Program and Information Processing Apparatus
The program and information processing apparatus address the lack of player recognition in multiplayer games by allowing for player evaluations within groups, promoting positive contributions and collaboration through praise and recognition.
Patent Information
- Application Number
- JP2022062533
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-04
- Publication Date
- 2025-06-18
- Estimated Expiration
- 2042-04-04
AI Technical Summary
Existing multiplayer games do not provide a mechanism to commend players for their contributions to their group, leading to a lack of recognition and motivation for players.
A program and information processing apparatus that allow for the selection and evaluation of players within a group during gameplay, with automatic and manual selection options, and the ability to output evaluations to the target player and other group members.
Enables the recognition and praise of players, encouraging positive contributions to their group and fostering a collaborative gameplay environment.
Smart Images

Figure 0007694440000001 
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Figure 0007694440000003
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] Conventionally, games that can form a group to which a plurality of players belong are known.
[0003] Regarding such a game, for example, Patent Document 1 below discloses a multi-player battle game in which a plurality of players belonging to a group cooperate to battle against an enemy character common to each of the plurality of players. Also, for example, Patent Document 2 below discloses a game in which a plurality of players matched to the same group compete with each other.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the games disclosed in Patent Document 1 or 2 above, there is a problem that even if a player takes an action that contributes to the group to which the player belongs, the player cannot be commended.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can commend a player.
Means for Solving the Problems
[0007] The program according to the first aspect of the present invention is a program related to a game capable of forming a group to which a plurality of players belong. During the execution of the game, a computer capable of communicating with the terminal devices of the players functions as selection means for selecting a target player as an evaluation target from among the plurality of players, and output means for outputting an evaluation of the target player selected by the selection means to the terminal devices of the target player and other players belonging to the same group as the target player.
[0008] In the program according to the second aspect of the present invention, the selection means performs automatic selection for selecting the target player by automatic control by the computer and / or manual selection for selecting the target player according to the operation of the player.
[0009] In the program according to the third aspect of the present invention, the selection means changes the execution ratio of the automatic selection with respect to the manual selection during the execution of the game based on a predetermined condition.
[0010] In the program according to the fourth aspect of the present invention, the predetermined condition is that the degree of execution of the manual selection after starting the game is equal to or less than a threshold value. When the selection means satisfies the predetermined condition, the execution ratio is increased compared to the case where the predetermined condition is not satisfied.
[0011] In the program according to the fifth aspect of the present invention, the predetermined condition is a condition based on the elapsed time after starting the game. When the selection means satisfies the predetermined condition, the execution ratio is increased compared to the case where the predetermined condition is not satisfied.
[0012] In the program according to the sixth aspect of the present invention, the output means outputs the evaluation to the terminal device in association with the play status of the player during the execution of the game.
[0013] In the program according to the seventh aspect of the present invention, the selection means further sets an output player as a player who outputs the evaluation by the output means among the target player and other players belonging to the same group as the target player, and the output means outputs the evaluation to the terminal device of the output player set by the selection means.
[0014] In the program according to the eighth aspect of the present invention, the selection means sets the output player according to the operation of the player.
[0015] The program according to the ninth aspect of the present invention further functions the computer as a determination means for determining the content of the evaluation, and the selection means sets the output player based on the determination result by the determination means.
[0016] The program according to the tenth aspect of the present invention further functions the computer as a reception means for receiving chat information for a destination player according to the operation of the player during the execution of the game, and a determination means for determining whether the chat information received by the reception means corresponds to an evaluation, and the selection means selects the destination player as the target player when the determination means determines that the chat information corresponds to an evaluation.
[0017] An information processing apparatus according to the eleventh aspect of the present invention is an information processing apparatus capable of communicating with a terminal device of a player who executes a game capable of forming a group to which a plurality of players belong, and includes a selection means for selecting a target player as an evaluation target from among the plurality of players during the execution of the game, and an output means for outputting an evaluation of the target player selected by the selection means to the terminal devices of the target player and other players belonging to the same group as the target player during the execution of the game.
Advantages of the Invention
[0018] According to the present invention, praise can be given to the player.
Brief Description of the Drawings
[0019]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Embodiments for Carrying Out the Invention
[0020] Hereinafter, embodiments of the present invention (hereinafter, appropriately referred to as "this embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0021] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to this embodiment.
[0022] As shown in FIG. 1, the game system 1 is a system that provides a game to one or more players. The game system 1 includes a server device 10 as an information processing device and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected to each other via a communication network NT such as the Internet, an intranet, or a telephone line.
[0023] The server device 10 is an information processing device that provides a game obtained by executing a game program 14 or the game program 14 itself to the users of each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 executes the game program 14 and transmits the execution result (image data, audio data, etc.) to each terminal device 12 for output, thereby providing a game to the users of each terminal device 12. Note that the game program 14 may be jointly executed by the terminal device 12 and the server device 10.
[0024] Each terminal device 12 is an information processing device held by a player, and provides a game to the player by outputting the execution result of the game program 14 received from the server device 10. Examples of these terminal devices 12 include various devices such as a video game machine, a portable game machine, an arcade game machine, a mobile phone, a smartphone, a tablet, and a personal computer. Note that each terminal device 12 may download the game program 14 from the server device 10 and execute the game program 14 itself to provide a game to the player.
[0025] <Hardware Configuration> FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 in FIG. 1.
[0026] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] The control device 20 functions as various functional components by the CPU 22 executing a predetermined program stored in the memory 24, the storage device 28, or the like. Details of this mechanical configuration will be described later.
[0028] The communication device 26 is composed of a communication interface or the like for communicating with an external device. This communication device 26 transmits and receives various types of information to and from, for example, the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various types of information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.
[0030] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT.
[0031] Also, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations generally provided in a server. Further, the hardware configuration of the terminal device 12 can have the same configuration as the server device 10, except that it includes, for example, operating means, a display device, and a sound output device.
[0032] <Overview of the Game> The game system 1 according to this embodiment is not particularly limited as long as it is a game in which a group to which a plurality of players belong can be configured. Specific games include, for example, a multi-player participation type battle game in which a plurality of players belonging to a group battle against a common enemy character (NPC: Non-Player Character) that is common to each of the plurality of players. In such a battle game, the purpose is for a plurality of players belonging to a group to cooperate and win against the enemy character (defeat the enemy character). Also, as a game, it may be a game in which a plurality of players matched in the same group compete with each other.
[0033] Hereinafter, as an example, a network game will be described in which a plurality of players participate in a battle game, the players connect to the server device 10 via the communication network NT and participate, and cooperate with other players belonging to the same group to conduct battles.
[0034] In this embodiment, a player operates or instructs a predetermined number (hereinafter, one in this embodiment) of player characters, and cooperates with other players in the same group to play a battle game against a common enemy character. By attacking the enemy character, the player character reduces the physical strength parameter of the enemy character (inflicts damage). On the other hand, the enemy character counterattacks the player character and reduces the physical strength parameter of the player character. The character whose physical strength parameter first becomes zero is considered unable to fight and is regarded as having lost the battle game. When a player character becomes unable to fight (loses), the player can consume an item that restores the physical strength parameter of the player character and challenge the battle game against the enemy character again. In this way, each player belonging to a group can gradually reduce the physical strength parameter of the enemy character and contribute to the victory of the group to which they belong.
[0035] <Functional Configuration> FIG. 3 is a block diagram schematically showing an example of the functional configuration of the server device 10.
[0036] As shown in FIG. 3, the server device 10 includes, as functional components, a storage unit 40, an execution unit 42, a reception unit 44, a selection unit 46, a determination unit 48, and an output unit 50.
[0037] The storage unit 40 is realized by one or more storage devices 28. The functional components other than the storage unit 40 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Also, all or part of the functional components provided in the server device 10 may be provided in the terminal device 12. For example, the execution unit 42 and the output unit 50 may be provided in the terminal device 12 instead of the server device 10. Further, the server device 10 only needs to be connectable to the storage unit 40, and may be connected to the storage unit 40 inside the server device 10 or outside the server device 10. In other words, the server device 10 itself does not necessarily have to include the storage unit 40, and the storage unit 40 may be provided in another server device or the like.
[0038] The storage unit 40 stores player-specific play data 40A and group-specific group information 40B.
[0039] The play data 40A includes, for example, player identification information (player name, player ID, etc.), identification information of the group to which the player belongs (group name, group ID, etc.), owned character information of the player (character name, character ID, character image, level, etc.), owned item information of the player (item name, item ID, quantity owned, expiration date, etc.), player rank, the progress of the player's game, game history, and in addition, evaluation information of the player.
[0040] The evaluation information of a player is the content of the evaluation of the player, the number of evaluations, etc. The evaluation of a player is not particularly limited as long as it is an evaluation of the player. It may be an evaluation of the characteristics and attitudes of the player himself / herself, an evaluation of the player's past play performance, etc., or an evaluation of the player's play situation during the game execution. In this embodiment, the case where the evaluation of a player is an evaluation of the player's play situation during the game execution will be described. The content of the evaluation includes high evaluations indicating positive meanings such as preferable or supportable, low evaluations indicating negative meanings such as not preferable or not supportable, etc. Note that the content of the evaluation is not limited to high evaluations or low evaluations, and may include other contents such as contents indicating indifference, etc.
[0041] The group information 40B includes, for example, identification information of the group (group name, group ID, etc.), group level, group rank, group leader name (administrator name, etc.), sub-leader name, names of players belonging to the group, and statistical information on the evaluations of the players belonging to the group. The statistical information on the evaluations of the players is information indicating the statistical results of the evaluations of the players belonging to the group, and is, for example, the statistical results of the content of the evaluations, the total value of the number of evaluations, etc.
[0042] The execution means 42 has a function of executing a game that can form a group to which a plurality of players belong. The execution means 42 executes the game according to the operations of each player, etc. In this embodiment, the execution means 42 executes (progresses) a battle game with a common enemy character against a plurality of players belonging to the group.
[0043] The reception means 44 has a function of receiving, in response to the operation of a player, the selection of one or more players as evaluation targets and the evaluation of the selected players while the game is being executed by the execution means 42. The information (the selected player and the evaluation of the player) received by the reception means 44 is output to the selection means 46.
[0044] For example, in a situation where the play status is output on the game execution screen of the terminal device 12, the player can perform a selection operation to select a player to be evaluated from among the players for whom the play status is output, and an input operation for evaluating the player. Examples of the player selection operation include an operation of inputting or selecting the identification information of the player (player name or player ID), a tap operation on an icon indicating the player character, and the like. Examples of the evaluation input operation include an operation of inputting a character string indicating the content of the evaluation, an operation of selecting a button or the like corresponding to the content of the evaluation, a tap operation corresponding to the content of the evaluation, and the like. In the present embodiment, it is assumed that operations corresponding to high evaluations are double taps, operations corresponding to low evaluations are triple taps, and different operations are preset according to the content of the evaluation. The reception means 44 receives the selection of the player to be evaluated and the evaluation of the player in association with the play status output immediately before the selection operation and input operation by the player, for example.
[0045] In addition, the reception means 44 has a function of receiving chat information for the destination player according to the operation of the player while the game is being executed by the execution means 42. The chat information includes destination information indicating the destination player and message information to be transmitted to the destination player. The destination information is, for example, the identification information (player name or player ID) of the player selected as the destination from among the players belonging to the same group. The message information is, for example, a character string, an emoji, a stamp, an image, a photo, or the like.
[0046] For example, in a situation where a chat input field for inputting chat information is output on the game execution screen, a player can perform a posting operation of chat information. The posting operation includes, for example, an operation of specifying destination information, an operation of inputting message information, and an operation of instructing the transmission of the message information. Examples of the operation of specifying destination information include an operation of inputting or selecting the identification information of the player selected as the destination in the chat input field, an operation of dragging and dropping an icon indicating the player character into the chat input field, and the like. Examples of the operation of inputting message information include an operation of inputting a character string to the chat input field, an operation of selecting an emoji, a stamp, or the like in the chat input field, and the like. Examples of the operation of instructing the transmission of the message information include an operation of pressing a send button output on the game execution screen. The receiving means 44 receives chat information in response to a posting operation of chat information by the player. Also, the chat information does not necessarily have to include destination information. That is, the player can post message information to the entire group without specifying the destination player. For example, in response to the player not performing an operation of specifying destination information (without specifying the destination player) and only inputting message information, the receiving means 44 may receive chat information including only the message information without including the destination information. The chat information received by the receiving means 44 is output to the selection means 46 and the determination means 48.
[0047] The selection means 46 has a function of selecting a target player as an evaluation target from among a plurality of players belonging to a group while the game is being executed by the execution means 42. Information indicating the target player selected by the selection means 46 is output to the output means 50. The selection means 46 performs automatic selection of the target player by the computer and / or manual selection of the target player according to the player's operation. Automatic selection indicates that the target player is selected by automatic control by the server device 10 as a computer. In contrast, manual selection indicates that the target player is selected by receiving, by the reception means 44, the selection of the target player according to the player's operation.
[0048] For example, when performing automatic selection, the selection means 46 automatically selects one or a plurality of target players from among a plurality of players based on the play status and the like, and automatically determines an evaluation for the target player. For example, the selection means 46 selects a player who has played a play that contributes to the victory of the group as the target player, and determines a high evaluation for the target player. Note that the selection means 46 may select a player who has played a play opposite to a play that contributes to the victory of the group (a play disadvantageous to the group) as the target player, and determine a low evaluation for the target player. Also, when performing manual selection, the selection means 46 selects the player whose selection has been received by the reception means 44 as the target player, and determines the evaluation received by the reception means 44 as the evaluation for the target player. The evaluation determined by the selection means 46 is output to the determination means 48 and the output means 50.
[0049] Also, the selection means 46 changes the execution ratio of automatic selection to manual selection during the execution of the game based on a predetermined condition. The execution ratio of automatic selection to manual selection is the ratio of the execution degree of automatic selection based on the execution degree of manual selection. The execution degree is indicated by, for example, the number of executions, the execution frequency, or the execution period. In this embodiment, the execution degree is indicated by the number of executions, and the execution ratio of automatic selection to manual selection is described as the ratio of the number of executions of automatic selection in a predetermined period to the number of executions of manual selection in the same predetermined period.
[0050] The predetermined condition is, for example, that the execution degree of manual selection after the game is started by the execution means 42 is below a threshold value. Examples of this predetermined condition include that the total number of executions of manual selection according to the operations of a plurality of players in the same group is 5 or less, or that the number of executions of manual selection according to the operations of each player in the same group is 1 or less.
[0051] Also, the predetermined condition is, for example, a condition based on the elapsed time after the game is started by the execution means 42. Examples of the condition based on the elapsed time after the game is started include that the elapsed time after the game is started is below a reference based on a predetermined time, or that it has become equal to or more than the reference. Examples of the predetermined time include a preset time such as several minutes to several hours, or a time about 10% to 20% of the preset time set as the execution time of the game.
[0052] When the selection means 46 satisfies a predetermined condition, it increases the execution ratio of automatic selection to manual selection compared to when the predetermined condition is not satisfied. That is, when the selection means 46 satisfies the predetermined condition, it executes more automatic selections than manual selections compared to when the predetermined condition is not satisfied. On the contrary, when the selection means 46 does not satisfy the predetermined condition, it reduces the execution ratio of automatic selection to manual selection or stops the execution of automatic selection compared to when the predetermined condition is satisfied. That is, when the selection means 46 does not satisfy the predetermined condition, it makes it so that automatic selection is not executed as much as possible compared to when manual selection is made, or it only executes manual selection without executing automatic selection.
[0053] In addition, the selection means 46 has a function of further setting an output player as a player that outputs an evaluation among the target player and other players belonging to the same group as the target player.
[0054] For example, the selection means 46 sets the output player according to the operation of the player. Examples of the operation of the player include an operation of inputting or selecting the identification information of the player to be set as the output player on the setting screen of the output player, a tap operation on the icon indicating the player character of the player, and the like. The operation of the player is received, for example, by the reception means 44. The selection means 46 sets the player selected according to the operation as the output player.
[0055] Also, the selection means 46 sets the output player based on the determination result regarding the content of the evaluation by the determination means 48. For example, when the determination means 48 determines that the content of the evaluation is highly evaluated, the selection means 46 sets all of the target player and other players belonging to the same group as the target player as the output players. On the other hand, when the determination means 48 determines that the content of the evaluation is not highly evaluated (is lowly evaluated), the selection means 46 sets only the parties to the evaluation, that is, the target player and the player who selected the target player, as the output players. Information indicating the output player set by the selection means 46 is output to the output means 50.
[0056] Also, when the determination means 48 determines that the chat information corresponds to the evaluation, the selection means 46 has a function of selecting the destination player indicating the destination of the chat information as the target player. In this case, the selection means 46 determines the evaluation based on the message information included in the chat information. For example, the selection means 46 determines the evaluation corresponding to the determination result based on the determination result of the content of the evaluation by the determination means 48. The evaluation corresponding to the determination result is, for example, highly evaluated when the determination result is highly evaluated, and lowly evaluated when the determination result is lowly evaluated. Also, the selection means 46 may determine the message information itself as the evaluation. Further, when the reception means 44 receives chat information not including the destination information, the selection means 46 may select the destination player determined by the determination means 48 as the target player and determine the evaluation determined by the determination means 48 as highly evaluated (or lowly evaluated) as the evaluation for the target player.
[0057] The determination means 48 has a function of determining the content of the evaluation for the target player. For example, the determination means 48 determines whether or not the content of the evaluation for the target player selected by the selection means 46 is highly evaluated. In the present embodiment, the case where the content of the evaluation is not highly evaluated indicates the case where the content of the evaluation is lowly evaluated, but is not limited thereto, and may include, for example, content indicating indifference. The determination result of the content of the evaluation by the determination means 48 is output to the selection means 46.
[0058] Further, the determination means 48 has a function of determining whether the chat information received by the reception means 44 corresponds to an evaluation. For example, the determination means 48 determines whether the content of the message information included in the chat information corresponds to an evaluation based on the content of the message information. The determination means 48 determines that it corresponds to an evaluation, for example, when the message information includes content that is an evaluation of the player. More specifically, the determination means 48 determines that it corresponds to an evaluation when the message information includes content that is an evaluation of the destination player indicated by the destination information such as "Thank you for helping me!" or "The current play is not good!". On the other hand, the determination means 48 determines that it does not correspond to an evaluation when the message information does not include content that is an evaluation of the player, for example. More specifically, the determination means 48 determines that it does not correspond to an evaluation when the message information includes content that has nothing to do with the evaluation of the player such as "Hello!" or "I'm about to lose!". The determination result of whether the chat information by the determination means 48 corresponds to an evaluation is output to the selection means 46.
[0059] In addition, when the determination means 48 determines that the content of the message information corresponds to an evaluation, the determination means 48 further determines whether the evaluation indicated by the message information is a high evaluation based on the content of the message information. For example, when the message information has the content of "Thank you for helping me!", the determination means 48 determines that the evaluation is a high evaluation because it has a positive meaning for the destination player. On the other hand, when the message information has the content of "The current play is not good!", the determination means 48 determines that the evaluation is not a high evaluation because it has a negative meaning for the destination player.
[0060] In addition, when the reception means 44 receives chat information that includes only message information without destination information, the determination means 48 also determines to whom the message information was sent. That is, when the destination player of the message information is not specified by the player, the determination means 48 automatically determines the destination player. The determination means 48 determines the destination player of the message information, for example, based on the gameplay situation of the game before and after the message information is received by the reception means 44. More specifically, if player B posts chat information including message information "Nice!" without specifying the destination player within a certain time after player A inflicts a large amount of damage on an enemy character, the determination means 48 determines player A as the destination player of the message information. Further, in this case, the determination means 48 determines that the evaluation based on the content of the message information is a high evaluation.
[0061] The output means 50 has a function of outputting an evaluation of the target player selected by the selection means 46 to the terminal device 12 of the target player and other players belonging to the same group as the target player during the execution of the game by the execution means 42. In the present embodiment, outputting to the terminal device 12 means displaying on the screen of the terminal device 12, but the output may include outputting by voice or the like to the terminal device 12.
[0062] The output means 50 outputs the evaluation determined by the selection means 46 as an evaluation of the target player. The output means 50 displays the evaluation in different manners according to the content of the evaluation on the screen of the terminal device 12 that outputs the evaluation of the target player. For example, when the content of the evaluation of the target player is a high evaluation, the output means 50 displays a "Good!" mark or a heart mark indicating a gesture of raising the thumb upward as information indicating that the evaluation of the target player is a high evaluation. On the contrary, when the content of the evaluation of the target player is a low evaluation, the output means 50 displays a "Not good!" mark indicating a gesture of raising the thumb downward as information indicating that the evaluation of the target player is a low evaluation.
[0063] In addition, the output means 50 outputs the play status of the player during the execution of the game to the terminal device 12 which is the output destination of the evaluation, and outputs the evaluation of the target player in association with the play status. For example, the output means 50 displays the play status of the target player in a predetermined display column on the game execution screen of the terminal device 12, and displays the evaluation of the target player in the display column, and outputs the evaluation so that it can be identified as an evaluation of the play status of the target player.
[0064] In addition, the output means 50 may display the evaluation by automatic selection and the evaluation by manual selection in a distinguishable manner on the game execution screen of the terminal device 12 which is the output destination of the evaluation. For example, the output means 50 displays the information indicating the evaluation by automatic selection and the information indicating the evaluation by manual selection in different colors, densities, etc. Also, the output means 50 may display the information indicating the number of evaluations in addition to the information indicating the evaluation.
[0065] <Flow of processing> FIG. 4 is a flowchart showing an example of the flow of processing for outputting an evaluation by the server device 10 in the game system 1. Note that the order or content of the following processing can be changed as appropriate.
[0066] (Step SP10) When the player's login authentication is successful, the execution means 42 acquires the player's play data 40A, and by transmitting the screen data of the menu screen corresponding to the acquired play data 40A to the terminal device 12, the menu screen is displayed on the terminal device 12. Then, the process proceeds to the process of step SP12.
[0067] (Step SP12) The execution means 42 determines whether the game has started according to the player's operation on the menu screen displayed in the process of step SP10. For example, it determines whether a button to start the game has been pressed by the player. When the determination is an affirmative determination, the process proceeds to the process of step SP14. When the determination is a negative determination, the process returns to the process of step SP10, and the subsequent process of step SP12 is repeated until, for example, the game end condition is satisfied.
[0068] (Step SP14) The execution means 42 causes the terminal device 12 to display the game execution screen by transmitting the screen data of the game execution screen to the terminal device 12, and executes the game. Then, the process proceeds to the process of step SP16.
[0069] (Step SP16) The output means 50 causes the terminal device 12 to display the game execution screen by transmitting the screen data of the game execution screen including the play status to the terminal device 12. Then, the process proceeds to the process of step SP18.
[0070] (Step SP18) The selection means 46 executes automatic selection of the target player. For example, the selection means 46 selects, as the target player, a player who has played in a way that contributes to the victory of the group based on the play status, and determines that the evaluation of the target player is a high evaluation. Then, the process proceeds to the process of step SP20.
[0071] (Step SP20) The output means 50 causes the terminal device 12 to display the game execution screen by transmitting the screen data of the game execution screen including the evaluation by automatic selection selected in the process of step SP18 to the terminal device 12.
[0072] FIG. 5 is a diagram showing an example of a game execution screen 100A displayed on the terminal device 12, which is a game execution screen 100A including an evaluation by automatic selection.
[0073] As shown in FIG. 5, the game execution screen 100A includes, for example, an evaluation mark 102, a play status 104, an icon 106, an enemy character 108, a chat input field 110, and a send button 112.
[0074] The evaluation mark 102 is a "Like!" mark indicating a high evaluation. The evaluation mark 102 is displayed in achromatic color (gray), for example, to indicate that it is an evaluation by automatic selection. In FIG. 5, the fact that the evaluation mark 102 is displayed in achromatic color is indicated by a broken line. The evaluation mark 102 includes information indicating the number of evaluations superimposed on the "Like!" mark.
[0075] The play status 104 is a message indicating the play status for each player, and is displayed by a speech bubble (display bar) from the icon 106. By displaying the evaluation mark 102 in the speech bubble that displays the play status 104, the evaluation mark 102 is displayed in association with the play status 104.
[0076] The icon 106 is an icon such as a character image indicating a player character. In FIG. 5, character images indicating five player characters belonging to the same group are shown as "P1", "P2", "P3", "P4", and "P5", respectively. Hereinafter, when distinguishing the players indicated by the character images of "P1", "P2", "P3", "P4", and "P5", they are referred to as "player P1", "player P2", "player P3", "player P4", and "player P5", respectively. The enemy character 108 is an image indicating an enemy character.
[0077] The chat input field 110 is an input reception unit for the player to post chat information. The send button 112 is a button for sending the message information input in the chat input field 110 to the terminal device 12 of the destination player indicated by the destination information.
[0078] Returning to FIG. 4, the process proceeds to the process of step SP22.
[0079] (Step SP22) The reception means 44 determines whether or not an evaluation has been received according to the operation of the player on the game execution screen 100A in FIG. 5. For example, assume that the player tries to highly evaluate by selecting the player P1 whose play status 104 on the game execution screen 100A is "Gave a preemptive attack!" and double-tapping the icon 106 of the player P1. In this case, the reception means 44 receives the selection of the player P1 and the evaluation (high evaluation) for the player P1, and makes an affirmative determination for the said determination. Also, assume that the player tries to poorly evaluate the player P3 whose play status 104 is "Missed the attack!" and triple-taps the icon 106 of the player P3. In this case, the reception means 44 receives the selection of the player P3 and the evaluation (poor evaluation) for the player P3, and makes an affirmative determination for the said determination. Further, the selection means 46 selects the player whose selection has been received by the reception means 44 as the target player, and determines the evaluation received by the reception means 44 as the evaluation for the target player. Then, the process proceeds to the process of step SP24.
[0080] On the other hand, when the player does not double-tap or triple-tap the icon 106 within a predetermined period, the reception means 44 does not receive an evaluation and makes a negative determination for the said determination. Then, the process proceeds to the process of step SP30.
[0081] (Step SP24) The determination means 48 determines whether the content of the evaluation determined in the process of step SP22 is a high evaluation. For example, when the evaluation is determined by being accepted by the player's double-tap, it is determined to be a high evaluation. On the other hand, when the evaluation is determined by being accepted by the player's triple-tap, it is determined not to be a high evaluation (low evaluation). Then, the process proceeds to the process of step SP26.
[0082] (Step SP26) The selection means 46 sets an output player indicating the output destination of the evaluation based on the determination result in the process of step SP24. For example, the output destination of the evaluation of player P1 determined to be a high evaluation in the process of step SP24 is, in addition to player P1, all other players belonging to the same group as player P1 (player P2, player P3, player P4, player P5). On the other hand, for example, the output destination of the evaluation of player P3 determined to be a low evaluation in the process of step SP24 is, in addition to player P3, only the player (any one of players P1, P2, P4, P5) who triple-tapped the icon 106 of player P3 to select player P3. Then, the process proceeds to the process of step SP28.
[0083] (Step SP28) The output means 50 causes the terminal device 12 to display the game execution screen by transmitting the screen data of the game execution screen including the evaluation for the target player selected in the process of step SP22 to the terminal device 12.
[0084] FIG. 6 is a diagram showing an example of a game execution screen 100B displayed on the terminal device 12 and including an evaluation by manual selection.
[0085] As shown in FIG. 6, the game execution screen 100B includes, for example, a play status 104, an icon 106, an enemy character 108, a chat input field 110, and a send button 112, similar to the game execution screen 100A. On the game execution screen 100B, a play status 104 (“Helped Player P3!”) indicating that player P2 has performed an action to help player P3 is newly displayed. Also, the game execution screen 100B is an example of a screen displayed on the terminal device 12 of player P3, showing that player P2 is input as the destination information 114 and “Thank you for helping me!” is input as the message information 116 by player P3. Further, the game execution screen 100B includes evaluation marks 120 and 122 instead of the evaluation mark 102. Similar to the evaluation mark 102, the evaluation marks 120 and 122 are displayed in a speech bubble that displays the play status 104, and thus are displayed in association with the play status 104.
[0086] The evaluation mark 120 is a “Like!” mark indicating a high evaluation, and the evaluation mark 122 is a “Dislike!” mark indicating a low evaluation. The evaluation marks 120 and 122 are displayed in, for example, a colored manner to indicate that they are evaluations by manual selection in addition to or instead of automatic selection. In FIG. 6, the fact that the evaluation marks 120 and 122 are displayed in a colored manner is indicated by a solid line. The evaluation marks 120 and 122 include information indicating the number of evaluations superimposed on the “Like!” mark or the “Dislike!” mark.
[0087] The evaluation mark 120 indicates the result of outputting an evaluation (high evaluation) for player P1 or player P5 in response to the icon 106 of player P1 or player P5 being double-tapped on the game execution screen 100A. On the game execution screen 100A, the number of evaluations indicated by the evaluation mark 102 for player P1 or player P5 is "1", while on the game execution screen 100B, the number of evaluations indicated by the evaluation mark 120 for player P1 is "2", and the number of evaluations indicated by the evaluation mark 120 for player P5 is "3". This indicates that in addition to the evaluation by automatic selection (once) for player P1, an evaluation by manual selection was performed once, and for player P5, in addition to the evaluation by automatic selection (once), evaluations by manual selection were performed twice. This evaluation mark 120 is displayed for all of players P1, P2, P3, P4, and P5 within the same group.
[0088] Also, the evaluation mark 122 indicates the result of outputting an evaluation (low evaluation) for player P3 in response to the icon 106 of player P3 being triple-tapped on the game execution screen 100A. On the game execution screen 100A, no evaluation mark for player P3 is displayed, while on the game execution screen 100B, the number of evaluations indicated by the evaluation mark 122 for player P3 is "1". This indicates that an evaluation by manual selection was performed once for player P3 for whom no evaluation by automatic selection was made. This evaluation mark 122 is displayed only for player P3, who is the subject of the evaluation, and the player who triple-tapped the icon 106 of player P3.
[0089] Returning to FIG. 4, the process proceeds to the process of step SP30.
[0090] (Step SP30) The reception means 44 determines whether or not it has received chat information according to the player's operation on the game execution screen 100B. For example, assume that the player drags and drops the icon 106 of the player P2 selected as the destination towards the chat input field 110 displayed on the game execution screen 100B, inputs the message information 116, and presses the send button 112. In this case, the reception means 44 receives the chat information and makes an affirmative determination for the said determination. Then, the process proceeds to the process of step SP32. On the other hand, if an operation for posting chat information is not performed for a predetermined period, the reception means 44 does not receive the chat information and makes a negative determination for the said determination. Then, the process proceeds to the process of step SP40.
[0091] (Step SP32) The determination means 48 determines whether or not the chat information that was affirmatively determined in the process of step SP30 corresponds to an evaluation. For example, as shown on the game execution screen 100B, if the message information 116 including an evaluation for the player P2 such as "Thank you for helping me!" is input, the determination means 48 makes an affirmative determination for the said determination. In this case, the selection means 46 selects the player P2 indicated by the destination information 114 as the target player, and the process proceeds to the process of step SP34. On the other hand, if the message information 116 is content not related to an evaluation of the player such as "Hello!", the determination means 48 makes a negative determination for the said determination, and the process proceeds to the process of step SP40.
[0092] (Step SP34) The determination means 48 determines whether the content of the evaluation indicated by the message information is a high evaluation or not based on the message information determined to correspond to the evaluation in the process of step SP32. For example, as shown in the game execution screen 100B, in the case of the message information 116 of "Thank you for helping me!", the determination means 48 makes an affirmative determination for the said determination. In this case, the selection means 46 determines that the evaluation of the player P2 is a high evaluation. On the contrary, for example, in the case of the message information 116 of "Your current play is not good!", the determination means 48 makes a negative determination for the said determination. In this case, the selection means 46 determines that the evaluation of the player P2 is a low evaluation. Then, the process proceeds to the process of step SP36.
[0093] (Step SP36) Based on the determination result in the process of step SP34, the selection means 46 sets the output player. Since the specific setting method is the same as that in the process of step SP26, the description is omitted. Then, the process proceeds to the process of step SP38.
[0094] (Step SP38) The output means 50 causes the game execution screen to be displayed on the terminal device 12 by transmitting the screen data of the game execution screen including the evaluation of the target player selected in the process of step SP32 to the terminal device 12.
[0095] FIG. 7 is a game execution screen 100C displayed on the terminal device 12, and is a diagram showing an example of the game execution screen 100C including an evaluation based on chat information.
[0096] As shown in FIG. 7, the game execution screen 100C includes, for example, a play status 104, an icon 106, an enemy character 108, a chat input field 110, and a send button 112, similar to the game execution screen 100B. On the game execution screen 100C, in addition to the evaluation marks 120 and 122, an evaluation mark 124 is included. Similar to the evaluation marks 120 and 122, the evaluation mark 124 is also displayed in a speech bubble that displays the play status 104, and thus is displayed in association with the play status 104.
[0097] The evaluation mark 124 indicates the result of outputting a high evaluation of the player P2 indicated by the destination information 114 in response to the input of the destination information 114 and the message information 116 and the posting of the chat information on the game execution screen 100B. While no evaluation mark for the player P2 is displayed on the game execution screen 100B, the number of evaluations indicated by the evaluation mark 124 for the player P2 is "1" on the game execution screen 100C. This indicates that an evaluation based on receiving the chat information has been made once for the player P2 for whom no evaluation has been made by automatic selection. This evaluation mark 124 is displayed for all of the players P1, P2, P3, P4, and P5 within the same group.
[0098] Returning to FIG. 4, the process proceeds to the process of step SP40.
[0099] (Step SP40) The selection means 46 determines whether the number of times of manual selection during game execution is small. For example, the selection means 46 determines whether the total number of times of manual selection according to the operations of the players P1 to P5 within the same group is 5 or less. If this determination is an affirmative determination, the process proceeds to the process of step SP18, and if this determination is a negative determination, the process proceeds to the process of step SP42.
[0100] (Step SP42) The selection means 46 stops the execution of automatic selection. Subsequently, the process proceeds to the process of step SP44.
[0101] (Step SP44) The execution means 42 determines whether or not an end condition for ending the game is satisfied according to the operation of the player in the terminal device 12. For example, it determines whether or not a button for ending the game has been pressed by the player. If the determination is affirmative, the series of processes shown in FIG. 4 is ended, and if the determination is negative, the process proceeds to the process of step SP22.
[0102] <Function and effect> As described above, in the present embodiment, a program related to a game capable of forming a group to which a plurality of players belong causes a server device 10 as a computer communicable with the player's terminal device 12 to select a target player as an evaluation target from among a plurality of players while the game is being executed, and an output means 50 that outputs an evaluation of the target player selected by the selection means 46 to the terminal device 12 of the target player and other players belonging to the same group as the target player while the game is being executed.
[0103] According to this configuration, the evaluation of the target player is output not only to the target player but also to the terminal devices 12 of other players belonging to the same group as the target player. As a result, the evaluation of the target player is shared not only with the target player himself / herself but also with other players, so that praise can be given to the target player. As a result, it is possible to encourage the player to act in a way that contributes to the victory of the group to which he / she belongs, and to suppress the player's behavior that disadvantages the group to which he / she belongs.
[0104] Further, in the present embodiment, the selection means 46 performs an automatic selection for selecting a target player by automatic control by the server device 10 and / or a manual selection for selecting a target player according to the operation of the player.
[0105] According to this configuration, when manual selection is executed, the player can select the target player to be evaluated by his own operation. Further, when automatic selection is executed, even if the players do not have an atmosphere where it is easy to evaluate each other and manual selection according to the player's operation is not executed, evaluation is output by executing the automatic selection. Thereby, an atmosphere where it is easy for players to evaluate each other can be created, and execution of manual selection according to the player's operation can be promoted.
[0106] Further, in the present embodiment, the selection means 46 changes the execution ratio of automatic selection with respect to manual selection during the execution of the game based on a predetermined condition.
[0107] According to this configuration, since the execution ratio of automatic selection by the computer with respect to manual selection according to the player's operation is changed based on a predetermined condition, based on the predetermined condition, more automatic selections can be executed than manual selections, or conversely, fewer automatic selections can be executed than manual selections. In this way, by changing the execution ratio of automatic selection with respect to manual selection, execution of manual selection can be appropriately promoted at a necessary timing.
[0108] Further, in the present embodiment, the predetermined condition is that the execution degree of manual selection after the start of the game is equal to or less than a threshold value, and the selection means 46 increases the execution ratio when the predetermined condition is satisfied compared to when the predetermined condition is not satisfied.
[0109] According to this configuration, when the execution degree of manual selection by the player after the start of the game is equal to or less than the threshold value, automatic selection is more actively executed than manual selection, so execution of manual selection can be promoted by executing the automatic selection. On the other hand, when the execution degree of manual selection is not equal to or less than the threshold value, there is no need to promote manual selection, so execution of automatic selection is suppressed or stopped. Therefore, automatic selection can be actively executed only at the timing necessary to promote manual selection, and the annoyance of excessive evaluation being output due to automatic selection being actively executed until an unnecessary timing can be suppressed.
[0110] Further, in the present embodiment, the predetermined condition is a condition based on the elapsed time after the game starts, and the selection means 46 increases the execution ratio when the predetermined condition is satisfied compared to when the predetermined condition is not satisfied.
[0111] According to this configuration, for example, based on a predetermined time, when the elapsed time after the game starts is below the reference or above the reference, automatic selection can be executed more actively with respect to manual selection. Therefore, automatic selection can be actively executed with respect to manual selection at a timing according to the elapsed time after the game starts, and an atmosphere in which players can easily evaluate each other can be created.
[0112] Further, in the present embodiment, the output means 50 outputs an evaluation to the terminal device 12 in association with the player's play status during the execution of the game.
[0113] According to this configuration, since the evaluation is output in association with the play status, the player can recognize what kind of play status the evaluation is for. As a result, it becomes easier for the player to grasp what actions should be taken to obtain the evaluation, and the player can be actively encouraged to take actions that contribute to the victory of the group to which the player belongs.
[0114] Further, in the present embodiment, the selection means 46 further sets an output player as a player whose evaluation is output by the output means 50 among the target player and other players belonging to the same group as the target player, and the output means 50 outputs the evaluation to the terminal device 12 of the output player set by the selection means 46.
[0115] According to this configuration, since the evaluation is output to the terminal device 12 of the set output player, the range of players who can share the evaluation within the group can be changed by this setting. For example, the evaluation can be output only to the parties to the evaluation among the players belonging to the same group, or the evaluation can be output to all the players belonging to the same group.
[0116] Also, in this embodiment, the selection means 46 sets the output player according to the player's operation.
[0117] According to this configuration, the range of players who can share the evaluation within the group can be changed by the player's operation.
[0118] Also, in this embodiment, the server device 10 is further functioned as a determination means 48 for determining the content of the evaluation, and the selection means 46 sets the output player based on the determination result by the determination means 48.
[0119] According to this configuration, the range of players who can share the evaluation within the group can be changed based on the determination result of the content of the evaluation. For example, when the determination result is a high evaluation, the range can be set to all players in the same group, and when the determination result is a low evaluation, the range can be set to only the parties involved in the evaluation.
[0120] Also, in this embodiment, the server device 10 is further functioned as a reception means 44 for receiving chat information for the destination player according to the player's operation while the game is being executed, and a determination means 48 for determining whether the chat information received by the reception means 44 corresponds to an evaluation. When the determination means 48 determines that the chat information corresponds to an evaluation, the selection means 46 selects the destination player as the target player.
[0121] According to this configuration, when the chat information corresponds to an evaluation, the destination player is selected as the target player. Therefore, even if the player is not consciously making an evaluation, if the chat information contains a potential evaluation for the destination player, the evaluation can be output with the destination player as the target player. As a result, the potential evaluation can be made explicit, and the target player can be more actively praised.
[0122] <Modification Example> The present invention is not limited to the above-described embodiments. That is, even if those skilled in the art make appropriate design changes to the above-described embodiments, as long as they have the features of the present invention, they are included in the scope of the present invention. In addition, each element included in the above-described embodiments and the modification examples described later can be combined as far as technically possible, and as long as the combination includes the features of the present invention, it is included in the scope of the present invention.
[0123] For example, the reception means 44 may not receive an evaluation of the target player. In response to the reception means 44 receiving a selection of one or more players as evaluation targets, a predetermined evaluation of the selected player may be output. The content of the evaluation may not include high evaluation and low evaluation, and may be only high evaluation. Further, in the above-described embodiment, a double-tap or triple-tap on the icon 106 receives the selection operation of the target player and the input operation of the evaluation of the target player by the same operation, but the present invention is not limited thereto, and the selection operation and the input operation may be received by separate operations. Further, the reception means 44 may receive the selection of a plurality of players as evaluation targets collectively.
[0124] In addition, in the above-described embodiment, an example has been described in which when the chat information corresponds to an evaluation, an evaluation mark 124 corresponding to the content of the evaluation based on the message information 116 is output. However, instead of or in addition to the evaluation mark 124, the message information 116 itself may be output as an evaluation. In this case, the output mode of the message information 116 as an evaluation may be different from the output mode when the message information 116 is output as normal chat information. Examples of different output modes include displaying an evaluation mark together with the message information 116, or displaying the message information 116 in an evaluation display column for displaying evaluations. Further, it may be possible to display in a distinguishable manner that the evaluation based on the chat information is different from an evaluation according to a selection operation of a target player by the player or an evaluation by a computer. Also, the posting operation of the chat information is not limited to the above. For example, the chat information may be made postable by dragging and dropping the input message information 116 toward the icon 106 of the player to whom the message is to be sent as the destination.
[0125] In addition, in the above-described embodiment, a case has been described in which an evaluation is output in association with the play status 104. However, it may be possible to output in a distinguishable manner that the evaluation is for the player himself / herself regardless of the play status 104, such as by displaying an evaluation mark on or near the icon 106 of the player. Also, the play status 104 may not only simply explain the play status but may also include words that encourage evaluations such as "Let's send a like!". Further, the play status 104 is not limited to being displayed on the screen and may be output by voice or the like. The reception means 44 may receive the selection of the target player and the evaluation of the target player in association with the play status that was output by voice immediately before the selection operation and input operation of the target player and evaluation were made by the player.
[0126] Also, based on the statistical results of the evaluations received by each player during the game execution, it may be determined for players or play situations where the number of high evaluations is equal to or greater than a threshold value. In this case, the output means 50 may output identification information for identifying the players or play situations determined to have a number of high evaluations equal to or greater than the threshold value. For example, on the game execution screen, medal marks or other identification information indicating that a player is a good player or that the play is good may be displayed on the icon 106 of the player or the play situation 104 where the number of high evaluations is equal to or greater than the threshold value, thereby giving credit to the player. This identification information may be displayed while the game is being executed, or may be displayed when the game is executed after the next time or later.
[0127] Also, the selection means 46 may be configured to be able to switch, by setting, whether to set the output player according to the operation of the player or based on the determination result of the content of the evaluation by the determination means 48.
Description of Reference Numerals
[0128] 10: Server device (computer, information processing device), 12: Terminal device, 44: Reception means, 46: Selection means, 48: Determination means, 50: Output means
Claims
1. A program related to a game capable of forming a group to which a plurality of players belong, a computer capable of communicating with the terminal devices of the players, during the execution of the game, an automatic selection for selecting a target player as an evaluation target from among the plurality of players by automatic control by the computer, and / or a manual selection for selecting the target player from among the plurality of players according to the operation of the player, and a selection means for changing the execution ratio of the automatic selection with respect to the manual selection during the execution of the game based on a predetermined condition, during the execution of the game, an output means for outputting an evaluation of the target player selected by the selection means to the terminal devices of the target player and other players belonging to the same group as the target player, A program for functioning as.
2. The predetermined condition is that the degree of execution of the manual selection after the start of the game is equal to or less than a threshold value, When the selection means satisfies the predetermined condition, the execution ratio is increased as compared with the case where the predetermined condition is not satisfied, The program according to claim 1.
3. The predetermined condition is a condition based on the elapsed time after the start of the game, When the selection means satisfies the predetermined condition, the execution ratio is increased as compared with the case where the predetermined condition is not satisfied, The program according to claim 1.
4. The output means outputs the evaluation to the terminal device in association with the playing status of the player during the execution of the game, The program according to claim 1.
5. The selection means further sets an output player as a player who outputs the evaluation by the output means among the target player and other players belonging to the same group as the target player. The output means outputs the evaluation to the terminal device of the output player set by the selection means. The program according to claim 1.
6. The selection means sets the output player according to the operation of the player. The program according to claim 5.
7. The computer is further functioned as a determination means for determining the content of the evaluation, The selection means sets the output player based on the determination result by the determination means. The program according to claim 5.
8. The computer is while the game is being executed, a reception means for receiving chat information for a destination player according to the operation of the player, further functioned as a determination means for determining whether the chat information received by the reception means corresponds to an evaluation, The selection means selects the destination player as the target player when the determination means determines that the chat information corresponds to an evaluation. The program according to claim 1.
9. An information processing device communicable with the terminal device of the player that executes a game capable of forming a group to which a plurality of players belong, while the game is being executed, an automatic selection for automatically selecting a target player as an evaluation target from among the plurality of players by automatic control and / or a manual selection for selecting the target player from among the plurality of players according to the operation of the player is executed, and a selection means for changing the execution ratio of the automatic selection with respect to the manual selection during the execution of the game based on a predetermined condition. Output means for outputting an evaluation of the target player selected by the selection means to the terminal devices of the target player and other players belonging to the same group as the target player while the game is being executed; An information processing apparatus comprising the same.
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