value of this radius is, for example, 20 m. In addition, this battle range may be indicated by the spawn point of the raid boss monster in the game field and a circular area having the spawn point as its center. The battle information includes the number of battles in which a battle game with an enemy object was played, the date and time when each battle game was played, and the player ID of the player who played the battle game with the enemy object (raid boss monster). Examples of the number of battles include the total number (cumulative number) of battle games played by one or more players, the number of battle games played per unit time, etc. The ability information includes ability values (level, hit points, attack power, defense power, etc.) and skill information. For example, the hit points of a raid boss monster decrease (approach 0) each time a battle game is played by one or more players. The reward information includes experience points, currency amount, and dropped item information. The dropped item information includes the item ID and drop rate of the dropped item. The drop rate is the probability that a dropped item will be given to the player as a reward.
[0052] The acquisition means 52 is a functional means for acquiring the current position of each player. For example, the acquisition means 52 acquires position information (latitude and longitude) in the real world received by the GPS receiving unit 39 via the terminal device 12. The acquisition means 52 may acquire the position of the player object in the game field (for example, coordinates on the game field).
[0053] The control means 54 is a functional means for controlling the entire game. In the first embodiment, the control means 54 executes a battle game against an enemy object (raid boss monster) that each player can commonly fight against, during a battle-available time for the enemy object. The control means 54 also executes a battle game against the enemy object on the condition that the player's current position has reached a battle-available range for the enemy object. For example, the control means 54 refers to the appearance information in the enemy object information 50C, and when the player's position information is included in the battle-available range of the appearance information during a battle-available time for the enemy object (e.g., raid boss monster), permits execution of a battle game against the enemy object. For example, when an instruction (battle instruction) to execute a battle game against the enemy object is given by the player, the control means 54 executes the battle game.
[0054] Furthermore, the control means 54 expands the battle possible range when the number of times the battle game has been executed at a predetermined time point is less than a predetermined number. This predetermined time point is, for example, the time point when a unit time has elapsed. Examples of this unit time include 10 minutes, 30 minutes, and 1 hour. The unit time may be a value obtained by dividing the appearance time of the enemy object by a predetermined number (for example, 2 or 5). For example, the control means 54 expands the battle possible range each time a unit time elapses when the number of battles per unit time is less than a predetermined number. Specifically, the control means 54 refers to the battle information of the enemy object information 50C each time a unit time (for example, 30 minutes) elapses from the appearance start date and time of the raid boss monster, and acquires the number of battles with the raid boss monster per unit time. Next, the control means 54 expands the battle possible range included in the appearance information of the raid boss monster by a predetermined area when the acquired number of battles is less than a predetermined number (for example, 5 times). As an example of this predetermined area, the radius of a circular area centered on the spawn point of the raid boss monster may be increased by 50 m, or the radius may be increased by 100 m, etc. The predetermined number of times may be gradually increased or decreased each time a unit time elapses.
[0055] The predetermined time may be a time when the appearance time of the enemy object becomes less than a certain time. Examples of the predetermined time include 5 minutes, 10 minutes, and 30 minutes. For example, when the appearance time of the raid boss monster becomes less than a certain time, the control means 54 refers to the battle information of the enemy object information 50C to acquire the number of battles (total number) of the raid boss monster. Next, when the acquired number of battles is less than a predetermined number (e.g., 15 times), the control means 54 expands the battle possible range included in the appearance information of the raid boss monster by a predetermined area. The predetermined time may be a value obtained by dividing the appearance time of the enemy object by a predetermined number (e.g., 2 or 5). The predetermined time may exist multiple times in the appearance time of the enemy object.
[0056] Furthermore, the control means 54 extends the appearance time of the enemy object (raid boss monster) when expanding the battle possible range. Furthermore, the control means 54 extends the appearance time of the enemy object when the number of times the battle game has been played at a predetermined time is less than a predetermined number of times. For example, the control means 54 extends the appearance time of the raid boss monster in the appearance information of the enemy object information 50C by 30 minutes when the number of times the battle game has been played is less than a predetermined number of times.
[0057] Furthermore, the control means 54 extends the appearance time of the enemy object each time a unit time elapses if the number of times per unit time is less than a predetermined number. For example, the control means 54 refers to the battle information in the enemy object information 50C each time a unit time (e.g., 30 minutes) elapses from the appearance start date and time of the raid boss monster, and acquires the number of battles with the raid boss monster per unit time. Next, if the acquired number of battles is less than a predetermined number (e.g., 5 times), the control means 54 extends the appearance time of the raid boss monster in the appearance information by 10 minutes.
[0058] <Match processing flow> 5 is a flowchart showing an example of a process flow in which a player plays a battle game against a raid boss monster in the game system 1 according to the first embodiment. The process of the following steps is started, for example, when the appearance start date and time of a certain raid boss monster arrives. The order and contents of the following steps can be changed as appropriate.
[0059] (Step SP10) The control means 54 refers to the appearance information of the enemy object information 50C and judges whether the appearance time of a certain raid boss monster is longer than 0 (0 seconds). If the judgment is affirmative, the process proceeds to the process of step SP12. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 5.
[0060] (Step SP12) The acquiring means 52 acquires the current position (latitude and longitude) of the player, and then the process proceeds to step SP14.
[0061] (Step SP14) Based on the current position of the player acquired in step SP12, the control means 54 updates the game screen displayed on the touch panel 32. That is, the control means 54 moves the player object to a position (coordinates) on the game field that corresponds to the current position of the player.
[0062] FIG. 6 is a diagram showing an example of a game screen 60 according to the first embodiment.
[0063] As shown in FIG. 6, the game screen 60 is provided with a game field 62, a menu button 64, and a battle button 66. The game field 62 is expressed to resemble, for example, the scenery around the player's current position in the real world. A player object P, a normal monster E, and a raid boss monster R are depicted in the game field 62. The player object P is displayed based on the player object information 50B of the player. The normal monster E and the raid boss monster R are displayed based on the enemy object information 50C. In the game field 62, a battle possible range A is set with the appearance point of the raid boss monster R as the center. For example, when the player object P reaches inside the battle possible range A, the player can execute a battle game against the raid boss monster R. The menu button 64 is a button for issuing instructions to display various menus for equipping (attaching) equipment items and using consumable items. The battle button 66 is a button for instructing execution of a battle game against a raid boss monster R. This battle button 66 can be pressed when the player object P reaches the inside of the battle available range A.
[0064] Returning to FIG. 5, the process proceeds to step SP16.
[0065] (Step SP16) The control means 54 judges whether or not the current position of the player acquired in step SP12 is within the battle range of a certain raid boss monster. If the judgment is affirmative, the process proceeds to step SP18. On the other hand, if the judgment is negative, the process proceeds to step SP10.
[0066] (Step SP18) The control means 54 permits the execution of a battle game against a certain raid boss monster. Specifically, the control means 54 enables the pressing of a battle button. Next, the control means 54 judges whether or not the execution of a battle game against a certain raid boss monster has been requested by the player. For example, the control means 54 judges whether or not the battle button has been pressed by the player. Then, if the judgment is affirmative, the process proceeds to the process of step SP20. On the other hand, if the judgment is negative, the process proceeds to the process of step SP10.
[0067] (Step SP20) The control means 54 executes a battle game between the player object associated with the player and a certain raid boss monster. Next, the control means 54 updates various information of the enemy object information 50C corresponding to the certain raid boss monster through this battle game. For example, the control means 54 increments (+1) the number of battles included in the battle information of the certain raid boss monster. Also, the control means 54 decreases the hit points included in the ability information of the certain raid boss monster. Then, the process proceeds to the process of step SP22.
[0068] (Step SP22) The control means 54 judges whether or not a certain raid boss monster has been defeated. For example, the control means 54 judges whether or not the hit points of a certain raid boss monster have become 0 or less. If the judgment is affirmative, the process proceeds to step SP24. On the other hand, if the judgment is negative, the process proceeds to step SP10.
[0069] (Step SP24) The control means 54 refers to the battle information in the enemy object information 50C and awards a reward to each player who has played a battle game against a certain raid boss monster. Then, the process ends the series of processes shown in FIG.
[0070] <Expansion / extension process flow> 7 is a flowchart showing an example of the process flow for expanding the battle available range and extending the appearance time in the game system 1 according to the first embodiment. The process of the following steps is started, for example, at a predetermined time point (for example, when a unit time has elapsed) within the battle available time of a certain raid boss monster. The order and contents of the following steps can be changed as appropriate.
[0071] (Step SP30) The control means 54 refers to the battle information of the enemy object information 50C and judges whether or not the number of battles with a certain raid boss monster is less than a predetermined number (for example, 5 times). If the judgment is affirmative, the process proceeds to the process of step SP32. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 7.
[0072] (Step SP32) The control means 54 expands the battle range of a certain raid boss monster by a predetermined area. For example, the control means 54 increases the radius of the circular area in the battle range of the enemy object information 50C by 100 m. Then, the process proceeds to the process of step SP34.
[0073] (Step SP34) The control means 54 extends the appearance time of a certain raid boss monster. For example, the control means 54 extends (increases) the appearance time of the raid boss monster in the appearance information of the enemy object information 50C by 30 minutes. Then, the process ends the series of processes shown in FIG. 7.
[0074] <Effects> As described above, in the first embodiment, a program is provided for executing a fighting game against an enemy object that can be fought by each player at the time when the enemy object appears, and causes a computer to function as an acquisition means 52 for acquiring the current position of each player, and a control means 54 for executing a fighting game against the enemy object on condition that the current position of the player has reached a fighting range with the enemy object, and the control means 54 expands the fighting range if the number of times the fighting game has been executed at a predetermined point in time is less than a predetermined number of times.
[0075] According to this configuration, the battle range is expanded when the number of times a battle game with an enemy object has been played is low, making it easier to defeat the enemy object, and thus providing players who play in areas with a low number of players with an incentive to play the location information game.
[0076] Also, in the first embodiment, the specified point in time is the point at which a unit time has elapsed, and the control means 54 expands the range of possible battles each time a unit time has elapsed if the number of times per unit time is less than the specified number of times.
[0077] According to this configuration, the battle range is expanded with each unit of time, making it easier to defeat enemy objects, thereby providing players in areas with a small number of players with an incentive to play the location information game.
[0078] In the first embodiment, the predetermined time point is the time point when the appearance time of the enemy object becomes less than a fixed time.
[0079] According to this configuration, when the appearance time of an enemy object falls below a certain time, the battle range can be expanded, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0080] Furthermore, in the first embodiment, the control means 54 extends the appearance time when expanding the battle possible range.
[0081] According to this configuration, the range in which a battle can be fought is expanded and the time that enemy objects appear is extended, making it easier to defeat the enemy objects, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0082] Also, in the first embodiment, the program executes a fighting game against an enemy object that each player can commonly fight against, during the appearance time of the enemy object, and causes the computer to function as an acquisition means 52 that acquires the current position of each player, and a control means 54 that executes the fighting game against the enemy object on condition that the current position of the player has reached a range in which the enemy object can be fought, and the control means 54 extends the appearance time of the enemy object if the number of times the fighting game has been executed at a predetermined point in time is less than a predetermined number of times.
[0083] According to this configuration, when the number of times the competitive game has been played is low, the appearance time of the enemy object is extended, making it easier to defeat the enemy object, thereby providing players who play in areas with a low number of players with an incentive to play the location information game.
[0084] Also, in the first embodiment, the predetermined point in time is the point at which a unit time has elapsed, and the control means 54 extends the appearance time of the enemy object each time a unit time has elapsed if the number of times per unit time is less than the predetermined number of times.
[0085] According to this configuration, the appearance time of the enemy object can be extended every time a unit of time elapses, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0086] In the first embodiment, the predetermined time point is the time point when the appearance time of the enemy object becomes less than a fixed time.
[0087] According to this configuration, when the appearance time of an enemy object falls below a certain time, the appearance time can be extended, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0088] ---Second embodiment--- Next, a second embodiment will be described.
[0089] The second embodiment differs from the first embodiment in that the control means 54 expands the battle range and extends the appearance time of the enemy object in accordance with a predetermined parameter of the enemy object. Note that the configuration and functions of the game system 1 according to the second embodiment, which are not described below, are similar to those of the game system 1 according to the first embodiment.
[0090] The control means 54 expands the battle possible range when a predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time. For example, the predetermined parameter is a parameter indicating that the battle game (defeat) is progressing when the value of the predetermined parameter is small. In other words, the predetermined parameter is a parameter indicating that the defeat of the enemy object is near when the value of the predetermined parameter is small. In the second embodiment, the predetermined parameter is the hit points (stamina) of the enemy object. For example, the control means 54 expands the battle possible range when the hit points of the enemy object are equal to or greater than a predetermined value every time a unit time elapses. Specifically, the control means 54 acquires the hit points of the raid boss monster by referring to the ability information of the enemy object information 50C every time a unit time (e.g., 50 minutes) elapses from the appearance start date and time of the raid boss monster. Next, the control means 54 expands the battle possible range included in the appearance information of the raid boss monster by a predetermined area when the acquired hit points are equal to or greater than a predetermined value (e.g., 10,000). As an example of this predetermined area, the radius of a circular area centered on the spawn point of the raid boss monster may be increased by 50 m, or the radius may be increased by 100 m, etc. The predetermined parameter may be gradually increased or decreased each time a unit time elapses.
[0091] Furthermore, the control means 54 extends the appearance time of the enemy object (raid boss monster) when expanding the battle possible range. Furthermore, the control means 54 extends the appearance time of the enemy object when a predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time point. Furthermore, the control means 54 extends the appearance time of the enemy object when a predetermined parameter of the enemy object is equal to or greater than a predetermined value each time a unit time elapses. For example, when a predetermined parameter of the enemy object is equal to or greater than a predetermined value, the control means 54 extends the appearance time of the raid boss monster in the appearance information of the enemy object information 50C by 30 minutes.
[0092] <Enlargement / extension processing> 8 is a flow chart showing an example of the process flow for expanding the battle available range and extending the appearance time in the game system 1 according to the second embodiment. The process of the following steps is started, for example, at a predetermined time point within the battle available time of a certain raid boss monster (for example, the time point when the appearance time of a certain raid boss monster falls below a certain time). The order and contents of the following steps can be changed as appropriate.
[0093] (Step SP40) The control means 54 refers to the ability information of the enemy object information 50C and judges whether or not the hit points of a certain raid boss monster are equal to or greater than a predetermined value (for example, 10,000). If the judgment is affirmative, the process proceeds to step SP42. On the other hand, if the judgment is negative, the process ends the series of steps shown in FIG. 8.
[0094] (Step SP42 to Step SP44) The processing in steps SP42 to SP44 is similar to the processing in steps SP32 to SP34 described above, and therefore the description will be omitted. Then, the processing ends with the series of processing steps shown in FIG.
[0095] <Effects> As described above, in the second embodiment, a program is provided for executing a fighting game against an enemy object that can be fought by each player at the time when the enemy object appears, and causes a computer to function as acquisition means 52 for acquiring the current position of each player, and control means 54 for executing a fighting game against the enemy object on condition that the current position of the player has reached a fighting range with the enemy object, and the control means 54 expands the fighting range when a predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time point.
[0096] According to this configuration, the battle range is expanded when the enemy object has a large number of predetermined parameters, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0097] Also, in the second embodiment, the predetermined point in time is the point at which a unit time has elapsed, and the control means 54 expands the battle range each time a unit time has elapsed if a predetermined parameter of the enemy object is equal to or greater than a predetermined value.
[0098] According to this configuration, the battle range is expanded with each unit of time, making it easier to defeat enemy objects, thereby providing players in areas with a small number of players with an incentive to play the location information game.
[0099] In the second embodiment, the predetermined time point is the time point when the appearance time of the enemy object becomes less than a fixed time.
[0100] According to this configuration, when the appearance time of an enemy object falls below a certain time, the battle range can be expanded, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0101] Furthermore, in the second embodiment, when the battle possible range is expanded, the control means 54 extends the appearance time of the enemy object.
[0102] According to this configuration, the range in which a battle can be fought is expanded and the time that enemy objects appear is extended, making it easier to defeat the enemy objects, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0103] In addition, in the second embodiment, a program is provided for executing a fighting game against an enemy object that can be fought by each player in common, during the appearance time of the enemy object, and causes a computer to function as an acquisition means 52 for acquiring the current position of each player, and a control means 54 for executing the fighting game against the enemy object on condition that the current position of the player has reached a range in which the enemy object can be fought, and the control means 54 extends the appearance time of the enemy object if a predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time point.
[0104] According to this configuration, when an enemy object has a large number of predetermined parameters, the appearance time of the enemy object is extended, making it easier to defeat the enemy object, and thus providing players who play in areas with a small number of players with an incentive to play the location information game.
[0105] Also, in the second embodiment, the predetermined point in time is the point at which a unit time has elapsed, and the control means 54 extends the appearance time of the enemy object each time a unit time has elapsed if a predetermined parameter of the enemy object is equal to or greater than a predetermined value.
[0106] According to this configuration, the appearance time of the enemy object can be extended every time a unit of time elapses, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0107] In the second embodiment, the predetermined time point is the time point when the appearance time of the enemy object becomes less than a fixed time.
[0108] According to this configuration, when the appearance time of an enemy object falls below a certain time, the appearance time can be extended, making it easier to defeat the enemy object, thereby providing players who play in areas with a small number of players with an incentive to play the location information game.
[0109] <Modification> The present invention is not limited to the above-described embodiment. In other words, even if a person skilled in the art appropriately modifies the above-described embodiment, the same will be included in the scope of the present invention as long as it has the characteristics of the present invention. In addition, the elements of the above-described embodiment and the modified examples described below can be combined to the extent technically possible, and the combination of these elements will also be included in the scope of the present invention as long as it has the characteristics of the present invention.
[0110] For example, in the first embodiment, the control means 54 expands the battle range of the raid boss monster or extends the appearance time when the number of times the battle game has been executed at a given point in time is less than a predetermined number, but this predetermined number may be changed for each raid boss monster. For example, the predetermined number may be increased or decreased depending on at least one of the ability values (level, hit points, attack power, defense power, etc.) of the raid boss monster.
[0111] In the second embodiment, the control means 54 expands the battle range of the raid boss monster or extends the appearance time when the predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time, but the predetermined parameter may be changed for each raid boss monster. For example, the predetermined value may be increased or decreased depending on at least one of the ability values (level, hit points, attack power, defense power, etc.) of the raid boss monster.
[0112] In the second embodiment, the control means 54 may expand the battleable range of the raid boss monster or extend the appearance time of the raid boss monster if the amount by which the raid boss monster's predetermined parameter is decreased per unit time is less than a predetermined value. For example, the control means 54 expands the battleable range of the raid boss monster or extends the appearance time of the raid boss monster if the amount by which the raid boss monster's hit points are decreased per 10 minutes is less than 1000.
[0113] In the second embodiment, the predetermined parameter is a hit point, but it may be an amount of energy, a defensive power, or the like. The predetermined parameter may be a parameter that indicates that the battle game (subjugation) is progressing when the value is large. For example, the predetermined parameter may be the number of weak points of the enemy object discovered by each player. In this case, the control means 54 expands the battle possible range when the predetermined parameter of the enemy object (the number of weak points discovered) is less than a predetermined value at a predetermined time.
[0114] Furthermore, in the first and second embodiments, the enemy objects are mainly monsters, but they may be characters, robots, cars, airplanes, ships, and the like. [Explanation of symbols]
[0115] 10...Server device (computer, information processing device) 12...Terminal device (computer, information processing device) 50...Memory means 52…Acquisition means 54...Control means
Claims
1. A program for executing a fighting game against an enemy object that can be fought by each player at a time when the enemy object appears, comprising: Computer, An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Function as a the control means expands the battle available range when a total number of times that each player has played the battle game is less than a predetermined number of times at a time point when a predetermined time has elapsed since the enemy object started to appear. program.
2. The predetermined time is taken as a unit time, the control means expands the battle range when the total number per unit time is less than a predetermined number of times each time the unit time elapses from a start of appearance of the enemy object; The program according to claim 1.
3. A program for executing a fighting game against an enemy object that can be fought by each player at a time when the enemy object appears, comprising: Computer, An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Function as a the control means expands the battle available range when the total number of times that each player has played the battle game is less than a predetermined number of times at a time when the appearance time of the enemy object becomes less than a certain time. program.
4. the control means extends the appearance time when the battle available range is expanded. The program according to any one of claims 1 to 3.
5. A program for executing a fighting game against an enemy object that can be fought by each player at a time when the enemy object appears, comprising: Computer, An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Function as a the control means extends an appearance time of the enemy object when a total number of times that each player has played the fighting game is less than a predetermined number of times at a time point when a predetermined time has elapsed since the start of appearance of the enemy object. program.
6. The predetermined time is taken as a unit time, the control means extends an appearance time of the enemy object when the total number per unit time is less than a predetermined number of times each time the unit time elapses from a start of appearance of the enemy object, The program according to claim 5.
7. A program for executing a fighting game against an enemy object that can be fought by each player at a time when the enemy object appears, comprising: Computer, An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Function as a the control means extends the appearance time of the enemy object when the total number of times that each player has played the fighting game is less than a predetermined number of times at a point in time when the appearance time of the enemy object becomes less than a certain time; program.
8. An information processing device that executes a fighting game against an enemy object that can be fought by each player in common at a time when the enemy object appears, An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Equipped with the control means expands the battle available range when a total number of times that each player has played the battle game is less than a predetermined number of times at a time point when a predetermined time has elapsed since the enemy object started to appear. Information processing device.
9. An information processing device that executes a fighting game against an enemy object that can be fought by each player in common at a time when the enemy object appears, An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Equipped with the control means expands the battle available range when the total number of times that each player has played the battle game is less than a predetermined number of times at a time when the appearance time of the enemy object becomes less than a certain time. Information processing device.
10. An information processing device for executing a fighting game against an enemy object that can be fought by each player in common at a time when the enemy object appears, comprising: An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Equipped with the control means extends an appearance time of the enemy object when a total number of times that each player has played the fighting game is less than a predetermined number of times at a time point when a predetermined time has elapsed since the start of appearance of the enemy object. Information processing device.
11. An information processing device for executing a fighting game against an enemy object that can be fought by each player in common at a time when the enemy object appears, comprising: An acquisition means for acquiring a current position of each player; a control means for executing a fighting game against the enemy object on condition that a current position of the player has reached a fighting range with the enemy object; Equipped with the control means extends the appearance time of the enemy object when the total number of times that each player has played the fighting game is less than a predetermined number of times at a point in time when the appearance time of the enemy object becomes less than a certain time; Information processing device.
Citation Information
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