Game information processing apparatus, control method and control program for an information processing apparatus
The game information processing apparatus addresses the issue of geographical restrictions in electronic games by applying a pseudo-location privilege, allowing players who cannot meet the geographical criteria to participate in cooperative gameplay, thus enhancing inclusivity and player engagement.
Patent Information
- Application Number
- JP2024066267
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-16
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2038-06-30
AI Technical Summary
Existing electronic games that utilize GPS to determine geographical location often restrict player participation based on their physical location, limiting access for players who cannot be present within a specific geographical range.
A game information processing apparatus and method that allow players who do not meet the geographical location criteria to participate in cooperative gameplay by applying a pseudo-location privilege, which is inferior to the actual location privilege, to ensure inclusivity and relaxation of geographical restrictions.
This solution enables a more inclusive gaming experience by allowing players who cannot meet the strict geographical criteria to participate, thereby increasing player engagement and accessibility without compromising the game's geographical elements.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an electronic game using a display capable of two-dimensional or higher-dimensional display. In particular, the present invention relates to an electronic game that uses the geographical location of a terminal device or a player measured using GPS.
Background Art
[0002] There is known an electronic game that introduces a mechanism for jointly processing events specified according to the positions of mobile terminals by a plurality of mobile terminals (see, for example, Patent Document 1). Specifically, monsters corresponding to a specific geographical range are respectively displayed on the screens of a plurality of mobile terminals existing within the specific geographical range, and parameters for changing the display of the monsters are synchronized by short-range wireless communication between the mobile terminals existing in the vicinity, thereby producing an effect that the monsters are attacked by a plurality of players.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the game described in Patent Document 1, the mobile terminals of a plurality of players who attack a monster need to be respectively present within the geographical range corresponding to the monster. Therefore, there are quite a few players who find it difficult to enjoy events related to the monster due to geographical restrictions.
[0005] The problem to be solved by the present invention is to relax the criteria for imparting a geographical effect under predetermined conditions.
Means for Solving the Problems
[0006] 〔A〕To solve the above problems, a "game information processing apparatus" according to an aspect of the present invention includes designating means for designating a plurality of players including at least a first player and a second player who does not satisfy the application conditions of the location privilege as challengers for cooperative play of a predetermined game, respectively, and setting means for applying a pseudo-location privilege inferior to the location privilege to the cooperative play by the second player when the location privilege is applied to the cooperative play by the first player. 〔B〕To solve the above problems, a "control method" of an information processing apparatus according to an aspect of the present invention includes a designation step of designating a plurality of players including at least a first player and a second player who does not satisfy the application conditions of the location privilege as challengers for cooperative play of a predetermined game, respectively, and a setting step of applying a pseudo-location privilege inferior to the location privilege to the cooperative play by the second player when the location privilege is applied to the cooperative play by the first player. 〔C〕To solve the above problems, a "control program" according to an aspect of the present invention causes a computer of an information processing apparatus to realize a designation function of designating a plurality of players including at least a first player and a second player who does not satisfy the application conditions of the location privilege as challengers for cooperative play of a predetermined game, respectively, and a setting function of applying a pseudo-location privilege inferior to the location privilege to the cooperative play by the second player when the location privilege is applied to the cooperative play by the first player. 〔D〕A control program recorded on a "computer-readable recording medium" according to an aspect of the present invention causes a computer of an information processing apparatus to realize a designation function of designating a plurality of players including at least a first player and a second player who does not satisfy the application conditions of the location privilege as challengers for cooperative play of a predetermined game, respectively, and a setting function of applying a pseudo-location privilege inferior to the location privilege to the cooperative play by the second player when the location privilege is applied to the cooperative play by the first player.
[0007] The following technical limitations may be imposed on the "game information processing apparatus" described in [A] above. Similar technical limitations may also be imposed on the "control method" described in [B] above, the "control program" described in [C] above, and the control program recorded on the "recording medium" described in [D] above. · The application condition is to be located at present around a predetermined position, and the setting means applies a pseudo-location privilege that is inferior to the location privilege and superior to the pseudo-location privilege to the first player who does not satisfy the application condition at present but satisfied it in the past. · The setting means sets the pseudo-location privilege applied to the cooperative play by the second player according to the content of the privilege applied to the cooperative play by the first player. · The setting means sets the pseudo-location privilege applied to the cooperative play by the second player such that it becomes relatively advantageous when the location privilege is applied to the cooperative play by the first player and becomes relatively disadvantageous when the pseudo-location privilege is applied to the cooperative play by the first player. · The specifying means designates the first player as a challenger who hosts the cooperative play of the predetermined game, and designates the second player as a challenger who participates in the cooperative play hosted by the first player. · The specifying means designates the second player as a challenger who hosts the cooperative play of the predetermined game, and designates the first player as a challenger who participates in the cooperative play hosted by the second player. · The specifying means designates the first player and the second player respectively as challengers who participate in the cooperative play of the predetermined game hosted by a third player.
[0008] In this specification, terms are used as follows. · "Game" refers to an electronic game provided in at least a partially online game service. In a broad sense, it refers to the game service itself, and in a narrow sense, it refers to individual stages that make up the game service. · "Player" refers to a user of the game service. · "Play" means that a player plays by advancing a specific game. · "Single-player play" means play by a single player. · "Cooperative play" means synchronous play by a plurality of players in a cooperative relationship. In cooperative play, a player (host) who hosts the cooperative play of a specific game and recruits friends and a player (guest) who responds to the recruitment and participates in the cooperative play of the specific game form a cooperative relationship, and the progress of the play is synchronized among the players. · "Challenger" means a player who challenges to play a specific game. · "Proximity" refers to, for example, a range within a predetermined first distance from the location of a certain player. Also, "periphery" refers to, for example, a range within a predetermined second distance from a predetermined position. In these exemplary cases, the magnitude relationship between the first distance and the second distance can be arbitrarily set. · "Predetermined position" refers to, for example, the position in the real space corresponding to the spot position in the virtual space when the virtual space is formed in association with the real space and the spot position is defined in the virtual space. · "Play position condition" refers to the condition regarding the location at the time of play among the conditions required for a challenger who challenges to play a specific game. For example, it means that the location of the challenger is in the vicinity of the predetermined position. Note that there may be differences between the conditions required for a single-player challenger and the conditions required for each challenger in cooperative play. Also, there may be differences between the conditions required for a challenger who hosts cooperative play and the conditions required for each challenger who participates in the cooperative play. · "Event" refers to a factor for adding a new location record or deleting an existing location record. The factors for addition include player instructions. The factors for deletion include player instructions, execution of regular processing, expiration of the valid period, and elapse of the expiration date. · The "parameter" refers to at least a part of the setting data used for playing a specific game. The parameter is a concept that includes in-game parameters that mainly act on the progress of the game and out-game parameters that mainly act on the reward calculation after the game ends. Note that even if the object of play is the same, there may be differences between the parameters for a single-player challenger and the parameters for each challenger in cooperative play. Also, there may be differences between the host parameters for the challenger who hosts the cooperative play and the participation parameters for each challenger who participates in the cooperative play. Furthermore, when there are multiple challengers participating in a specific cooperative play, there may be differences in the participation parameters among the challengers. · The "application condition" refers to the condition regarding the location among the conditions for awarding benefits applied to the play of a predetermined game. For example, it means that the player's location is around a predetermined location. · The "location benefit" refers to the geographical benefit awarded to a player who currently meets the application condition. The location benefit is a concept that includes in-game benefits that mainly act on the progress of the game and out-game benefits that mainly act on the reward calculation after the game ends. · The "presumed location benefit" refers to the geographical benefit awarded to a player who does not currently meet the application condition but met it in the past. The presumed location benefit is a concept that includes in-game benefits that mainly act on the progress of the game and out-game benefits that mainly act on the reward calculation after the game ends. The content of the benefit can be set to be inferior to that of the location benefit. · The "pseudo-location benefit" refers to the geographical benefit that can be awarded to a player who has not met the application condition from the past to the present when playing cooperatively with other players. For example, when a location benefit or a presumed location benefit is applied to the cooperative play by a certain player, a pseudo-location benefit is applied to the cooperative play by other players. The pseudo-location benefit is a concept that includes in-game benefits that mainly act on the progress of the game and out-game benefits that mainly act on the reward calculation after the game ends. The content of the benefit can be set to be inferior to that of the location benefit and the presumed location benefit.
Advantages of the Invention
[0009] When the first player and the second player are challengers for cooperative play in a predetermined game and a location privilege is applied to the cooperative play by the first player, a pseudo-location privilege is applied to the cooperative play by the second player who does not meet the application conditions. In this regard, according to the present invention, the criteria for imparting geographical effects are relaxed.
Brief Description of the Drawings
[0010]
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[0011] [1. Embodiment] [1-1. Embodiment 1] [1-1-1. Overview] Embodiment 1 relates to an electronic game that uses the geographical position of a terminal device or a player measured using GPS. The game information processing apparatus according to Embodiment 1 is configured to relax the geographical constraints set for the target game under predetermined conditions.
[0012] [1-1-2. Game Information Processing Apparatus] The game information processing apparatus (for example, user management server 10) according to Embodiment 1 includes a first specifying means (for example, first specifying unit 351) for specifying a first player who satisfies the play position condition as a challenger (for example, host) who hosts a cooperative play (for example, multiplayer) of a target game (for example, quest) that allows single play (for example, solo play) only when the play position condition is satisfied, and a second specifying means (for example, second specifying unit 352) for specifying a second player (for example, a player who does not currently satisfy the play position condition) who has applied for recruitment by the first player as a challenger (for example, guest) who participates in the cooperative play of the target game hosted by the first player.
[0013] [1-2. Embodiment 2] [1-2-1. Overview] Embodiment 2 relates to an electronic game that uses the geographical location of a terminal device or player measured using GPS. The game information processing apparatus according to Embodiment 2 is configured to relax geographical restrictions set for a target game under predetermined conditions.
[0014] [1-2-2. Game Information Processing Apparatus] The game information processing apparatus (for example, user management server 10) according to Embodiment 2 includes a registration means (for example, registration unit 310) for storing the location of a player as a location record (for example, flag) in a storage means (for example, storage unit 370) at the request of the player or regardless of the request, and a first specifying means (for example, first specifying unit 351) for specifying a first player (for example, a player who does not currently satisfy the play position condition) who has the above location record indicating that the play position condition has been satisfied in the past as a challenger (for example, a solo play player, a multiplayer host) who challenges a target game (for example, quest) that allows single play (for example, solo play) only when the play position condition is satisfied.
[0015] Further, a second specifying means (for example, second specifying unit 352) may be further provided to specify a second player (for example, a player who does not currently satisfy the play position condition) who applied for the recruitment of the first player as a challenger who hosts the cooperative play of the target game designated by the first specifying means and participates in the cooperative play of the target game hosted by the first player.
[0016] [1-3. Embodiment 3] [1-3-1. Overview] Embodiment 3 relates to an electronic game that uses the geographical location of a terminal device or a player measured using GPS. The game information processing apparatus according to Embodiment 3 is configured to relax the criteria for imparting a geographical effect under predetermined conditions.
[0017] [1-3-2. Game Information Processing Apparatus] The game information processing apparatus (for example, user management server 10) according to Embodiment 3 includes a specifying means (for example, specifying unit 350) for specifying a plurality of players including at least a first player and a second player who does not satisfy the application conditions of a location privilege (for example, a spot privilege) as challengers (for example, a host or a guest of a multiplayer) of a cooperative play (for example, a multiplayer) of a predetermined game (for example, a quest), and a setting means (for example, setting unit 360) for applying a pseudo-location privilege inferior to the location privilege to the cooperative play by the second player when the location privilege is applied to the cooperative play by the first player.
[0018] When the application condition is to be located around a predetermined position at the current time, a fictitious location privilege that is inferior to the location privilege and superior to the pseudo-location privilege may be applied to the first player who does not currently satisfy the application condition but satisfied it in the past. At this time, the setting means may set the pseudo-location privilege applied to the cooperative play by the second player according to the content of the privilege applied to the cooperative play by the first player.
Example
[0019] [2. Example] [2-1. Overview] This example relates to a game service (the service of the example) that is at least partially provided online. In the service of the example, an electronic game (broad sense of the game) is provided in which the player sequentially operates four monsters that make up the deck by a predetermined action and sequentially challenges a plurality of stages (narrow sense of the game) prepared in the game. Hereinafter, the stage will be referred to as a "quest".
[0020] There are two play forms for playing the quest: a solo play (single play) in which one player challenges alone and a multiplayer play (cooperative play) in which two to four players challenge cooperatively. In multiplayer play, a cooperative relationship is formed between a host who hosts the multiplayer play and recruits members and a guest who applies for the recruitment and participates in the multiplayer play, and the progress of the play is synchronized among the players.
[0021] There are two forms of recruitment by the host for guests: recruitment mainly targeting unspecified players located in the vicinity and recruitment mainly targeting specific players located at arbitrary positions. Hereinafter, the multiplayer play adopting the former recruitment form will be called short-distance multiplayer. Also, the multiplayer play adopting the latter recruitment form will be called SNS multiplayer.
[0022] [2-2. Features] [2-2-1. Spot Arrangement and Spot Privilege] A virtual space is formed that is geographically associated with the real space, and the display (map display) of the virtual space on the screen is changed so as to be linked to the physical movement of the player in the real space. In the virtual space, a large number of spots are arranged. When the player is located around the position (predetermined position) in the real space corresponding to a certain spot arrangement position, the spot privilege (spot effect, play qualification for spot-limited quests) set in association with the spot arrangement position is granted to the player.
[0023] [2-2-2. Flag Setting and Spot Privilege] The player can register their location in the real space as a location record. A flag is set at the position in the virtual space corresponding to the recorded location. When there is a location record indicating that the player was located around the position (predetermined position) in the real space corresponding to a certain spot arrangement position, a privilege inferior to the spot privilege set in association with the spot arrangement position (simulated spot privilege) is granted to the player. Note that the upper limit of the number of flags that can be set can be arbitrarily configured. In the service of the embodiment, the upper limit number is set to 1. The installed flag is invalidated by the player's deletion, installation of a new flag, etc. Also, it is cleared periodically (for example, by daily batch processing).
[0024] [2-2-3. Types of Spot Privileges] Spot privileges include, for example, the following privileges. (a) Obtain fragments of virtual currency items (objects that can be exchanged for a predetermined virtual currency item when a plurality of points are collected) (b) Obtain spot-limited monsters (c) Obtain the play qualification for spot-limited quests (d) Parameters mainly acting on the progress of quests (quest progress parameters, progress parameters) change in a favorable direction (e) Parameters mainly acting on the calculation of clear rewards (reward calculation parameters, calculation parameters) change in a favorable direction
[0025] The above (d) is, for example, the following privileges. These privileges can be applied to the play by the player when the player plays a predetermined quest after being granted to the player. (d-1) The level of the equipped crest increases. (d-2) The hit points (HP), attack power, and speed of a predetermined attribute monster each increase. (d-3) The activation rate of lucky kills (e.g., shield, friendship combo critical, guide) increases.
[0026] The above (e) is, for example, the following privileges. These privileges can be applied to the play by the player when the player plays a predetermined quest after being granted to the player. (e-1) When the quest is cleared, a part of the stamina is returned. (e-2) The experience value increases. (e-3) The acquired points increase. (e-4) The rack increases (that is, the acquisition probability of the rack bonus increases). (e-5) The additional probability of the treasure box increases.
[0027] [2-2-4. Relaxation of Play Position Conditions by Multiplayer] There is a spot-limited quest that allows solo play only when located around the position corresponding to a specific spot (predetermined position) (that is, when the play position condition is satisfied). In the service of the embodiment, players with a record indicating that they have satisfied the play position condition in the past are permitted to challenge the play of the spot-limited quest. Therefore, players who do not satisfy the play position condition at the current time may play the spot-limited quest alone or cooperatively.
[0028] Also, from the perspective of a guest participating in a multiplayer game hosted by a host that meets the play position condition, regardless of whether the play position condition is met or not, the guest is allowed to challenge the multiplayer of the spot-limited quest. At this time, the participation parameters (progress parameters, calculation parameters) for the guest are adjusted according to the positional relationship between the guest and the spot from the past to the present. Furthermore, from the perspective of a guest participating in a cooperative play hosted by a host with a record indicating that the host has met the play position condition, regardless of whether the play position condition is met or not, the multiplayer of the spot-limited quest is allowed. At this time, the participation parameters (progress parameters, calculation parameters) for the guest are adjusted according to the positional relationship between the host and the guest and the spot from the past to the present.
[0029] [2-2-5. Relaxation of Privilege Application Conditions for Multiplayer] In the service of the embodiment, when a spot effect (location privilege or fictitious location privilege) is applied to a certain player challenging multiplayer, a spot effect (fictitious location privilege) inferior to these spot effects is applied to other players challenging the multiplayer. At this time, according to the content of the spot effect applied to a certain player, the content of the spot effect applied to other players who do not meet the application conditions is adjusted. For example, when a certain spot effect is applied to a host who meets the application conditions of the spot effect, a spot effect inferior to the certain spot effect is applied to all guests who do not meet the application conditions. Also, when a certain spot effect is applied to a guest who meets the application conditions of the spot effect, a spot effect inferior to the certain spot effect is applied to the host and other guests who do not meet the application conditions.
[0030] [2-2-6. Summary] As described above, in the service of the embodiment, a large number of spots are arranged in a virtual space that is geographically associated with the real space, and benefits (for example, spot effects, play qualifications for spot-limited quests) are provided on the condition that the user is located around the position (predetermined position) in the real space corresponding to the spot arrangement position. On the other hand, the conditions (for example, time conditions, space conditions) for applying the benefits are relaxed in a predetermined case. In particular, when the benefit is applied to at least one player among a plurality of players, a benefit equivalent to the benefit is applied to other players who cooperate with the one player. With such a mechanism, the interest of the service of the embodiment is improved, and the challenge to quests by multiplayer is promoted.
[0031] [2-3. Configuration of the System of the Embodiment] [2-3-1. Network Configuration] [2-3-1-1. Overview] FIG. 1 illustrates the network configuration of the system of the embodiment. The system of the embodiment provides the service of the embodiment to users. As illustrated in FIG. 1, the system of the embodiment includes a user management server 10 that manages users of the service of the embodiment, a data management server 20 that manages data related to the service of the embodiment, and a plurality of user terminals 30 (30-1, 30-2,... 30-n) (n: natural number) used by a plurality of users respectively.
[0032] The user management server 10 and the user terminal 30 can exchange data through a communication network 40. The data management server 20 can access a built-in or externally connectable storage 21. The user management server 10 can access the data stored in the storage 21 via the data management server 20. The communication network 40 may include at least any one of existing networks such as the Internet, mobile phone network, wireless WAN (Wireless Wide Area Network), wireless LAN (Wireless Local Area Network), and Ethernet (registered trademark).
[0033] [2-3-1-2. User Management Server] The user management server 10 is a server device (computer) installed with a Web server program. The user management server 10 causes the data management server 20 to obtain necessary data from the storage 21 and provide (respond) it to the requester in response to a request. Also, the user management server 10 causes the data management server 20 to register necessary data in the storage 21 in response to a request. Note that a server system may be configured by linking a plurality of server devices to share the functions of the user management server 10 or distribute the load on the user management server 10.
[0034] [2-3-1-3. Data Management Server] The data management server 20 is a server device (computer) installed with a DB server program and constitutes a DBMS (DataBase Management System) together with the storage 21. The data management server 20 obtains necessary data from the storage 21 and provides (responds) it to the requester in response to a request. Also, the data management server 20 registers necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the services of the embodiment. In addition, a server system may be configured by linking a plurality of server devices to share the functions of the data management server 20 or distribute the load on the data management server 20. Further, a plurality of storage devices may be prepared to store the data stored in the storage 21 separately for each type of data, or the data stored in the storage 21 may be distributed and arranged in a plurality of storage devices.
[0035] [2-3-1-4. User Terminal] The user terminal 30 is a user device (computer) in which a predetermined game program is installed. In this embodiment, as the user device, a general-purpose portable device (e.g., mobile phone, smartphone, tablet terminal, tablet PC (personal computer), wearable device, etc.) or a general-purpose processing device (e.g., PC (personal computer), etc.) in which a program can be installed can be used.
[0036] [2-3-2. Hardware Functional Configuration] [2-3-2-1. Hardware Functional Configuration of Server Device] FIG. 2-1 illustrates the hardware functional configuration of the server device. The server device illustrated in FIG. 2-1 includes a control processing device 211 including an MPU (Micro-Processing Unit) and a ROM (Read Only Memory), a main storage device 212 including a RAM (Random Access Memory), an auxiliary storage device 213 including an HDD (Hard Disc Drive), an input device 214 including a mouse and a keyboard, an output device 215 including a display and a speaker, and a communication control device 216 including a network interface card.
[0037] The main storage device 212, the auxiliary storage device 213, the input device 214, the output device 215, and the communication control device 216 are respectively connected to the control processing device 211 via bus lines. The control processing device 211 reads the program stored in the auxiliary storage device 213 onto the main storage device 212, acquires data from at least any one of the input device 214, the auxiliary storage device 213, and the communication control device 216 according to the instructions of the program, calculates and processes the acquired data according to the procedures specified in the program, and then provides the calculated and processed data to at least any one of the auxiliary storage device 213, the output device 215, and the communication control device 216.
[0038] [2-3-2-2. Hardware Functional Configuration of User Device] FIG. 2-2 illustrates the hardware functional configuration of the user device. The user device illustrated in FIG. 2-2 includes at least an MPU 221 that constitutes a control processing unit, a RAM 231 that constitutes a main storage unit, a ROM 232 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 233 that constitute an auxiliary storage unit, a touch panel display 241 that constitutes an input unit and a display unit, a speaker 242 that constitutes an audio output unit, a NIC (Network Interface Controller) 251 and a wireless LAN (Local Area Network) chip 252 that constitute a communication control unit, and a GPS (Global Positioning System) unit 261 that constitutes a position acquisition unit.
[0039] The RAM 231, the ROM 232, the EEPROM 233, the touch panel display 241, the speaker 242, the NIC 251, the wireless LAN chip 252, and the GPS unit 261 are connected to the MPU 221 via a bus line. The MPU 221 reads the program stored in the ROM 232 or EEPROM 233 onto the RAM 231, acquires data from at least one of the touch panel display 241, EEPROM 233, NIC 251, wireless LAN chip 252, and GPS unit 261 according to the instructions of the program, calculates and processes the acquired data according to the procedures specified in the program, and then provides the calculated and processed data to at least one of the EEPROM 233, touch panel display 241, speaker 242, NIC 251, and wireless LAN chip 252.
[0040] [2-3-3. Software Functional Configuration] Figure 3 illustrates the software functional configuration of the system of the embodiment. As illustrated in Figure 3, the user management server 10 includes a registration unit 310, a reception unit 320, a search unit 330, a provision unit 340, a designation unit 350, and a setting unit 360. The designation unit 350 includes a first designation unit 351 and a second designation unit 352. The data management server 20 includes a storage unit 370.
[0041] The software functions of the user management server 10 and the data management server 20 are realized by installing an OS (Operating System) for server devices and a program operating on the OS on the server devices respectively. The program to be installed on the server device may be distributed in a state recorded on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), flash memory (flash memory) and read from the recording medium into the server device, or may be superimposed on a carrier wave via the communication network 40 or other communication networks and supplied to the server device.
[0042] The software functions of the user terminal 30 are realized by installing an operating system (OS) for the user device and a game program operating on the OS on the user device respectively. In addition, instead of the game program, the software functions of the user terminal 30 can also be realized by installing a web browser program operating on the OS for the user device and a game program (plugin) operating on the web browser program on the user device respectively.
[0043] The OS for the user device is generally installed on the user device from the initial shipment. Other programs to be installed on the user device are generally supplied to the user device by superimposing them on a carrier wave via the communication network 40. In addition, the other programs to be installed on the user device may be distributed in a state recorded on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), or flash memory, and read from the recording medium into the user device.
[0044] The registration unit 310 registers the location of the player or a location approximate thereto in the storage unit 370 according to an individual request by the player. A flag of the player is set at the location in the virtual space corresponding to the location registered in the storage unit 370. Note that the location of the player or a location approximate thereto may be registered in the storage unit 370 without an individual request by the player. In addition, the registration unit 310 invalidates the flag stored in the storage unit 370 through a predetermined procedure or by a predetermined trigger. For example, it is invalidated through a procedure of erasing the flag by the player. For example, when a new flag is set by the player and the number of set flags reaches the upper limit number (in the service of the embodiment, 1), the flag with an older installation time is invalidated. Also, for example, it is invalidated in the daily batch process.
[0045] In addition, upon an individual request by a player, the registration unit 310 associates and registers in the storage unit 370 a record with a spot effect registered in association with a specific spot for the corresponding player. The spot effect registered in the storage unit 370 can be applied when the player later plays a quest. In addition, the registration unit 310 invalidates the spot effect stored in the storage unit 370 through a predetermined procedure or by a predetermined trigger. For example, when a player acquires a new spot effect and the number of installations reaches the upper limit number (in the service of the embodiment, 1), the spot effect with an earlier acquisition time is invalidated. Also, for example, it is invalidated in a daily batch process.
[0046] The reception unit 320 receives challenges for solo play and multiplayer play of quests from the user terminal 30 of a player having a challenge qualification. In particular, the reception unit 320 receives a multiplayer recruitment from the user terminal 30 of a player having a challenge qualification, and also receives an application for the recruitment from the user terminal 30 of a player satisfying the participation conditions of the recruitment. The search unit 330 searches, in response to a request from the user terminal 30, for the virtual waiting room information stored in the storage unit 370 that the player who is the request source satisfies the participation conditions, and returns the search result to the request source.
[0047] The provision unit 340 provides display data to the user terminal 30. In addition, the provision unit 340 provides a parameter for quest progress (progress parameter) and result display data to the user terminal 30 of a quest challenger. The designation unit 350 includes a first designation unit 351 that designates a challenger for solo play of a spot-limited quest and a challenger who hosts a multiplayer game, and a second designation unit 352 that designates a challenger who participates in a multiplayer game.
[0048] The first designation unit 351 designates, as a challenger who challenges solo play of a spot-limited quest, for example, the following players. Note that for the latter, it is not necessary to satisfy the play position condition at the current time. · A player who currently meets the play position condition · A player who has set a flag at a position that meets the play position condition (i.e., a player who has met the play position condition in the past)
[0049] Also, the first specifying unit 351 specifies, as a challenger (host) who hosts a multiplayer of the spot-limited quest, for example, the following players. Note that for the latter, they do not necessarily have to meet the play position condition at the current time. · A player who currently meets the play position condition · A player who has set a flag at a position that meets the play position condition (i.e., a player who has met the play position condition in the past)
[0050] The second specifying unit 352 specifies, as a challenger (guest) who participates in the multiplayer of the spot-limited quest, for example, the following players. · A player who has applied for the recruitment by the host who currently meets the play position condition · A player who has applied for the recruitment by the host who has met the play position condition in the past In this case, as long as the guest meets the following conditions, they do not necessarily have to meet the play position condition at the current time. · Currently located near the current location of the host. · Has been located near the current location of the host in the past (i.e., has set a flag). · Currently located near the past location of the host (i.e., the flag installation location). · Has been located near the past location of the host (i.e., the flag installation location) in the past (i.e., has set a flag). · Has accessed the virtual waiting room specified by the URL obtained from an SNS or the like outside the system of the embodiment from the host.
[0051] The setting unit 360 sets parameters related to the quest (e.g., progress parameters, calculation parameters) as follows, for example. · Set the parameters for challengers who challenge solo play, taking into account the spot effects applied to the challengers. · Set the parameters for challengers (hosts) who host multiplayer, taking into account the spot effects applied to the challengers and the challengers (guests) who participate in the multiplayer, respectively. In particular, when a specific spot effect is applied to a guest, apply an effect equal to or less than this to the host as well. · Set the parameters for challengers (guests) who participate in multiplayer, taking into account the spot effects applied to the challengers, the challengers (hosts) who host the multiplayer, and the other challengers (guests) who participate in the multiplayer, respectively. In particular, when a specific spot effect is applied to the host or another guest, apply an effect equal to or less than this to the guest as well.
[0052] Also, the setting unit 360 sets the parameters related to the spot-limited quest (for example, progress parameters, calculation parameters) as follows. · Set the parameters for challengers who challenge solo play in the spot-limited quest so that differences occur depending on the positional relationship between the challenger and the spot from the past to the present. In particular, when the challenger is currently around a predetermined position, it becomes relatively advantageous, and when the challenger was around a predetermined position in the past but is not around the predetermined position at the present time, set the parameters for the challenger so that it becomes relatively disadvantageous. · Set the parameters for challengers (hosts) who host multiplayer in the spot-limited quest so that differences occur depending on the positional relationship between the challenger and the spot from the past to the present. In particular, when the host is currently around a predetermined position, it becomes relatively advantageous, and when the host was around a predetermined position in the past but is not around the predetermined position at the present time, set the parameters for the host so that it becomes relatively disadvantageous. · Set the parameters for challengers (guests) participating in the multiplayer of the spot-limited quest so that differences occur depending on the positional relationship between the host of the multiplayer and the spot from the past to the present, and the positional relationship between the guest and the spot from the past to the present. In particular, when the host is currently near a predetermined position, it becomes relatively advantageous, and when the host was near a predetermined position in the past but is not near the predetermined position at the current time, it becomes relatively disadvantageous, and set the parameters for the guest accordingly. Also, when the guest is currently near a predetermined position, when the host was near a predetermined position in the past but is not near the predetermined position at the current time, and when the host has never been near a predetermined position from the past to the present, set the parameters for the guest so that they are reflected in the degree of advantage in this order.
[0053] [2-3-4. Database Configuration] Figure 4 illustrates the database configuration in the system of the embodiment. Player management information (Figure 4(a)) is added at the initial setting by each player and updated before or after the start or end of the quest play. Spot definition information (Figure 4(b)), spot type definition information (Figure 4(c)), spot effect setting information (Figure 4(d)), and flag status definition information (Figure 4(f)) are added or deleted by the operator of the service of the embodiment at any time. Flag management information (Figure 4(e)) and spot effect management information (Figure 4(g)) are added through a predetermined procedure by each player and cleared periodically. Virtual waiting room information (Figure 4(h)) and virtual waiting management information (Figure 4(i)) are generated when accepting a multiplayer recruitment.
[0054] (1) Player Management Information The storage unit 370 stores player management information that manages various parameters related to each player for each player. As illustrated in Figure 4(a), the player management information associates at least "experience value" and "player rank" with a "player ID" unique to the player.
[0055] (2) Spot definition information The storage unit 370 stores spot definition information that defines various parameters related to each spot for each spot. As illustrated in FIG. 4(b), the spot definition information associates at least a "spot ID" with a "spot type ID", a "spot position", and an "effect type ID". The "spot position" indicates the spot arrangement position in the virtual space. In this embodiment, since the virtual space is geographically associated with the real space, the "spot position" is specified by data representing the geographical position of the real space (for example, latitude, longitude).
[0056] (3) Spot type definition information The storage unit 370 stores spot type definition information that defines various parameters related to each spot type for each spot type. As illustrated in FIG. 4(c), the spot type definition information associates at least a "spot type ID" with a "spot icon path". The "spot icon path" is information useful for specifying a spot icon (image) that is displayed at the spot arrangement position and represents the type of the spot.
[0057] (4) Spot effect setting information The storage unit 370 stores spot effect setting information for setting spot effects for each effect type. As illustrated in FIG. 4(d), the spot effect setting information associates a "value 1", a "value 2", a "value 3",... with an "effect type ID". The "value 1", "value 2", "value 3",... are respectively the values after the change of specific parameters (progress parameters or calculation parameters) used in the service of the embodiment or the values used for the change process of the parameters. Note that the "value 1", "value 2", "value 3" may also be used as the values for parameter setting when spot effects, pseudo spot effects, and virtual spot effects are respectively applied.
[0058] (5) Flag management information The storage unit 370 stores flag management information for managing various parameters related to the flags installed by each player for each player. As illustrated in FIG. 4(e), the flag management information associates at least "flag state ID", "flag position", and "invalid flag" with "player ID". "Flag position" indicates the flag installation position in the virtual space. In this embodiment, since the virtual space is geographically associated with the real space, data representing the geographical position of the real space (for example, latitude, longitude) identifies the "flag position". "Invalid flag" indicates that the flag is invalid when significant. Note that when the flag is to be installed at a specific spot, "spot position" may be configured to be set in "flag position", or "spot ID" may be configured to be stored instead of "flag position". In the latter configuration, the installation position of the flag is specified by the arrangement position of the spot identified by the "spot ID".
[0059] (6) Flag state definition information The storage unit 370 stores flag state definition information for defining various parameters related to the flag state for each flag state. As illustrated in FIG. 4(f), the flag state definition information associates at least "flag icon path" with "flag state ID". "Flag icon path" is information useful for identifying a flag icon (image) that is displayed at the flag installation position and represents the state of the flag.
[0060] (7) Spot effect management information The storage unit 370 stores spot effect management information for managing various parameters related to the spot effect that is granted through the acquisition procedure by each player for each player. As illustrated in FIG. 4(g), the spot effect management information associates at least "status" and "invalid flag" with "player ID" and "spot ID". "Status" indicates the application status of the spot effect (e.g., acquired / applied). If there is an upper limit on the number of applications, the remaining number of applications may also be indicated. The "invalid flag" indicates that the spot effect is invalid when it is significant. Note that the "invalid flag" becomes significant, for example, when the number of applications reaches the upper limit (in the service of the embodiment, 1) or when a new spot effect is acquired and the number of acquisitions reaches the upper limit (in the service of the embodiment, 1).
[0061] (8) Virtual waiting room information The storage unit 370 stores virtual waiting room information that records various parameters related to the virtual waiting room corresponding to each multi-play recruitment. As illustrated in FIG. 4(h), the virtual waiting room information associates at least "virtual waiting room ID" with "recruiter" (player ID), "multi-play category", "participation conditions", and "status". "Multi-play category" indicates, for example, short-distance multi or SNS multi. "Participation conditions" are, for example, time conditions, spatial conditions (geographical conditions), passwords, etc. "Status" indicates the recruitment status of the multi-play (e.g., recruiting / recruitment ended).
[0062] (9) Virtual waiting management information The storage unit 370 stores virtual waiting management information that manages applicants for recruitment for each virtual waiting room. As illustrated in FIG. 4(i), the virtual waiting management information associates at least "virtual waiting room ID" with single or multiple "applicants" (player IDs).
[0063] [2-4. In-game actions before quest execution] [2-4-1. Screen display update procedure] FIG. 5 illustrates the screen display update procedure by the system of the embodiment. FIG. 5 shows the procedure in which player A holds the user terminal 30a and moves in the real space, and the map display on the screen of the user terminal 30a is updated at any time. 〔S505〕The user terminal 30a receives a map display instruction operation by player A. The map display instruction operation is, for example, a tap operation on a "Map Display" menu displayed by a tap operation on a certain tab arranged on the home screen. 〔S510〕The user terminal 30a identifies the current position (current location). To identify the current position, the GPS unit 261 is used. 〔S515〕The user terminal 30a requests the user management server 10 to provide display data. The request includes position data indicating the current position of the user terminal 30a. 〔S520〕The user management server 10 provides the display data to the user terminal 30a. The display data includes at least one or more map image data (or their URLs) representing a map of a predetermined range of a virtual space corresponding to a certain range including the current position of the user terminal 30a, icon data (or their URLs) of objects (in the service of the embodiment, spots arranged in a substantially circular area with a radius of 50 m centered on the current position and the flag of the player installed in the substantially circular area) to be displayed at corresponding positions on the map, and other parameters. 〔S525〕The user terminal 30a updates the screen display. A map of a predetermined range is displayed on the screen of the user terminal 30a, and icons of objects (spots, flags, etc.) are arranged at corresponding positions on the map. 〔S530〕When a predetermined time has elapsed, return to the above [S510]. Thereafter, as long as "Map Display" is selected on the user terminal 30a, the procedures of [S510] to [S525] are repeated every predetermined time.
[0064] [2-4-2. Flag Installation Procedure] FIG. 6 illustrates the flag installation procedure by the system of the embodiment. FIG. 6 shows the procedure in which player A holds the user terminal 30a and moves in the real space while installing a flag at a position in the virtual space corresponding to the current location. 〔S605〕The user terminal 30a receives a flag installation instruction operation by player A. The flag installation instruction operation is, for example, a tap operation on a flag installation command. 〔S610〕The user terminal 30a identifies the current location (the current whereabouts). To identify the current location, the GPS unit 261 is used. 〔S615〕The user terminal 30a instructs the user management server 10 to set a new flag. The instruction includes position data indicating the current location of the user terminal 30a. 〔S620〕The user management server 10 updates the flag management information (Fig. 4(e)) stored in the storage 21. Specifically, new flag management information is added in association with the player ID of player A, and the position indicated by the position data is set as the "flag position". Also, if there is flag management information for a valid flag associated with player A, the "invalidated flag" is updated (made significant) and invalidated. 〔S625〕The user management server 10 provides display data to the user terminal 30a. The display data is the same as that provided in [S520] (Fig. 5). 〔S630〕The user terminal 30a updates the screen display. A map of a predetermined range is displayed on the screen of the user terminal 30a, and an icon of the newly set flag is arranged at the corresponding position on the map.
[0065] Note that a configuration may be adopted in which a flag is set for the spot only when the spot is displayed on the map (when located in the vicinity of the position corresponding to the spot placement position). In this case, the user terminal 30a may accept an operation of instructing player A to set a flag for the spot by, for example, tapping an operation on the flag setting command displayed by tapping an icon of the spot displayed on the map. The user management server 10 may set the "spot position" of the spot arranged in the vicinity of the position indicated by the position data as the "flag position".
[0066] [2-4-3. Flag deletion procedure] Fig. 7 illustrates the flag deletion procedure by the system of the embodiment. Fig. 7 shows the procedure in which player A operates the user terminal 30a to delete the installed flag. 〔S705〕The user terminal 30a receives a flag deletion instruction operation by player A. The flag deletion instruction operation is, for example, a tap operation on a flag deletion command displayed by a tap operation on an installed flag menu. 〔S710〕The user terminal 30a instructs the user management server 10 to delete the flag. The instruction includes data for specifying the target flag. If the upper limit of the number of installed flags is 1, since it is only necessary to delete the currently valid flag, data capable of specifying the target flag is not essential. 〔S715〕The user management server 10 updates the flag management information (Fig. 4(e)) stored in the storage 21. Specifically, the "invalidated flag" of the flag management information of the flag to be deleted associated with the player A (for example, the target flag, the latest flag) is updated (made significant) and invalidated. 〔S720〕The user management server 10 notifies the user terminal 30a of the update result. 〔S725〕The user terminal 30a displays the update result.
[0067] [2-4-4. Spot effect acquisition procedure] Fig. 8 illustrates the spot effect acquisition procedure by the system of the embodiment. Fig. 8 shows the procedure for player A to operate the user terminal 30a to acquire the spot effect of a spot arranged around the position in the virtual space corresponding to the current location. 〔S805〕The user terminal 30a receives a spot designation operation by player A. The spot designation operation is, for example, a tap operation on an icon of a spot arranged on a map. 〔S810〕The user terminal 30a receives a spot effect acquisition operation by player A. The spot effect acquisition operation is, for example, a tap operation on a spot effect acquisition command displayed by the spot designation operation. 〔S815〕The user terminal 30a instructs the user management server 10 to acquire the spot effect. The instruction includes data capable of specifying the target spot. [S820] The user management server 10 updates the spot effect management information (Fig. 4(g)) stored in the storage 21. Specifically, new spot effect management information is added in association with the player ID of player A. At the same time, if there is valid spot effect management information associated with the player A, the "invalidated flag" is updated (made valid) and invalidated. [S825] The user management server 10 provides display data to the user terminal 30a. The display data is the same as that provided in [S520] (Fig. 5). [S830] The user terminal 30a updates the screen display. The icon of the target spot arranged at the corresponding position on the map displayed on the screen of the user terminal 30a changes.
[0068] [2-5. Procedures related to quest execution] [2-5-1. Solo play execution procedure] Fig. 9 illustrates the execution procedure of solo play by the system of the embodiment. Fig. 9 shows the procedure after a quest is selected by the user terminal 30a of player A. [S905] The user terminal 30a receives the selection of solo play by player A. [S910] The user terminal 30a arranges a deck according to the operation of player A. [S915] The user terminal 30a instructs the user management server 10 to challenge the quest by solo play according to the operation of player A. [S920] The user management server 10 designates the challenger of the quest. Here, player A is designated as the challenger to challenge the solo play.
[0069] [S925] The user management server 10 sets the parameters for quest progress for the challenger. Here, the spot effects applied to the challenger are taken into account. Specifically, when the spot definition information (Fig. 4(b)) corresponding to the current position of the challenger is stored, the spot effect setting information (Fig. 4(d)) is specified by the "effect type ID", and the applied spot effect Specify (「Value 1」, 「Value 2」, 「Value 3」, …). Also, when flag management information (Fig. 4(e)) is stored in association with the challenger, specify the spot definition information (Fig. 4(b)) by the 「flag position」, specify the spot effect setting information (Fig. 4(d)) by the 「effect type ID」, and specify the applied spot effect (「Value 1」, 「Value 2」, 「Value 3」, …). Also, when spot effect management information (Fig. 4(g)) is stored in association with the challenger, specify the spot definition information (Fig. 4(b)) by the 「spot ID」, specify the spot effect setting information (Fig. 4(d)) by the 「effect type ID」, and specify the applied spot effect (「Value 1」, 「Value 2」, 「Value 3」, …). Then, if there is a target parameter among the default progress parameters, update it using at least any one of 「Value 1」, 「Value 2」, 「Value 3」, …. As a result, the target progress parameter increases. In the case of a spot-limited quest, further consider the positional relationship between the spot and the challenger to adjust the increase amount or increase rate of the progress parameter.
[0070] 〔S930〕The user management server 10 provides the quest progress parameter to the user terminal 30a. 〔S935〕The user terminal 30a progresses the quest. The quest progress parameter is used for progressing the quest. 〔S940〕After the quest ends, the user terminal 30a notifies the user management server 10 of the end of the quest.
[0071] 〔S945〕The user management server 10 sets parameters for calculating rewards for challengers. Here, the spot effects applied to the challengers are taken into account. Specifically, similar to [S925], the applied spot effects ("value 1", "value 2", "value 3",...) are identified. Then, if there are target parameters among the default calculation parameters, these are updated using at least one of "value 1", "value 2", "value 3",.... As a result, the target calculation parameter increases. In the case of spot-limited quests, the increase amount or increase rate of the calculation parameter is adjusted by further taking into account the positional relationship between the spot and the challenger. Note that the setting process of [S945] may be configured to be executed before the start of quest progress in conjunction with [S925].
[0072] 〔S950〕The user management server 10 updates the player data stored in the storage 21. For example, the "experience points" and "player rank" in the player information (Figure 4(a)) corresponding to the challenger are increased according to the parameters for calculating rewards. 〔S955〕The user management server 10 provides the user terminal 30a with data for result display. 〔S960〕The user terminal 30a displays the result including the obtained rewards. For example, the state in which the data before update changes to the data after update by a predetermined visual effect is shown.
[0073] [2-5-1-1. When the challenger is currently located near the spot] Figure 10 is an explanatory diagram of the positional relationship in solo play. In the example shown in Figure 10, the challenger 1020 is currently located near a predetermined position in the real space corresponding to the arrangement position of the spot 1010 (for example, inside a substantially circular area with a radius of 50 m). In this case, the challenger is given spot privileges (for example, application of spot effects, eligibility to play spot-limited quests) derived from the current location.
[0074] (1) Application of spot effects to the play of normal quests When a solo play of a normal quest is performed in the positional relationship of FIG. 10, a spot effect may be applied to the challenger. FIG. 11 illustrates a play start procedure for a normal quest by the system of the embodiment. After a normal quest is started according to the procedure of FIG. 11, the process proceeds to the solo play execution procedure (FIG. 9). 〔S1105〕The user terminal 30a receives an instruction operation for displaying a quest selection screen by player A. The instruction for displaying the quest selection screen is, for example, a tap operation on the "Quest" button arranged on the home screen. 〔S1110〕The user terminal 30a receives a quest selection operation by player A. The quest selection operation is a series of operations for selecting any one quest from a list of quests or a classification of quests classified from a predetermined viewpoint. Note that only quests that player A satisfies the play conditions are displayed as selectable in the list or classification of quests. The play conditions are, for example, at least any one of time conditions, space conditions (geographical conditions), proficiency conditions, etc.
[0075] The user management server 10 sets, in [S925] (FIG. 9), the quest progress parameters for the challenger in consideration of at least the spot effect applied to the challenger. Also, the user management server 10 sets, in [S945] (FIG. 9), the reward calculation parameters for the challenger in consideration of at least the spot effect applied to the challenger.
[0076] (2) Play of a spot-limited quest In the positional relationship of FIG. 10, solo play of a spot-limited quest is possible. FIG. 12 illustrates a play start procedure for a spot-limited quest by the system of the embodiment. After a spot-limited quest is selected according to the procedure of FIG. 12, the process proceeds to the solo play execution procedure (FIG. 9). 〔S1205〕The user terminal 30a receives a spot designation operation by player A. The spot designation operation is, for example, a tap operation on an icon of a surrounding spot arranged on a map. In the service of the embodiment, the icon of the spot is arranged on the map displayed on the user terminal 30a only when the spot is arranged within a predetermined range centered on the position in the virtual space corresponding to the current position. 〔S1210〕The user terminal 30a receives a quest selection operation by player A. The quest selection operation is, for example, a tap operation on a spot-limited quest execution command displayed by the spot designation operation.
[0077] [2-5-1-2. When the challenger was present near the spot in the past] FIG. 13 is an explanatory diagram of the positional relationship in solo play. In the example shown in FIG. 13, the challenger was present in the past near a predetermined position in the real space corresponding to the arrangement position of the spot 1310 (for example, inside a substantially circular region with a radius of 50 m). That is, a challenger flag 1320 is installed near the spot arrangement position. In this case, a fictitious spot privilege (for example, application of a spot effect, eligibility to play a spot-limited quest) derived from the past location is given to the challenger.
[0078] (1) Application of the fictitious spot effect to the play of a normal quest When solo play of a normal quest is performed in the positional relationship of FIG. 13, the fictitious spot effect may be applied to the challenger. After the normal quest is started according to the procedure of FIG. 11, the procedure proceeds to the execution procedure of solo play (FIG. 9).
[0079] The user management server 10 sets, in [S925] (FIG. 9), the quest progress parameters for the challenger in consideration of at least the spot effect (fictitious spot effect) applied to the challenger. In addition, in [S945] (Fig. 9), the user management server 10 sets the reward calculation parameters for challengers, taking into account at least the spot effect (simulated spot effect) applied to the challengers.
[0080] (2) Playing the spot-limited quest In the positional relationship shown in Fig. 13, solo play of the spot-limited quest is possible. Fig. 14 illustrates the play start procedure of the spot-limited quest by the system of the embodiment. After the spot-limited quest is selected according to the procedure of Fig. 14, the process proceeds to the solo play execution procedure (Fig. 9). [S1405] The user terminal 30a receives a flag designation operation by player A. The flag designation operation is, for example, a tap operation on a flag menu arranged on the screen. Note that the flag menu becomes active only when a flag is installed. [S1410] The user terminal 30a receives a spot designation operation by player A. The spot designation operation is, for example, a tap operation on a spot designation command displayed by the flag designation operation. [S1415] The user terminal 30a receives a quest designation operation by player A. The quest designation operation is, for example, a tap operation on a spot-limited quest execution command displayed by the spot designation operation. Note that the spot-limited quest execution command is displayed only when a spot-limited quest is prepared in association with the designated spot.
[0081] [2-5-2. Multiplayer execution procedure] Fig. 15 illustrates the execution procedure of multiplayer by the system of the embodiment. Fig. 15 shows the procedure after a quest is selected by player A, the recruitment for multiplayer by player A is started, and player B applies for the recruitment. [S1505] The user terminal 30a composes a deck according to the operation of player A. [S1510] The user terminal 30a receives a challenge instruction operation by player A. 〔S1515〕The user terminal 30a instructs the user management server 10 to challenge the quest through multiplayer according to the operation of player A. 〔S1520〕The user management server 10 designates challengers for the quest. Here, players A and B are designated as challengers (host, guest) who challenge through multiplayer respectively.
[0082] 〔S1525〕The user management server 10 sets quest progress parameters for the host and the guest respectively. Here, the spot effects applied to at least some of the challengers are taken into account. Specifically, when the spot definition information (Fig. 4(b)) corresponding to the current position of a certain challenger is stored, the spot effect setting information (Fig. 4(d)) is specified by the "effect type ID", and the applicable spot effects ("value 1", "value 2", "value 3",...) are specified. Also, when the flag management information (Fig. 4(e)) is stored in association with a certain challenger, the spot definition information (Fig. 4(b)) is specified by the "flag position", the spot effect setting information (Fig. 4(d)) is specified by the "effect type ID", and the applicable spot effects ("value 1", "value 2", "value 3",...) are specified. Also, when the spot effect management information (Fig. 4(g)) is stored in association with a certain challenger, the spot definition information (Fig. 4(b)) is specified by the "spot ID", the spot effect setting information (Fig. 4(d)) is specified by the "effect type ID", and the applicable spot effects ("value 1", "value 2", "value 3",...) are specified. Then, if there are target parameters among the default progress parameters, these are updated using at least any one of "value 1", "value 2", "value 3",.... As a result, the target progress parameter increases. These processes are performed for each of all the challengers. In the case of a spot-limited quest, the increase amount or increase rate of the progress parameter is adjusted by further taking into account the positional relationship between the spot and the host from the past to the present and the positional relationship between the spot and the guest from the past to the present.
[0083] 〔S1530〕The user management server 10 provides the quest progress parameters to the user terminal 30a and the user terminal 30b, respectively. 〔S1535a~c〕The user terminal 30a and the user terminal 30b each progress a quest. Quest progress uses the quest progress parameters. The user management server 10 connects to the user terminal 30a and the user terminal 30b respectively, relays the exchange of data including operation information, and synchronizes the progress of the quest.
[0084] 〔S1540〕After the quest ends, the user management server 10 sets the reward calculation parameters for the host and the guest. Here, the spot effect applied to at least some of the challengers is taken into account. Specifically, similar to [S1525], the applied spot effect ("value 1", "value 2", "value 3",...) is identified respectively. If there is a target parameter among the default calculation parameters, at least one of "value 1", "value 2", "value 3",... is used to update it, and the process of increasing the target calculation parameter is performed for each of all the challengers. In the case of a spot-limited quest, the past-to-present positional relationship between the spot and the host and the past-to-present positional relationship between the spot and the guest are further taken into account respectively to adjust the increase amount or increase ratio of the calculation parameter. Note that the setting process in [S1540] may be configured to be executed before the start of the quest progress in combination with [S1525].
[0085] 〔S1545〕The user management server 10 updates the player data stored in the storage 21. For example, the "experience value" and "player rank" in the player information (Figure 4(a)) corresponding to the host and the guest respectively are increased according to the reward calculation parameters. 〔S1550〕The user management server 10 provides the result display data to the user terminal 30a and the user terminal 30b, respectively. 〔S1555a,b〕The user terminals 30a and 30b each display the results including the obtained rewards. For example, it shows how the data before the update changes to the data after the update due to a predetermined visual and auditory effect.
[0086] [2-5-2-1. Near-distance multi-execution procedure] FIG. 16 illustrates the recruitment procedure for near-distance multi by the system of the embodiment. Further, FIG. 17 illustrates the application procedure for near-distance multi by the system of the embodiment. FIG. 16 shows the procedure after a quest is selected by player A. FIG. 17 shows the procedure following FIG. 16. 〔S1605〕The user terminal 30a receives the selection of multiplayer play by player A. 〔S1610〕The user terminal 30a receives the selection of near-distance multi by player A. 〔S1615〕The user terminal 30a arranges a temporary deck according to the operation of player A. 〔S1620〕The user terminal 30a receives the recruitment instruction operation for near-distance multi by player A. In the service of the embodiment, player A can set a password (a three-digit number sequence) when recruiting for multiplayer play. When the password is set, the setting is also received. 〔S1625〕The user terminal 30a identifies the current position (the current location). To identify the current position, the GPS unit 261 is used. 〔S1630〕The user terminal 30a instructs the user management server 10 to recruit for near-distance multi. The instruction may include the set password and the position data indicating the current position of the user terminal 30a. 〔S1635〕The user management server 10 notifies the user terminal 30a of the acceptance of the recruitment for near-distance multi. 〔S1640〕The user management server 10 stores new virtual waiting room information in the storage 21 (FIG. 4(h)) and virtual waiting management information (FIG. 4(i)) are registered to create a virtual waiting room. At this time, the "multiplayer category" is short-distance multiplayer, the "participation condition" is to be located in the vicinity of the position indicated by the position data included in the recruitment instruction, and the "status" is "recruiting". Also, if a password is included in the recruitment instruction, the password also constitutes the "participation condition".
[0087] [S1705] The user terminal 30b receives a search instruction operation for short-distance multiplayer by player B. When player B designates a password (a three-digit number sequence) during the recruitment search, the designation is also received. [S1710] The user terminal 30b identifies the current position (the current location). To identify the current position, the GPS unit 261 is used. [S1715] The user terminal 30b instructs the user management server 10 to search for recruitments that meet the participation conditions. The instruction may include the designated password and the position data indicating the current position of the user terminal 30b. [S1720] The user management server 10 identifies information regarding recruitments for short-distance multiplayer that player B meets the participation conditions and play conditions from the virtual waiting room information stored in the storage 21. The play conditions are the conditions set for the quest (for example, the player rank, play position, play time, etc. meet the predetermined conditions). [S1725] The user management server 10 provides the search results to the user terminal 30b. [S1730] The user terminal 30b selects and notifies one of the short-distance multiplayer recruitments according to the operation by player B to the user management server 10. [S1735] The user management server 10 permits the user terminal 30b to apply for the selected recruitment. [S1740] The user terminal 30b composes a temporary deck according to the operation by player B. [S1745] The user terminal 30b instructs the user management server 10 to apply for the selected recruitment according to the application instruction operation by player B. [S1750] The user management server 10 adds the player ID of player B to the virtual waiting management information (Figure 4(i)) stored in the storage 21 and accepts an application from player B for the selected recruitment. [S1755] The user management server 10 notifies the user terminal 30a that the application has been accepted.
[0088] [2-5-2-1-1. When the host is currently located near the spot] Figure 18 is an explanatory diagram of the positional relationship in short-distance multi. In the example shown in Figure 18, the host 1820 is currently located near a predetermined position in the real space corresponding to the placement position of the spot 1810 (for example, inside a substantially circular area with a radius of 50 m). In this case, the host is given spot privileges derived from the current location (for example, application of spot effects, eligibility to play spot-limited quests).
[0089] Also, guests 1830a and 1830b are currently located near the current location of the host 1820. Guest 1830a is currently located near the predetermined position. On the other hand, guest 1830b is not currently located near the predetermined position. In this case, guest 1830a is given spot privileges derived from the current location (privileges equivalent to those given to the host 1820). On the other hand, guest 1830b is given pseudo-spot privileges (privileges inferior to the spot privileges) according to the spot privileges given to the host 1820.
[0090] Figure 19 is an explanatory diagram of the positional relationship in short-distance multi. In the example shown in Figure 19, the host 1920 is currently located near a predetermined position in the real space corresponding to the placement position of the spot 1910 (for example, inside a substantially circular area with a radius of 50 m). In this case, the host is given spot privileges derived from the current location (for example, application of spot effects, eligibility to play spot-limited quests).
[0091] Also, a guest was located in the vicinity of the current location of host 1920. That is, flags 1930a and 1930b of the guest are respectively installed in the vicinity of the position in the virtual space corresponding to the current location of host 1920. The guest with flag 1930a was located in the vicinity of a predetermined position in the past but is not located there at present. On the other hand, the guest with flag 1930b has not been located in the vicinity of the predetermined position from the past to the present. In this case, a fictitious privilege (a privilege inferior to the spot privilege) derived from the past location is granted to the former. On the other hand, a pseudo-privilege (a privilege inferior to the spot privilege) equivalent to the spot privilege granted to host 1920 is granted to the latter. Note that it is preferable that the fictitious privilege granted to the former is a superior privilege to the pseudo-privilege granted to the latter.
[0092] (1) Application of the fictitious spot effect to the play of the normal quest When the short-distance multi of the normal quest is performed in the positional relationship of FIGS. 18 and 19, the spot effect may be applied to the host. Also, any one of the spot effect, the fictitious spot effect, and the pseudo-spot effect may be applied to the guest respectively. After the normal quest is started according to the procedure of FIG. 11, after the recruitment and application of the short-distance multi according to the procedures of FIGS. 16 and 17, the execution procedure of the multiplayer game (FIG. 15) is advanced.
[0093] The user management server 10 sets the quest progress parameters for challengers in [S1525] (FIG. 15), taking into account at least the spot effect applied to at least some of the challengers. Also, the user management server 10 sets the reward calculation parameters for the host and the guest in [S1540] (FIG. 15), taking into account at least the spot effect applied to at least some of the challengers.
[0094] (2) Play of the spot-limited quest In the positional relationship shown in FIGS. 18 and 19, short-distance multi in the spot-limited quest is possible. After the spot-limited quest is selected according to the procedure of FIG. 12, after recruiting and applying for short-distance multi according to the procedures of FIGS. 16 and 17, the execution procedure of multiplayer (FIG. 15) is advanced.
[0095] [2-5-2-1-2. When the host was previously located near the spot] FIG. 20 is an explanatory diagram of the positional relationship in short-distance multi. In the example shown in FIG. 20, the host 2030 was previously located near a predetermined position in the real space corresponding to the arrangement position of the spot 2010 (for example, inside a substantially circular area with a radius of 50 m). That is, the flag 2020 of the host 2030 is installed near the spot arrangement position. In this case, the host 2030 is given a fictitious spot privilege (for example, application of spot effect, play qualification for spot-limited quest).
[0096] Also, near the current location of the host 2030, the guest 2040 is currently located. The guest 2040 is not currently located near the predetermined position. In this case, the guest 2040 is given a pseudo-spot privilege (a privilege inferior to the fictitious spot privilege) according to the fictitious spot privilege given to the host 2030.
[0097] FIG. 21 is an explanatory diagram of the positional relationship in short-distance multi. In the example shown in FIG. 21, the host was previously located near a predetermined position in the real space corresponding to the arrangement position of the spot 2110 (for example, inside a substantially circular area with a radius of 50 m). That is, the flag 2120 of the host is installed near the spot arrangement position. In this case, the host is given a fictitious spot privilege (for example, application of spot effect, play qualification for spot-limited quest) derived from the previous location.
[0098] Also, guests 2130a and 2130b are currently located near the past location of the host. Guest 2130a is currently located near a predetermined position. On the other hand, guest 2130b is not currently located near the predetermined position. In this case, the former is given a spot privilege (a privilege superior to the fictitious spot privilege granted to the host) derived from the current location. On the other hand, guest 2130b is given a pseudo-spot privilege (a privilege inferior to the fictitious spot privilege) equivalent to the fictitious spot privilege granted to the host.
[0099] Figure 22 is an explanatory diagram of the positional relationship in short-distance multi. In the example shown in Figure 22, the host was located in the past near a predetermined position in the real space corresponding to the arrangement position of spot 2210 (for example, inside a substantially circular area with a radius of 50 m). That is, the host flag 2220 is installed near the spot arrangement position. In this case, the host is given a fictitious spot privilege (for example, application of spot effects, eligibility to play spot-limited quests) derived from the past location.
[0100] Also, guests were each located in the past near the past location of the host. That is, guest flags 2230a and 2230b are installed near the installation position of the host flag 2220, respectively. The guest that has set flag 2230a was located near the predetermined position in the past but is not currently located there. On the other hand, the guest that has installed flag 2230b has not been located near the predetermined position from the past to the present. In this case, the former is given a fictitious spot privilege (a privilege equivalent to the fictitious spot privilege granted to the host) derived from the past location. On the other hand, the latter is given a pseudo-spot privilege (a privilege inferior to the fictitious spot privilege) equivalent to the fictitious spot privilege granted to the host.
[0101] (1) Application of spot effects in normal quests When a normal quest's close-range multi is performed in the positional relationship of FIGS. 20 to 22, a dummy spot effect may be applied to the host. Also, for a guest, any one of a spot effect, a dummy spot effect, and a pseudo-spot effect may be applied respectively. After a normal quest is started according to the procedure of FIG. 11, after going through the recruitment and application of the close-range multi according to the procedures of FIGS. 16 and 17, it proceeds to the execution procedure of multiplayer (FIG. 15).
[0102] (2) Playing a spot-limited quest In the positional relationship of FIGS. 20 to 22, a close-range multi of a spot-limited quest is possible. After a spot-limited quest is selected according to the procedure of FIG. 14, after going through the recruitment and application of the close-range multi according to the procedures of FIGS. 16 and 17, it proceeds to the execution procedure of multiplayer (FIG. 15).
[0103] [2-5-2-2. SNS Multi Execution Procedure] FIG. 23 illustrates the recruitment procedure of SNS multi by the system of the embodiment. Also, FIG. 24 illustrates the application procedure of SNS multi by the system of the embodiment. FIG. 23 is the procedure after a quest is selected. FIG. 24 is the procedure following FIG. 23. [S2305] The user terminal 30a receives the selection of multiplayer by player A. [S2310] The user terminal 30a receives the selection of SNS multi by player A. [S2315] The user terminal 30a composes a temporary deck according to the operation of player A. [S2320] The user terminal 30a instructs the user management server 10 to recruit for SNS multi. [S2325] The user management server 10 notifies the user terminal 30a of the acceptance of the recruitment for SNS multi. The notification may include a startup command of the SNS program and a URL with data that can identify the recruitment. [S2330] The user terminal 30a transmits a message including the above URL to the user terminal 30b directly or indirectly outside the system of the embodiment. (Figure 4(h)) and virtual waiting room management information (Figure 4(i)) are registered in the storage 21, and a virtual waiting room is created. At this time, the "multiplayer category" is SNS multi, the "participation condition" is application by accessing the above URL, and the "status" is "recruiting".
[0104] 〔S2440〕The user management server 10 adds the player ID of player B to the virtual waiting management information (Fig. 4(i)) stored in the storage 21, and accepts an application from player B for the selected SNS multi. 〔S2445〕The user management server 10 notifies the user terminal 30a that the application has been accepted.
[0105] [2-5-2-2-1. When the host is currently located near the spot] Fig. 25 is an explanatory diagram of the positional relationship in the SNS multi. In the example shown in Fig. 25, the host 2520 is currently located near a predetermined position in the real space corresponding to the arrangement position of the spot 2510 (for example, inside a substantially circular area with a radius of 50 m). In this case, the host is given a spot privilege derived from the current location (for example, application of the spot effect, eligibility to play a spot-limited quest).
[0106] On the other hand, the guest 2530 is not currently located near the current location of the host 2520. Also, the guest 2530 is not currently located near the predetermined position. In this case, the guest 2530 is given a pseudo-spot privilege (a privilege inferior to the spot privilege) similar to the spot privilege given to the host 2520.
[0107] (1) Application of the spot effect in a normal quest When an SNS multi for a normal quest is made in the positional relationship of Fig. 25, the spot effect can be applied to the host. Also, a pseudo-spot effect can be applied to the guest. After a normal quest is started according to the procedure of Fig. 11, after the recruitment and application for the SNS multi according to the procedures of Figs. 23 and 24, the procedure for executing the multiplayer game (Fig. 15) is advanced.
[0108] In [S1525] (Fig. 15), the user management server 10 sets the quest progress parameters for the challengers, taking into account at least the spot effect applied to at least some of the challengers. Also, in [S1540] (FIG. 15), the user management server 10 sets the reward calculation parameters for the host and the guest, taking into account at least the spot effect applied to at least some of the challengers.
[0109] (2) Playing the spot-limited quest In the positional relationship of FIG. 25, SNS multi for the spot-limited quest is possible. After the spot-limited quest is selected according to the procedure of FIG. 12, after recruiting and applying for SNS multi according to the procedures of FIGS. 23 and 24, the procedure for executing multi-play (FIG. 15) is advanced.
[0110] [2-5-2-2-2. When the host has been located near the spot in the past] FIG. 26 is an explanatory diagram of the positional relationship in SNS multi. In the example shown in FIG. 26, the host has been located in the past near a predetermined position in the real space corresponding to the arrangement position of the spot 2610 (for example, inside a substantially circular area with a radius of 50 m). That is, the host flag 2620 is installed near the spot arrangement position. In this case, the host is given a fictitious spot privilege derived from the past location (for example, application of the spot effect, eligibility to play the spot-limited quest).
[0111] On the other hand, the guest 2630 has not been located near the host's past location from the past to the present. Also, the guest 2630 has not been located near the predetermined position from the past to the present. In this case, the guest 2630 is given a pseudo-spot privilege (a privilege inferior to the fictitious spot privilege) according to the fictitious spot privilege given to the host.
[0112] (1) Application of the spot effect in the normal quest When SNS multi for the normal quest is performed in the positional relationship of FIG. 26, a fictitious spot effect may be applied to the host. Also, a pseudo-spot effect may be applied to the guest. After a normal quest is started according to the procedure of FIG. 11, after recruitment and application for SNS multi according to the procedures of FIGS. 23 and 24, the procedure for executing multiplayer (FIG. 15) is entered.
[0113] In [S1525] (FIG. 15), the user management server 10 sets the parameters for quest progress for challengers, taking into account at least the spot effects applied to at least some of the challengers. Also, in [S1540] (FIG. 15), the user management server 10 sets the parameters for reward calculation for the host and guests, taking into account at least the spot effects applied to at least some of the challengers.
[0114] (2) Playing the spot-limited quest In the positional relationship of FIG. 26, SNS multi for the spot-limited quest is possible. After the spot-limited quest is selected according to the procedure of FIG. 14, after recruitment and application for SNS multi according to the procedures of FIGS. 23 and 24, the procedure for executing multiplayer (FIG. 15) is entered.
Explanation of reference numerals
[0115] 10 User management server (an example of a game information processing device) 20 Data management server 21 Storage 30 User terminal 40 Communication network 310 Registration section 320 Reception section 330 Search section 340 Provision section 350 Designation section 351 First designation section 352 Second designation section 360 Setting section 370 Storage section
Claims
1. In the electronic game, an operation of setting a flag in a position based on a position of a first terminal of a first player in a virtual space corresponding to a real space can be accepted from the first player; when a position of the placed flag is within a predetermined range of a spot arranged in the virtual space, a first benefit is given to the first player; granting a second benefit to a second player who plays a multiplay game with the first player; Information processing device.
2. varying the second benefit depending on whether or not a second terminal of the second player is located within a predetermined range of the spot at the time of performing the multiplay; The information processing device according to claim 1 .
3. when a second terminal of the second player is not located within a predetermined range of the spot at the time of performing the multiplay, the second benefit that is more disadvantageous to the player than the first benefit is given to the second player; The information processing device according to claim 1 .
4. varying the second benefit depending on whether or not the second terminal of the second player is located within a predetermined range of the spot at a time prior to the time when the multiplay is performed; The information processing device according to claim 1 .
5. The processor: In the electronic game, an operation of setting a flag in a position based on a position of a first terminal of a first player in a virtual space corresponding to a real space can be accepted from the first player; when a position of the placed flag is within a predetermined range of a spot arranged in the virtual space, a first benefit is given to the first player; granting a second benefit to a second player who plays a multiplay game with the first player; Information processing methods.
6. In the electronic game, an operation of setting a flag in a position based on a position of a first terminal of a first player in a virtual space corresponding to a real space can be accepted from the first player; when a position of the placed flag is within a predetermined range of a spot arranged in the virtual space, a first benefit is given to the first player; causing the processor to realize a step of granting a second privilege to a second player who is playing a multiplay game with the first player; program.
7. A server and a terminal are provided, In the electronic game, an operation of setting a flag in a position based on a position of a first terminal of a first player in a virtual space corresponding to a real space can be accepted from the first player; when a position of the placed flag is within a predetermined range of a spot arranged in the virtual space, a first benefit is given to the first player; granting a second benefit to a second player who plays a multiplay game with the first player; system.
Citation Information
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