Information processing device, information processing method, and program
Patent Information
- Application Number
- JP2024027695
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-27
- Publication Date
- 2025-05-12
- Estimated Expiration
- 2039-12-05
Smart Images

Figure 0007674684000001 
Figure 0007674684000002 
Figure 0007674684000003
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Location-based games have been known for some time now in which the game progresses based on information (hereinafter referred to as location information) about the geographical location of a user (or, more precisely, an information terminal carried by the user) in real space, measured using a Global Positioning System (GPS) or the like.
[0003] For example, Non-Patent Document 1 discloses a location-based game in which players collect characters, etc., and can obtain items useful for the game from facilities (PokeStops) located on a map. Furthermore, non-patent document 2 discloses a location-based game in which the player sets a destination and progresses through an adventure by defeating enemy characters, etc., and in which the player can place a facility (home) anywhere on the map that can restore the player's physical strength, etc. [Prior art documents] [Non-patent literature]
[0004] [Non-Patent Document 1] [Pokemon GO official website], [online], Niantic, Inc., Pokemon Co., Ltd., Nintendo Co., Ltd., [Retrieved November 25, 2019], Internet [https: / / www.pokemongo.jp / ] [Non-Patent Document 2] [Dragon Quest Official Promotion Site], [online], Square Enix Co., Ltd., [Retrieved November 25, 2019], Internet [http: / / www.dragonquest.jp / walk / ] Summary of the Invention [Problem to be solved by the invention]
[0005] However, in conventional location-based games such as those described in Non-Patent Document 1 or Non-Patent Document 2, although a user can obtain items and recover physical strength by being located in the vicinity of the above-mentioned facilities, the abilities of a character operated by the user cannot be changed or improved in relation to the user's location information. Therefore, for users who wish to develop a character while taking advantage of the unique fun of location-based games in which the user's own movement is reflected as an action in the game, the entertainment value of the game may be unsatisfactory, which may lead to a decrease in motivation to play the game.
[0006] Therefore, an objective of the present invention is to provide an information processing device, an information processing method, and a program that can increase the entertainment value of a game that uses a user's location information by linking it to the location information, and that can stimulate the user's desire to play the game. [Means for solving the problem]
[0007] An information processing device according to one embodiment of the present invention has a position identification unit that identifies a user's position on a map in a game based on the user's position information, a predetermined state setting unit that enables a character owned by the user in the game to be set to a predetermined state when the user's position on the map satisfies a predetermined position condition with respect to a first object placed on the map, and an ability change unit that changes the abilities of the character when an end condition of the predetermined state is satisfied after the character has reached the predetermined state. Effect of the Invention
[0008] According to one aspect of the present invention, in a game using user location information, when a user satisfies a predetermined location condition with respect to a first object located on a map, the user can set a character used in the game to a predetermined state and change the ability of the character. This makes it possible to increase the entertainment value of the game in relation to the location information, and to stimulate the user's desire to play the game. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a conceptual diagram of a position information game system including an information processing device according to one embodiment of the present invention. [Diagram 2] FIG. 1 is a diagram illustrating the hardware configuration of an information processing device and a terminal according to an embodiment of the present invention. [Diagram 3] FIG. 2 is an explanatory diagram of functions of a terminal according to an embodiment of the present invention. [Figure 4] FIG. 2 is an explanatory diagram of functions of a server constituting an information processing device according to an embodiment of the present invention. [Diagram 5] 4 is a flowchart showing a flow of information processing according to an embodiment of the present invention. [Figure 6] FIG. 11 is a sequence diagram showing the flow of a predetermined state setting process. [Figure 7] 13(a) and (b) are diagrams showing an example of a display screen for notifying that a situation can be set to a predetermined state. [Figure 8] 13(a) and (b) are diagrams showing an example of a display screen when setting a predetermined state. [Figure 9] FIG. 13 is a diagram showing an example of a display screen for notifying that a predetermined state has been set. [Figure 10] FIG. 13 is a sequence diagram showing the flow of a capability change process. [Figure 11] 1A is a diagram showing an example of a display screen indicating that a predetermined state is being set, and FIG. 1B is a diagram showing an example of a display screen indicating that the predetermined state has ended. [Figure 12] 13 is a flowchart showing a flow of a time-saving process. [Figure 13] FIG. 11 is a sequence diagram showing the flow of a predetermined state release process. [Figure 14] FIG. 1A is a diagram showing an example of a display screen notifying that a predetermined state can be released, and FIG. 1B is a diagram showing an example of a display screen notifying that a predetermined state has been released. [Figure 15] FIG. 11 is a sequence diagram showing the flow of an interruption process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiment described below is merely an example 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. Naturally, the present invention also includes equivalents thereof. Furthermore, the screen examples shown in each of the figures referenced in the following description are merely examples, and the screen configuration examples, the displayed information, and the specific contents of the GUI (Graphical User Interface), etc., can be freely designed and changed according to the design specifications and user preferences.
[0011] <About location-based games> The communication system shown in FIG. 1 (hereinafter referred to as a location information game system S) is a communication system including an information processing device according to one embodiment of the present invention (hereinafter referred to as a server 30), and provides a user U with a location information game.
[0012] A "location-based game" is an electronic game in which a player character (hereinafter referred to as "Player P") corresponding to a user U and other objects, etc. move on a map formed in a space such as augmented reality (AR), virtual reality (VR) or mixed reality (MR) based on location information such as the user U's physical travel distance and current location (coordinate position such as latitude and longitude) in real space, and progress through the game (hereinafter referred to as "play") by completing various quests (events) that occur. Note that hereinafter, when the word "game" is simply written, it includes a "location-based game."
[0013] In this specification, the term "map" refers to a map within a game, and refers to a two-dimensional or three-dimensional diagram in a space such as augmented reality, virtual reality, or mixed reality, created based on information corresponding to the geography of the real space. On the map, virtual objects that reflect the position information, size, shape, etc. of geographical elements, roads, buildings, etc. in the real space are arranged. In addition, predetermined state setting points 51 and bonus granting points 52, which will be described later, appear randomly on the map.
[0014] A "quest" refers to a task given to a user U in a game, i.e., an individual stage that constitutes the game. Each quest has a set implementation period and achievement conditions, and various quests arise as the game progresses. Examples of quests include quests whose objective is to reach a certain point, quests in which the player encounters or fights enemy characters, and quests in which items can be obtained. Completing a quest by fulfilling the set achievement conditions is referred to as clearing the quest.
[0015] In this embodiment, an example of a game is one in which a user U forms a team of multiple characters (for example, a group of four), fights by controlling those characters using specified actions, and progresses by sequentially challenging and clearing multiple quests provided within the game.
[0016] In the game of this embodiment, the user U owns and operates multiple characters, and these characters can be sold, exchanged for items or other characters, or lent / borrowed between other users U. The user U can also change the abilities of the characters by accumulating experience points through playing the game or by using items, etc. The abilities of the characters can also be changed by using the predetermined state setting points 51 arranged on the map.
[0017] "Changing abilities" refers to changing the abilities of a character, and includes, as examples, the following changes. Note that, basically, these changes are advantageous to the user U, but do not exclude changes that are disadvantageous to the user U. (a) Strengthening the character by improving the parameters (setting data related to level, stamina, attack power, speed, luck, etc.) possessed by the character. (b) Further strengthen the character by increasing the predefined upper limit (maximum value) of the parameters possessed by the character. Note that hereinafter, the term "upper limit release" refers to increasing the upper limit of the parameters possessed by the character. (c) Adding special abilities (techniques, etc.) to characters. (d) Changing the special abilities a character possesses. (e) Changing the attributes of a character, for example changing a character's occupation from Occupation A to Occupation B.
[0018] The "predetermined state setting point" corresponds to a first object, and is a point (facility) arranged on a map, where a user U can deposit a character owned in the game and set the character to a predetermined state when the user U satisfies a predetermined position condition. The "predetermined state setting point" is also a point where a character that satisfies a termination condition of a predetermined state can be picked up and the predetermined state can be released. The predetermined state setting point 51 may appear at any point on the map on a regular or irregular basis, and multiple predetermined state setting points 51 may be arranged at the same time. The predetermined state setting point 51 may disappear or move after a preset valid period has expired. Furthermore, a bonus granting point 52, which will be described later, may be changed to a predetermined state setting point 51 on a regular or irregular basis.
[0019] The "predetermined location condition" refers to a condition indicating the locational relationship between the predetermined state setting point 51 and the user U, and refers to, for example, the case where the user U is actually located within a predetermined range of a position in real space corresponding to the predetermined state setting point 51. In addition, even if the position is different from the predetermined state setting point 51, the predetermined state setting point 51 and the different point may be associated with each other, and the user U may actually be located within a predetermined range of a position in real space corresponding to the different point.
[0020] The "predetermined state" refers to a state in which the character is left at the predetermined state setting point 51 and is away from the user U for the period of time required to change the character's abilities (hereinafter referred to as the "predetermined period"). That is, in this embodiment, the character is left at the predetermined state setting point 51 for a predetermined period of time to enter a predetermined state, and when the end conditions for the predetermined state are met, the abilities of the character that were set to the predetermined state change. In this embodiment, the predetermined period is, in principle, a maximum of 24 hours.
[0021] In this embodiment, in principle, characters that can be set to a predetermined state are limited to specific characters that satisfy certain conditions, such as abilities reaching an upper limit. Furthermore, the number of times that a character can be set to a predetermined state is limited to only once per character. Furthermore, characters that are being lent to or borrowed from another user U cannot be set to a predetermined state. However, all characters may be set to a predetermined state, or the number of times that a character can be set to a predetermined state may be limited to multiple times. Furthermore, if a character borrowed from another user U can be set to a predetermined state, the character may be returned to the other user U with its abilities still changed.
[0022] Also, the number of characters that a user U can set to a predetermined state within a certain period or at the same time may be limited to a predetermined number. For example, only one character can be set to a predetermined state per day, and multiple characters cannot be set to a predetermined state at the same time. However, the number of characters that can be set to a predetermined state at the same time may be changed for each user U. For example, for a user U with a high level of experience, it may be possible to allow multiple characters to be set to a predetermined state at the same time.
[0023] As a general rule, user U cannot use a character that is set to a predetermined state in the game. In other words, during the predetermined period, the character cannot be included as a member of a team that will be deployed to battle and cannot play the game. In addition, items, etc. cannot be used on the character. Furthermore, the character cannot be sold, exchanged, or lent / borrowed between other users U.
[0024] As described above, the user U cannot use the character set in the predetermined state in the game, but can immediately end the predetermined period or shorten the predetermined period (hereinafter, referred to as time shortening) by using an item or the like. In this embodiment, two types of items, a first item and a second item, can be used to end the predetermined state or shorten the time. The first item can shorten the time depending on the consumption amount (number). For example, one first item can shorten the time by 60 minutes (even if the remaining predetermined period is less than 60 minutes, one item is consumed). On the other hand, one second item can immediately end the predetermined state regardless of the remaining predetermined period. In addition, when using an item, if the user U has the first item, the first item is automatically consumed in preference to the second item.
[0025] In this embodiment, the above items can be used at any timing of the user U. Also, for example, when challenging a quest, if a character that is set to a predetermined state is included in the members who will be deployed, a message may be displayed indicating that an item can be consumed to end the predetermined state or to shorten the time.
[0026] A character that has satisfied the conditions for ending the predetermined state due to the passage of a predetermined period of time or the use of an item can be used again in the game by canceling the predetermined state. In this embodiment, when a predetermined location condition is satisfied between the predetermined state setting point 51 where the character was deposited, another predetermined state setting point 51 (if multiple predetermined state setting points 51 are located), or a bonus granting point 52 described below, the user U can retrieve the character and cancel the predetermined state. Note that the cancellation of the predetermined state may be performed at a point other than the above, or may be performed simultaneously with the end of the predetermined state, regardless of the location of the user U.
[0027] As described above, since a character being set to a predetermined state cannot be used in the game, the user U may wish to interrupt the set predetermined state. In such a case, the user U can interrupt (cancel) the predetermined state at any time, even during the predetermined period. If the predetermined state is interrupted and ended before the end condition is met, the character's abilities will not change, but it will return to a state where it can be used in the game. In addition, even if the operation is once interrupted, it may be possible to resume the operation in the state where the predetermined period up to that point is taken over by resetting the predetermined state again. In this case, the predetermined state setting point 51 may be the same or a different predetermined state setting point 51.
[0028] The "benefit-granting point" corresponds to a second object, and is a point (facility) arranged on a map. When the user U satisfies a predetermined location condition, a benefit set in association with the benefit-granting point 52 is granted to the user U. The benefit-granting point 52 may appear at any point on the map periodically or irregularly, and a plurality of benefit-granting points 52 may be arranged at the same time. The benefit-granting point 52 may disappear or move after a preset valid period expires. Furthermore, when a plurality of benefit-granting points 52 are arranged, some of them may be changed to a predetermined state setting point 51 periodically or irregularly. Furthermore, a character that satisfies a condition for ending a predetermined state may be picked up at the benefit-granting point 52 to release the predetermined state.
[0029] The "predetermined location condition" is generally similar to the predetermined location condition at the predetermined state setting point 51, and refers to a condition indicating the location relationship between the bonus granting point 52 and the user U. For example, this applies to a case where the user U is actually located within a predetermined range of a position in real space corresponding to the bonus granting point 52. In addition, even if the location is different from the bonus granting point 52, the bonus granting point 52 and the different location may be associated with each other, and the user U may actually be located within a predetermined range of a position in real space corresponding to the different location.
[0030] The term "benefit" refers to a general term for advantageous effects given to the user U in progressing through a game or quest. In this embodiment, the following advantageous effects are given as examples of benefits. (a) Obtain virtual currency items or their fragments (objects that can be exchanged for a specified virtual currency item when multiple points are collected) that can be used in the game. (b) Obtain a special character. (c) Becoming eligible to play a special quest. (d) Parameters that primarily affect the progress of the quest (setting data related to the character's level, stamina, attack power, speed, luck, etc.) change in a favorable direction. (e) Parameters that primarily affect the calculation of rewards for clearing a quest (configuration data regarding stamina restored, experience points gained, points earned, or the probability of receiving special rewards, etc.) change in a favorable direction.
[0031] In this embodiment, not only can a user U play alone, but also a so-called multiplay (hereinafter referred to as cooperative play) is possible in which multiple users U play a common quest simultaneously by operating their respective user terminals 10. In this cooperative play, a cooperative relationship is formed between a user U (hereinafter referred to as a host) who hosts a cooperative play for a specific quest and recruits companions, and a user U (hereinafter referred to as a guest) who applies for the recruitment and participates in the cooperative play, and the progress of the play is synchronized between the users playing cooperatively.
[0032] The joint play is carried out through the communication function of the user terminal 10 of each user U. Specifically, when a certain user U applies to participate in a joint play invited by a host and the host accepts the application, a communication path for joint play is established between the certain user U as a guest and the host. The qualifications for applying for joint play are not particularly limited and can be set arbitrarily. For example, a user U who is located within a predetermined distance from the current location of the host in real space may be able to apply. Also, a friend user (hereinafter referred to as an approved user) who is a friend of a certain user U and has been mutually approved by the users U may be able to apply.
[0033] After that, various data required for the cooperative play is transmitted and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 30, or in a peer-to-peer (P2P) manner without the server 30. The cooperative play style is classified into a fully synchronous type and an asynchronous type, and either style may be adopted. The fully synchronous type includes a key input synchronous type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.
[0034] The cooperative play-compatible game includes a cooperative play game in which multiple users U cooperate, and a competitive game in which users U compete against each other, but either type may be used. The upper limit (maximum number of players) of the number of users U in one cooperative play is not particularly limited and may be set to any number, but is preferably set to a maximum of about four people, for example.
[0035] <Configuration of the location-based game system S> Next, the configuration of a location information game system S for providing the above-mentioned location information game to the user U will be described. 1, the location information game system S is constructed so that a user U can play a location information game, and is composed of an information terminal (hereinafter referred to as a user terminal 10) operated by the user U, and a server 30. The user terminal 10 and the server 30 are connected to each other so as to be able to communicate with each other via a network N such as the Internet. The user terminal 10 is also connected to a GPS satellite G so as to be able to communicate with each other.
[0036] The user terminal 10 is equipped with a program stored therein and a processor that executes the program, and is carried by its owner, a user U, who operates the user terminal 10 when playing. The user terminal 10 may be any known device used as a game terminal, such as a smartphone, a mobile phone, a notebook PC, a tablet terminal, a wearable terminal, or a dedicated game device equipped with a communication function. The number of user terminals 10 constituting the position information game system S is not particularly limited and may be any number, but in FIG. 1, for convenience of illustration, the number of user terminals 10 is three.
[0037] The server 30 is a computer constituting the information processing device of the present invention. For example, it is constituted by a server computer managed by a game provider, and is responsible for game progress processing. Specifically, it manages the game account, status, and location information of each user U, and distributes game progress data to each user U. In addition, the server 30 is not limited to a server device consisting of a single computer that independently performs a specific function, but may be constituted by a group of server devices consisting of multiple computers that are distributed and work together to perform a specific function.
[0038] The network N may be any network that connects the user terminal 10 and the server 30 in a state that enables data communication. It may be wired or wireless, and includes the Internet, a mobile communication network, a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like. The user terminals 10 may communicate with each other via the network N, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like without going through the network N.
[0039] In the position information game system S of the present embodiment, the user terminal 10 and the server 30 cooperate with each other in the above configuration to progress the game. Specifically, part of the game progress processing is performed on the server 30 side, and part of the graphic processing, etc. is executed on the user terminal 10 side. For example, the server 30 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 10 side moves the player P corresponding to each user U and other objects according to the same rules, logic, and algorithms as the program executed on the server 30 while synchronizing with the server 30, and generates various quests to progress the game.
[0040] <Configuration of User Terminal 10> Next, the configuration of the user terminal 10 according to this embodiment will be described. As shown in FIG. 2, the user terminal 10 has, as its hardware configuration, a processor 11, a memory device 12, a communication interface (referred to as communication I / F in FIG. 2) 13, an input device 14 and an output device 15, and these devices are electrically connected via a bus not shown.
[0041] The processor 11 includes, for example, a central processing unit, a microprocessor, a graphics processing unit, or a digital signal processor, and executes various arithmetic processes based on programs or data stored in the storage device 12, and controls each part of the user terminal 10. The programs executed by the processor 11 include an OS (Operating System), which is system software for controlling the entire user terminal 10, and application programs for games, and the various programs are read and executed by the processor 11, thereby fulfilling the functions of the user terminal 10 constituting the position information game system S.
[0042] The storage device 12 includes, for example, a memory or storage, and stores various programs and data. The memory is composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory), and provides a working area for the processor 11 by temporarily storing programs and data, and temporarily stores various data generated by the processing executed by the processor 11. The storage stores various data related to the game and is composed of, for example, flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), and USB memory (Universal Serial Bus memory).
[0043] The communication interface 13 is configured, for example, by a network interface card (NIC) or the like, and controls communication processing of the user terminal 10. The communication standard used by the communication interface 13 is not particularly limited, and any public communication standard can be applied without restriction. The communication method used by the communication interface 13 may be a wireless method or a wired method.
[0044] The input device 14 is a device that receives an operation of the user U and generates data indicating the content of the received operation. As an example, an operation key, an operation button, a microphone for collecting sound, a camera for taking pictures, and the like provided on the user terminal 10 can be used.
[0045] The output device 15 is a device that draws a screen to display images and character string information, and plays back audio. As an example, a liquid crystal display or an organic EL (Electroluminescence) display provided in the user terminal 10, a head-mounted display, a speaker, and the like can be used. In this embodiment, the output device 15 has at least a display. The display may have the functions of both the input device 14 and the output device 15, such as a touch panel display.
[0046] Next, the configuration of the user terminal 10 will be described again from a functional perspective with reference to FIG. 3, the user terminal 10 includes a plurality of functional units, specifically, an operation identification unit 16, a position information acquisition unit 17, a terminal side storage unit 18, a terminal side generation unit 19, a terminal side transmission / reception unit 20, and a display processing unit 21. These functional units are realized by cooperation between hardware devices of the user terminal 10 and programs stored in the user terminal 10 as software.
[0047] [Operation specification part 16] The operation identification unit 16 is mainly realized by the processor 11 and the input device 14, and identifies the contents of various operations performed by the user U through the input device 14 of the user terminal 10. The operations identified by the operation identification unit 16 include operations for game progression and operations related to joint play (operations related to soliciting participation in joint play, applying for joint play, and accepting or rejecting the application), etc. The operations for game progression also include an operation for instructing to obtain a bonus from a bonus-granting point, an operation for instructing to set a character to a predetermined state, an operation for instructing to shorten the time of a character in a predetermined state, an operation for instructing to interrupt a character in a predetermined state, and an operation for instructing to release a character from a predetermined state, etc.
[0048] [Location information acquisition unit 17] The location information acquisition unit 17 is mainly realized by the processor 11 and the communication interface 13, and acquires the location of the user terminal 10, that is, location information (coordinate position) in real space of the user U carrying the user terminal 10. Methods for acquiring location information include, for example, a method of detecting the location of the user terminal 10 by a signal from a GPS satellite G, such as GPS, or a method of detecting the location of the user terminal 10 by radio wave intensity from a base station of a mobile phone system or an access point of Wifi communication (not shown), and the like.
[0049] [Terminal side memory unit 18] The terminal-side storage unit 18 is mainly realized by the processor 11 and the storage device 12, and stores various data related to the progress of the game (for example, video data, image data, audio data, etc.).
[0050] [Terminal side generation unit 19] The terminal side generating unit 19 is mainly realized by the processor 11 and the storage device 12, and generates game operation data according to the operation content of the user U identified by the operation identifying unit 16, and location information data related to the location information acquired by the location information acquiring unit 17. The game operation data generated here includes bonus acquisition operation data based on a bonus acquisition instruction from a bonus granting point, setting instruction operation data based on an instruction to set a character to a predetermined state, time-saving instruction operation data based on an instruction to save time in a predetermined state of a character, interrupt instruction operation data based on an instruction to interrupt a predetermined state of a character, release instruction operation data based on an instruction to release a predetermined state of a character, and operation data related to joint play (including operation data related to solicitation of joint play, application for joint play, and acceptance or rejection of the application, etc.). These generated data are transmitted to the server 30 by the terminal side transmitting / receiving unit 20.
[0051] [Terminal side transceiver unit 20] The terminal-side transmitting / receiving unit 20 is mainly realized by the processor 11, the storage device 12, and the communication interface 13, and transmits and receives data and information between the server 30 and the user terminals 10 of other users. For example, while playing a game, the terminal-side transmitting / receiving unit 20 receives game progress data sent from the server 30, and transmits game operation data and location information data indicating the current location of the user U to the server 30. Furthermore, when a game is being played jointly, the terminal-side transmitting / receiving unit 20 may transmit and receive joint play data (specifically, game operation data of each user U) between the user terminals 10 of the other users U.
[0052] [Display processing unit 21] The display processing unit 21 is mainly realized by the processor 11, the storage device 12, and the output device 15, and executes a display process to display data and information received by the terminal side transmitting / receiving unit 20 on a display by using a browsing function. Specifically, the display processing unit 21 draws a game screen when the game starts, and during game play, expands game progress data received by the terminal side transmitting / receiving unit 20 from the server 30, and displays images and other information on the game screen. During game play, the display processing unit 21 also displays images that change according to game operation data generated by the terminal side generating unit 19 (specifically, images that move according to the operation of the user U) on the game screen. In particular, based on the actual position information of the user U in the real space acquired by the position information acquiring unit 17, the player P showing the position information of the user U is displayed on a map within the game.
[0053] <Server configuration> Next, the configuration of the server 30 according to the present embodiment will be described. As shown in FIG. 2, server 30 has the same hardware configuration as a typical server computer, and includes a processor 31, a storage device 32, and a communication interface (referred to as communication I / F in FIG. 2) 33, and these devices are electrically connected via a bus not shown.
[0054] The processor 31 is configured with a CPU, an MPU, a GPU, a DSP, etc., and executes various processes by executing programs installed in the server 30. The programs executed by the processor 31 include an OS, which is system software for controlling the entire server 30, and application programs for causing the server 30 to function as the information processing device of the present invention.
[0055] The storage device 32 includes, for example, a memory or storage, and stores various programs and data. The memory is composed of semiconductor memory such as ROM and RAM, and provides a working area for the processor 31 by temporarily storing programs and data, and temporarily stores data generated by various processes executed by the processor 31. The storage stores various data related to the user U, maps, games, etc., and is configured, for example, with a flash memory, HDD, SSD, FD, MO disk, CD, DVD, SD card, USB memory, etc. Note that a server computer for a database connected to the server 30 via the network N may be used as the storage.
[0056] The communication interface 33 is configured, for example, by a network interface card or the like, and controls the communication processing of the server 30. The communication standard used by the communication interface 33 is not particularly limited, and any public communication standard can be applied without restriction. The communication method used by the communication interface 33 may be a wireless method or a wired method.
[0057] Next, the configuration of the server 30 will be described again from a functional perspective with reference to FIG. 4, the server 30 includes a plurality of functional units, specifically, a server-side storage unit 34, a server-side transmission / reception unit 35, a server-side generation unit 36, a position identification unit 37, a predetermined state setting unit 38, an ability change unit 39, a predetermined state release unit 40, a benefit granting unit 41, an object conversion unit 42, an item granting unit 43, and an item consumption unit 44. These functional units are realized by cooperation between the hardware devices of the server 30 and a program as software stored in the server 30. When the server 30 is configured by a plurality of computers, the above-mentioned functions may be distributed so that each of the plurality of computers performs a different function.
[0058] [Server side storage unit 34] The server-side storage unit 34 is mainly realized by the processor 31 and the storage device 32, and stores various data including data on the user U, data on map information, and data on game progress processing (game progress data). The data related to the user U includes an identifier (user ID or terminal ID) that identifies the user U or the user terminal 10 used by the user U, and various information associated with the identifier. (This includes personal information of the user U, the model of the user terminal 10, access history, payment history, or current location information or game progress such as status, etc.). The game progression data includes information about the characters owned by the user U (such as name, attributes, abilities, and level), information about the quest, information about the specified state setting point 51 (whether it can be set, validity period, and placement location, etc.), and information about the bonus granting point 52 (bonus content, validity period, and placement location, etc.).
[0059] [Server side transmission / reception unit 35] The server-side transmitting / receiving unit 35 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and transmits and receives data and information to and from the user terminal 10. For example, during game play, the server-side transmitting / receiving unit 35 transmits game progress data to the user terminal 10 of the user U, and receives game operation data from the user terminal 10. It also receives position information data indicating the current position of the user U in real space from the user terminal 10, and transmits data displaying the position information on a map (game progress data in a broad sense) to the user terminal 10. Furthermore, during joint play of the game, the server-side transmitting / receiving unit 35 receives joint play data from each user terminal 10 of the multiple users U who are playing jointly, and transmits data for synchronizing between the users U (game progress data in a broad sense) to each user terminal 10.
[0060] [Server-side generation part 36] The server-side generation unit 36 is mainly realized by the processor 31 and the storage device 32, and generates data to be transmitted by the server-side transmission / reception unit 35. The data generated here specifically includes game progress data corresponding to the game operation data received from the user terminal 10. The game progress data also includes data for displaying position information on a map based on the position information acquired from the user terminal 10, and data for synchronizing multiple users U who play the game together while the game is being played together.
[0061] [Location specifying section 37] The position identification unit 37 is mainly realized by the processor 31 and the storage device 32, and identifies the position of the user U on the map based on the position information acquired from the user terminal 10. The position of the user U on the map identified here is generated as game progress data by the server-side generation unit 36, and transmitted to the user terminal 10 by the server-side transmission / reception unit 35.
[0062] [Predetermined state setting unit 38] The specified state setting unit 38 is mainly realized by the processor 31 and the storage device 32, and when the position on the map of the user U identified by the position identification unit 37 satisfies specified position conditions with respect to a specified state setting point 51 arranged on the map, it makes it possible to set a character owned by the user U to a specified state, and sets the specified character to a specified state based on a setting instruction from the user U.
[0063] [Ability Change Section 39] The ability changing unit 39 is mainly realized by the processor 31 and the storage device 32, and changes the abilities of a character that has reached a predetermined state by the predetermined state setting unit 38 and has satisfied the conditions for terminating the predetermined state by the passage of a predetermined period of time or the use of an item, as described above.
[0064] [Predetermined state release unit 40] The predetermined state release unit 40 is mainly realized by the processor 31 and the storage device 32, and releases the character set in the predetermined state from the predetermined state after the end condition of the predetermined state is satisfied. Specifically, when the position on the map of the user U identified by the position identification unit 37 satisfies a predetermined position condition between the predetermined state setting point 51 or the bonus granting point 52 arranged on the map, the character set in the predetermined state is placed in a situation in which it can be released from the predetermined state, and the predetermined state of the character is released based on a release instruction from the user U. However, the predetermined state may be released regardless of the position information of the user U, regardless of where the user U is located. Furthermore, the predetermined state canceling unit 40 interrupts and ends the predetermined state of the character that is being set to the predetermined state, based on an interrupt instruction from the user U, even before the condition for ending the predetermined state is satisfied.
[0065] [Benefits Section 41] The reward granting unit 41 is mainly realized by the processor 31 and the storage device 32, and grants the user U a reward set in association with the reward granting point 52 when the position on the map of the user U identified by the position identifying unit 37 satisfies a predetermined position condition with respect to the reward granting point 52 arranged on the map. When the reward granting point 52 is arranged, the reward granting unit 41 selects a reward to be set in association with the reward granting point 52 from among a plurality of candidate rewards. The content of the associated reward may be changed at predetermined times, such as once a day (for example, at 4 a.m.).
[0066] [Object conversion section 42] The object conversion unit 42 is mainly realized by the processor 31 and the storage device 32, and when a plurality of bonus granting points 52 are arranged, converts some of the plurality of bonus granting points 52 into predetermined state setting points 51. In this embodiment, the change is made periodically at predetermined times such as once a day (for example, at 4 a.m.), but it may be made irregularly.
[0067] [Item Granting Department 43] The item granting unit 43 is mainly realized by the processor 31 and the storage device 32, and grants the above-mentioned first item and second item to the user when a granting condition such as purchase, login bonus, quest completion, participation in cooperative play, etc. is satisfied. The granted items are associated with each user U and stored in the server-side storage unit 34.
[0068] [Item Consumption Section 44] The item consumption unit 44 is mainly realized by the processor 31 and the storage device 32, and consumes items owned by the user U based on a time-saving instruction from the user U. At this time, if the user U owns a first item, the first item is automatically consumed first, prioritizing it over the second item. As the items are consumed, the data stored in the server-side storage unit 34 in association with each user U is updated.
[0069] In general, the user terminal 10 and the server 30 have various functions other than those described above, but here, only the characteristic functions that provide an effective function in the location information game system S of the present invention will be described, and illustrations and descriptions of other known functions, etc. will be omitted.
[0070] <Processing flow of the location information game system S> Next, the flow of processing executed in the position information game system S configured as described above will be described with reference to a flowchart, a sequence diagram, and diagrams showing examples of each screen. The information processing method of this embodiment is realized by using a location-based game system S that functions as a computer system; in other words, the information processing method of this embodiment is applied to the information processing performed by the location-based game system S.
[0071] 5, the information processing executed in the position information game system S in this embodiment is roughly divided into three phases: a predetermined state setting process (S101) for setting a character to a predetermined state, an ability change process (S102) for changing the ability of the character after the predetermined state ends, and a predetermined state release process (S103) for releasing the predetermined state of the character. Each process will be explained individually below.
[0072] [Predetermined state setting process] First, the predetermined state setting process will be described with reference to FIGS. The "predetermined state setting process" is a process executed through communication between the user terminal 10 and the server 30, and refers to a process in which, when the user U satisfies a predetermined positional condition between the user terminal 10 and the predetermined state setting point 51 during game play, a designated character is set to a predetermined state based on an instruction from the user U to set the designated state.
[0073] As shown in FIG. 6, when a user U plays a game, first, the user terminal 10 acquires current location information of the user terminal 10 in the real space via the location information acquisition unit 17, identifies the current location of the user U carrying the user terminal 10 (S201), and transmits the current location information to the server 30 as location information data (S202).
[0074] When the server 30 receives the position information data transmitted from the user terminal 10 and acquires the current position information of the user U (S203), the position identification unit 37 identifies the acquired current position of the user U, while the predetermined state setting unit 38 determines whether or not the identified current position of the user U satisfies the above-mentioned predetermined position condition between the specified state setting point 51 (S204). As a result, if the specified position condition is satisfied (S204: YES), the server-side generation unit 36 generates data indicating information notifying that a situation allows setting to a predetermined state, and transmits the data to the user terminal 10 as game progress data (S205). If the above-mentioned predetermined position condition is not satisfied (S204: NO), the process ends.
[0075] When the user terminal 10 receives the above-mentioned game progress data transmitted from the server 30, based on that data, the display processing unit 21 displays on the map displayed on the display information about the current location of the user U and information notifying that a situation in which a specified state can be set at the specified state setting point 51 (S206).
[0076] FIG. 7 is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that a situation exists in which a predetermined state can be set at the predetermined state setting point 51. 7(a), the map displayed on the screen displays player P, which is an object indicating the current location information of user U, a predetermined state setting point 51, and a bonus granting point 52. Also displayed is a predetermined state setting possible area 53, which is information notifying that a situation is possible to set to a predetermined state. Note that bonus granting points 52 may be displayed to distinguish between bonus granting points 52a where a bonus has already been granted to user U and bonus granting points 52b where a bonus has not yet been granted to user U.
[0077] The predetermined state settable area 53 is, for example, a circle with the predetermined state setting point 51 as the center point, and is displayed when the player P enters the predetermined state settable area 53 or approaches within a predetermined distance. Then, when the player P enters the predetermined state settable area 53, the user U can set the character to a predetermined state. When it becomes possible to set the character to a predetermined state, a dialog box is displayed as shown in FIG. 7(b) to notify the user U. Note that, on the screen of this embodiment, setting the character to a predetermined state is expressed as "training" and the predetermined state setting point 51 is expressed as "training room" (the same applies to FIG. 8, FIG. 9, and FIG. 11 below). Note that the predetermined state settable area 53 is not limited to a circle.
[0078] FIG. 8 is a diagram showing an example of a display screen when setting a predetermined state after a situation has arisen in which the predetermined state can be set. When the user taps the "Train" button displayed in the dialog box of Fig. 7(b), a list screen of characters owned by the user is displayed as shown in Fig. 8(a). Note that at this time, it is also possible to narrow down in advance the specific characters that can be set to a predetermined state, and display only those specific characters instead of all the characters owned. Next, the user U selects an arbitrary character that the user wants to set to a predetermined state from the list screen and taps, etc. Then, when an arbitrary character is selected, details about the character are displayed as shown in Fig. 8(b), and the user U taps, etc., a "Set this" button to determine the character to be set to a predetermined state.
[0079] Returning to FIG. 6, when the user terminal 10 receives the above-mentioned specified state setting instruction operation from the user U via the operation identification unit 16 (S207: YES), the terminal side generation unit 19 generates setting instruction operation data and transmits it to the server 30 as game operation data (S208). If the predetermined state setting instruction operation is not received from the user U (S207: NO), the process ends.
[0080] When the server 30 receives game operation data indicating an instruction to set the specified state transmitted from the user terminal 10 (S209), the specified state setting unit 38 sets the specified character to the specified state (S210). Then, the server-side generation unit 36 generates data indicating information notifying that the specified state has been set, and transmits the data to the user terminal 10 as game progress data (S211). As described above, the character set to the specified state becomes unavailable for use in the game for a specified period of time.
[0081] When the user terminal 10 receives the above game progress data transmitted from the server 30, the display processing unit 21 displays information notifying that a predetermined state has been set based on that data (S212).
[0082] FIG. 9 is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the character has been set to a predetermined state. As shown in Figure 9, a dialog box appears on the screen to inform the user that a specified state has been set (indicated as "Training Begins" in Figure 9), to explain the changes in ability that will occur after the specified state ends, and to explain that time can be saved.
[0083] When the series of steps described above is completed, the predetermined state setting process ends. After that, while the user U is playing the game, the series of steps described above are repeatedly executed. The above is an example of the predetermined state setting process at the predetermined state setting point 51.
[0084] [Ability Change Processing] Next, the ability change process will be described with reference to FIG. 10 and FIG. "Ability change processing" refers to processing executed through communication between the user terminal 10 and the server 30, which changes the abilities of a character that has been set to a specified state during game play and then meets the termination conditions of the specified state.
[0085] As shown in Fig. 10, when a character is set to a predetermined state, the server 30 first determines whether or not a predetermined period of time has elapsed since the character was set to the predetermined state by the ability changing unit 39 (S301). (S301: NO), the server-side generation unit 36 generates data indicating information showing that a predetermined state is being set, and transmits this to the user terminal 10 as game progress data (S302).
[0086] When the user terminal 10 receives the above game progress data transmitted from the server 30, the display processing unit 21 displays, based on that data, information indicating that the character is being set to a predetermined state on the display (S303).
[0087] FIG. 11(a) is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen indicating that the character is being set to a predetermined state. As shown in FIG. 11(a), a character being set to a predetermined state (indicated as "Training" in FIG. 11) is displayed together with the time remaining until the end of the predetermined period. The screen also has a "Shorten" button and an "Stop Training" button. If user U wishes to shorten the time in the predetermined state, he or she can tap the "Shorten" button. Note that user U can check the status of the character being set to a predetermined state at any time on a part of the screen during gameplay, even if it is not on the screen of FIG. 11(a), etc.
[0088] Returning to FIG. 10, when the user terminal 10 receives the above-mentioned time-saving operation from the user U via the operation identification unit 16 (S304: YES), the terminal side generation unit 19 generates time-saving instruction operation data and transmits it to the server 30 as game operation data (S305). It should be noted that if a time-saving instruction operation is not received from the user U (S304: NO), the process ends.
[0089] When the server 30 receives the game operation data indicating a time-saving instruction for a predetermined state transmitted from the user terminal 10 (S306), the ability changing unit 39 executes a time-saving process (S307). The time-saving process will be described in detail later.
[0090] If the time-saving process (S307) results in the condition for ending the predetermined state being met (S308: YES), or if the predetermined period has already elapsed (S301: YES), the ability changing unit 39 changes the character's ability (S309). Then, the server-side generating unit 36 generates data indicating information notifying that the predetermined state has ended, and transmits the data to the user terminal 10 as game progress data (S310). If the condition for ending the predetermined state is not met (S308: NO), data showing information indicating that the predetermined state is being set is generated again and transmitted to the user terminal 10 as game progress data (S302).
[0091] When the user terminal 10 receives the above game progress data transmitted from the server 30, the display processing unit 21 displays information notifying that a predetermined state has ended based on that data (S311).
[0092] FIG. 11B is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the predetermined state has ended. As shown in FIG. 11(b), a dialog box is displayed on the screen to inform the user that the predetermined state has ended (indicated as "Training Completed" in FIG. 11), and to explain the changes in abilities after the predetermined state has ended (indicated as "Training Completed and LV Upper Limit Released" in FIG. 11). The notification may be sent each time the user is not playing the game (push notification). Also, a "Take" button is provided on the screen, and if the user U wishes to take in the character whose abilities have changed after the predetermined state has ended and release the predetermined state, he or she taps the "Take" button. The predetermined state release process will be described later.
[0093] When the series of steps described above is completed, the ability change process ends. After that, while the user U is playing the game, or more precisely, while the user U is setting the character to a predetermined state, the series of steps described above are repeatedly executed. The above is an example of the ability change process.
[0094] [Time-saving processing] Here, the details of the time-saving process that is executed in the ability change process and that saves the time of a predetermined state will be described with reference to Fig. 12. The time-saving process is executed in step S307 of the ability change process shown in Fig. 10.
[0095] As shown in FIG. 12, the server 30 first judges whether or not the user U possesses a first item (S401). If it is judged that the user U possesses the first item (S401: YES), the number n of first items required to satisfy the end condition of the predetermined state is identified from the remaining time of the predetermined time (S402). Then, it is judged whether or not the number of first items possessed by the user U is n (S403), and if n items are possessed (S403: YES), the server 30 uses n first items to immediately end the predetermined state as it is. If the number of owned first items is less than n (S403: NO), the user U uses the first items owned by the user U to shorten the predetermined period according to the number of uses (S405), and the process ends.
[0096] On the other hand, if it is determined that the user U does not possess the first item (S401: NO), it is next determined whether the user U possesses a second item (S406). If the user U possesses the second item (S406: YES), the second item is used and the predetermined state is immediately ended (S407), and the process ends. However, if the user does not possess the second item either (S406: NO), the process ends without executing the time-saving process.
[0097] In this embodiment, the first item is consumed before the second item. In the time-saving process, when the first item or the second item is used, it is preferable to transmit game progress data to the user terminal 10 to confirm whether or not the first item or the second item is used, and to confirm with the user U each time. When the first item is used, the user U may be allowed to select the number of items to be used.
[0098] [Predetermined state release process] Next, the predetermined state release process will be described with reference to FIG. 13 and FIG. The "specified state release process" is a process executed through communication between the user terminal 10 and the server 30, and refers to a process of releasing the specified state of the character based on a release instruction from the user U when the user U satisfies a specified positional condition between the specified state setting point 51 or the bonus granting point 52 after satisfying the termination condition of the specified state during game play.
[0099] As shown in FIG. 13, when a user U plays a game, first, the user terminal 10 acquires current location information of the user terminal 10 in the real space via the location information acquisition unit 17, identifies the current location of the user U carrying the user terminal 10 (S501), and transmits the current location information to the server 30 as location information data (S502).
[0100] When the server 30 receives the location information data transmitted from the user terminal 10 and acquires the current location information of the user U (S503), the location identification unit 37 identifies the acquired current location of the user U, while the predetermined state release unit 40 determines whether the identified current location of the user U satisfies the above-mentioned predetermined location condition between the predetermined state setting point 51 or the bonus granting point 52 (S504). As a result, if the predetermined location condition is satisfied (S504: YES), the server-side generation unit 36 generates data indicating information notifying that the predetermined state can be released, and transmits the data to the user terminal 10 as game progress data (S505). If the above-mentioned predetermined position condition is not satisfied (S504: NO), the process ends.
[0101] When the user terminal 10 receives the above-mentioned game progress data transmitted from the server 30, based on that data, the display processing unit 21 displays on the map displayed on the display information about the user U's current location and information informing the user that the specified state can be released at the specified state setting point 51 or the bonus granting point 52 (S506).
[0102] FIG. 14(a) is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the predetermined state can be released at the predetermined state setting point 51. 14(a), the map displayed on the screen displays a player P, which is an object indicating the current location information of the user U, a predetermined state setting point 51, and a bonus granting point 52. Also displayed is a predetermined state release possible area 54, which is information notifying that the predetermined state can be released.
[0103] The predetermined state cancelable area 54 is displayed in place of the above-mentioned predetermined state settable area 53 when there is an unreleased character that has satisfied the end condition of the predetermined state, and is displayed when the player P enters the predetermined state cancelable area 54 or approaches within a predetermined distance. Then, when the player P enters the predetermined state cancelable area 54, the user U can perform an operation to instruct the cancellation of the predetermined state. In addition, in Figure 14 (a), an example is shown in which a specified state release area 54 is displayed at the specified state setting point 51, but a specified state release area (not shown) with similar effects under similar conditions is also displayed at the bonus granting point 52.
[0104] Returning to FIG. 13, when the user terminal 10 receives a specified state release instruction operation from the user U via the operation identification unit 16 (S507: YES), the terminal side generation unit 19 generates release instruction operation data and transmits it to the server 30 as game operation data (S508). It should be noted that if the predetermined state release instruction operation is not received from the user U (S507: NO), the process ends.
[0105] When the server 30 receives game operation data indicating an instruction to release a predetermined state transmitted from the user terminal 10 (S509), the predetermined state release unit 40 releases the predetermined state of the character that satisfies the specified end condition of the predetermined state (S510). Then, the server-side generation unit 36 generates data indicating information notifying that the predetermined state has been released, and transmits the data to the user terminal 10 as game progress data (S511). As described above, the character whose predetermined state has been released becomes available for use again in the game with changed capabilities.
[0106] When the user terminal 10 receives the above game progress data transmitted from the server 30, the display processing unit 21 displays information notifying that the predetermined state has been released based on that data (S512).
[0107] FIG. 14(b) is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the predetermined state has been released. As shown in FIG. 14(b), a dialog box is displayed on the screen to inform the user that the predetermined state has been released (indicated as "Pickup Completed" in FIG. 14).
[0108] When the series of steps described above is completed, the predetermined state release process is completed. After that, while the user U is playing the game, or more precisely, while there are characters that have satisfied the end conditions of the predetermined state and have not yet been released, the series of steps described above are repeatedly executed. The above is an example of the predetermined condition release process at the predetermined condition setting point 51 or the bonus granting point 52.
[0109] [Abort Processing] Next, the interruption process will be described with reference to FIG. The "interruption process" is a process executed through communication between the user terminal 10 and the server 30, and refers to a process of interrupting a predetermined state of the character during gameplay, based on an interruption instruction from the user U, before the end condition of the predetermined state is satisfied. Specifically, this process is executed when the user U taps the "Stop training" button on the display screen showing that the predetermined state is being set in Fig. 11(a).
[0110] As shown in Fig. 15, when a character is set to a predetermined state, the server 30 first determines whether or not a predetermined period of time has passed since the character was set to the predetermined state by the ability changing unit 39 (S601). (S601: NO), the server-side generation unit 36 generates data indicating information indicating that a predetermined state is being set, and transmits this to the user terminal 10 as game progress data (S602). If the predetermined period has already elapsed (S601: YES), the process ends.
[0111] When the user terminal 10 receives the game progress data transmitted from the server 30, the display processing unit 21 displays information indicating that the character is being set to a predetermined state on the display based on the data, as shown in Fig. 11(a) (S603). Then, when the user U taps the "Stop training" button, the operation identification unit 16 of the user terminal 10 accepts an interrupt instruction operation from the user U (S604: YES), and the terminal side generation unit 19 generates interrupt instruction operation data and transmits it to the server 30 as game operation data (S605). If the interrupt instruction operation is not received from the user U (S604: NO), the process ends.
[0112] When the server 30 receives game operation data indicating an interruption instruction transmitted from the user terminal 10 (S606), the predetermined state release unit 40 releases the predetermined state of the designated character (S607). Then, the server-side generation unit 36 generates data indicating information notifying that the predetermined state has been interrupted and released, and transmits the data to the user terminal 10 as game progress data (S608). As described above, when the predetermined state is interrupted and ended, the ability of the character does not change, and the character becomes available for use again in the game.
[0113] When the user terminal 10 receives the above-mentioned game progress data transmitted from the server 30, the display processing unit 21 displays information notifying the user that a specified state has been interrupted and ended based on that data (S609).
[0114] When the series of steps described above is completed, the interruption process ends. Thereafter, while the user U is playing the game, or more precisely, while the user U is setting the character to a predetermined state, the series of steps described above are repeatedly executed. The above is an example of the interruption process.
[0115] <Other embodiments> The present invention is not limited to the above-described embodiments. In the above embodiment, the server 30 executes the program of the present invention and functions as the information processing device of the present invention, but some or all of the functions of the server 30 as the information processing device may be provided in the user terminal 10. For example, the user terminal 10 may be provided with functions corresponding to a position identification unit 37, a predetermined state setting unit 38, an ability changing unit 39, a predetermined state canceling unit 40, a benefit providing unit 41, an object conversion unit 42, an item providing unit 43, and an item consuming unit 44.
[0116] In the present embodiment, an online game that utilizes data communication between the user terminal 10 operated by the user U and the server 30 has been described as an example of a game. However, the type of game is not particularly limited, and the game may be an offline game that does not require data communication. Also, for example, the game may be a social game that can be used with only a web browser and an SNS (Social Networking Service) account.
[0117] In this embodiment, the upper limit release is given as an example of the ability change of the character after the end of the predetermined state. However, the ability change is not limited to this. For example, the character's attribute may be changed after the end of the predetermined state, such as changing the character's occupation from "warrior" to "priest" or changing the character's attack or defense property from "water" type to "fire" type. In addition, in order to gain an advantage in the battle against the enemy character, the character may acquire a special ability after the end of the predetermined state, such as being able to deal large damage to the enemy character, being able to avoid being attacked by the enemy character, or being able to stop the movement of the enemy character.
[0118] Also, the type or effect of the ability change may differ depending on the location of the predetermined state setting point 51. For example, if the predetermined state setting point 51 is located in an area that is not often visited by people or an area that is difficult to visit, the effect obtained by the ability change may be large. Also, if the predetermined state setting point 51 is located on the seashore, an ability change related to the seashore may be obtained, and if the predetermined state setting point 51 is located at a famous place or historical site, an ability change related to the famous place or historical site may be obtained. In this way, the ability change may be performed according to each area. With such a setting, the entertainment value of the game can be further increased while being related to the location information, and the effect of revitalizing the area can also be expected.
[0119] <Summary> The main features of the program, information processing method, and information processing device according to the above-described embodiment are as follows.
[0120] [1] The information processing device according to this embodiment has a position identification unit that identifies a user's position on a map in a game based on the user's position information, a predetermined state setting unit that enables a character owned by the user in the game to be set to a predetermined state when the user's position on the map satisfies a predetermined position condition with respect to a first object placed on the map, and an ability changing unit that changes the ability of the character when the predetermined state is reached and a termination condition for the predetermined state is satisfied. According to the information processing device, in a game using user position information, when a user satisfies a predetermined position condition with respect to a first object, the user can set a character used in the game to a predetermined state and change the ability of the character. This makes it possible to increase the entertainment value of the game in relation to the position information, and to stimulate the user's desire to play the game.
[0121] [2] The above-mentioned information processing device further has a bonus granting unit that grants the user a bonus associated with the second object when the user's position on the map satisfies a predetermined positional condition in relation to a second object placed on the map. In this way, the user can change the character's abilities with the first object, and can also obtain benefits with the second object, which further enhances the entertainment value of the game while linking it to location information, and further stimulates the user's desire to play the game.
[0122] [3] The information processing device described above further includes an object change unit that changes some of the second objects to first objects when a plurality of second objects are arranged. In this way, the second object from which a special benefit can be obtained is changed to the first object that can change the character's abilities, and the user can enjoy the change in the object. This makes it possible to further increase the entertainment value of the game while relating it to location information, and further stimulate the user's desire to play the game.
[0123] [4] The above-mentioned information processing device further has a specified state release unit that can release the specified state when, after the termination condition is satisfied, the user's position on the map satisfies a specified position condition with respect to either the first object or the second object. In this way, when a predetermined position condition is satisfied with respect to the first object or the second object, the user can release the character whose ability has been changed from the predetermined state. This makes it possible to further increase the entertainment value of the game in relation to the position information, and further stimulate the user's desire to play the game.
[0124] [5] In the above information processing device, the termination condition is satisfied by continuing a predetermined state for a predetermined period of time. By doing so, the user can change the abilities of the character used in the game, but because a certain state must be maintained for a certain period of time in order to change the character's abilities, the difficulty level of the game does not easily decrease. Therefore, the entertainment value of the game can be increased while being related to location information, and the user's motivation to play the game can be further stimulated.
[0125] [6] The above-mentioned information processing device further has an item granting unit that grants to the user a first item that shortens the specified period depending on the amount consumed and a second item that ends the specified period when consumed, and an item consuming unit that, when consuming the first item or the second item, consumes the first item in preference to the second item. In this way, the user can efficiently change the character's abilities by consuming the given first item or second item, which makes the game more entertaining while relating it to location information, and further stimulates the user's desire to play the game.
[0126] [7] In the above information processing device, a character that has been set to a specific state cannot be used in a game. By doing so, the user can change the abilities of the character used in the game, but since the character cannot be used in the game while in a predetermined state for changing the character's abilities, the difficulty level of the game does not easily decrease. Therefore, the entertainment value of the game can be increased while relating it to position information, and the user's motivation to play the game can be further stimulated.
[0127] [8] In the information processing device, the predetermined state can be interrupted before the end condition is satisfied. This allows the user to pause the game at any time even while the character's abilities are being changed in a predetermined state, making the game more entertaining by linking it to location information and further stimulating the user's desire to play the game.
[0128] [9] The above information processing device limits the number of characters that can be simultaneously set to a predetermined state to a predetermined number. By doing so, the user can change the abilities of the characters used in the game, but since the number of characters whose abilities can be changed at the same time is limited, the user must carefully select the characters to be put into a predetermined state. This makes it possible to increase the entertainment value of the game while linking it to location information, and further stimulates the user's desire to play the game.
[0129]
[10] In the above information processing device, the characters that can be set to the predetermined state are specific characters that satisfy specific conditions among the characters. By doing so, the user can change the abilities of the characters used in the game, but since the characters whose abilities can be changed are limited to specific characters, the difficulty level of the game is not easily lowered, and the characters to be put into a predetermined state are carefully selected. Therefore, the entertainment value of the game can be increased while being related to the position information, and the user's motivation to play the game can be further stimulated.
[0130]
[11] Furthermore, according to the information processing method of this embodiment, the computer identifies the user's position on the map in the game based on the user's position information, and when the user's position on the map satisfies a predetermined position condition with respect to a first object placed on the map, the computer enables the user to set a character owned by the user in the game to a predetermined state, and after the predetermined state is reached, when a condition for terminating the predetermined state is satisfied, changes the abilities of the character. In this way, in a game using the user's position information, when the user satisfies a predetermined position condition with respect to the first object, the user can set the character used in the game to a predetermined state and change the ability. This makes it possible to increase the entertainment value of the game in relation to the position information, and to arouse the user's desire to play the game.
[0131]
[12] Furthermore, according to the program of this embodiment, the program is executed by a computer, and causes the computer to identify a user's position on a map in a game based on the user's position information, and when the user's position on the map satisfies a predetermined position condition with respect to a first object placed on the map, causes a character owned by the user in the game to be set to a predetermined state, and after the predetermined state is reached, changes the abilities of the character when a condition for terminating the predetermined state is satisfied. In this way, in a game using the user's position information, when the user satisfies a predetermined position condition with respect to the first object, the user can set the character used in the game to a predetermined state and change the ability. This makes it possible to increase the entertainment value of the game in relation to the position information, and to arouse the user's desire to play the game. [Explanation of symbols]
[0132] 10 User terminal 11 Processors 12 Storage device 13 Communication Interface 14 Input Devices 15 Output Devices 16 Operation specific part 17 Location information acquisition section 18 Terminal side memory unit 19 Terminal side generation unit 20 Terminal side transmitting / receiving unit 21 Display processing section 30 Servers 31 Processors 32 Storage device 33 Communication Interface 34 Server side storage unit 35 Server side transmission / reception unit 36 Server-side generation unit 37 Location identification part 38 Predetermined state setting unit 39 Ability Change Section 40 Predetermined state release section 41 Benefits Granting Department 42 Object conversion section 43 Item Granting Department 44 Item Consumption Department 51 Predetermined state setting point 52 Bonus points 53 Predetermined state setting area 54 Area where a specified state can be released G GPS satellite N Network P Player S Location-based game system U User
Claims
1. A processor is provided. The processor, When a position of the user in a virtual space specified based on position information of the user satisfies a predetermined position condition with respect to one of a plurality of objects arranged in the virtual space, a target object associated with the user can be set to a predetermined state; changing a parameter associated with the target object when a predetermined period of time has elapsed since the target object entered the predetermined state; When the predetermined state is cancelled before the predetermined period has elapsed, the target object is set again to the predetermined state on condition that the position of the user in the virtual space satisfies a predetermined position condition with respect to another object among the plurality of objects that is different from the one object, thereby making it possible to set the predetermined state while inheriting the elapsed period of the previous predetermined state. Information processing device.
2. a processor capable of setting a target object associated with the user to a predetermined state when a position of the user in a virtual space specified based on position information of the user satisfies a predetermined position condition for one of a plurality of objects arranged in the virtual space; a processor changes a parameter associated with the target object when a predetermined period of time has elapsed since the target object entered the predetermined state; when the processor releases the predetermined state before the predetermined period has elapsed, the processor resets the target object to the predetermined state on condition that a position of the user in the virtual space satisfies a predetermined position condition with respect to another object among the plurality of objects that is different from the one object, thereby enabling the setting of the predetermined state while inheriting the elapsed period of the previous predetermined state; Information processing methods.
3. The processor: a function of setting a target object associated with the user to a predetermined state when a position of the user in a virtual space specified based on position information of the user satisfies a predetermined position condition for one of a plurality of objects arranged in the virtual space; a function of changing a parameter associated with the target object when a predetermined period of time has elapsed since the target object entered the predetermined state; a function of, when the predetermined state is cancelled before the predetermined period has elapsed, resetting the target object to the predetermined state on condition that a predetermined position condition is satisfied with respect to another object among the plurality of objects that is different from the one object, thereby making it possible to set the predetermined state while inheriting the elapsed period of the previous predetermined state; A program for executing.
4. A server and a user terminal are provided, The server, When a position of the user in a virtual space specified based on position information of a user terminal used by the user satisfies a predetermined position condition for one of a plurality of objects arranged in the virtual space, a target object associated with the user can be set to a predetermined state; changing a parameter associated with the target object when a predetermined period of time has elapsed since the target object entered the predetermined state; When the predetermined state is cancelled before the predetermined period has elapsed, the target object is set again to the predetermined state on condition that the position of the user in the virtual space satisfies a predetermined position condition with respect to another object among the plurality of objects that is different from the one object, thereby making it possible to set the predetermined state while inheriting the elapsed period of the previous predetermined state. system.
Citation Information
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