Information processing device, information processing method, and program

The information processing device addresses the challenge of hidden input objects in online games by displaying corresponding icons on the first user's screen for input objects outside the visible area, facilitating easy recognition and utilization, and improving gameplay experience.

JP7667511B2Active Publication Date: 2025-04-23MIXI INC
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Patent Information

Application Number
JP2024086491
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-28
Publication Date
2025-04-23
Estimated Expiration
2040-09-29

AI Technical Summary

Technical Problem

In online games where a character moves within an area, the operator may only display a portion of the field on their screen, making it difficult for the first user to notice input objects placed by the second user outside the displayed area, leading to ineffective use of these objects.

Method used

An information processing device that includes a first acceptance unit for the first user's moving operations, a second acceptance unit for the second user's input operations, and a display control unit that ensures the first user's terminal displays a corresponding icon for input objects outside the visible screen area, allowing easy recognition and utilization.

Benefits of technology

Enables the first user to easily notice and utilize input objects placed by the second user, even if they are outside the displayed screen area, thereby enhancing gameplay experience and encouraging participation from the second user.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To allow a first user to easily recognize, in a field, the presence of an insertion object arranged outside a part to be displayed on a screen of a first user side.SOLUTION: An information processing apparatus according to the present invention includes a first reception section for receiving a moving operation executed by a first user to move an operation object on a field, a second reception section for receiving an inserting operation executed by a second user to insert an insertion object on the field, and a display control section controlling a first terminal of the first user to display a first screen reflecting a part corresponding to the moving operation in the field. When the arrangement position of the insertion object determined according to the inserting operation is located outside the part reflected on the first screen in the field, the display control section controls the first terminal to display a display object corresponding to the insertion object on the display position corresponding to the arrangement position on the first screen.SELECTED DRAWING: Figure 10
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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] As an example of an online game that can be played by multiple users together, a game in which a second user can provide a first user who controls an in-game character with items or in-game characters for assistance / hindrance, etc. is known (see, for example, Patent Documents 1 to 3).

[0003] In the game described in the above patent document, for example, a character operated by a first user moves within an area, and a second user throws a support item into the same area. When the character operated by the first user moves within the area to the location of the item thrown by the second user, the effect of the support item is given to the first user. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2018-171283 A [Patent Document 2] Patent No. 6722316 [Patent Document 3] Patent No. 6599080 Summary of the Invention [Problem to be solved by the invention]

[0005] In a game in which a controlled character is moved within an area, or more precisely, within a field within an area, as in the above game, only a portion of the field (for example, a certain range including the controlled character) may be displayed on the screen to the first user who is the operator. On the other hand, from the viewpoint of game play, it is preferable that the placement position of an item or the like (hereinafter referred to as an "input object") inserted by the second user be freely determined on the field. However, in such a case, the object inserted by the second user may exist in a portion of the field that is not displayed to the first user at a certain point in time. In such a state, the presence of the input object may not be noticed by the first user, and the input object may not be used effectively (i.e., the operation of inserting the object by the second user may be wasted).

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can easily allow a first user to recognize the presence of an input object that is placed outside the portion of the field that is displayed on the first user's screen. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention has a first reception unit that receives a move operation performed by a first user to move an operated object on a field, a second reception unit that receives an input operation performed by a second user to input an input object onto the field, and a display control unit that controls a first terminal of the first user to display a first screen that shows a portion of the field corresponding to the move operation, and is characterized in that when the placement position of the input object determined in response to the input operation is outside the portion of the field that is displayed on the first screen, the display control unit controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen. Effect of the Invention

[0008] According to one aspect of the present invention, even if the position of an object thrown into the field by the second user is outside the portion of the field that is displayed on the first screen, the first user can easily notice the presence of the object. This makes it possible to effectively use the object thrown in by the second user and encourage the second user to participate in the game by throwing the object. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a diagram showing an example of an area in a game. [Diagram 2] FIG. 11 is a diagram showing an example of a first screen. [Diagram 3] FIG. 13 is a diagram showing an example of a second screen. [Figure 4] 1 is a conceptual diagram showing an information processing device and a user terminal according to an embodiment of the present invention; [Diagram 5] FIG. 2 is a diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 6] FIG. 11 is a diagram showing an example of user information related to a first user. [Figure 7] FIG. 11 is a diagram showing an example of user information related to a second user. [Figure 8] FIG. 11 is a diagram showing an example of input information. [Figure 9] FIG. 11 is a diagram showing a first terminal in which an input object is displayed on a first screen. [Figure 10] The left diagram in FIG. 10 is a partially enlarged diagram of the field, and the right diagram is a diagram showing the first terminal on which a display object is displayed on the first screen (part 1). [Figure 11] The left diagram in FIG. 11 is a partially enlarged diagram of the field, and the right diagram is a diagram (part 2) of the first terminal in which a display object is displayed on the first screen. [Figure 12] FIG. 13 is a diagram showing an example of a first screen on which additional information is displayed together with a display object. [Figure 13] FIG. 13 is a diagram showing another example of the first screen in which additional information is displayed together with a display object. [Figure 14] FIG. 13 shows screen transitions at the start of a game. [Figure 15] FIG. 1 is a diagram showing a flow of processing executed by a server and a first terminal in information processing according to an embodiment of the present invention (part 1). [Figure 16] FIG. 2 is a diagram showing a flow of processing executed by the server and the first terminal in the information processing according to one embodiment of the present invention (part 2). [Figure 17] FIG. 4 is a diagram showing a flow of processing executed by a server and a second terminal in information processing according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An information processing device, an information processing method, and a program according to the present invention will be described below with reference to a preferred embodiment (hereinafter, referred to as the present embodiment) shown in 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 user's preferences, and can be changed as appropriate.

[0011] [About the game according to this embodiment] Prior to describing the information processing device according to this embodiment, a specific game (hereinafter, simply referred to as a "game") that can be played through the information processing device will be described. A game is content that a user plays by operating a terminal for game play while viewing a game screen on the terminal, and more specifically, is an online game that uses data communication. Here, online games may include, for example, social games that can be used with only a web browser and an SNS (Social Networking Service) account.

[0012] The game progresses by moving the controlled object on a field set within the area shown in Fig. 1 and clearing the area by reaching a predetermined position on the field or by defeating a predetermined enemy that appears on the field, etc. The genre (classification) of the game is not particularly limited.

[0013] Here, an "area" refers to an in-game space set up for the purpose of clearing the game, and is a two-dimensional or three-dimensional space, and a "field" refers to an area set up within the area in which the controlled object can move (the area with a gray floor in Figure 1). An "operated object" is a game medium that moves on a field in response to the operation of a user playing the game (more specifically, a first user described below). The appearance (display image) of the operated object is not particularly limited, and can be set to any appearance according to the concept of the game. In the following, an example will be described in which the operated object is a human-shaped character.

[0014] Furthermore, on the field, the aforementioned enemies (shown as black circles in FIG. 1) appear as objects other than the operated object, and auxiliary objects such as support items (shown as white triangles in FIG. 1) are placed. Note that the enemies and auxiliary objects may move on the field, or may be stationary at predetermined positions on the field. Furthermore, in the game, a thrown-in object can be added to the field based on the operation of a user (more specifically, a second user, described later). The thrown-in object will be described in detail later.

[0015] The user progresses through the game by moving the controlled object while defeating enemies on the field and using auxiliary objects and thrown-in objects, and clears areas. In this embodiment, a plurality of areas are playable in the game, and a field is set for each area. When the user clears one area, the user moves to the next area, and moves the controlled object on the field set in the area after the transition. However, the number of areas that can be played in the game, that is, the number of fields, is not particularly limited, and may be only one.

[0016] In this embodiment, a user can play the game alone, and can also play the game together with other users. That is, the game is a cooperative play-compatible game (a so-called multiplayer game) in which multiple users can operate their own terminals to play in the same area. The number of users who can participate in cooperative play is not particularly limited, but a maximum number of participants may be set as a specification of the game.

[0017] In a cooperative game, each of multiple users selects a role at the start of play, and plays according to that role during the game. In this embodiment, there are two types of roles that each user can select, specifically, "object control" and "play observation." Object control is the role of controlling an operated object and moving it on the field, and a user who selects the role of object control is hereinafter referred to as the "first user." Play observation is the role of observing the play of the first user, or more simply, the operated object moving on the field by the operation of the first user, and a user who selects the role of play observation is hereinafter referred to as the "second user."

[0018] The first user performs a movement operation on the terminal to move the operated object on the field while viewing the first screen G1 displayed on the user's terminal (user terminal). The first screen G1 is a screen that displays a part of the field (the part surrounded by the dashed line in FIG. 1), specifically, a certain range of the field including the operated object as shown in FIG. 2.

[0019] The first user checks the state and current position of his / her operated object on the first screen G1, and performs a movement operation while looking at the first screen G1 as shown in Fig. 2. When a movement operation is performed, the operated object moves on the field in response to the movement operation, and the range of the field displayed on the first screen G1 changes accordingly. In other words, the first screen G1 is a screen that displays a portion of the field in response to the movement operation, and the first user can only see a portion of the field while playing the game.

[0020] Incidentally, the first screen G1 shown in FIG. 2 is a screen showing a portion of the field when viewed from directly above the field, but is not limited to this, and the first screen G1 may be a screen showing a portion of the field when viewed from any angle (view angle), and the angle may be freely changeable by the first user.

[0021] Note that the number of operated objects controlled by one first user may be one, or two or more. When controlling two or more operated objects, the first user switches the operated object to be controlled as appropriate, and accordingly, a part of the field displayed on the first screen G1 is switched. In the following, unless otherwise specified, the case where one first user controls a single operated object will be described.

[0022] In addition, in a cooperative game, two or more users can select the role of controlling an object and play as the first user. In this case, there are controlled objects for each first user on the field (see FIG. 1), and each first user controls a corresponding controlled object. Note that the first users may cooperate to clear the same area, may compete with each other in the same area, or may be divided into multiple teams and play against each other in the same area.

[0023] During the game play, the second user does not control the controlled object himself, but watches (spectates) the play of the first user through the second screen G2 displayed on his terminal (user terminal). The second screen G2 is a screen that displays an overhead view of the field in which the controlled object controlled by the first user exists (for example, a screen that displays the field from above), and the second screen G2 can display a part of the field other than the part displayed on the first screen G1. For example, the second screen G2 can display the entire field as shown in FIG. 3, and can also display a part of the field in accordance with a zooming operation performed by the second user through the second screen G2 (for example, a so-called pinch-out operation in which the distance between the fingers is increased while touching the second screen G2 with two fingers). By zooming in or out on a part of the field displayed on the second screen G2, the second user who watches the field from above through the second screen G2 can be given the impression (visual effect) that the altitude of the field of view has increased or decreased.

[0024] The range that can be displayed on the second screen G2 is limited to the field of the area in which the operated object of the first user who plays together with the second user exists. The range that can be displayed on the second screen G2 at one time may be changed depending on the area. For example, as shown in Fig. 3, for an area in which the field is relatively small, the entire field may be displayed on the second screen G2. On the other hand, for an area in which the field is relatively large and difficult to see when displayed on a single screen, a part of the field may be displayed on the second screen G2, and when the second user performs a predetermined screen operation, the part of the field displayed on the second screen G2 may be slid (scrolled). In addition, the second screen G2 shown in FIG. 3 is a screen in which the field is viewed from directly above, but is not limited to this, and the second screen G2 may be a screen in which the field is viewed from any angle (view angle), and the angle may be freely changeable by the second user.

[0025] Furthermore, during game play, the second user can perform an input operation to input an input object (shown by a star in FIG. 1) onto the field for the purpose of, for example, supporting the first user. An "input object" is an item or character that is used by the first user in the game and supports, for example, the first user's play. In order to use the input object, the first user moves his / her operated object closer to the position on the field where the input object is placed. Then, when the distance between the operated object and the input object reaches a predetermined distance (for example, when the operated object touches the input object), the effect of the input object is imparted (activated) to the first user's operated object.

[0026] The effect of the input object is, for example, to change a parameter value corresponding to the first user who uses the input object. The parameter value corresponding to the first user is a value managed by the first user in progressing through the game, and in this embodiment, is a numerical value set for the first user's operated object. Specifically, the parameter value includes status values ​​such as stamina and hunger level of the operated object operated by the first user, ability values ​​such as attack power and movement speed, and attribute values ​​such as size (display size). When the first user operates multiple operated objects, a parameter value is set for each of the multiple operated objects, and the parameter value of each operated object becomes the parameter value corresponding to the first user.

[0027] The parameter value changes according to the progress of the game, and more specifically, changes in conjunction with the movement and state change of the operated object of the first user in the game. For example, when moving on the field or touching an enemy on the field, the physical strength, which is one of the parameter values, decreases. Note that the parameter value does not necessarily have to change in conjunction with the movement and state change of the operated object, and may change based on the operation performed by the first user, for example.

[0028] Incidentally, in this embodiment, the current value of the parameter value is displayed near the operated object in the first screen G1 as shown in Fig. 2 so that the first user can confirm it, and also displayed on the second screen G2 as shown in Fig. 3 so that the second user can confirm it. However, this is not limited to this, and the current value of the parameter value may be displayed only on the first screen G1 and may not be displayed on the second screen G2.

[0029] The parameter value changes depending on the use of the input object or the auxiliary object, for example, when the first user uses an item for recovering vitality, which is an example of an input object, the vitality value of the first user's operated object is restored. When the first user uses an item for increasing the movement speed, which is an example of an input object, the movement speed of the first user's operated object increases for a certain period of time.

[0030] The number of types of input objects and the effect of each type are not particularly limited and can be determined arbitrarily according to the content of the game. The input objects are not limited to those that impart an effect of supporting the play of the first user, and may include those that impart an effect of hindering the play of the first user. The display mode of the input objects is not particularly limited, but is preferably a mode according to the type of object, particularly the effect when used, such as an object that disappears from the field immediately after the effect is imparted, an object that exists on the field for a certain time after the effect is activated and the effect continues, and an object that imparts an effect multiple times and changes the display mode each time the effect is imparted.

[0031] When performing a throw-in operation, the second user selects an object to be used as a throw-in object from among objects possessed by the second user in the game (possessed objects), and specifies a position on the field where the throw-in object is to be placed.

[0032] The objects possessed by the second user are obtained by the second user playing an event during the game (e.g., a lottery event in which an item can be obtained) or by purchasing an object by paying in-game currency at a shop within the game, and are candidates for the object to be input. The second user may be prompted to purchase an object that is a candidate for the object to be input based on the playing status of the first user during game play. Specifically, based on a change in a parameter value of a controlled object operated by the first player during game play, an object that is valid for the changed parameter value (e.g., an object that restores the parameter value) may be identified, and the identified object may be presented to the second user together with its purchase price (amount in in-game currency). In this case, the second user may obtain the object by paying the price, and make it a candidate for the object to be input. The position of the thrown-in object can be arbitrarily specified within the field in the area where the second user is playing together with the first user, more specifically, within the range of the field that can be displayed on the second screen G2.

[0033] When the second user performs an input operation, the input object is placed together with the associated object at a placement position determined according to the input operation (specifically, at a position designated by the second user). The associated object is a sign indicating that the input object has been placed (input) at the above-mentioned placement position, and specifically corresponds to a figure such as an arrow or a pin, a speech bubble as shown in FIG. 1, or an icon corresponding to the input object.

[0034] When an input object is placed in the part of the field that is displayed on the first screen G1, the input object and associated objects are displayed on the first screen G1, and the first user can recognize the presence of the input object by looking at the first screen G1 on which these objects are displayed.

[0035] Regarding attached objects, a speech bubble-type attached object can display, for example, the type of input object, the user name of the second user who input the input object, and the user name of the first user designated by the second user as the intended user of the input object.

[0036] The object selected as the throw-in object and the position of the throw-in object on the field are not limited to being determined based on the will of the second user, but may be automatically determined by lottery, etc. Also, the throw-in object is not limited to being selected from among the objects possessed by the second user, but for example, list information specifying a plurality of objects may be prepared in advance, and when the second user meets a predetermined condition in the game, one or a plurality of objects selected at random from the list information may be used as the throw-in object.

[0037] In addition, when playing a game collaboratively with multiple first users, the second user can specify which of the multiple first users will use the input object when performing the input operation, and in a case where the multiple first users are divided into multiple teams, the second user can specify one team as the destination of the input object.

[0038] In addition, in a cooperative game, two or more users can select the role of spectator and play as second users. In this case, each second user can perform an input operation individually, and an input object is input (placed) on the field by each second user.

[0039] By the way, when the second user throws an object onto the field and the position of the thrown-in object is within the part of the field that is displayed on the first screen G1, the first user can directly see the thrown-in object displayed on the first screen G1. On the other hand, if the position of the thrown-in object is outside the portion of the field that is displayed on the first screen G1, the thrown-in object is not displayed on the first screen G1, and the first user cannot directly check the thrown-in object. Therefore, in this embodiment, when the position of the thrown-in object is outside the portion that is displayed on the first screen G1, measures are taken to make the first user aware of the presence of the thrown-in object (see, for example, FIGS. 10 to 13). This is a characteristic feature of the present invention, and will be described in detail later.

[0040] [About the information processing device of this embodiment and each user's terminal] Next, the information processing device according to this embodiment and the terminals of each user will be described with reference to Fig. 4. In the following description, a situation will be assumed in which two first users and two second users, a total of four users, play a game together (more specifically, in the same area). However, the contents described below are not limited to the above situation, and may be applied to cases in which there is at least one first user and one second user.

[0041] The first user and the second user each have a terminal for playing a game, and hereinafter, the terminal owned by the first user will be referred to as the first terminal 11, and the terminal owned by the second user will be referred to as the second terminal 12. In FIG. 4, the terminals owned by the first users, users A and B, correspond to the first terminal 11, and the terminals owned by the second users, users C and D, correspond to the second terminal 12.

[0042] The first terminal 11 and the second terminal 12 are each a client terminal, and specifically, are 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. The first terminal 11 and the second terminal 12 are each communicatively connected to the server 10 via a communication network 14 as shown in Fig. 4. The communication network 14 is, for example, a communication line network consisting of 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), or the like.

[0043] The server 10 is an example of the "information processing device" of the present invention, and is a computer that executes various information processing related to the game progress, such as generating and transmitting / receiving data necessary for the game progress, and more specifically, is an SNS server in this embodiment. 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 first terminal 11 and the second terminal 12 only need to input information to be handed over to the server 10 and display information distributed from the server 10.

[0044] 6, 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.

[0045] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. 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 a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).

[0046] 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.

[0047] 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 executed by the processor 21 to cause the server 10 to function as the information processing device of the present invention.

[0048] Specifically, while the game is being played, the server 10 executes the above program to generate display control data for the first screen G1 and transmit it to the first terminals 11 of each of the first users A and B, and generates display control data for the second screen G2 and transmits it to the second terminals 12 of each of the second users C and D.

[0049] The server 10 also receives a movement operation from each of the first users A and B. In this case, the server 10 executes a process of moving the operated object corresponding to the first user who performed the movement operation on the field. The server 10 then generates display control data for displaying the first screen G1 and the second screen G2 reflecting the position of the operated object after the movement, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0050] The server 10 also accepts an input operation from one or both of the second users C and D, and more specifically, obtains data indicating the content of the input operation from the second terminal 12 of the second user who performed the input operation. In this case, the server 10 executes a process of placing an input object on the field in response to the input operation. Then, the server 10 generates display control data for displaying the first screen G1 and the second screen G2 that reflect the state in which the input object has been input on the field, and transmits the generated display control data to the first terminal 11 and the second terminal 12. At this time, the first terminal 11 to which the display control data is transmitted (i.e., the first terminal 11 in which the field into which the input object has been input is displayed on the first screen G1) may be the first terminal 11 of each of the two first users A and B, or may be limited to the first terminal 11 of the first user designated by the second user who performed the input operation.

[0051] The above-mentioned 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.

[0052] [Functions of the information processing device according to this embodiment] Explaining the configuration of the server 10 from the configuration aspect, the server 10 has a first reception unit 31, a second reception unit 32, a game processing unit 33, a storage unit 34, and a display control unit 35, as shown in Fig. 5. Of these functional units, the storage unit 34 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.

[0053] (First Reception Section) The first reception unit 31 receives an operation performed by the first user through the first terminal 11, and more specifically, acquires data indicating the operation content from the first terminal 11 through the communication network 14. The operations received by the first reception unit 31 include a moving operation performed by the first user to move the operated object on the field. The moving operation is performed by the first user through the first image G1 displayed on the first terminal 11, and in the case shown in FIG. 2, for example, it is an operation of touching the operated object on the first screen G1 and dragging it to the destination. Furthermore, when a plurality of first users play together in the same area, the first receiving unit 31 receives a movement operation for each first user.

[0054] (Second Reception Section) The second reception unit 32 receives an operation performed by the second user through the second terminal 12, and more specifically, acquires data indicating the operation content from the second terminal 12 via the communication network 14. The operations received by the second reception unit 32 include an input operation, a display change operation, and a post-input operation.

[0055] The throw-in operation is an operation performed by the second user to throw an throw-in object onto the field. In this embodiment, the throw-in operation includes an operation of the second user selecting an throw-in object from among objects possessed by the second user in the game (in other words, an operation of selecting one of a plurality of types of throw-in objects) and an operation of the second user designating a placement position of the throw-in object on the field, and the second reception unit 32 accepts these operations as throw-in operations. Furthermore, when a plurality of first users play the game together, the second reception unit 32 can accept, as a throw-in operation, an operation of the second user designating a use destination of the throw-in object (a person who will use the throw-in object) from among a plurality of first users.

[0056] A display change operation is an operation performed by the second user to change the portion of the field displayed on the second screen G2, and includes, for example, an operation to enlarge the portion displayed on the second screen G2 (pinch out operation) and an operation to reduce the portion displayed on the second screen G2 (pinch in operation). A post-insertion operation is an operation performed by the second user after the input operation, and is performed, for example, for the purpose of making the first user aware that the input object is on the field, and includes an operation such as touching a specified location on the second screen G2 (specifically, a location on the field corresponding to the position of the input object) multiple times.

[0057] When a plurality of second users play together in the same area, the second reception unit 32 receives the above operations (that is, the input operation, the display change operation, and the post-input operation) for each second user.

[0058] (Game Processing Unit) The game processing unit 33 executes information processing for progressing the game, and in the case where the first user and the second user play together, executes information processing for progressing the game according to the operation received from each user. For example, when the first reception unit 31 receives a movement operation of the first user, the game processing unit 33 executes processing for moving the operated object of the first user who performed the movement operation on the field according to the movement operation. In association with this processing, the game processing unit 33 moves the enemy on the field in conjunction with the movement of the operated object, and also appropriately changes the parameter value of the operated object after the movement, and executes processing for decreasing the physical strength as a parameter value when the operated object touches the enemy, for example.

[0059] In addition, when multiple first users play a game together, the game processing unit 33 changes the parameter values ​​of each operated object controlled by each first user according to the progress of the game, specifically, based on the movement and state changes of each operated object.

[0060] When the second reception unit 32 receives a throw-in operation of the second user, the game processing unit 33 executes a process of placing (throwing) the thrown-in object on the field in response to the throw-in operation. When the operated object of the first user reaches the placement position of the thrown-in object on the field (i.e., the position where the operated object touches the thrown-in object), the game processing unit 33 executes a process of imparting an effect corresponding to the type of the thrown-in object at the placement position to the operated object.

[0061] (Storage part) The storage unit 34 stores various information necessary for playing the game, and includes an area information storage unit 41, a user information storage unit 42, and an input information storage unit 43, as shown in FIG.

[0062] The area information storage unit 41 stores information about each of the multiple set areas (hereinafter referred to as "area information"). The area information includes information about the field, the types and locations of enemies that appear on the field, the types and locations of auxiliary objects placed on the field, and the conditions for clearing the area.

[0063] The user information storage unit 42 stores information about users playing a game (hereinafter referred to as "user information"), and stores user information for each user when multiple users play the game together. The user information includes the user's name (user name), ID, and area in which the user is playing, and when playing together, the user's role in the game (i.e., whether the user is a first user or a second user) and the names or IDs of other users playing together are further included. In addition, when multiple first users play a game together and are divided into multiple teams, the user information of each first user includes the team to which the user belongs and the names and IDs of other users who belong to the same team.

[0064] Furthermore, when a first user and a second user play a game together, information specific to each user is stored as user information. As shown in Fig. 6, the user information of the first user includes information about the operated object operated by the user, specifically, the appearance of the operated object, the initial value, upper limit value, and current value of the parameter value, and the current position in the field. As shown in Fig. 7, the user information of the second user includes information about the owned objects that can be used as input objects (specifically, the type and number of owned objects) and information indicating the range of the field to be displayed on the second screen G2.

[0065] The input information storage unit 43 stores information (hereinafter referred to as input information) regarding the input of an input object by a second user onto a field, and when multiple input objects are input into one field, stores input information for each input object. As shown in Fig. 8, the input information includes the user name of the second user who input the input object, the type and placement position of the input object, and if the second user specifies the use destination of the input object, the user name of the specified first user, and the usage status (whether or not an effect has been given).

[0066] (Display control unit) The display control unit 35 controls the terminal of each user and displays on each user's terminal a screen (game screen) that reflects the results of information processing by the game progression unit 33. When a first user and a second user play a game together, the display control unit 35 includes a first display control unit 51 and a second display control unit 52, as shown in Fig. 5, and each display control unit controls the terminal of the corresponding user.

[0067] More specifically, the first display control unit 51 controls the terminal of the first user, that is, the first terminal 11, and causes the first terminal 11 to display a first screen G1 showing a portion of the field including the operated object. More specifically, the first display control unit 51 reads out the user information of the first user stored in the user information storage unit 42, identifies the current position of the operated object of the first user, generates display control data for the first screen G1 based on the identified current position, and transmits the generated display control data to the first terminal 11.

[0068] On the first terminal 11 side, a first screen G1 showing a part of the field including the operated object is displayed. At this time, when the first screen G1 is displayed on the first terminal 11, the first display control unit 51 displays the current value of a predetermined parameter value of the operated object in the first screen G1 near the operated object (see FIG. 2). Also, when the game processing unit 33 moves the operated object in response to the movement operation of the first user, the first display control unit 51 controls the first terminal 1 to display the first screen G1 showing the operated object after the movement in the field.

[0069] In addition, when multiple first users play the game together, the first display control unit 51 individually controls the first terminal 11 of each first user and displays, for each first user, a first screen G1 corresponding to each first user, that is, a first screen G1 showing an operated object controlled by each first user in the field.

[0070] The second display control unit 52 controls the second terminal 12 of the second user to display the second screen G2 on the second terminal 12. To explain in detail, the second display control unit 52 reads out the user information of the second user stored in the user information storage unit 42, identifies the area in which the second user is playing and its display range, generates display control data for the second screen G2 based on the identified content, and transmits the generated display control data to the second terminal 12.

[0071] On the second terminal 12 side, the second screen G2 is displayed, which shows a part of the field that corresponds to the above-mentioned display range. At this time, if the operated object of the first user is present in the part of the field that is displayed on the second screen G2, the second display control unit 52 displays the current value of a predetermined parameter value of the operated object in the second screen G2 near the operated object (see FIG. 3). Also, when the second reception unit 32 receives a display change operation, the second display control unit 52 changes the part of the field that is displayed on the second screen G2 based on the display change operation, and specifically, controls the second terminal 12 of the second user who performed the display change operation to display the second screen G2, which shows a part of the field that corresponds to the changed display range. This makes it possible to change the range displayed on the second screen G2 in the field (i.e., the range that the second user can view) regardless of the position of the operated object.

[0072] In addition, when multiple second users play in the same area, the second display control unit 52 individually controls the second terminal 12 of each second user and displays, for each second user, a second screen G2 corresponding to each second user, that is, a second screen G2 showing the display range set for each second user.

[0073] Then, when the game processing unit 33 places the thrown-in object on the field in response to the throw-in operation of the second user, the second display control unit 52 causes the second terminal 12 to display the second screen G2 showing the field on which the thrown-in object and the above-mentioned accessory object are placed at the placement position designated by the second user. Accordingly, if the above-mentioned placement position is within the portion shown on the first screen G1, the first display control unit 51 controls the first terminal 11 to display on the first terminal 11 the first screen G1 on which the thrown-in object and the accessory object are placed at the above-mentioned placement positions, as shown in FIG. 9. At this time, the first display control unit 51 may display information about the second user who threw in the thrown-in object (for example, the name of the second user) near the accessory object or inside the accessory object on the first screen G1.

[0074] Furthermore, when an operated object touches an input object on the field and the effect of the input object is imparted to the operated object, the first display control unit 51 controls the first terminal 11 to display an effect image according to the effect on the first terminal 11. For example, when a plurality of first users are playing a game together and the effect of the input object is imparted to one first user, the first display control unit 51 causes a message indicating that the effect of the input object has been imparted to the first user, or an ID, name, or the like of the first user to whom the effect of the input object has been imparted, to be displayed as the effect image on the first terminals 11 of the other first users.

[0075] On the other hand, when the placement position of the thrown-in object is outside the area shown on the first screen G1 as shown in the left diagram of Fig. 10, the first display control unit 51 controls the first terminal 11 to display the display icon ic at a predetermined position on the first screen G1 as shown in the right diagram of Fig. 10. Specifically, the first display control unit 51 generates display control data for displaying the display icon ic at a predetermined position on the first screen G1, and transmits the generated display control data to the first terminal 11.

[0076] The display icon ic is an example of a display object corresponding to the input object arranged at the above-mentioned arrangement position, and is displayed on the first screen G1 to notify the first user of the existence and arrangement position of the input object when the arrangement position of the input object is outside the area shown on the first screen G1. The display icon ic according to this embodiment is configured, for example, by an image (image) of a reduced version of the input object. Instead of the display icon ic, a character or symbol indicating the input object, or an image designated by the second user, may be displayed as the display object.

[0077] Moreover, the display icon ic is displayed at a display position in the first screen G1 according to the arrangement position of the thrown-in object, as shown in the right diagram of Fig. 10. To be more specific, the first display control unit 51 determines the display position of the display icon ic according to the positional relationship between the arrangement position of the thrown-in object in the field and the portion shown on the first screen G1 (the portion surrounded by a dashed line in the left diagram of Fig. 10).

[0078] More specifically, the display position of the display icon ic is determined so that the position of the thrown-in object as viewed from the portion of the field shown on the first screen G1 and the display position of the display icon ic on the first screen G1 are in the same orientation. Therefore, when the positional relationship between the position of the thrown-in object on the field and the portion shown on the first screen G1 changes, the first display control unit 51 changes the display position of the display icon ic on the first screen G1 based on the change in the above-mentioned positional relationship, as shown in FIGS.

[0079] In addition, when determining the display position of the display icon ic, the first display control unit 51 reads out the user information of the first user stored in the user information storage unit 42 (specifically, the current position of the operated object on the field) and the input information stored in the input information storage unit 43, and determines the display position based on this information.

[0080] Furthermore, when a plurality of first users play the game together, the first display control unit 51 controls the first terminal 11 of each first user to display the first screen G1 for each first user on each first terminal 11. In this situation, when the placement position of the thrown-in object for two or more first users is outside the portion displayed on the first screen G1, the display icon ic is displayed on the first screen G1 on each first terminal 11 of the two or more first users. The display position of the display icon ic at this time is determined for each first user. In other words, since a portion of the field displayed on the first screen G1 may change for each first user, the display position of the display icon ic is also determined according to the first screen G1 for each first user to reflect this.

[0081] However, the present invention is not limited to the above case, and the display icon ic may be displayed only on the first screen G1 of the first user designated by the second user during the input operation among the multiple first users, and the display icon ic may not be displayed on the first screen G1 of the other first users. In other words, the first display control unit 51 may transmit display control data for displaying the display icon ic at a predetermined position on the first screen G1 to only the first terminal 11 of the first user designated by the second user among the multiple first users. In addition, when multiple first users are divided into multiple teams to play a game, the display icon ic may be displayed only on the first screen G1 of the first user belonging to the team designated by the second user in the same manner as above, and the display icon ic may not be displayed for the first users belonging to the other teams.

[0082] Alternatively, the display icon ic may be displayed only on the first screen G1 of a first user selected from among a plurality of first users based on the current value of a parameter value (hereinafter referred to as a target parameter value) corresponding to the effect of the input object. That is, the first display control unit 51 may control the first terminal 11 of a first user selected from among a plurality of first users based on the current value of a target parameter value to display the display icon ic at a predetermined position on the first screen G1. To explain this by taking a specific example, when an input object that imparts an effect of restoring stamina is input, the display icon ic corresponding to the input object may be displayed only on the first screen G1 of a first user whose current stamina value is below the minimum or reference value.

[0083] As described above, in this embodiment, when the position of the thrown-in object is outside the portion of the field that is displayed on the first screen G1, the display icon ic is displayed at a display position on the first screen G1 that corresponds to the position of the thrown-in object. This allows the first user to easily notice the presence of the thrown-in object on the field through the first screen G1 and to grasp its position, even in the above case.

[0084] Furthermore, the first display control unit 51 may appropriately change the manner (display manner) in which the display icon ic is displayed, for example, to more effectively notify the first user of the presence of the thrown-in object. Examples of the display manner of the display icon ic include the display color of the display icon ic, the contrast with the surrounding color, the display size, the presence or absence of additional information, changes such as rotation or blinking, and the presence or absence of emphasis such as highlighting. Note that rules for changing the display manner are stored in advance in the storage unit 34, and the first display control unit 51 changes the display manner according to the progress of the game at that time in accordance with the above-mentioned change rules.

[0085] As a first case in which the display mode of the display icon ic is changed, the first display control unit 51 may display the display icon ic in a display mode corresponding to the type of object that has been inserted as an input object among a plurality of types of objects. As a specific example, when a certain input object is inserted, the display icon ic may be displayed as a reduced version of the input object, or may be displayed in a color corresponding to the type of the input object.

[0086] As a second case, the first display control unit 51 may display the display icon ic in a display mode based on the surrounding situation of the thrown-in object on the field. The surrounding situation of the thrown-in object refers to, for example, the presence or absence or the number of other objects (specifically, enemies, auxiliary objects, etc.) that exist within a predetermined distance from the placement position of the thrown-in object on the field and that are different from both the operated object and the thrown-in object. As a specific example of the second case, when an enemy appears near an input object, or when an auxiliary object that provides the same type of effect as the input object is placed near the input object, the display icon ic corresponding to the input object may be displayed in a different display mode than usual (for example, a display size larger than usual).

[0087] As a third case, the first display control unit 51 may display the display icon ic in a display mode based on the distance between the current position of the operated object in the field and the arrangement position of the thrown-in object. As a specific example, the shorter the distance is (i.e., the closer the operated object is to the thrown-in object), the larger (or smaller) the display icon ic may be displayed.

[0088] Also, the additional information of the display icon ic may be changed according to the distance. For example, the additional information may be increased as the distance becomes shorter. Specifically, until the distance becomes equal to or shorter than the first distance, only the display icon ic with the reduced size of the input object is displayed. Thereafter, until the distance becomes equal to or shorter than the second distance smaller than the first distance, information of the second user who input the input object is additionally displayed. Thereafter, until the distance becomes equal to or shorter than the third distance smaller than the second distance, information according to an auxiliary object in the vicinity of the input object (for example, information written in the auxiliary object, etc.) may be additionally displayed. In this case, as the operated object approaches the input object, the amount of information that the first user can know about the input object increases.

[0089] As a fourth case, when the second reception unit 32 receives a post-input operation of the second user, the first display control unit 51 may display the display icon ic in a display mode corresponding to the post-input operation. As a specific example, when the second user performs an operation of touching the display location of the input object on the second screen G2 multiple times as a post-input operation, the display icon ic may be blinked or highlighted in conjunction with the screen touch operation of the second user.

[0090] As a fifth case, when another object (specifically, an enemy) is displayed at the display position of the display icon ic (overlapping with the display icon ic), the first display control unit 51 may change the display mode of the display icon ic since the enemy becomes difficult to see. In this case, for example, the display icon ic may be temporarily hidden, or may be displayed in a display mode that does not obstruct the display of the enemy, such as by graying out the icon.

[0091] Furthermore, for reasons such as improving the gameplay, particularly the interest of joint play, the first display control unit 51 may display additional information together with the display icon ic at a predetermined position on the first screen G1. Specifically, the first display control unit 51 may control the first terminal 11 to display information about the second user who has input the input object (e.g., a user name) as additional information together with the display icon ic at a display position corresponding to the arrangement position of the input object on the first screen G1, as shown in Fig. 12.

[0092] As another example, in a situation where a plurality of first users are playing a game together, when a second user specifies a destination of use of an input object (a first user who is desired to use the input object) during an input operation, information about the specified first user (e.g., a user name) may be displayed as additional information, as shown in Fig. 13. In other words, the first display control unit 31 may control the first terminal 11 of each of the plurality of first users to display information about the first user specified by the second user as a destination of use of the input object together with the display icon ic at a display position corresponding to the arrangement position on the first screen G1.

[0093] As another example, in a situation where a plurality of first users are playing a game together, when one of the first users' operated object approaches the thrown-in object on the field, information about that first user (hereinafter, the first user approaching the thrown-in object) may be displayed as additional information near the display icon ic on the first screen G1 of the other first users. That is, for example, a screen may be displayed in which the message "Given to user A!" in FIG. 13 is replaced with the message "Looks like user A will get it!". This makes it possible to inform the other first users of the presence of the first user approaching the thrown-in object. In addition, to determine which of multiple first users has an operated object approaching the input object, the current position of the operated object is identified from the user information of each first user, and the first user whose current position has moved the furthest toward the placement position of the input object during a specified period of time is set as the first user closest to the input object.

[0094] [Information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing method using the information processing device according to this embodiment (i.e., the server 10) will be described. Note that, in the following, as the explanation of the information processing method according to this embodiment, the flow of information processing for game progress executed by the server 10 will be mainly explained.

[0095] The information processing for game progress according to this embodiment is divided into a stage where a user logs in to a game and starts playing, and a stage where the user actually plays the game. The former will be described from the viewpoint of GUI, with reference to the screen example shown in Fig. 14, regarding the transition of the game screen displayed on the user's terminal. The latter will be described with reference to the flow charts shown in Figs. 15 to 17.

[0096] When a user operates the terminal to log in to the game and performs a predetermined input operation, a number-of-players selection screen (the screen on the left in the figure) shown in Fig. 14 is displayed. The user selects either solo play, where one person plays alone, or cooperative play, where multiple people play together in the same area, and touches one of the two play style selection buttons displayed on the screen. The following explanation assumes that the user selects cooperative play.

[0097] The terminal of the user who has selected cooperative play transmits data indicating the result of the selection to the server 10. The server 10 identifies the user who has selected cooperative play, and then, within a certain period of time, determines whether or not there are other users who have selected cooperative play. If there are other users who have selected cooperative play, the server 10 transmits display control data for the role selection screen (the screen on the right in the figure) shown in FIG. 14 to the terminals of the users who have selected cooperative play.

[0098] Each user who selects cooperative play selects either the role of object control or the role of spectator play, that is, whether to play as the first user or the second user, through a role selection screen displayed on the terminal, and touches one of the two role selection buttons displayed on the screen. After each user selects a role, the terminal of each user transmits data indicating the selection result to the server 10. When the server 10 receives the role selection result from each of the users who selected cooperative play, it determines the number of users participating in the cooperative play at that time and the role of each user. After going through the above procedures, the multiple users who selected cooperative play can start playing the game cooperatively. In this embodiment, the game specifications are such that once collaborative play has begun, other users cannot join in the collaborative play until the collaborative play has ended, but the invention is not limited to this and the specifications may also permit other users to join in mid-play.

[0099] Information processing after game play starts differs depending on the role of each user, with information processing on the first user's side (hereinafter, first user's side flow) proceeding according to the flow shown in Figures 15 and 16, and information processing on the second user's side (hereinafter, second user's side flow) proceeding according to the flow shown in Figure 17. Each flow will be explained below.

[0100] (First user flow) The first user side flow is executed via communication between the server 10 and the terminal of the first user (first terminal 11). In addition, when multiple first users play together in the same area, the first user side flow is executed for each first user.

[0101] In this flow, first, the server 10 generates display control data for the first screen G1 and transmits it to the first terminal 11 to control the first terminal 11 and cause the first terminal 11 to display the first screen G1 (S001, S002). Note that the first screen G1 displayed on the first terminal 11 at the start of game play shows a portion of the field that corresponds to the initial position (start position) of the first user's operated object.

[0102] During game play, the first user performs a movement operation through the first screen G1 from time to time to move the operated object on the field (S003). When the movement operation is performed, the server 10 accepts the movement operation through communication with the first terminal 11 (S004), and executes a process of moving the operated object of the first user on the field in response to the movement operation (S005). After that, the server 10 generates display control data for the first screen G1 (hereinafter, referred to as the "first screen G1 after movement") that displays a part of the field including the operated object after the movement, and transmits the data to the first terminal 11 to control the first terminal 11, and causes the first terminal 11 to display the first screen G1 after the movement (S006, S007). Thereafter, every time the first user performs a movement operation, steps S004 to S007 are repeatedly carried out, whereby the first screen G1 after the movement is updated as needed.

[0103] Although not specifically shown, during game play, the server 10 changes the parameter values ​​of the first user's operated object in accordance with the movement and state changes of the object, and accordingly updates the user information stored in the memory unit 34 (in particular, the current parameter values ​​of the operated object).

[0104] In addition, when an input object is input (placed) on the field by the input operation of the second user (S008), the server 10 judges whether or not the position of the input object is outside the portion of the field that is displayed on the first screen G1 of the first user (S009). If the position is outside the portion of the field that is displayed on the first screen G1, the server 10 generates display control data for the display icon ic, transmits it to the first terminal 11, and controls the first terminal 11 (S010). As a result, the display icon ic corresponding to the input object is displayed on the first terminal 11 at a display position according to the position of the input object on the first screen G1 (more specifically, at a position in the same direction as when the input object is viewed from the portion of the field that is displayed on the first screen) (S011).

[0105] When the display icon ic is displayed on the first screen G1 of the first terminal 11, it is preferable to change the display mode of the display icon ic according to the situation at that time. Specifically, as described above, the display mode may be changed according to the type of object inserted as the inserted object, the surrounding situation of the inserted object in the field (e.g., the number of enemies appearing near the inserted object, etc.), the distance between the current position of the operated object and the placement position of the inserted object, the presence or absence of other objects (e.g., enemies) at the display position of the display icon ic, and the presence or absence of an operation after insertion by the second user, etc.

[0106] Furthermore, when multiple first users play the game together, the display icon ic may be displayed on the first screen G1 of each of the multiple first users (specifically, the first users who satisfy the condition that the placement position of the thrown-in object is outside the first screen G1). Alternatively, the display icon ic may be displayed only on the first screen 1 of a specific first user, specifically, only of the first user designated by the second user who threw in the thrown-in object. Furthermore, the display icon ic may be displayed only on the first screen G1 of the first user selected based on the effect of the thrown-in object and the current value of the corresponding parameter value (target parameter value).

[0107] On the other hand, in step S009, if the placement position is within the portion shown on the first screen G1, the server 10 generates display control data for the first screen G1, transmits it to the first terminal 11, and controls the first terminal 11 (S012). On the first terminal 11 side, the display icon ic is not displayed, and the first screen G1 showing a part of the field in which the input object is placed at the placement position is displayed (S013). Also, although not shown, when the operated object reaches a position where it touches the input object, the server 10 executes a process of imparting the effect of the input object to the operated object, and accordingly updates the user information stored in the storage unit 34 (particularly, the current parameter value of the operated object, etc.).

[0108] Among the steps described above, steps S003 to S013 are repeatedly performed until the game ends (S014). Here, the end of the game means that a condition for ending the joint play of the game by multiple users is satisfied, such as when a predetermined area is cleared, when a preset game play time (time limit) has elapsed, when one or all of the users requests to stop playing (retire), etc. Then, when the game ends, the first user side flow ends at that point.

[0109] (Second user flow) The second user side flow is executed via communication between the server 10 and the terminal of the second user (the second terminal 12). In addition, when multiple second users play together in the same area, the second user side flow is executed for each second user.

[0110] In this flow, first, the server 10 generates display control data for the second screen G2 and transmits it to the second terminal 12 to control the second terminal 12 and display the second screen G2 on the second terminal 12 (S021, S022). The second user can view the play of the first user (more simply, the movement of the operated object on the field and the progress of the game linked to the movement, etc.) through the second screen G2.

[0111] When the second user performs a display change operation through the second screen G2 to change the display range of the second screen G2 during game play (S023), the server 10 accepts the display change operation through communication with the second terminal 12 (S024). The server 10 then generates display control data for the second screen G2 based on the accepted display change operation, and controls the second terminal 12 by transmitting the data to the second terminal 12 (S025). As a result, the second screen G2 showing the changed display range is displayed on the second terminal 12 (S026).

[0112] During game play, the second user can perform an input operation through the second screen G2, and when the input operation is performed (S027), the server 10 accepts the input operation through communication with the second terminal 12 (S028). The server 10 executes a process of inputting (placing) an input object onto the field based on the accepted input operation, and specifically, places the owned object selected by the second user from among the owned objects by the input operation at the position on the field designated by the second user (S029).

[0113] 17, when the thrown-in object is thrown in, the server 10 generates new display control data for the second screen G2 and transmits the data to the second terminal 12 to control the second terminal 12. As a result, the second screen G2 showing the field on which the thrown-in object is placed at the placement position is displayed on the second terminal 12 side. Furthermore, among the objects possessed by the second user, those that are inserted into the field as input objects are consumed, and the number of objects possessed by the second user is reduced, and the user information of the second user is updated accordingly. However, this is not limited to the above, and if the input object has not been used by the first user for a certain period of time, the object may be returned to the second user (returned to the objects possessed by the second user).

[0114] Of the steps described above, steps S023 to S029 are repeatedly performed until the game ends (S030). Then, when the game ends, the second user side flow ends at that point.

[0115] [Other embodiments] Up to this point, the information processing device, the information processing method, and the program of the present invention have been described using specific examples. However, the above-described embodiment is merely an example, and other embodiments are also possible.

[0116] In the above embodiment, the server computer (server 10) that executes information processing for game progress functions as the information processing device of the present invention, but is not limited to this. Some of the functions of the server 10 may be provided in the terminals of users who play the game, i.e., the first terminal 11 and the second terminal 12. For example, the first terminal 11 may have a function corresponding to the first reception unit 31, the second terminal 12 may have a function corresponding to the second reception unit 32, and one or both of the first terminal 11 and the second terminal 12 may have a function corresponding to the display control unit 35. In that case, the first terminal 11 and the second terminal 12 cooperate to configure the information processing device of the present invention.

[0117] In the above embodiment, the communication method when the first terminal 11 and the second terminal 12 communicate with each other is a method (client-server method) via the server 10, but it may be a P2P (peer-to-peer) method that does not involve the server 10. In that case, the first terminal 11 and the second terminal 12 cooperate to function as the information processing device of the present invention.

[0118] In the above embodiment, the second screen G2 showing the whole or part of the field is displayed on the terminal (second terminal 12) of the second user who performs the throw-in operation, but this is not limited to this. The second terminal 12 may not display the second screen G2 showing the field, but may instead display a screen for throw-in operations (e.g., a selection screen for throw-in objects, etc.). In that case, the second user will only perform a support operation for the first user, i.e., a throw-in operation, without watching the play of the first user.

[0119] [summary] The information processing device of the present invention includes a first receiving unit that receives a moving operation performed by a first user to move an operated object on a field, a second receiving unit that receives an input operation performed by a second user to input an input object on the field, and a display control unit that controls a first terminal of the first user to display a first screen showing a part of the field according to the moving operation. When the placement position of the input object determined according to the input operation is outside the part of the field shown on the first screen, the display control unit controls the first terminal to display a display object (specifically, a display icon) corresponding to the input object at a display position on the first screen according to the placement position. According to the above configuration, even if the position of the thrown-in object is outside the portion of the field that is displayed on the first screen, the first user can easily notice the presence and position of the thrown-in object. This allows the thrown-in object to be effectively used by the first user. As a result, it is possible to encourage the second user to participate in the game by throwing the object, thereby increasing the interest of the game.

[0120] In the information processing device of the present invention, the display control unit may have a first display control unit that controls the first terminal to display the first screen on the first terminal, and a second display control unit that controls the second terminal of the second user to display a second screen on the second terminal that can display a portion of the field other than the portion displayed on the first screen. In this case, the first reception unit may receive a move operation performed by the first user through the first screen displayed on the first terminal, and the second reception unit may receive an input operation performed by the second user through the second terminal. According to the above configuration, the second user can perform the throw operation and can also watch the movement of the operated object on the field, i.e., the play of the first user, through the second screen. By enabling participation in the game by watching the play in this way, it is possible to provide the user with a way of enjoying the game other than by operating the object.

[0121] In the information processing device of the present invention, the first display control unit may cause the first terminal to display a first screen showing a portion of the field including the operated object, and the second display control unit may change a portion of the field shown on the second screen based on a display change operation performed by a second user through the second terminal. With the above configuration, since the portion including the operated object is displayed on the first screen, the first user can check the current position of the operated object that he / she is operating by looking at the first screen. Also, since the portion displayed on the second screen can be changed based on the operation (display change operation) of the second user, for example, the second user can enlarge and view the range that he / she is paying attention to in the field, improving convenience for the second user.

[0122] In addition, in the information processing device of the present invention, the second reception unit may receive as input operations an operation of the second user selecting an input object from among objects possessed by the second user in the game, and an operation of the second user specifying a placement position on the field. According to the above configuration, the second user can determine the type of thrown-in object and its position on the field according to his / her own will, which makes the game more interesting for the second user.

[0123] In addition, in the information processing device of the present invention, when the positional relationship between the placement position of the thrown-in object on the field and the portion displayed on the first screen changes, it is preferable that the display control unit changes the display position of the displayed object on the first screen based on the change in the positional relationship. In the above configuration, for example, when the positional relationship between the placement position of the thrown-in object and the part shown on the first screen changes with the movement of the operated object on the field, the display position of the display object on the first screen changes in conjunction with the change. As a result, even if the above-mentioned positional relationship changes, the first user can appropriately recognize the placement position of the thrown-in object from the display position of the display object after the change.

[0124] The information processing device of the present invention may further include a game processing unit that progresses a game in which a first user and a second user play together. In this case, the second receiving unit may receive an input operation including an operation of the second user selecting one of a plurality of types of input objects, the game processing unit may impart to the operated object an effect corresponding to the type of input object placed at the placement position when the operated object reaches the placement position, and the display control unit may display the display object in a display mode corresponding to the type of input object. In the above configuration, the first user can recognize the type of the thrown-in object (in other words, the effect to be imparted) from the display mode of the display object. As a result, the thrown-in object is used more effectively, which makes it easier to encourage the second user to participate in the game by throwing an object.

[0125] In addition, in the information processing device of the present invention, the display control unit may display the display object in a display mode based on another object that is within a predetermined distance from the placement position of the input object in the field and is different from both the operated object and the input object. According to the above configuration, the first user can infer the situation around the placement of the thrown-in object (e.g., the number of enemies appearing around the thrown-in object and the presence of auxiliary objects, etc.) from the display mode of the displayed object, thereby making the game even more interesting.

[0126] In the information processing device of the present invention, the display control unit may display the display object in a display mode based on the distance between the current position of the operated object in the field and the arrangement position of the thrown-in object. According to the above configuration, the first user can know the distance to the throw-in object from the display mode of the display object. This makes it easier for the throw-in object to be used, which makes it easier to encourage the second user to participate in the game by throwing the object.

[0127] In addition, in the information processing device of the present invention, when a plurality of first users play a game together, the second reception unit receives an input operation including an operation by the second user to designate one of the plurality of first users. In this case, the display control unit may transmit display control data for displaying a display object at a position corresponding to the arrangement position of the input object on the first screen to only the first terminal of the first user designated by the second user among the plurality of first users. According to the above configuration, by displaying the display object on the first screen of a first user designated by a second user among a plurality of first users, it is possible to inform only the first user of the existence and placement position of the thrown-in object. This allows, for example, the second user to cooperate with a specific first user in the game, further increasing the interest of the game.

[0128] The information processing device of the present invention may further include a game processing unit that progresses a game in which a first user and the second user play together, and when a plurality of first users play a game together, the game processing unit may change parameter values ​​corresponding to each of the first users according to the progress of the game. In this case, it is more preferable that the display control unit controls the first terminal of a first user selected from the plurality of first users based on parameter values ​​(target parameter values) corresponding to the effects of thrown-in objects placed at positions on the field, and displays the display object at a position corresponding to the position on the first screen. According to the above configuration, by displaying the display object on the first screen of a first user selected from among a plurality of first users based on the target parameter value, it is possible to inform only that first user of the presence and location of the thrown-in object. This makes it possible to inform the first user with the smallest current stamina that, for example, a stamina recovery thrown-in object has been thrown onto the field. This allows the thrown-in object to be used more effectively, making it easier to encourage second users to participate in the game by throwing in the object.

[0129] In addition, in the information processing device of the present invention, the display control unit may control the first terminal to display information about the second user who inserted the input object together with the display object, at a display position corresponding to the placement position of the input object on the first screen. According to the above configuration, the first user can be informed of the second user who threw in the thrown object, as well as the presence and location of the thrown-in object, which further increases the interest of the game.

[0130] In addition, in the information processing device of the present invention, when a plurality of first users play a game together, the second receiving unit may receive an input operation including an operation of the second user designating one of the plurality of first users. In this case, the display control unit may control the first terminal of each of the plurality of first users to display information about the first user designated by the second user together with the display object at a display position corresponding to the arrangement position of the input object on the first screen. According to the above configuration, when multiple first users play a game together, each first user can be informed of the presence and location of the thrown-in object, as well as the first user designated by the second user (for example, the first user who is desired to use the thrown-in object), thereby making the game even more interesting.

[0131] In the information processing device of the present invention, the second reception unit may receive a post-input operation performed by the second user after the input operation. In this case, the display control unit may control the first terminal to display the display object in a display mode corresponding to the post-input operation. According to the above configuration, the display mode of the display object can be changed according to the operation of the second user after the throw-in operation (post-throw operation). This change in the display mode draws the first user's attention to the display object, making it easier for the first user to notice the presence and location of the thrown-in object. As a result, the thrown-in object becomes easier to use by the first user, and the second user's participation in the game through throwing the object can be more effectively encouraged.

[0132] In addition, in the information processing device of the present invention, the display control unit may control the first terminal to change a display mode of the display object when another object is displayed at a display position of the display object on the first screen. According to the above configuration, when a display object and another object (for example, an enemy on the field) are displayed overlapping each other, it may be difficult to see the other object; however, by changing the display mode of the display object to a display mode that does not interfere with the display of the other object, the above problem can be avoided.

[0133] In addition, in the information processing device of the present invention, when multiple first users play a game together, the display control unit may, when the operated object of one of the multiple first users is approaching the throw-in object on the field, control the first terminal of each of the other first users to display information about the one first user (i.e., the first user approaching the throw-in object) together with the display object. According to the above configuration, the presence of a first user approaching the thrown-in object can be notified to other first users, thereby making it possible to increase the interest of a game played jointly by a plurality of first users.

[0134] In addition, the information processing method of the present invention is characterized in that a computer accepts a move operation performed by a first user to move an operated object on a field, and the computer accepts an input operation performed by a second user to input an input object onto the field, and the computer controls a first terminal of the first user to display a first screen showing a portion of the field corresponding to the move operation, and when the placement position of the input object determined in accordance with the input operation is outside the portion of the field shown on the first screen, the computer controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen. By using the above information processing method, even if the position of the thrown-in object is outside the portion of the field that is displayed on the first screen, the first user can easily become aware of the presence and position of the thrown-in object.

[0135] In addition, the program of the present invention is a program that causes a computer to accept a move operation performed by a first user to move an operated object on a field, accepts an input operation performed by a second user to input an input object onto the field, controls a first terminal of the first user to display a first screen showing a portion of the field corresponding to the move operation, and if the placement position of the input object determined in accordance with the input operation is outside the portion of the field shown on the first screen, controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen. By having a computer execute the above program, the first user can easily become aware of the presence and position of the thrown-in object even if the thrown-in object is located outside the portion of the field that is displayed on the first screen. [Explanation of symbols]

[0136] 10 Server (information processing device) 11 Terminal 1 12 Terminal 2 14 Communication Networks 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 31 First Reception Section 32 Second Reception Section 33 Game Processing Unit 34 Storage section 35 Display control section 41 Area information storage unit 42 User information storage unit 43 Input information storage section 51 First display control unit 52 Second display control unit G1 1st screen G2 2nd screen ic Display icon (display object)

Claims

1. a processor, the processor comprising: receiving a movement operation for moving a first object on a field from a first user who plays a game; receiving a placement operation for placing a second object on the field from a second user who is watching the game played by the first user; displaying a first screen showing a portion of the field including the first object on a first terminal of the first user; when the arrangement position of the second object is outside the first screen in the field, displaying information about the second user who has thrown the second object at a display position on the first screen corresponding to the arrangement position; Information processing device.

2. the processor receives a movement operation from a first user who plays the game to move a first object on a field; a processor receives a placement operation for placing a second object on the field from a second user who is watching the game played by the first user; a processor causes a first terminal of the first user to display a first screen showing a portion of the field including the first object; a processor, when a placement position of the second object is outside the first screen in the field, causes information about the second user who has thrown the second object to be displayed at a display position on the first screen corresponding to the placement position; Information processing methods.

3. receiving a movement operation for moving a first object on a field from a first user who plays a game; receiving a placement operation for placing a second object on the field from a second user who is watching the game played by the first user; displaying a first screen showing a portion of the field including the first object on a first terminal of the first user; when the arrangement position of the second object is outside the first screen in the field, displaying information about the second user who has thrown the second object at a display position on the first screen corresponding to the arrangement position; A program that causes a processor to execute a process.

4. Equipped with a server and terminals, The server, receiving a movement operation for moving a first object on a field from a first user who plays a game; receiving a placement operation for placing a second object on the field from a second user who is watching the game played by the first user; displaying a first screen showing a portion of the field including the first object on a first terminal of the first user; when the arrangement position of the second object is outside the first screen in the field, displaying information about the second user who has thrown the second object at a display position on the first screen corresponding to the arrangement position; system.

Citation Information

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