Program and system
The program enhances position information games by introducing a second virtual space with changing difficulty levels and dynamic events, triggered by specific positional relationships, thereby improving player engagement and strategic depth.
Patent Information
- Application Number
- JP2024190064
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-29
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2044-09-26
AI Technical Summary
Existing position information games lack engagement and interest, as they typically involve a straightforward movement of an avatar to a destination without dynamic events or varying difficulty levels.
A program that enhances a position information game by introducing a second virtual space with changing difficulty levels based on the initial position of a first object within that space, triggered by a specific event when the first object meets a predetermined positional relationship with a second object serving as an entrance to the second virtual space.
This solution improves player engagement by generating dynamic events and adjusting difficulty levels based on the player's movement direction and speed, enhancing the overall interest and strategic depth of the game.
Smart Images

Figure 0007672563000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] So-called "location-based games" have been known in the past, in which an avatar moves in a virtual space corresponding to the real space in response to the player's movements in the real space, and an event occurs when the avatar satisfies a specified positional relationship with an object placed in the virtual space (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7497506 Summary of the Invention [Problem to be solved by the invention]
[0004] The present invention aims to improve the entertainment value. [Means for solving the problem]
[0005] In order to solve the above-mentioned problems, a program according to the present invention provides a position information game in which a first object is moved in a first virtual space corresponding to the real space, with information regarding a player's movement in the real space being reflected in the first virtual space, the first object being an entrance to a second virtual space different from the first virtual space, An event is set at a specific position in the second virtual space, a computer that, when the first object satisfies a predetermined positional relationship with respect to the second object, causes the first object to start an action from a different position in the second virtual space based on a direction in which the first object approaches the second object; and changing a degree of difficulty until reaching the event according to a position where the first object starts to act in the second virtual space. . Effect of the Invention
[0006] According to the present invention, interest is increased. [Brief description of the drawings]
[0007] [Figure 1] 1 is a diagram showing an overview of a system according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a diagram illustrating a hardware configuration of a server. [Diagram 3] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 4] FIG. 2 is a functional block diagram of a user terminal according to the first embodiment. [Diagram 5] FIG. 13 is a diagram showing the moving direction of a monster when the user's avatar approaches the monster from the front (A) and rear (B). [Figure 6] FIG. 13 is a diagram showing the movement direction of a monster when a user's avatar approaches the monster at a first velocity V1 (A) and a second velocity V2 (B). [Figure 7] 4 is a flowchart of an event control process according to the first embodiment. [Figure 8] 13A and B are examples of the field screen before and after a monster enters a cage. [Figure 9] FIG. 13 is a diagram showing examples of fields according to Modification 1 (A) and Modification 2 (B). [Figure 10] FIG. 11 is a diagram showing attributes of a field according to the second embodiment. [Figure 11] FIG. 11 is a functional block diagram of a user terminal according to the second embodiment. [Figure 12] FIG. 11 is a diagram showing an example of a field according to the second embodiment. [Figure 13] 13 is a flowchart of an event control process according to the third embodiment. [Figure 14] 13 is an example of a field screen according to the third embodiment. [Figure 15] 13 is an example of a battle screen according to the third embodiment. [Figure 16] 13 is another example of a field screen according to the third embodiment. [Figure 17] 13 is an example of a dungeon screen according to the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] The system 1 according to the embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention is embodied, and the scope of the present invention is not limited to the scope of the embodiment. Therefore, the present invention can be implemented by making various changes to the embodiment.
[0009] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are illustrated in FIG. 1, examples of the user terminals 20 included in the system 1 are not limited to these. The server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.
[0010] The system 1 according to this embodiment is a game system that realizes a game on a user terminal 20. The game realized by the system 1 is, for example, an online game realized on each of the multiple user terminals 20 by mutual communication between the server 10 and the multiple user terminals 20. However, the game may also be an offline game that is completed on one user terminal 20. As another example, the system 1 may realize a virtual space in which users of multiple user terminals 20A to 20D communicate via avatars.
[0011] Hereinafter, a user who operates user terminal 20 to play a game (or makes an avatar act in a virtual space) will be referred to as a "player." Additionally, players of user terminals 20A, 20B, 20C, and 20D will be referred to as players A, B, C, and D. Furthermore, avatars that act in the virtual space as avatars of players A, B, C, and D will be referred to as avatars A, B, C, and D.
[0012] [Server 10 configuration] 2 is a hardware configuration diagram of the server 10. The server 10 realizes an online game by synchronizing game data of each of a plurality of user terminals 20. The server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in FIG. 2, the server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the server 10 is connected to a communication bus 19.
[0013] The processor 11 realizes processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.
[0014] The memory 12 temporarily holds a server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0015] The storage 13 permanently holds the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the server 10 as an external storage device instead of being built into the server 10. With this configuration, for example, in a scene where a plurality of user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.
[0016] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, a sensor, etc. to the server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other terminals.
[0017] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a Local Area Network (LAN) or a wireless communication interface such as Wireless Fidelity (Wi-Fi), Bluetooth (registered trademark), or Near Field Communication (NFC).
[0018] [Configuration of user terminal 20] The user terminal 20 is realized, for example, as an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.
[0019] Fig. 3 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, a position sensor 42, and an operation device 43 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0020] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the server 10. The storage 23 also stores a terminal program 23P.
[0021] The monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1 for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing the monitor 31. The camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and captures an image of the surroundings.
[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into voice and outputs it to the user. Note that the user terminal 20 may include an earphone instead of the speaker 36.
[0023] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0024] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is carried by a user, the location of the user terminal 20 corresponds to the location of the user who carries the user terminal 20. The position sensor 42, for example, acquires a signal from a GPS (Global Positioning Satellite) and outputs information indicating the current location (hereinafter, referred to as "current location information"). Specific examples of the current location information are not particularly limited, and may be, for example, a combination of the latitude and longitude of the current location.
[0025] The user terminal 20 may calculate the number of steps, the distance traveled, and the direction of travel of the user by using the detection results of the motion sensor 41 and the position sensor 42. The user terminal 20 may then proceed with an event, which will be described later, triggered by at least one of the calculated number of steps, the distance traveled, and the direction of travel. The user's position may be identified by using values detected by an external device (sensor). For example, it is possible to use the results of detection by a photographing device or a position sensor (such as an infrared sensor) installed in a building. In addition, the user may own multiple terminals (devices), and the user's position may be identified by sharing the detection results of the sensors of the devices.
[0026] The operation device 43 accepts input (operation) of commands by the user to the user terminal 20. The operation device 43 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. As another example, the user terminal 20 may include, as the operation device 43, a controller equipped with buttons, an operation stick, and the like.
[0027] [Details of the games that System 1 realizes] The system 1 according to this embodiment provides, for example, a "location information game." In a location information game, an avatar moves on a field F (virtual space) corresponding to the real space in conjunction with the player's movement in the real space. The location information game also includes a plurality of contents. The contents refer to, for example, mini-games having goals to be achieved (for example, defeating an enemy character, acquiring an item, completing a puzzle), and the contents may also be called "missions," "quests," "tasks," etc. The contents are defined by content data.
[0028] The content includes one or more events that occur when a predetermined occurrence condition is satisfied. As one example, the occurrence condition of the event may be that an avatar (i.e., the player) satisfies a predetermined position condition with respect to a destination placed on the field F. As another example, the occurrence condition of the event may be that an object has left the display area of the monitor 31 (the distance from the avatar to the object has reached a threshold value or more). As yet another example, the occurrence condition of the event may be that a predetermined position on the screen displayed on the monitor 31 has been selected via the operation device 43.
[0029] The "field F" is, for example, a virtual space corresponding to the real space in which the user terminal 20 (i.e., the player) exists. The field F does not need to be completely identical to the real space, but only needs to be similar enough to allow the player to feel that it is the "same place". For example, the layout of major roads and intersections in the field F is common to the real space. On the other hand, the field F may not match the real space in terms of buildings and places where people other than related parties cannot enter (e.g., highways, factories, etc.). The shape of the field F is defined by field data. More specifically, the field data indicates the shape of the field F (e.g., roads, buildings, parks, etc.) and includes information indicating the correspondence with the real space (e.g., latitude and longitude). In addition, avatars and various objects are placed in the field F.
[0030] An "avatar" is, for example, a 3D object with a three-dimensional shape having three-dimensional coordinates. An avatar is an alter ego of a player that reflects information about the player's movement in real space. However, specific examples of avatars are not limited to human shapes, and may be animals, monsters, robots, vehicles, etc. Hereinafter, among the avatars displayed on a user terminal 20, an avatar operated by a player of the user terminal 20 is referred to as a "user's avatar," and an avatar operated by another player is referred to as an "other player's avatar." The external shape, possessions, and parameters (for example, ability values such as attack power, defense power, stamina, skills, and speed) of the avatar are defined by avatar data.
[0031] Note that "information regarding the movement of the player in real space is reflected" typically means that the avatar moves on the field F in conjunction with the player moving in real space. However, the direction, speed, and distance of movement of the player in real space and the avatar in virtual space do not have to strictly match. Furthermore, the avatar may move in the virtual space reflecting not only the movement of the player in real space but also the operation of the operator via the operation device 43.
[0032] An "object" refers to any object that can be placed on the field F (e.g., a cage C, a monster M, items X1 and X2, a dungeon D). An object is a 3D object that represents the shape of the corresponding object. An object may be fixed on the field F or may move within the field F. The external shape, characteristics, position, and parameters of an object are defined by object data. Also, an avatar is included in the broad definition of an object.
[0033] An "event" may be anything that can be implemented in a location-based game, such as a battle event in which an avatar battles an enemy character, an acquisition event in which an item is acquired, a viewing event in which a movie (video) is viewed, a facility event in which an avatar acts in a facility (e.g., a town, castle, inn, weapon shop, church, dungeon, etc.), a lottery event in which game media selected by lottery (e.g., equipment, consumable items, in-game currency) is granted to the player (the player's avatar), and a preparation event in which the avatar's state (e.g., recovery of stamina, change of occupation or equipment, organization of tools) is changed. The content of the event is defined by the event data.
[0034] A battle event is, for example, an event that realizes a turn-based battle in which an avatar and an enemy character take turns taking actions (for example, attacking, activating skills, using items, etc.). That is, in a battle event, on a battle screen (for example, FIG. 15) displayed on the monitor 31, the actions of the avatar according to the instructions of the player through the operation device 43 and the actions of the enemy character according to the instructions of the terminal program 23P (or the server program 13P) are executed alternately. Then, when the action of either the avatar or the enemy character reduces the vitality of the other, and the vitality of either the avatar or the enemy character becomes 0, the battle event ends. However, the form of the battle event is not limited to the above example.
[0035] A facility event is an event in which the player's avatar enters a facility corresponding to a facility icon (FIG. 16) placed on field F, using the facility icon as an entrance. A facility event is also an event in which the player's avatar acts within the facility in accordance with instructions from the player via operation device 43. Field F is an example of a first virtual space, and the facility's virtual space is an example of a second virtual space. The second virtual space may or may not correspond to real space.
[0036] A lottery event is an event in which a game medium selected by lottery from among multiple candidate game media is awarded to a player (avatar). A probability of winning is set in advance for each of the multiple candidate game media. Furthermore, the higher the value (e.g., high parameters, rarity) of a game medium in the game, the lower the probability of winning is set. Game media include equipment worn by the avatar (e.g., weapons, armor, costumes, accessories), consumable items consumed by the avatar (e.g., recovery items, buff items, debuff items), in-game currency that can be exchanged for other game media, etc.
[0037] "Satisfying a predetermined position condition" may refer, for example, to an avatar (i.e., a player) entering a predetermined area that includes the destination of the event. As another example, "Satisfying a predetermined position condition" may refer to the destination of the event entering a predetermined area that includes the avatar. The specific shape of the predetermined area is not particularly limited, but may be, for example, a circular area centered on the location of the event or the avatar. In other words, the event occurs when the avatar approaches the destination of the event.
[0038] [Functional block diagram of user terminal 20A] Fig. 4 is a functional block diagram of the user terminal 20A according to the first embodiment. As shown in Fig. 4, the terminal program 23P loaded into the memory 22 causes the user terminal 20 (computer) to function as a placement means 210, a behavior means 220, and a generation means 230. The user terminal 20 may further include other control means (for example, a control means for progressing through a position information game). Below, the functional blocks of the user terminal 20A will be described, but the same applies to the user terminals 20B, C, and D.
[0039] The placement means 210 places the player's avatar A (first object), a monster M (second object), and a cage C (third object) on a field F included in the field screen (FIG. 8).
[0040] The player's avatar A is an example of a first object that represents the player A of the user terminal 20A and acts (for example, moves, uses items, and progresses through events) on the field F. The placement means 210 places the player's avatar A, which is indicated by avatar data stored in the storage 23 (or storage 13), on the field F.
[0041] The monster M is an example of a second object that moves on the field F according to conditions (e.g., movement rules described below) including at least the movement direction and position of the player's avatar A. As one example, the monster M is a character that is captured by a cage C. As another example, the monster M is an enemy character that battles the player's avatar A. As another example, the placement means 210 may place the monster M at a position on the field F instructed by the server 10. As another example, the placement means 210 may place the monster M at a position on the field F instructed by the player A via the operation device 43.
[0042] The cage C is an example of a third object that is the object for generating an event. The cage C is, for example, an object for capturing a monster M. As one example, the placement means 210 may place the cage C at a position on the field F instructed by the server 10. As another example, the placement means 210 may place the cage C at a position on the field F instructed by the player A via the operation device 43.
[0043] The action means 220 (movement means) causes the avatar A and the monster M to act on the field (for example, to move, attack, activate skills, and use items). The action means 220 includes, for example, a first action means 221 (first movement means) that causes the avatar A to act, and a second action means 222 (second movement means) that causes the monster M to act. The action means 220 may also move the cage C.
[0044] The first action means 221 moves avatar A on the field F, reflecting information on the movement of player A in the real space detected by the position sensor 42. Moreover, the first action means 221 causes avatar A to act in accordance with the operation of player A via the operation device 43. Moreover, the first action means 221 transmits avatar data reflecting the action of avatar A to the server 10 via the communication IF 25. The server 10 transmits the avatar data received from the user terminal 20A to the other user terminals 20B, 20C, and 20D. This allows avatar A to act in a synchronized manner in all user terminals 20A to 20D.
[0045] The second action means 222 makes the monster M act on the field F according to a predetermined movement rule. The second action means 222 moves the monster M, for example, in a direction corresponding to the movement direction of the user's avatar A on the field F. More specifically, the second action means 222 moves the monster M on the field F according to the movement rules shown in FIG. 5 and FIG. 6. Then, the second action means 222 transmits object data reflecting the action of the monster M to the server 10 via the communication IF 25. The server 10 transmits the object data received from the user terminal 20A to the other user terminals 20B, 20C, and 20D. This allows the monster M to act synchronously in all the user terminals 20A to 20D.
[0046] Fig. 5 is a diagram showing the movement direction of the monster M when the person's avatar A approaches the monster M from the front side (A) and the back side (B). Fig. 6 is a diagram showing the movement direction of the monster M when the person's avatar A approaches the monster M at a first speed V1 (A) and a second speed V2 (B). However, the movement rules of the monster M are not limited to the examples in Figs. 5 and 6.
[0047] First, when the person's avatar A is located outside the range of a circle centered on the monster M, the second action means 222 may stop the monster M at its current position, may move it according to a predetermined rule, or may move it randomly. Also, the second action means 222 moves the monster M within the movement range shown by dot hatching in Fig. 5 or 6 in response to the movement of the person's avatar A in a direction approaching the monster M.
[0048] The movement range is, for example, a sector-shaped range of angles θ1 to θ4 (an example of a predetermined angle) in a direction away from the user's avatar A and centered on the monster M, within a circle of radius R1 to R4 (an example of a predetermined distance) centered on the monster M. That is, the angles θ1 to θ4 are the central angles of the sector indicating the movement range. However, the specific shape of the movement range is not limited to the examples in Figs. 5 and 6. That is, in response to the avatar A approaching the monster M, the second action means 222 moves the monster M in a direction away from the avatar A (that is, moves the monster M away from the avatar A).
[0049] The second action means 222 may, for example, move the monster M within the movement range in a direction determined by lottery (for example, a direction determined by a random number generated by a random number generator). The second action means 222 may also rotate the monster M on the field F so that the front of the monster M faces the movement direction. The method of determining the movement range is not particularly limited, but the following method may be considered, for example.
[0050] As an example, the second action means 222 changes the distances R1, R2 and the angles θ1, θ2 according to the direction in which the principal avatar A approaches the monster M, as shown in Fig. 5. More specifically, when the principal avatar A approaches the monster M from the front side, the second action means 222 starts the movement of the monster M within the movement range of the first angle θ1 at the timing when the principal avatar A approaches the monster M to the first distance R1, as shown in Fig. 5(A). On the other hand, when the principal avatar A approaches the monster M from the rear side, the second action means 222 starts the movement of the monster M within the movement range of the second angle θ2 at the timing when the principal avatar A approaches the monster M to the second distance R2, as shown in Fig. 5(B).
[0051] The front side of the monster M (an example of the first direction) refers to, for example, the side on which the face of the monster M is located (in other words, the side within the field of vision of the monster M). The rear side of the monster M (an example of the second direction different from the first direction) refers to the side behind the monster M (in other words, the side not within the field of vision of the monster M). The front side and rear side are determined in advance based on the shape of the monster M. However, the first direction and the second direction are not limited to the front side and rear side of the monster M, and may be directions different from each other.
[0052] Moreover, the first angle θ1 is greater than the second angle θ2 (θ1>θ2). That is, the second action means 222 makes the first angle θ1 when the principal avatar A approaches the monster M from the front side greater than the second angle θ2 when the principal avatar A approaches the monster M from the back side. Furthermore, the second distance R2 is shorter than the first distance R1 (R1>R2). That is, the second action means 222 starts the movement of the monster M at the timing when the principal avatar A approaches the monster M from the front side to the first distance R1. On the other hand, the second action means 222 starts the movement of the monster M at the timing when the principal avatar A approaches the monster M from the back side to the second distance R2 shorter than the first distance R1.
[0053] As another example, the second action means 222 changes the distances R3 and R4 and the angles θ3 and θ4 depending on the moving speed of the principal avatar A approaching the monster M (in other words, the moving speed of the player A) as shown in Fig. 6. More specifically, when the principal avatar A approaches the monster M at the first speed V1, the second action means 222 starts the movement of the monster M within the moving range of the third angle θ3 at the timing when the principal avatar A approaches the monster M to the third distance R3 as shown in Fig. 6(A). On the other hand, when the principal avatar A approaches the monster M at the second speed V2, the second action means 222 starts the movement of the monster M within the moving range of the fourth angle θ4 at the timing when the principal avatar A approaches the monster M to the fourth distance R4 as shown in Fig. 6(B).
[0054] The first speed V1 is faster than the second speed V2 (V1>V2). The third angle θ3 is greater than the fourth angle θ4 (θ3>θ4). That is, the faster the moving speed of the person's avatar A approaching the monster M, the larger the central angle of the moving range is set by the second action means 222. The third distance R3 is longer than the fourth distance R4 (R3>R4). That is, the faster the moving speed of the person's avatar A approaching the monster M, the more the second action means 222 starts the movement of the monster M at a timing when the distance from the person's avatar A to the monster M is farther.
[0055] Furthermore, the second action means 222 controls the movement of the monster M by combining the movement rule described with reference to Fig. 5 and the movement rule described with reference to Fig. 6. Note that the magnitude relationship between the angles θ1, θ2 and the angles θ3, θ4 is not particularly limited. Also, the magnitude relationship between the distances R1, R2 and the distances R3, R4 is not particularly limited.
[0056] That is, as shown in Fig. 5, the second action means 222 may change parameters related to the movement of the monster M (e.g., distances R1, R2, angles θ1, θ2) between when the principal avatar A approaches the monster M from a first direction and when the principal avatar A approaches the monster M from a second direction different from the first direction. Also, as shown in Fig. 6, the second action means 222 may change parameters related to the movement of the monster M (e.g., distances R3, R4, angles θ3, θ4) according to the speed of the principal avatar A approaching the monster M. Also, the parameters related to the movement are not limited to the above-mentioned examples, and may include the movement distance and movement direction of the monster M.
[0057] 5 and 6, the movement rules of the monster M when the personal avatar A approaches are described, but the movement rules of the monster M are not limited to the above examples. In other words, the movement rules may also define the movement of the monster M when the personal avatar A moves away from the monster M and the movement of the monster M when the personal avatar A uses an item.
[0058] [Event control process according to the first embodiment] Fig. 7 is a flowchart of the event control process according to the first embodiment. Fig. 8 is an example of a field screen before (A) and after (B) the monster M enters the cage C. The event control process is a process for controlling the occurrence of an event according to the relative positions of the avatar A, the cage C, and the monster M.
[0059] The server program 13P causes the server 10 (one example of a computer) to execute the following processes, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following processes, thereby causing the game to progress on the user terminal 20. Hereinafter, the server program 13P (terminal program 23P) causing the server 10 (user terminal 20) to execute processes will be simply expressed as "the server 10 (user terminal 20) executes processes." The following explanation will focus on the game realized on the user terminal 20A.
[0060] Note that the server 10 and the user terminal 20 identify an account to be used by the user before progressing in the game, and execute a process of progressing in the game using the identified account. In addition, when multiple accounts can be selected, the server 10 and the user terminal 20 identify an account to progress in the game from among the multiple accounts, and then execute a process of progressing in the game.
[0061] For example, the user terminal 20A transmits current location information detected by the position sensor 42 to the server 10 via the communication IF 25 in order to associate the current location information with the ongoing account. In addition, the server 10 transmits, for example, field data indicating the field F including the current location indicated by the current location information received from the user terminal 20A to the user terminal 20A via the communication IF 15 in order to synchronize the current location information with the ongoing account.
[0062] As a prerequisite for executing the event control process, the terminal program 23P displays the field screen shown in Fig. 8(A) on the monitor 31. The field screen displays the field F indicated by the field data received from the server 10. That is, the field screen displays the field F including the position corresponding to the current location of the player A in the real space. Then, the terminal program 23P updates the field F displayed on the field screen in conjunction with the movement of the player A in the real space.
[0063] First, the terminal program 23P (the placement means 210) places an avatar A, a cage C, and a monster M in a field F included in a field screen (S11). More specifically, the placement means 210 places the avatar A in a position in the field F corresponding to the current location of the player A detected by the position sensor 42. In addition, the placement means 210 receives, for example, content data indicating the content selected by the player A through the operation device 43 from the server 10 through the communication IF 25. Then, the placement means 210 places the cage C and the monster M in a position indicated by the content data in the field F. However, the method of determining the positions of the cage C and the monster M is not limited to the above example. In addition, it is assumed that the door of the cage C is open until step S16 is executed.
[0064] Hereinafter, the content selected by player A includes a capture event (an example of a specific event) and a failure event (an example of an event different from the specific event). The capture event is an event in which a monster M is captured in a cage C. More specifically, the capture event may be an event in which the monster M captured in the cage C is collected (e.g., registered in an illustrated book), or an event in which the monster M captured in the cage C is added to a friend, or an event in which a battle is held with the monster M captured in the cage C. The failure event is an event in which the content ends without the monster M being captured in the cage C. More specifically, the failure event may be an event in which the monster M escapes, or an event in which the monster M is strengthened and attacks the player's avatar A. However, specific examples of events included in the content are not limited to the above examples.
[0065] Next, the terminal program 23P (first action means 221) moves avatar A on the field F, reflecting information regarding the movement of player A in the real space (S12: Yes). More specifically, the first action means 221 moves avatar A to a corresponding position on the field F, following a change in the current location of player A detected by the position sensor 42. In addition, the first action means 221 transmits avatar data indicating avatar A after the movement to the server 10 via the communication IF 25.
[0066] Next, the terminal program 23P (second action means 222) moves the monster M in accordance with conditions including at least the movement direction and position of the avatar A on the field F (S13). More specifically, the second action means 222 moves the monster M on the field F in accordance with the movement rules described with reference to Figures 5 and 6. In addition, the second action means 222 transmits object data indicating the monster M after the movement to the server 10 via the communication IF 25.
[0067] Next, the terminal program 23P repeatedly executes the processes of steps S12 to S13 until the monster M approaches the cage C (S14: No) or the monster M leaves the display range of the field F on the field screen (S15: No). That is, the player A can drive the monster M into the cage C by moving in the real space while watching the field screen.
[0068] Then, when the monster M approaches the cage C (S14: Yes), the terminal program 23P (generation means 230) closes the door of the cage C containing the monster M (S16), as shown in FIG. 8(B). Step S16 is an example of a capture event (first event) in which the monster M is captured in the cage C. However, a specific example of the first event is not limited to the capture event.
[0069] The monster M approaching the cage C may refer to, for example, the monster M entering inside a circle of a predetermined size centered on the cage C. This is an example of the monster M satisfying a predetermined positional relationship with respect to the cage C. The condition for the first event to occur may be that a predetermined time has elapsed while the monster M satisfies a predetermined positional relationship with respect to the cage C, or that the player A has selected the cage C via the operation device 43 (for example, by tapping the position of the cage C on the field screen).
[0070] On the other hand, when the monster M leaves the display range of the field F on the field screen (S15: Yes), the terminal program 23P (generation means 230) plays a movie of the monster M escaping (S17). Step S17 is an example of a failure event (second event) in which the capture of the monster M fails. However, specific examples of the second event are not limited to failure events as long as they are different from the first event. Also, the departure of the monster M from the display range of the field F is an example of the distance from the user's avatar A to the monster M on the field F becoming equal to or greater than a threshold value.
[0071] [Effects of the first embodiment] According to the first embodiment, the monster M is moved according to conditions including at least the moving direction and position of the player's avatar A on the field F, and a capture event is generated when the monster M satisfies a predetermined positional relationship with the cage C. In this way, the interest of the position information game is increased by generating an event taking into consideration the moving direction of the player's avatar A on the field F (in other words, the player A in the real space).
[0072] Furthermore, according to the first embodiment, as the personal avatar A approaches the monster M, the monster M moves in a direction away from the personal avatar A (fleeing). Then, the objective of the content is achieved (a specific event occurs) by the player A moving in real space so as to drive the monster M into the cage C. This further increases the interest level compared to position information games in which the player simply moves the personal avatar A to a destination.
[0073] Furthermore, according to the first embodiment, parameters related to the movement of the monster M (i.e., angles θ1, θ2, distances R1, R2) change depending on whether the user's avatar A approaches the monster M from the front or rear. This increases the strategic nature of chasing the monster M into the cage C, further increasing the interest of the location information game.
[0074] Furthermore, according to the first embodiment, parameters related to the movement of the monster M (i.e., angles θ3, θ4, distances R3, R4) change according to the movement speed of the person's avatar A. This increases the strategic element of chasing the monster M into the cage C, further enhancing the interest. In particular, slowing down the movement speed of the person's avatar A makes it easier to control the movement of the monster M, which can discourage playing of location-based games using vehicles (e.g., cars, motorcycles, bicycles).
[0075] Furthermore, according to the first embodiment, by generating a failure event when the distance from the user's avatar A to the monster M becomes equal to or greater than a threshold, it becomes necessary to drive the monster M into the cage C while keeping the distance between the user's avatar A and the monster M less than the threshold. In this way, by restricting the occurrence of the capture event, the strategy of driving the monster M into the cage C becomes more important, further increasing the interest of the location information game.
[0076] [Modification 1 of the first embodiment] FIG. 9(A) is a diagram showing an example of a field F according to Modification 1. Note that detailed description of commonalities with the first embodiment will be omitted, and differences will be mainly described. Modification 1 differs from the first embodiment in that the user's avatar A and the other person's avatar B cooperate to drive the monster M into a cage C, and is common to the first embodiment in other respects. That is, Modification 1 is premised on the fact that the same content is executed synchronously in the user terminals 20A and 20B. In addition, in the user terminal 20A, the user's avatar A is an example of a first object in which information related to the movement of the player A in the real space is reflected, and the other person's avatar B is an example of a first object in which information related to the movement of the player B in the real space is reflected.
[0077] Other person avatar B is a character that acts on the field F as an avatar of player A of user terminal 20B. The placement means 210 according to the first modification acquires avatar data from user terminal 20B via server 10, for example, and places other person avatar B represented by the acquired avatar data on field F. Furthermore, not only avatar B but also avatars C and D may be placed on the field screen of user terminal 20A.
[0078] The first action means 221 according to the first modification causes the other person's avatar B to act on the field F according to the avatar data received from the server 10 (user terminal 20B) through the communication IF 25. That is, the first action means 221 causes the other person's avatar B to move on the field F displayed on the monitor 31 of the user terminal 20A, reflecting information related to the movement of the player B in the real space. Also, the first action means 221 causes the other person's avatar B to act on the field F displayed on the monitor 31 of the user terminal 20A, according to the operation of the player B on the operation device 43 of the user terminal 20B.
[0079] The second action means 222 according to the first modification moves the monster M in accordance with conditions including at least the movement direction and positions of the user's avatar A and the other user's avatar B on the field F. More specifically, the second action means 222 determines a first movement range corresponding to the movement direction of the user's avatar A and a second movement range corresponding to the movement direction of the other user's avatar B individually by the method described with reference to Figs. 5 and 6. Then, the second action means 222 moves the monster M in a range where the first movement range and the second movement range overlap. The specific movement direction of the monster M is determined by, for example, a lottery (random numbers).
[0080] Then, the server 10 according to the first modification synchronizes the field data, avatar data, and object data between the user terminals 20A and 20B. As a result, according to the first modification, the players A and B can cooperate to drive the monster M into the cage C through the user terminals 20A and 20B, respectively. That is, the players A and B can play the content together. As a result, the enjoyment is further improved.
[0081] [Modification 2 of the First Embodiment] 9(B) is a diagram showing an example of a field F according to Modification 2. Note that detailed description of the commonalities with the first embodiment will be omitted, and the differences will be mainly described. Modification 2 differs from the first embodiment in that in addition to the player's own avatar A, a bonfire X1 or food X2 (hereinafter, these may be collectively referred to as "items X1, X2") is used to drive the monster M into a cage C, but is common to the first embodiment in other respects.
[0082] The items X1 and X2 are an example of a fourth object that has an effect on the monster M (typically, controls the moving direction of the monster M). More specifically, the bonfire X1, which is an example of an item, is an example of a fourth object that repels the monster M. Moreover, the bait X2, which is another example of an item, is an example of a fourth object that attracts the monster M. The placement means 210 according to the second modification places the items X1 and X2 at positions on the field F designated by the player A via the operation device 43, for example.
[0083] The second action means 222 according to the second modification causes the monster M to act based on the positional relationship between the items X1, X2 and the monster M. In other words, the second action means 222 causes the monster M to behave in accordance with the influence of the items X1, X2. As one example, the second action means 222 moves the monster M in a direction away from the bonfire X1. As another example, the second action means 222 moves the monster M in a direction approaching the bait X2. The specific movement direction of the monster M relative to the items X1, X2 will be described in the second embodiment.
[0084] According to the second modification, in addition to controlling the moving direction of the avatar A, the items X1 and X2 can be used to drive the monster M into the cage C. This increases the strategic nature of driving the monster M into the cage C, further increasing the interest.
[0085] However, specific examples of items X1 and X2 are not limited to the above examples. In other words, "affecting monster M" may include not only affecting the movement of monster M, but also changing the parameters of monster M (for example, becoming stronger, recovering, inflicting damage, or causing abnormal conditions (for example, poison, paralysis, charm)). Furthermore, the parameters may change when monster M obtains an item (for example, eating a poisonous mushroom).
[0086] [Another Modification of the First Embodiment] The first embodiment, modified example 1, and modified example 2 may be combined in part or in whole without departing from the spirit of the present invention. In addition, a specific example of the second object is not limited to the monster M, and a specific example of the third object is not limited to the cage C. Other examples of the third object that captures the second object may be a pitfall or a trap. Other examples of the second object may be animals, insects, soldiers, etc. Furthermore, the event is not limited to capturing the second object with the third object.
[0087] Another example of an event may be an event in which an enemy character, which is a second object (e.g., a single character or a unit made up of multiple characters), is attacked with a weapon, which is a third object (e.g., a bow, cannon, gun, catapult). That is, the content may be forcing the enemy character into range of the weapon. Then, when the enemy character comes within range of the weapon, the generating means 230 may generate an event in which the enemy character is attacked with the weapon.
[0088] Yet another example of the event may be an event in which the enemy character, which is a second object, is strengthened (e.g., becomes larger, or has its parameters (attack power, etc.) increased) when the enemy character, which is a second object, reaches a destination, which is a third object (e.g., a base, a nest, a feeding ground). In other words, the content may be for preventing the enemy character from reaching the destination. Then, the generating means 230 may generate an event for strengthening the enemy character when the enemy character reaches the destination.
[0089] [Second embodiment] A second embodiment of the present invention will be described with reference to Figs. 10 to 12. Note that a detailed description of commonalities with the first embodiment will be omitted, and differences will be mainly described. The location information game according to the second embodiment differs from the first embodiment in that the monster M is moved according to the influence of items X1 and X2, not depending on the movement of the user's avatar A, but is common to the first embodiment in other respects. The configuration of the second embodiment can also be applied to Modification 1 of the first embodiment. In the second embodiment, the items X1 and X2 are an example of a first object, the monster M is an example of a second object, the cage C is an example of a third object, and the user's avatar A is an example of a fourth object.
[0090] FIG. 10 is a diagram showing attributes of a field F according to the second embodiment. Field data according to the second embodiment includes attribute data indicating attributes of the field F. The attributes of the field F refer to, for example, the form of each area on the field F (e.g., water area, residential area, forest), the slope on the field F (e.g., uphill, downhill), and the weather on the field F (e.g., sunny, rainy, wind direction). In the example of FIG. 10, a "water area" is indicated by diagonal hatching, a "downhill" is indicated by a solid black arrow, and a "wind direction" is indicated by a hollow arrow. Note that the attributes of the field F (virtual space) may be the same as those of the real space, or may be different from those of the real space.
[0091] Fig. 11 is a functional block diagram of a user terminal 20A according to the second embodiment. As shown in Fig. 11, a terminal program 23P according to the second embodiment causes the user terminal 20 (computer) to function as a change means 240 in addition to the arrangement means 210, the action means 220, and the generation means 230.
[0092] The placement means 210 according to the second embodiment places items X1 and X2 on a field F. For example, the placement means 210 places items X1 and X2 at positions on the field F designated (placement instruction) by player A via the operation device 43. More specifically, when the placement means 210 receives a placement instruction from player A via the operation device 43, it places items X1 and X2 at the position of player A's avatar A. That is, player A can place items X1 and X2 at desired positions on the field F by moving in real space and inputting a placement instruction.
[0093] The placement means 210 may also determine whether or not to place the bonfire X1 at a position designated by the player A based on the attributes of the field F indicated by the attribute data. For example, when the placement instruction is input when the player's avatar A is placed in a water area, the placement means 210 places the bonfire X1 at the position of the player's avatar A. On the other hand, for example, when the placement instruction is input when the player's avatar A is placed in a position other than a water area, the placement means 210 does not place the bonfire X1 at the position of the player's avatar A.
[0094] 10 is an example of a first area in which the bonfire X1 can be placed, and an area other than the water area is an example of a second area in which the bonfire X1 cannot be placed. Items that can be placed in the field F may include the bonfire X1 that can only be placed in a part of the field F (i.e., the first area), and bait X2 that can be placed in all areas of the field F.
[0095] The change means 240 according to the second embodiment changes the bonfire X1 on the field F. The change means 240 changes the bonfire X1, for example, according to the attributes of the field F indicated by the field data. Note that the "change of the bonfire X1" includes at least one of a change in the position of the bonfire X1 (i.e., movement), a change in the size of the bonfire X1 (e.g., enlargement, reduction), and a change in the shape of the bonfire X1 (i.e., deformation). In addition, items that can be placed in the field F may include the changing bonfire X1 and the unchanging bait X2.
[0096] FIG. 12 is a diagram showing an example of a field F according to the second embodiment. As an example, the change means 240 may change the size of the bonfire X1 according to the weather of the field F. That is, the change means 240 may gradually reduce the size of the bonfire X1 (i.e., extinguish the fire) when the weather of the field F is rainy. Also, as shown in FIG. 12, the change means 240 may gradually increase the size of the bonfire X1 (i.e., spread the fire) when the weather of the field F is sunny. As yet another example, the change means 240 may change the shape of the bonfire X1 according to the wind direction of the field F. That is, the change means 240 may extend (i.e., spread the fire) the bonfire X1 toward the downwind side of the wind in the field F as shown in FIG. 12.
[0097] The second action means 222 according to the second embodiment moves the monster M on the field F according to the influence of the items X1 and X2. That is, the player A may place the items X1 and X2 on the field F so as to drive the monster M into the cage C. The specific method by which the second action means 222 moves the monster M is not particularly limited, but the following method may be considered, for example.
[0098] As an example, the second action means 222 moves the monster M so as to leave an exclusion area (e.g., a circle or an ellipse) surrounding the bonfire X1, as shown by a dashed line in FIG. 12. This exclusion area surrounds the bonfire X1 and is larger than the bonfire X1. The shape and size of the exclusion area change in accordance with changes in the bonfire X1. Then, for example, when the monster M is included in the exclusion area whose shape has changed, the second action means 222 moves the monster M so as to leave the exclusion area in the shortest distance. That is, when the monster M is placed upwind of the cage C, the player A may place the bonfire X1 even further upwind of the monster M.
[0099] As another example, the second action means 222 moves the monster M so as to approach the bait X2. The second action means 222 moves the monster M, for example, along a straight line connecting the monster M and the bait X2 so as to approach the bait X2. That is, the player A may place the bait X2 on the opposite side of the cage C from the monster M.
[0100] [Effects of the second embodiment] According to the second embodiment, the monster M is moved on the field F according to the influence of the items X1 and X2, and a capture event is generated when the monster M satisfies a predetermined positional relationship with the cage C. In this way, the interest of the location information game is increased by generating an event in consideration of the positional relationship between the monster M and the items X1 and X2 on the field F.
[0101] According to the second embodiment, the items X1 and X2 are placed at the position of the player's avatar A, so that the player A places the items X1 and X2 while moving in the real space according to the position of the monster M on the field screen. This enhances the interest without departing from the purpose of the position information game.
[0102] Furthermore, according to the second embodiment, by dividing the field F into a first area (i.e., a water area) where the bonfire X1 can be placed, and a second area where the bonfire X1 cannot be placed, the strategic element of chasing the monster M into the cage C is increased, thereby further increasing the interest of the location-based game.
[0103] Furthermore, according to the second embodiment, by changing the position, size, and shape of the bonfire X1, the strategic element of chasing the monster M into the cage C is increased, so that the interest of the position information game is further increased.
[0104] [Modification of the second embodiment] Note that items that can be placed in the field F are not limited to the bonfire X1 and the bait X2. As other examples of items, the placing means 210 may place rocks and iron balls in the field F. In addition, the changing means 240 may move the rocks and iron balls along a downward slope in the field F (i.e., roll them down).
[0105] [Third embodiment] A third embodiment of the present invention will be described with reference to Figs. 13 to 17. Note that a detailed description of the points in common with the first embodiment will be omitted, and the differences will be mainly described. The location information game according to the third embodiment differs from the first embodiment in that the event to be generated is changed based on the direction in which the player's avatar A approaches the monster M or the dungeon symbol D, but is common to the first embodiment in other respects. In the third embodiment, the player's avatar A is an example of a first object, and the monster M and the dungeon symbol D are examples of a second object.
[0106] Fig. 13 is a flowchart of an event control process according to the third embodiment. Fig. 14 is an example of a field screen according to the third embodiment. Fig. 15 is an example of a battle screen according to the third embodiment.
[0107] First, the terminal program 23P (placement means 210) places an avatar A and a monster M in a field F included in a field screen (S21). More specifically, the placement means 210 places the avatar A at a position in the field F corresponding to the current location of the player A detected by the position sensor 42. Furthermore, the placement means 210 places the monster M at a position on the field F designated by the player A via the operation device 43, for example. Note that the second object that generates a battle event is not limited to the monster M itself, and may be any destination symbol.
[0108] Next, the terminal program 23P (first action means 221) moves the avatar A on the field F, reflecting information on the movement of the player A in the real space (S22: Yes). More specifically, the first action means 221 moves the avatar A to a corresponding position on the field F, following a change in the current location of the player A detected by the position sensor 42. The first action means 221 also transmits avatar data indicating the avatar A after the movement to the server 10 via the communication IF 25. Furthermore, the terminal program 23P (second action means 222) may move the monster M on the field F in accordance with a predetermined rule. Alternatively, the monster M may stay at a position designated by the player A.
[0109] Next, the terminal program 23P (generation means 230) repeatedly executes the process of step S22 until the personal avatar A encounters the monster M (S23: No), and waits for the execution of the processes of step S24 and after. The personal avatar A encountering the monster M is an example of the personal avatar A satisfying a predetermined positional relationship with the monster M.
[0110] Furthermore, when the person's avatar A encounters the monster M (S23: Yes), the generating means 230 determines whether the person's avatar A approached the monster M from the front side of the monster M as shown in Fig. 14(A) or from the back side of the monster M as shown in Fig. 14(B) (S24). The front side of the monster M is an example of the first direction, and the back side of the monster M is an example of the second direction.
[0111] Then, when the user's avatar A approaches the monster M from the front (S24: Yes), the generating means 230 displays the battle screen shown in Fig. 15(A) on the monitor 31 and generates a battle event (S25). Furthermore, the generating means 230 determines the order of actions in the battle event (turn-based battle) through the battle screen of Fig. 15(A) according to parameters of the user's avatar A and the monster M. For example, the generating means 230 causes the one with higher speed, between the user's avatar A and the monster M, to act first.
[0112] On the other hand, when the personal avatar A approaches the monster M from behind (S24: No), the generating means 230 displays the battle screen shown in Fig. 15(B) on the monitor 31 and generates a battle event (S26). Furthermore, the generating means 230 causes the personal avatar A to act first in the battle event (turn-based battle) through the battle screen of Fig. 15(B) regardless of the parameters of the personal avatar A and the monster M.
[0113] The battle event in step S25 is an example of a first event, and the battle event in step S26 is an example of a second event. Furthermore, the battle event (S26) that causes personal avatar A to act first regardless of parameters is an example of an event that exerts an effect more advantageous to personal avatar A than the battle event (S25) that determines the order of actions according to parameters. In other words, the battle event in step S25 is an example of an event that exerts an effect more disadvantageous to personal avatar A than the battle event in step S26.
[0114] However, the event that activates an effect advantageous to the personal avatar A is not limited to a battle event in which the personal avatar A can act first. As another example, it may be a battle event that starts with the personal avatar A's parameters increased (so-called buff), or may be a battle event that starts with the monster M's parameters decreased (so-called debuff). In addition, the second event is not limited to being more advantageous than the first event. As another example, the first event may be a battle event with a first enemy character, and the second event may be a battle event with a second enemy character different from the first enemy character.
[0115] Fig. 16 is another example of a field screen according to the third embodiment. Fig. 17 is an example of a dungeon screen according to the third embodiment. The processing flow is the same as that of Fig. 13. Meanwhile, a first difference from Figs. 14 and 15 is that a dungeon symbol D is used as an object instead of the monster M. Also, a second difference from Figs. 14 and 15 is that the player's avatar A approaches the dungeon symbol D from the north (first direction) or south (second direction) instead of from the front or back of the monster M.
[0116] The dungeon symbol D shown in FIG. 16 is an entrance to a dungeon (FIG. 17), which is a virtual space. The dungeon is an example of a virtual space different from the field F (virtual space). The dungeon may or may not correspond to real space. The dungeon is not limited to a three-dimensional space, but may be a two-dimensional plane. Furthermore, the dungeon includes a first entrance E1 and a second entrance E2, for example, as shown in FIG. 17. The first entrance E1 and the second entrance E2 are different entrances (i.e., different positions within the range in which the user's avatar A can move within the dungeon).
[0117] Then, when the personal avatar A approaches the dungeon symbol D from the south (S24: Yes), the generation means 230 causes the personal avatar A to enter the dungeon from the first entrance E1 in Fig. 17 (S25). On the other hand, when the personal avatar A approaches the dungeon symbol D from the north (S24: No), the generation means 230 causes the personal avatar A to enter the dungeon from the second entrance E2 in Fig. 17 (S26). That is, the generation means 230 causes the personal avatar A to start an action from a different position in the dungeon based on the direction in which the personal avatar A approaches the dungeon symbol D.
[0118] Furthermore, the first action means 221 makes the avatar A act in the dungeon according to the operation of the player A through the operation device 43. Also, an item I that the personal avatar A can acquire may be placed in the dungeon, or a monster that the personal avatar A can battle may be placed in the dungeon. Then, the generation means 230 may cause the personal avatar A to acquire a different item I (i.e., generate a different acquisition event) or battle a different monster (i.e., generate a different battle event) according to the entrance E1, E2 through which the personal avatar A entered the dungeon. Also, the first entrance E1 and the second entrance E2 may be entrances with different distances to reach the destination (item I or monster). Furthermore, the first entrance E1 and the second entrance E2 may be entrances with different degrees of difficulty to reach the destination (for example, the number or strength of monsters placed on the way).
[0119] [Effects of the third embodiment] According to the third embodiment, different events are generated depending on the direction in which the personal avatar A approaches the monster M or the dungeon symbol D. This further enhances the entertainment value compared to position information games in which the player's avatar A simply reaches a destination.
[0120] Furthermore, according to the third embodiment, the strategic nature of the position information game is enhanced by switching the advantage and disadvantage of the battle event depending on the direction in which the player's avatar A approaches the monster M, thereby further increasing the interest. Also, by switching the monster to be battled depending on the direction in which the player's avatar A approaches the monster M, the player A can take a detour through real space to battle the desired monster, thereby further increasing the interest of the position information game.
[0121] Furthermore, according to the third embodiment, the entrances E1, E2 through which the personal avatar A enters the dungeon are switched depending on the direction in which the personal avatar A approaches the dungeon symbol D, thereby increasing the strategic nature of the location-based game, thereby further enhancing interest.
[0122] [Modification of the third embodiment] Arrangement means 210 according to the modified example arranges an avatar A and a destination symbol in a field F included in a field screen. The destination symbol according to the modified example is, for example, a symbol that generates a lottery event. Generation means 230 according to the modified example generates a first lottery event (an example of a first event) when avatar A approaches the destination symbol from a first direction, and generates a second lottery event (an example of a second event) when avatar A approaches the destination symbol from a second direction.
[0123] The second lottery event is a lottery event in which the probability of winning a game medium of higher value is higher than that of the first lottery event. As one example, the second lottery event may have the same multiple candidate game media as the first event, and may increase the probability of winning a game medium of higher value (e.g., rarity equal to or higher than a threshold) compared to the first lottery event, and may decrease the probability of winning a game medium of lower value (e.g., rarity less than a threshold) compared to the first event. As another example, the second lottery event may replace some of the multiple candidate game media in the first lottery event with game media of higher value. In other words, the second lottery event is another example of an event that exerts an effect more advantageous to avatar A than the first lottery event.
[0124] [Other variations] In the above embodiment, the location information game has been described, but the present invention may be applied to various application services that use location information, such as fitness applications, training applications, health support applications, transportation information applications, and tourist information applications.
[0125] In addition, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. In addition, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles between the server 10 and the user terminal 20 is not limited to the above example. That is, part of the processing of the server 10 may be executed by the user terminal 20, and part of the processing of the user terminal 20 may be executed by the server 10. The embodiments described in this specification may be combined in part or in whole, and part may be replaced with other elements, added, deleted, or changed. In addition, there is no problem in appropriately adopting technical elements that are known at the time of filing for matters not explicitly described in this specification.
[0126] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium that can be read by a computer. Examples of the recording medium include a hard disk, an SD card, a DVD, and a server on the Internet.
[0127] [Appendix 1] The present invention is partially summarized below. [assignment] For example, an object of the present invention is to improve interest. [Solution] (1) To the computer: placing a first object reflecting information about a player's movement in a real space, a second object moving according to conditions including at least a moving direction and a position of the first object, and a third object different from the second object in a virtual space corresponding to the real space; a program that generates a specific event when the second object satisfies a predetermined positional relationship with respect to the third object. (2) In the program according to (1) above, A program that causes the computer to move the second object in a direction away from the first object in response to movement of the first object in a direction toward the second object. (3) In the program according to (2) above, A program for changing parameters related to the movement of the second object when the first object approaches the second object from a first direction and when the first object approaches the second object from a second direction different from the first direction. (4) In the program according to (2) above, A program that causes the computer to change a parameter related to the movement of the second object depending on the speed at which the first object approaches the second object. (5) In the program according to (1) above, The computer includes: placing a fourth object that affects the second object at a position in the virtual space designated by the player; A program that causes the second object to behave in accordance with the influence received from the fourth object. (6) In the program according to (1) above, The computer includes: placing a plurality of the first objects in the virtual space, each of which reflects information regarding a movement of a different player; A program that moves the second object according to conditions including at least a moving direction and a position of each of the plurality of first objects. (7) In the program according to (1) above, A program that causes the computer to generate an event different from the specific event when a distance from the first object to the second object in the virtual space becomes equal to or greater than a threshold. The solutions of the above programs may be appropriately applied to other categories such as systems, methods, media, and devices. [Effects] According to the above solution (1), a specific event is generated taking into consideration the moving direction of the first object in the virtual space (in other words, the player in the real space), thereby increasing the interest of the position information game. According to the above-mentioned solution (2), a specific event occurs when the player moves in the real space to drive the second object into the third object. This further increases the interest of the game compared to a position information game in which the player only has to drive the first object to the destination. According to the above-mentioned solution (3), a parameter related to the movement of the second object changes depending on the direction in which the first object approaches the second object. This increases the strategic element of chasing the second object toward the third object, further increasing the interest of the location information game. According to the above-mentioned solution (4), a parameter related to the movement of the second object is changed according to the speed of the first object approaching the second object. This increases the strategic element of chasing the second object into the third object, further increasing the interest of the location information game. According to the above-mentioned solution (5), in addition to the first object, the fourth object can be used to drive the second object into the third object. This increases the strategic nature of driving the second object into the third object, further increasing the interest of the location information game. According to the above-mentioned solution (6), a plurality of players can cooperate to drive the second object into the third object. That is, a plurality of players can cooperate to play the content. As a result, the interest is further increased. According to the above solution (7), by generating another event when the distance from the first object to the second object becomes equal to or greater than a threshold, it becomes necessary to chase the second object into the third object while keeping the distance between the first object and the second object less than the threshold. In this way, by restricting the occurrence of the first event, the strategic nature of chasing the second object into the third object is increased, and the entertainment value of the location information game is further improved.
[0128] [Appendix 2] The present invention is partially summarized below. [assignment] For example, an object of the present invention is to improve interest. [Solution] (1) To the computer: A first object, a second object that moves in response to an influence from the first object, and a third object are arranged in a virtual space corresponding to a real space; a program that generates a specific event when the second object satisfies a predetermined positional relationship with respect to the third object. (2) In the program according to (1) above, The computer includes: placing a fourth object in the virtual space, the fourth object reflecting information regarding the movement of the player in the real space; a program that receives a placement instruction from the player and places the first object at the position of the fourth object in the virtual space. (3) In the program according to (2) above, the virtual space is divided into a first area in which the first object can be placed and a second area in which the first object cannot be placed, a program that causes the computer to place the first object at a position of the fourth object when the placement instruction is received from the player with the fourth object placed in the first area. (4) In the program according to (1) above, A program that causes the computer to change the first object in the virtual space. The solutions of the above programs may be appropriately applied to other categories such as systems, methods, media, and devices. [Effects] According to the above-mentioned solution (1), an event is generated taking into consideration the positional relationship among a first object, a second object, and a third object in a virtual space, thereby improving the interest of the position information game. According to the above-mentioned solution (2), the player places the first object while moving in the real space according to the position of the second object, which increases the interest without departing from the purpose of the position information game. According to the above solution (3), by dividing the area into a first area in which the first object can be placed and a second area in which the first object cannot be placed, the strategic element of chasing the second object towards the third object is increased, thereby further increasing the interest of the location-based game. According to the above solution (4), by changing the position, size, and shape of the first object, the strategic element of chasing the second object into the third object is increased, and the entertainment value of the position information game is further increased.
[0129] [Appendix 3] The present invention is partially summarized below. [assignment] For example, an object of the present invention is to improve interest. [Solution] (1) To the computer: placing a first object reflecting information about a player's movement in a real space and a second object different from the first object in a virtual space corresponding to the real space; generating a first event when the first object approaches the second object from a first direction; a program that generates a second event different from the first event when the first object approaches the second object from a second direction different from the first direction. (2) In the program according to (1) above, The second event is an event that exerts a more advantageous effect on the first object than the first event. (3) In the program according to (2) above, the first event is a battle event in which an order of actions is determined by parameters of the first object and the second object; The second event is a battle event in which the first object acts first. (4) In the program according to (2) above, The second event is a battle event that is started in a state in which a parameter of the first object is increased or in a state in which a parameter of the second object is decreased as compared to the first event. (5) In the program according to (2) above, the first event is a lottery event in which a game medium selected by lottery is awarded to the first object; The second event is a lottery event in which the probability of winning the game medium of high value is higher than that of the first event. (6) In the program according to (1) above, the first event is a battle event between a first enemy character and the first object, The second event is a battle event between the first object and a second enemy character different from the first enemy character. (7) In the program according to (1) above, the second object is an entrance to a virtual space different from the virtual space; In the first event, the first object enters the different virtual space from a first entrance; In the second event, the first object enters the other virtual space from a second entrance different from the first entrance. The solutions of the above programs may be appropriately applied to other categories such as systems, methods, media, and devices. [Effects] According to the above-mentioned solution (1), different events are generated depending on the direction in which the first object approaches the second object. This further increases the interest of the game compared to location-based games in which the only task is to get the first object to reach the destination. According to the above-mentioned solution (2), by switching between advantageous and disadvantageous events depending on the direction in which the first object approaches the second object, the strategic nature of the position information game is increased, and the entertainment value is further improved. According to the above solution (3), by changing the order of actions in a battle event, the strategic nature of the location information game is increased, and the entertainment value is further improved. According to the above-mentioned solution (4), by changing the parameters of the first object and the second object in the battle event, the strategic nature of the position information game is increased, and therefore the interest is further increased. According to the above solution (5), by changing the probability of winning in the lottery event, the strategic nature of the position information game is increased, and the entertainment value is further improved. According to the above-mentioned solution (6), by switching the enemy character to be battled, the player can take a detour through the real space to battle a desired enemy character, thereby further increasing the interest of the position information game. According to the above solution (7), the entrance through which the first object enters another virtual space is switched depending on the direction in which the first object approaches the second object, thereby increasing the strategic nature of the location-based game, and thus further enhancing the game's entertainment value. [Explanation of symbols]
[0130] 1...system, 2...communication network, 10...server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 19,29...communication bus, 20...user terminal, 23P...terminal program, 31...monitor, 33,34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...position sensor, 43...operation device
Claims
1. 1. A position information game in which information regarding a player's movement in a real space is reflected and a first object is moved in a first virtual space corresponding to the real space, a second object serving as an entrance to a second virtual space different from the first virtual space is placed in the first virtual space; An event is set at a specific position in the second virtual space, On the computer, when the first object satisfies a predetermined positional relationship with respect to the second object, causing the first object to start an action from a different position in the second virtual space based on a direction in which the first object approaches the second object; A program that changes a difficulty level until reaching the event depending on a position in the second virtual space where the first object starts to act.
2. 1. A position information game in which information regarding a player's movement in a real space is reflected and a first object is moved in a first virtual space corresponding to the real space, a second object serving as an entrance to a second virtual space different from the first virtual space is placed in the first virtual space; An event is set at a specific position in the second virtual space, an action means for causing the first object to start an action from a different position in the second virtual space based on a direction in which the first object approaches the second object when the first object satisfies a predetermined positional relationship with respect to the second object; A generation means for changing a difficulty level until reaching the event depending on a position in the second virtual space where the first object starts to act.
Citation Information
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