Program and System
The program improves the interestingness of location-based games by dynamically adjusting object movements and triggering events based on player movement and direction, enhancing strategic gameplay.
Patent Information
- Application Number
- JP2024166939
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2044-09-26
AI Technical Summary
Existing location-based games lack sufficient interestingness due to simplistic movement mechanics and lack of strategic depth in interactions between avatars and objects in virtual spaces.
A program that causes a computer to display a first object reflecting player movement in real space, a second object moving based on conditions including direction and position, and a third object, with events triggered when the second object satisfies a positional relationship with the third object, and adjusts movement parameters based on direction and speed.
Enhances the strategic nature and interestingness of location-based games by introducing dynamic object interactions and events, allowing players to strategize and engage more deeply with the game environment.
Smart Images

Figure 0007708954000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, a so-called "location information game" is known, in which an avatar is moved in a virtual space corresponding to the real space following the movement of a player in the real space, and an event is generated when the avatar satisfies a predetermined positional relationship with an object arranged in the virtual space (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to improve the interestingness.
Means for Solving the Problems
[0005] To solve the above problems, a program according to the present invention causes a computer to display a first object in which information regarding the movement of a player in the real space is reflected, and a second object that moves according to a condition including at least the moving direction and position of the first object, and and arranges the second object in a virtual space corresponding to the real space. In response to the movement of the first object in a direction approaching the second object, move the second object in a direction away from the first object, and change parameters related to the movement of the second object when the first object approaches the second object from a first direction and when the first object approaches the second object from a second direction different from the first direction.
Effects of the Invention
[0006] According to the present invention, the interestingness is improved.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, the system 1 according to the embodiment will be described with reference to the drawings. Note that the embodiments of the present invention described below show examples when embodying the present invention, and do not limit the scope of the present invention to the scope of the description of the embodiments. Therefore, the present invention can be implemented with various modifications to the embodiments.
[0009] [Overview of System 1] FIG. 1 is a diagram showing an overview of the system 1 according to the present embodiment. As shown in FIG. 1, the system 1 mainly includes a server 10 and user terminals 20A, 20B, 20C, 20D (hereinafter, these may be collectively referred to as "user terminal 20"). Although four user terminals 20 are illustrated in FIG. 1, the example of the user terminal 20 included in the system 1 is not limited to this. The server 10 and the user terminal 20 are connected to be mutually communicable via a communication network 2. A specific example of the communication network 2 is not particularly limited, but for example, it is configured by the Internet, a mobile communication system (for example, 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.
[0010] The system 1 according to the present embodiment is a game system that realizes a game on the user terminal 20. The game realized by the system 1 is, for example, an online game realized on each of the plurality of user terminals 20 by the server 10 and the plurality of user terminals 20 communicating with each other. However, the game may be an offline game that is completed on one user terminal 20. As another example, the system 1 may realize a virtual space in which users of the plurality of user terminals 20A to 20D communicate via avatars.
[0011] Hereinafter, a user who operates the user terminal 20 to play a game (or makes an avatar act in a virtual space) will be referred to as a "player". Also, the players of the user terminals 20A, 20B, 20C, 20D will be referred to as players A, B, C, D. Furthermore, the avatars that act in the virtual space as avatars of players A, B, C, D will be referred to as avatars A, B, C, D.
[0012] [Configuration of Server 10] Figure 2 is a hardware configuration diagram of server 10. Server 10 realizes an online game by synchronizing the game data of each of a plurality of user terminals 20. Server 10 is realized by a general-purpose computer such as, for example, a workstation or a personal computer. As shown in Figure 2, server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of server 10 is connected to a communication bus 19.
[0013] The processor 11 realizes the processing described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other devices.
[0014] The memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded from the storage 13, for example. The data includes data input to the server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0015] Storage 13 permanently stores the server program 13P and data. Storage 13 is implemented, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage devices. Also, Storage 13 may be implemented as a removable storage device such as a memory card. As yet another example, instead of being built into Server 10, Storage 13 may be connected to Server 10 as an external storage device. According to such a configuration, for example, in a scenario where a plurality of user terminals 20 are used, such as in an amusement facility, it becomes possible to batch-update the server program 13P and data.
[0016] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, and a sensor to Server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is implemented using, for example, a USB (Universal Serial Bus), a DVI (Digital Visual Interface), an HDMI (registered trademark) (High-Definition Multimedia Interface), or other terminals.
[0017] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 is implemented, for example, as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0018] [Configuration of User Terminal 20] The user terminal 20 is realized as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In the present embodiment, as shown in FIG. 1, an example of the user terminal 20 as a tablet terminal will be described.
[0019] FIG. 3 is a hardware configuration diagram of the user terminal 20. As shown in FIG. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, a position sensor 42, and an operation device 43 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0020] The configurations of the processor 21, the memory 22, the storage 23, and the communication IF 25 are common to the processor 11, the memory 12, the storage 13, and the communication IF 15 of the server 10. Further, the storage 23 stores a terminal program 23P.
[0021] The monitor 31 is provided, for example, on the surface of a flat housing as shown in FIG. 1. The monitor 31 is a display device (display unit) that displays an image or video. The camera 33 is attached to the surface of the flat housing and is a so-called in-camera that captures the face of the user who views the monitor 31. The camera 34 is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and is a so-called out-camera that captures the surroundings.
[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into speech and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.
[0023] The motion sensor 41 detects the movement of the housing (for example, rotation around three axes orthogonal to each other). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0024] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is held by the user, the position of the user terminal 20 corresponds to the position of the user who holds the user terminal 20. The position sensor 42 outputs information indicating the current location (hereinafter referred to as "current location information") by, for example, acquiring a signal from GPS (Global Positioning Satellite). Although a specific example of the current location information is not particularly limited, it may be, for example, a combination of the latitude and longitude of the current location.
[0025] The user terminal 20 may calculate the number of steps, the moving distance, and the moving direction of the user by using the detection results of the motion sensor 41 and the position sensor 42. Then, the user terminal 20 may proceed with an event described later by using at least one of the calculated number of steps, moving distance, and moving direction as a trigger. Note that the position of the user may be specified by using a value detected by an external device (sensor). For example, it is conceivable to use the detection results of a photographing device or a position sensor (such as an infrared sensor) arranged in a building. Also, if the user owns a plurality of terminals (devices) and shares the detection results of the sensors of the devices with each other, the position of the user may be specified.
[0026] The operation device 43 receives an input (operation) of an instruction from the user to the user terminal 20. The operation device 43 is, for example, a touch panel that is superimposed on the monitor 31 and receives various touch operations by the user. That is, the monitor 31 according to the present embodiment is a touch panel type display unit. As another example, the user terminal 20 may include a controller provided with buttons, an operation stick, or the like as the operation device 43.
[0027] [Details of the game realized by system 1] The system 1 according to this embodiment provides, for example, a "location-based game". In the location-based game, as the player moves in the real space, an avatar is moved on a field F (virtual space) corresponding to the real space. The location-based game also includes a plurality of contents. The content refers to, for example, a mini-game having an achievement goal (for example, defeating an enemy character, obtaining an item, clearing a puzzle), and the content may also be called a "mission", "quest", "task", etc. The content is defined by content data.
[0028] The content includes one or more events that occur when predetermined occurrence conditions are satisfied. As an example, the occurrence condition of the event may be that the avatar (that is, the player) satisfies a predetermined position condition with respect to a destination arranged on the field F. As another example, the occurrence condition of the event may be that an object has exited from the display area of the monitor 31 (the distance from the avatar to the object has become equal to or greater than the threshold value). As still another example, the occurrence condition of the event may be that a predetermined position on the screen displayed on the monitor 31 has been selected through the operation device 43.
[0029] The "field F" is, for example, a virtual space corresponding to the real space where the user terminal 20 (that is, the player) exists. The field F does not have to be exactly the same as the real space, and it only needs to be common to such an extent that the player can feel that they are in the "same place". The field F, for example, has the same arrangement of main roads and intersections as the real space. On the other hand, the field F does not have to match the real space in places where buildings or people other than the relevant parties cannot enter (for example, highways, factories, etc.). The shape of the field F is defined by field data. More specifically, the field data includes information indicating the shape of the field F (for example, roads, buildings, parks, etc.) and information indicating the correspondence with the real space (for example, latitude and longitude). In addition, avatars and various objects are arranged on the field F.
[0030] An "avatar" is, for example, a 3D object with a three-dimensional shape having three-dimensional coordinates. The avatar is a doppelgänger of the player that reflects information regarding the movement of the player in the real space. However, specific examples of the avatar are not limited to being in the form of a human, and may also be an animal, a monster, a robot, a vehicle, or the like. Hereinafter, among the avatars displayed on the user terminal 20, the avatar operated by the player of the user terminal 20 is referred to as the "own avatar", and the avatar operated by another player is referred to as the "other avatar". The appearance shape, possessed items, and parameters (for example, ability values such as attack power, defense power, physical strength, skills, and speed) of the avatar are defined by avatar data.
[0031] Note that "reflects information regarding the movement of the player in the real space" typically refers to the avatar moving on the field F in conjunction with the player moving in the real space. However, the player in the real space and the avatar in the virtual space do not necessarily have to exactly match in terms of movement direction, movement speed, and movement distance. Further, not only the movement of the player in the real space but also the operation of the operator through the operation device 43 may be reflected and the avatar may move in the virtual space.
[0032] "Object" refers to any object (for example, cage C, monster M, items X1, X2, dungeon D) that can be placed on the field F. The object is a 3D object representing the shape of the corresponding object. The object may be fixed on the field F or may move within the field F. The appearance shape, characteristics, position, and parameters of the object are defined by object data. Further, the avatar is included in the objects in a broad sense.
[0033] An "event" may be anything that can be implemented in a location - based game, such as a battle event where an avatar battles against enemy characters, an acquisition event for obtaining items, a viewing event for watching movies (videos), a facility event where an avatar acts in a facility (such as a town, a castle, an inn, a weapon shop, a church, a dungeon, etc.), a lottery event for awarding a player (the player's own avatar) with a game medium (such as equipment, consumable items, in - game currency) selected by lottery, a preparation event for changing the state of an avatar (such as recovering health, changing occupation or equipment, organizing items), etc. The content of the event is defined by event data.
[0034] A battle event is an event that realizes a turn - based battle in which an avatar and enemy characters take turns to act (such as attacking, activating skills, using items, etc.). That is, in a battle event, on the battle screen (such as FIG. 15) displayed on the monitor 31, the actions of the avatar according to the player's instructions through the operation device 43 and the actions of the enemy characters according to the instructions of the terminal program 23P (or the server program 13P) are executed alternately. Then, due to the action of either the avatar or the enemy characters, the health of the other party decreases, and when the health of either the avatar or the enemy characters reaches 0, the battle event ends. However, the form of the battle event is not limited to the above example.
[0035] A facility event is an event in which the player's own avatar enters a facility corresponding to a facility icon (FIG. 16) installed on the field F through the facility icon as an entrance. Also, a facility event is an event in which the player's own avatar acts within the facility according to the player's instructions through the operation device 43. The field F is an example of a first virtual space, and the virtual space of the facility is an example of a second virtual space. Note that the second virtual space may or may not correspond to the real space.
[0036] The lottery event is an event that awards a player (avatar) with a game medium selected by lottery from among a plurality of candidate game media. Each of the plurality of candidate game media has a predetermined contact probability. Also, the higher the value (e.g., parameter level, rarity) of the game medium in the game, the lower the contact probability is set. Game media include equipment worn by the avatar (e.g., weapons, armor, clothing, accessories), consumable items consumed by the avatar (e.g., recovery items, buff items, debuff items), in-game currency that can be exchanged with other game media, and the like.
[0037] "Satisfying a predetermined position condition" may, for example, refer to the avatar (i.e., the player) entering a predetermined area including the destination of the event. As another example, "satisfying a predetermined position condition" may refer to the destination of the event entering a predetermined area including the avatar. The specific shape of the predetermined area is not particularly limited, but for example, it is a circular area centered on the position of the event or the avatar. That is, the event occurs when the avatar approaches the destination of the event.
[0038] [Functional Block Diagram of User Terminal 20A] FIG. 4 is a functional block diagram of the user terminal 20A according to the first embodiment. As shown in FIG. 4, the terminal program 23P loaded in the memory 22 causes the user terminal 20 (computer) to function as an arrangement means 210, an action means 220, and a generation means 230. Note that the user terminal 20 may further include other control means (e.g., control means for progressing a position information game). Hereinafter, the functional blocks of the user terminal 20A will be described, but the same applies to the user terminals 20B, C, and D.
[0039] The arrangement means 210 arranges the own avatar A (first object), the monster M (second object), and the cage C (third object) on the field F included in the field screen (FIG. 8).
[0040] The user avatar A is an example of a first object that acts (e.g., moves, uses items, progresses events) on the field F as the avatar of player A of the user terminal 20A. The placement means 210 places the user avatar A indicated by avatar data stored in, for example, the storage 23 (or the storage 13) on the field F.
[0041] The monster M is an example of a second object that moves on the field F according to conditions (e.g., movement rules described later) including at least the movement direction and position of the user avatar A. As an example, the monster M is a character captured by the cage C. As another example, the monster M is an enemy character that battles the user avatar A. Also, as an example, the placement means 210 may place the monster M at a position on the field F instructed by the server 10. As another example, the placement means 210 may place the monster M at a position on the field F instructed by player A through the operation device 43.
[0042] The cage C is an example of a third object for the purpose of generating an event. The cage C is, for example, an object for capturing the monster M. As an example, the placement means 210 may place the cage C at a position on the field F instructed by the server 10. As another example, the placement means 210 may place the cage C at a position on the field F instructed by player A through the operation device 43.
[0043] The action means 220 (movement means) causes the avatar A and the monster M to act (e.g., move, attack, activate skills, use items) on the field. The action means 220 includes, for example, a first action means 221 (first movement means) for causing the avatar A to act and a second action means 222 (second movement means) for causing the monster M to act. Also, the action means 220 may further move the cage C.
[0044] The first action means 221 moves the avatar A on the field F by reflecting the information on the movement of player A in the real space detected by the position sensor 42. Also, the first action means 221 makes the avatar A act according to the operation of player A through the operation device 43. Further, the first action means 221 transmits the avatar data reflecting the action of the avatar A to the server 10 through the communication IF 25. The server 10 transmits the avatar data received from the user terminal 20A to the other user terminals 20B, 20C, and 20D. Thereby, the avatar A can act synchronously on all the user terminals 20A to 20D.
[0045] The second action means 222 makes the monster M act on the field F according to a predetermined movement rule. The second action means 222 moves the monster M, for example, in a direction corresponding to the moving direction of the own avatar A on the field F. More specifically, the second action means 222 moves the monster M on the field F according to the movement rules shown in FIGS. 5 and 6. Then, the second action means 222 transmits the object data reflecting the action of the monster M to the server 10 through the communication IF 25. The server 10 transmits the object data received from the user terminal 20A to the other user terminals 20B, 20C, and 20D. Thereby, the monster M can act synchronously on all the user terminals 20A to 20D.
[0046] FIG. 5 is a diagram showing the moving direction of the monster M when the own avatar A approaches the monster M on the front side (A) and the back side (B). FIG. 6 is a diagram showing the moving direction of the monster M when the own avatar A approaches the monster M at the first speed V1 (A) and the second speed V2 (B). However, the movement rule of the monster M is not limited to the examples in FIGS. 5 and 6.
[0047] First, when the user avatar A is located outside the range of a circle centered on the monster M, the second action means 222 may stop the monster M at its current position, move it according to a predetermined rule, or move it randomly. Also, the second action means 222 moves the monster M within the movement range indicated by dot hatching in FIG. 5 or FIG. 6 in response to the movement of the user avatar A in the direction approaching the monster M.
[0048] The movement range is, for example, a sector range of a circle with a radius of R1 to R4 (an example of a predetermined distance) centered on the monster M, in the direction away from the user avatar A and within an angle of θ1 to θ4 (an example of a predetermined angle) centered on the monster M. That is, the angles θ1 to θ4 are the central angles of the sector indicating the movement range. However, the specific shape of the movement range is not limited to the examples in FIGS. 5 and 6. That is, the second action means 222 moves the monster M in the direction away from the avatar A (i.e., makes the monster M retreat from the avatar A) in response to the avatar A approaching the monster M.
[0049] Note that the second action means 222 may move the monster M in a direction determined by lottery (for example, a direction determined by a random number generated by a random number generator) within the movement range. Also, the second action means 222 may rotate the monster M on the field F so that the front of the monster M faces the movement direction. The method for determining the movement range is not particularly limited, but for example, the following methods can be considered.
[0050] As an example, as shown in FIG. 5, the second action means 222 changes the distances R1, R2 and the angles θ1, θ2 according to the direction in which the user avatar A approaches the monster M. More specifically, when the user avatar A approaches the monster M from the front side, as shown in FIG. 5(A), at the timing when the user avatar A approaches the monster M to the first distance R1, the second action means 222 starts the movement of the monster M within the movement range of the first angle θ1. On the other hand, when the user avatar A approaches the monster M from the back side, as shown in FIG. 5(B), at the timing when the user avatar A approaches the monster M to the second distance R2, the second action means 222 starts the movement of the monster M within the movement range of the second angle θ2.
[0051] Note that the front side (an example of the first direction) of the monster M refers to, for example, the side where the face of the monster M is located (in other words, the side that comes into the field of view of the monster M). The back side (an example of the second direction different from the first direction) of the monster M refers to the side of the back of the monster M (in other words, the side that does not come into the field of view of the monster M). It is assumed that the front side and the back side are predetermined according to the shape of the monster M. However, the first direction and the second direction are not limited to the front side and the back side of the monster M, and may be different from each other.
[0052] Also, the first angle θ1 is larger than the second angle θ2 (θ1 > θ2). That is, the second action means 222 makes the first angle θ1 when the user avatar A approaches the monster M from the front side larger than the second angle θ2 when the user avatar A approaches the monster M from the back side. Furthermore, the second distance R2 is shorter than the first distance R1 (R1 > R2). That is, the second action means 222 starts the movement of the monster M at the timing when the user avatar A approaches the monster M to the first distance R1 from the front side. On the other hand, the second action means 222 starts the movement of the monster M at the timing when the user avatar A approaches the monster M to the second distance R2 shorter than the first distance R1 from the back side.
[0053] As another example, as shown in FIG. 6, the second action means 222 changes the distances R3, R4 and the angles θ3, θ4 according to the moving speed of the player's avatar A approaching the monster M (in other words, the moving speed of the player A). More specifically, when the player's avatar A approaches the monster M at the first speed V1, as shown in FIG. 6(A), at the timing when the player's avatar A approaches the monster M to the third distance R3, the second action means 222 starts the movement of the monster M within the movement range of the third angle θ3. On the other hand, when the player's avatar A approaches the monster M at the second speed V2, as shown in FIG. 6(B), at the timing when the player's avatar A approaches the monster M to the fourth distance R4, the second action means 222 starts the movement of the monster M within the movement range of the fourth angle θ4.
[0054] Note that the first speed V1 is faster than the second speed V2 (V1 > V2). Also, the third angle θ3 is larger than the fourth angle θ4 (θ3 > θ4). That is, the second action means 222 increases the central angle of the movement range as the moving speed of the player's avatar A approaching the monster M increases. Also, the third distance R3 is longer than the fourth distance R4 (R3 > R4). That is, the second action means 222 starts the movement of the monster M at a timing when the distance from the player's avatar A to the monster M is farther as the moving speed of the player's avatar A approaching the monster M increases.
[0055] Furthermore, the second action means 222 combines the movement rules described with reference to FIG. 5 and the movement rules described with reference to FIG. 6 to control the movement of the monster M. Note that the magnitude relationship between the angles θ1, θ2 and the angles θ3, θ4 is not particularly limited. Also, the magnitude relationship between the distances R1, R2 and the distances R3, R4 is not particularly limited.
[0056] That is, as shown in FIG. 5, the second action means 222 may change parameters related to the movement of the monster M (for example, distances R1, R2, angles θ1, θ2) when the user avatar A approaches the monster M from the first direction and when the user avatar A approaches the monster M from a second direction different from the first direction. Further, as shown in FIG. 6, the second action means 222 may change parameters related to the movement of the monster M (for example, distances R3, R4, angles θ3, θ4) according to the speed of the user avatar A approaching the monster M. Also, the parameters related to movement are not limited to the above examples and may include the movement distance and movement direction of the monster M.
[0057] In FIGS. 5 and 6, the movement rules of the monster M when the user avatar A approaches are described, but the movement rules of the monster M are not limited to the above examples. That is, the movement rules may also define the movement of the monster M when the user avatar A moves away from the monster M and the movement of the monster M when the user avatar A uses an item.
[0058] [Event Control Processing According to the First Embodiment] FIG. 7 is a flowchart of the event control processing according to the first embodiment. FIG. 8 is an example of a field screen before (A) and after (B) the monster M enters the cage C. The event control processing is a process for controlling the occurrence of an event according to the positional relationship among the avatar A, the cage C, and the monster M.
[0059] The server program 13P causes the server 10 (an example of a computer) to execute the following processing, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following processing, whereby the game progresses on the user terminal 20. Hereinafter, the server program 13P (terminal program 23P) causing the server 10 (user terminal 20) to execute the processing is simply expressed as "the server 10 (user terminal 20) executes the processing". In the following description, the game realized on the user terminal 20A will be mainly described.
[0060] Before starting the game, the server 10 and the user terminal 20 identify the account used by the user and execute a process to play the game using the identified account. Also, when multiple accounts are selectable, the server 10 and the user terminal 20 identify the account to proceed with among the multiple accounts and then execute a process to play the game.
[0061] The user terminal 20A transmits, for example, the current location information detected by the position sensor 42 to the server 10 through the communication IF25 in order to associate it with the currently ongoing account. Also, the server 10 transmits, for example, the field data indicating the field F including the current location indicated by the current location information received from the user terminal 20A to the user terminal 20A through the communication IF15 in order to synchronize it with the ongoing account.
[0062] On the premise of executing the event control process, the terminal program 23P causes the monitor 31 to display the field screen shown in Fig. 8(A). The field screen displays the field F indicated by the field data received from the server 10. That is, the field screen displays the field F including the position corresponding to the current location of player A in the real space. Then, the terminal program 23P updates the field F displayed on the field screen in conjunction with the movement of player A in the real space.
[0063] First, the terminal program 23P (the placement means 210) places an avatar A, a cage C, and a monster M in a field F included in a field screen (S11). More specifically, the placement means 210 places the avatar A in a position in the field F corresponding to the current location of the player A detected by the position sensor 42. In addition, the placement means 210 receives, for example, content data indicating the content selected by the player A through the operation device 43 from the server 10 through the communication IF 25. Then, the placement means 210 places the cage C and the monster M in a position indicated by the content data in the field F. However, the method of determining the positions of the cage C and the monster M is not limited to the above example. In addition, it is assumed that the door of the cage C is open until step S16 is executed.
[0064] Hereinafter, the content selected by player A includes a capture event (an example of a specific event) and a failure event (an example of an event different from the specific event). The capture event is an event in which a monster M is captured in a cage C. More specifically, the capture event may be an event in which the monster M captured in the cage C is collected (e.g., registered in an illustrated book), or an event in which the monster M captured in the cage C is added to a friend, or an event in which a battle is held with the monster M captured in the cage C. The failure event is an event in which the content ends without the monster M being captured in the cage C. More specifically, the failure event may be an event in which the monster M escapes, or an event in which the monster M is strengthened and attacks the player's avatar A. However, specific examples of events included in the content are not limited to the above examples.
[0065] Next, the terminal program 23P (first action means 221) moves avatar A on the field F, reflecting information regarding the movement of player A in the real space (S12: Yes). More specifically, the first action means 221 moves avatar A to a corresponding position on the field F, following a change in the current location of player A detected by the position sensor 42. In addition, the first action means 221 transmits avatar data indicating avatar A after the movement to the server 10 via the communication IF 25.
[0066] Next, the terminal program 23P (second action means 222) moves the monster M according to conditions including at least the moving direction and position of the avatar A on the field F (S13). More specifically, the second action means 222 moves the monster M on the field F according to the movement rules described with reference to FIGS. 5 and 6. Further, the second action means 222 transmits object data indicating the monster M after the movement to the server 10 through the communication IF25.
[0067] Next, the terminal program 23P repeats the processes of steps S12 to S13 until the monster M approaches the cage C (S14: No) or until the monster M exits from the display range of the field F on the field screen (S15: No). That is, the player A may drive the monster M into the cage C by moving in the real space while looking at the field screen.
[0068] Then, when the monster M approaches the cage C (S14: Yes), the terminal program 23P (generation means 230) closes the door of the cage C into which the monster M has entered as shown in FIG. 8(B) (S16). Step S16 is an example of a capture event (first event) of capturing the monster M in the cage C. However, the specific example of the first event is not limited to the capture event.
[0069] The fact that the monster M approaches the cage C may, for example, mean that the monster M enters the inside of a circle with a predetermined size centered on the cage C. This is an example of the fact that the monster M satisfies a predetermined positional relationship with respect to the cage C. Further, the occurrence condition of the first event may be that a predetermined time has elapsed in a state where the monster M satisfies a predetermined positional relationship with respect to the cage C, or may be that the player A selects the cage C through the operation device 43 (for example, taps the position of the cage C on the field screen).
[0070] On the other hand, when the monster M exits from the display range of the field F on the field screen (S15: Yes), the terminal program 23P (generation means 230) plays a movie in which the monster M escapes (S17). Step S17 is an example of a failure event (second event) in which the capture of the monster M fails. However, the specific example of the second event is not limited to the failure event as long as it is different from the first event. Further, the monster M exiting from the display range of the field F is an example of the distance from the player avatar A to the monster M on the field F becoming equal to or greater than the threshold value.
[0071] [Operation and Effect of the First Embodiment] According to the first embodiment, the monster M is moved according to conditions including at least the moving direction and position of the player avatar A on the field F, and a capture event is generated when the monster M satisfies a predetermined positional relationship with respect to the cage C. In this way, by generating an event in consideration of the moving direction of the player avatar A on the field F (in other words, the player A in the real space), the interestingness of the location information game is improved.
[0072] Further, according to the first embodiment, in response to the player avatar A approaching the monster M, the monster M moves in a direction away from (escaping from) the player avatar A. Then, by the player A moving in the real space so as to drive the monster M into the cage C, the purpose of the content is achieved (a specific event occurs). Thereby, the interestingness is further improved as compared with a location information game that only causes the player avatar A to reach the destination.
[0073] Further, according to the first embodiment, parameters related to the movement of the monster M (that is, angles θ1, θ2, distances R1, R2) change depending on whether the player avatar A approaches from the front side or the back side of the monster M. Thereby, the strategic nature of driving the monster M into the cage C is enhanced, and the interestingness of the location information game is further improved.
[0074] Also, according to the first embodiment, parameters related to the movement of the monster M (that is, angles θ3, θ4, distances R3, R4) change according to the movement speed of the user avatar A. As a result, the strategy of driving the monster M into the cage C is enhanced, further improving the interestingness. In particular, since it is easier to control the movement of the monster M by slowing down the movement speed of the user avatar A, it is possible to suppress the play of location information games using vehicles (for example, automobiles, motorcycles, bicycles).
[0075] Furthermore, according to the first embodiment, when the distance from the user avatar A to the monster M becomes equal to or greater than the threshold value, a failure event is generated, so that while keeping the distance between the user avatar A and the monster M less than the threshold value, it becomes necessary to drive the monster M into the cage C. By thus imposing a constraint on the occurrence of the capture event, the strategy of driving the monster M into the cage C is enhanced, further improving the interestingness of the location information game.
[0076] [Modification Example 1 of the First Embodiment] FIG. 9(A) is a diagram showing an example of the field F according to Modification Example 1. A detailed description of the common points with the first embodiment is omitted, and the description will focus on the differences. Modification Example 1 is different from the first embodiment in that the user avatar A and the other user avatar B cooperate to drive the monster M into the cage C, and is common with the first embodiment in other points. That is, in Modification Example 1, it is assumed that the same content is being executed synchronously in the user terminals 20A and 20B. Also, in the user terminal 20A, the user avatar A is an example of a first object in which information related to the movement of the player A in the real space is reflected, and the other user avatar B is an example of a first object in which information related to the movement of the player B in the real space is reflected.
[0077] The other avatar B is a character that acts as a clone of player A on the user terminal 20B and moves on the field F. The arranging means 210 according to Modification Example 1 acquires avatar data from the user terminal 20B through the server 10, for example, and arranges the other avatar B indicated by the acquired avatar data on the field F. Also, not only avatar B but also avatars C and D may be arranged on the field screen of the user terminal 20A.
[0078] The first action means 221 according to Modification Example 1 causes the other avatar B on the field F to act according to the avatar data received from the server 10 (user terminal 20B) through the communication IF 25. That is, the first action means 221 moves the other avatar B on the field F displayed on the monitor 31 of the user terminal 20A by reflecting information regarding the movement of player B in the real space. Also, the first action means 221 causes the other avatar B on the field F displayed on the monitor 31 of the user terminal 20A to act according to the operation of player B on the operating device 43 of the user terminal 20B.
[0079] The second action means 222 according to Modification Example 1 moves the monster M according to conditions including at least the moving directions and positions of the self-avatar A and the other avatar B on the field F. More specifically, the second action means 222 individually determines a first moving range corresponding to the moving direction of the self-avatar A and a second moving range corresponding to the moving direction of the other avatar B in the manner described with reference to FIGS. 5 and 6. Then, the second action means 222 moves the monster M within the overlapping range of the first moving range and the second moving range. The specific moving direction of the monster M is determined by lottery (random number), for example.
[0080] Then, the server 10 according to Modification 1 synchronizes field data, avatar data, and object data on user terminals 20A and 20B. Thus, according to Modification 1, players A and B can cooperate to drive monster M into cage C through user terminals 20A and 20B respectively. That is, players A and B can cooperate to play the content. As a result, the interestingness is further improved.
[0081] [Modification 2 of the First Embodiment] FIG. 9(B) is a diagram showing an example of the field F according to Modification 2. The detailed description of the common points with the first embodiment is omitted, and the description will focus on the differences. Modification 2 is different from the first embodiment in that in addition to the user avatar A, a campfire X1 or food X2 (hereinafter, these may be collectively referred to as "items X1, X2") is used to drive monster M into cage C, and is common with the first embodiment in other points.
[0082] Items X1, X2 are an example of a fourth object that affects monster M (typically, controls the moving direction of monster M). More specifically, the campfire X1, which is an example of an item, is an example of a fourth object that repels monster M. Also, food X2, which is another example of an item, is an example of a fourth object that attracts monster M. The arranging means 210 according to Modification 2 arranges items X1, X2 at a position on field F designated by player A through the operating device 43, for example.
[0083] The second action means 222 according to Modification 2 makes monster M act based on the positional relationship between items X1, X2 and monster M. In other words, the second action means 222 makes monster M behave according to the influence received from items X1, X2. As an example, the second action means 222 moves monster M in a direction away from the campfire X1. As another example, the second action means 222 moves monster M in a direction approaching the food X2. The specific moving direction of monster M with respect to items X1, X2 will be described in the second embodiment.
[0084] According to Modification 2, in addition to the moving direction of the avatar A, the monsters M can be driven into the cage C using the items X1 and X2. As a result, the strategy of driving the monster M into the cage C is enhanced, further improving the interestingness.
[0085] However, specific examples of the items X1 and X2 are not limited to the aforementioned examples. That is, "affecting the monster M" may include not only the influence on the movement of the monster M, but also changing the parameters of the monster M (for example, becoming stronger, recovering, inflicting damage, generating abnormal states (for example, poison, paralysis, charm)). And the parameters of the monster M may change when the monster M obtains an item (for example, eats a poisonous mushroom).
[0086] [Other Modifications of the First Embodiment] Some or all of the First Embodiment, Modification 1, and Modification 2 can be combined without departing from the spirit of the present invention. Also, the specific example of the second object is not limited to the monster M, and the specific example of the third object is not limited to the cage C. As other examples of the third object for capturing the second object, a pitfall, a trap, etc. may be used. Also, as other examples of the second object, animals, insects, soldiers, etc. may be used. Furthermore, the event is not limited to the one in which the second object is captured by the third object.
[0087] As another example of the event, it may be an event in which an enemy character (for example, a single character, a unit composed of a plurality of characters), which is the second object, is attacked with a weapon (for example, a bow, a cannon, a gun, a catapult), which is the third object. That is, the content may be one that drives the enemy character within the range of the weapon. And the generating means 230 may generate an event of attacking the enemy character with the weapon when the enemy character enters the range of the weapon.
[0088] As yet another example of an event, when an enemy character, which is the second object, reaches a destination (e.g., a base, a nest, a feeding ground), which is the third object, an event may occur in which the enemy character is strengthened (e.g., grows larger, or parameters such as attack power increase). That is, the content may prevent the enemy character from reaching the destination. And the generating means 230 may generate an event that strengthens the enemy character when the enemy character reaches the destination.
[0089] [Second Embodiment] With reference to FIGS. 10 to 12, a second embodiment of the present invention will be described. A detailed description of the common points with the first embodiment will be omitted, and the description will focus on the differences. The location information game according to the second embodiment differs from the first embodiment in that the monster M is moved according to the influence received from the items X1 and X2 regardless of the movement of the user avatar A, and is common with the first embodiment in other points. Also, the configuration of the second embodiment can also be applied to Modification 1 of the first embodiment. In the second embodiment, the items X1 and X2 are an example of the first object, the monster M is an example of the second object, the cage C is an example of the third object, and the user avatar A is an example of the fourth object.
[0090] FIG. 10 is a diagram showing the attributes of the field F according to the second embodiment. The field data according to the second embodiment includes attribute data indicating the attributes of the field F. The attributes of the field F refer to, for example, the form of each area on the field F (e.g., a watering place, a residential area, a forest), the slope on the field F (e.g., an uphill slope, a downhill slope), and the weather on the field F (e.g., sunny, rainy, wind direction). In the example of FIG. 10, "watering place" is indicated by diagonal hatching, "downhill slope" is indicated by a solid black arrow, and "wind direction" is indicated by a white arrow. Note that the attributes of the field F (virtual space) may be the same as or different from the real space.
[0091] FIG. 11 is a functional block diagram of the user terminal 20A according to the second embodiment. As shown in FIG. 11, the terminal program 23P according to the second embodiment further functions the user terminal 20 (computer) as a change means 240 in addition to the arrangement means 210, the action means 220, and the generation means 230.
[0092] The arrangement means 210 according to the second embodiment arranges the items X1 and X2 on the field F. The arrangement means 210 arranges the items X1 and X2, for example, at the position on the field F indicated (arrangement instruction) by the player A through the operation device 43. More specifically, the arrangement means 210 arranges the items X1 and X2 at the position of the own avatar A when receiving an arrangement instruction from the player A through the operation device 43. That is, the player A can arrange the items X1 and X2 at a desired position on the field F by moving in the real space and inputting an arrangement instruction.
[0093] In addition, the arrangement means 210 may determine whether to arrange the campfire X1 at the position indicated by the player A based on the attribute of the field F indicated by the attribute data. For example, the arrangement means 210 arranges the campfire X1 at the position of the own avatar A when an arrangement instruction is input while the own avatar A is arranged at the water area. On the other hand, the arrangement means 210 does not arrange the campfire X1 at the position of the own avatar A when an arrangement instruction is input while the own avatar A is arranged at a position different from the water area.
[0094] That is, among the attributes set for the field F, the hatched water area in FIG. 10 is an example of a first area where the campfire X1 can be arranged, and the area different from the water area is an example of a second area where the campfire X1 cannot be arranged. In addition, the items that can be arranged on the field F may include the campfire X1 that can be arranged only in a part of the area of the field F (that is, the first area) and the bait X2 that can be arranged in all areas of the field F.
[0095] The change means 240 according to the second embodiment changes the campfire X1 on the field F. The change means 240 changes the campfire X1, for example, according to the attributes of the field F indicated by the field data. Note that the "change of the campfire X1" includes at least one of a change in the position of the campfire X1 (i.e., movement), a change in the size of the campfire X1 (e.g., enlargement, reduction), and a change in the shape of the campfire X1 (i.e., deformation). Also, the items that can be arranged on the field F may include the changing campfire X1 and the non-changing bait X2.
[0096] FIG. 12 is a diagram showing an example of the field F according to the second embodiment. As an example, the change means 240 may change the size of the campfire X1 according to the weather of the field F. That is, the change means 240 may gradually reduce (i.e., extinguish) the campfire X1 when the weather of the field F is rainy. Also, as shown in FIG. 12, the change means 240 may gradually increase (i.e., spread) the campfire X1 when the weather of the field F is sunny. As yet another example, the change means 240 may change the shape of the campfire X1 according to the wind direction of the field F. That is, as shown in FIG. 12, the change means 240 may extend (i.e., spread) the campfire X1 toward the leeward side of the wind included in the field F.
[0097] The second action means 222 according to the second embodiment moves the monster M on the field F according to the influence received from the items X1, X2. That is, the player A may arrange the items X1, X2 on the field F so as to drive the monster M into the cage C. The specific method by which the second action means 222 moves the monster M is not particularly limited, but for example, the following methods are conceivable.
[0098] As an example, the second action means 222 moves the monster M so as to leave an exclusion area (e.g., a circle or an ellipse) surrounding the bonfire X1, as shown by a dashed line in FIG. 12. This exclusion area surrounds the bonfire X1 and is larger than the bonfire X1. The shape and size of the exclusion area change in accordance with changes in the bonfire X1. Then, for example, when the monster M is included in the exclusion area whose shape has changed, the second action means 222 moves the monster M so as to leave the exclusion area in the shortest distance. That is, when the monster M is placed upwind of the cage C, the player A may place the bonfire X1 even further upwind of the monster M.
[0099] As another example, the second action means 222 moves the monster M so as to approach the bait X2. The second action means 222 moves the monster M, for example, along a straight line connecting the monster M and the bait X2 so as to approach the bait X2. That is, the player A may place the bait X2 on the opposite side of the cage C from the monster M.
[0100] [Effects of the second embodiment] According to the second embodiment, the monster M is moved on the field F according to the influence of the items X1 and X2, and a capture event is generated when the monster M satisfies a predetermined positional relationship with the cage C. In this way, the interest of the location information game is increased by generating an event in consideration of the positional relationship between the monster M and the items X1 and X2 on the field F.
[0101] According to the second embodiment, the items X1 and X2 are placed at the position of the player's avatar A, so that the player A places the items X1 and X2 while moving in the real space according to the position of the monster M on the field screen. This enhances the interest without departing from the purpose of the position information game.
[0102] Furthermore, according to the second embodiment, by dividing the field F into a first area (i.e., a water area) where the bonfire X1 can be placed, and a second area where the bonfire X1 cannot be placed, the strategic element of chasing the monster M into the cage C is increased, thereby further increasing the interest of the location-based game.
[0103] Furthermore, according to the second embodiment, by changing the position, size, and shape of the bonfire X1, the strategic element of chasing the monster M into the cage C is increased, so that the interest of the position information game is further increased.
[0104] [Modification of the second embodiment] Note that items that can be placed in the field F are not limited to the bonfire X1 and the bait X2. As other examples of items, the placing means 210 may place rocks and iron balls in the field F. In addition, the changing means 240 may move the rocks and iron balls along a downward slope in the field F (i.e., roll them down).
[0105] [Third embodiment] A third embodiment of the present invention will be described with reference to Figs. 13 to 17. Note that a detailed description of the points in common with the first embodiment will be omitted, and the differences will be mainly described. The location information game according to the third embodiment differs from the first embodiment in that the event to be generated is changed based on the direction in which the player's avatar A approaches the monster M or the dungeon symbol D, but is common to the first embodiment in other respects. In the third embodiment, the player's avatar A is an example of a first object, and the monster M and the dungeon symbol D are examples of a second object.
[0106] Fig. 13 is a flowchart of an event control process according to the third embodiment. Fig. 14 is an example of a field screen according to the third embodiment. Fig. 15 is an example of a battle screen according to the third embodiment.
[0107] First, the terminal program 23P (arrangement means 210) arranges the avatar A and the monster M in the field F included in the field screen (S21). More specifically, the arrangement means 210 arranges the avatar A at a position corresponding to the current location of the player A detected by the position sensor 42 in the field F. Also, the arrangement means 210 arranges the monster M, for example, at a position on the field F specified by the player A through the operating device 43. Note that the second object that causes the battle event is not limited to the monster M itself and may be any destination symbol.
[0108] Next, the terminal program 23P (first action means 221) moves the avatar A on the field F by reflecting information on the movement of the player A in the real space (S22: Yes). More specifically, the first action means 221 moves the avatar A to the corresponding position on the field F following the change in the current location of the player A detected by the position sensor 42. Also, the first action means 221 transmits the avatar data indicating the avatar A after the movement to the server 10 through the communication IF25. Further, the terminal program 23P (second action means 222) may move the monster M on the field F according to a predetermined rule. Or, the monster M may stay at the position specified by the player A.
[0109] Next, the terminal program 23P (generation means 230) repeatedly executes the process of step S22 until the own avatar A encounters the monster M (S23: No), and waits for the execution of the processes after step S24. The own avatar A encountering the monster M is an example of the own avatar A satisfying a predetermined positional relationship with respect to the monster M.
[0110] In addition, when the user avatar A encounters the monster M (S23: Yes), the generation means 230 determines whether the user avatar A approaches the monster M from the front side as shown in FIG. 14(A) or from the back side as shown in FIG. 14(B) (S24). The front side of the monster M is an example of the first direction, and the back side of the monster M is an example of the second direction.
[0111] When the user avatar A approaches the monster M from the front side (S24: Yes), the generation means 230 causes the monitor 31 to display the battle screen shown in FIG. 15(A) and generates a battle event (S25). Also, in the battle event (turn-based battle) through the battle screen of FIG. 15(A), the generation means 230 determines the order of action based on the parameters of the user avatar A and the monster M. For example, the generation means 230 causes the side with the higher speed among the user avatar A and the monster M to act first.
[0112] On the other hand, when the user avatar A approaches the monster M from the back side (S24: No), the generation means 230 causes the monitor 31 to display the battle screen shown in FIG. 15(B) and generates a battle event (S26). Also, in the battle event (turn-based battle) through the battle screen of FIG. 15(B), regardless of the parameters of the user avatar A and the monster M, the generation means 230 causes the user avatar A to act first.
[0113] The battle event in step S25 is an example of the first event, and the battle event in step S26 is an example of the second event. Also, the battle event (S26) that causes the user avatar A to act first regardless of the parameters is an example of an event that activates an effect more advantageous to the user avatar A than the battle event (S25) that determines the order of action according to the parameters. In other words, the battle event in step S25 is an example of an event that activates an effect more disadvantageous to the user avatar A than the battle event in step S26.
[0114] However, the event that activates an advantageous effect on the user avatar A is not limited to a battle event where one can act first. As another example, it may be a battle event that starts with the parameters of the user avatar A being increased (so-called buff), or a battle event that starts with the parameters of the monster M being decreased (so-called debuff). Also, the second event is not limited to being more advantageous than the first event. As another example, the first event may be a battle event with the first enemy character, and the second event may be a battle event with a second enemy character different from the first enemy character.
[0115] FIG. 16 is another example of a field screen according to the third embodiment. FIG. 17 is an example of a dungeon screen according to the third embodiment. Note that the processing flow is common to FIG. 13. On the other hand, the first difference from FIGS. 14 and 15 is that a dungeon symbol D is used as an object instead of the monster M. Also, the second difference from FIGS. 14 and 15 is that the user avatar A approaches the dungeon symbol D from the north side (the first direction) or the south side (the second direction) instead of the front side or the back side of the monster M.
[0116] The dungeon symbol D shown in FIG. 16 is an entrance to a dungeon (FIG. 17) which is a virtual space. The dungeon is an example of a virtual space different from the field F (virtual space). The dungeon may or may not correspond to the real space. Also, the dungeon is not limited to a three-dimensional space and may be a two-dimensional plane. Furthermore, as shown in FIG. 17 for example, the dungeon includes a first entrance E1 and a second entrance E2. The first entrance E1 and the second entrance E2 are different entrances (that is, different positions within the range where the user avatar A can move within the dungeon).
[0117] And when the generation means 230 determines that the user avatar A approaches the dungeon symbol D from the south (S24: Yes), the generation means 230 causes the user avatar A to enter the dungeon through the first entrance E1 in FIG. 17 (S25). On the other hand, when the generation means 230 determines that the user avatar A approaches the dungeon symbol D from the north (S24: No), the generation means 230 causes the user avatar A to enter the dungeon through the second entrance E2 in FIG. 17 (S26). That is, the generation means 230 starts the action of the user avatar A from different positions in the dungeon based on the direction in which the user avatar A approaches the dungeon symbol D.
[0118] Furthermore, the first action means 221 causes the avatar A to act in the dungeon according to the operation of the player A through the operation device 43. Also, items I that can be acquired by the user avatar A may be arranged in the dungeon, or monsters that can battle the user avatar A may be arranged. Then, the generation means 230 may cause the user avatar A to acquire different items I (that is, generate different acquisition events) according to the entrances E1 and E2 through which the user avatar A enters the dungeon, or cause the user avatar A to battle different monsters (that is, generate different battle events). Also, the first entrance E1 and the second entrance E2 may be entrances with different distances to reach the destination (item I or monster). Furthermore, the first entrance E1 and the second entrance E2 may be entrances with different difficulties to reach the destination (for example, the number and strength of monsters arranged on the way).
[0119] [Operation and Effect of the Third Embodiment] According to the third embodiment, different events are generated according to the direction in which the user avatar A approaches the monster M or the dungeon symbol D. Thereby, the interestingness is further improved as compared with a position information game that only causes the user avatar A to reach the destination.
[0120] Further, according to the third embodiment, the strategic nature of the location-based game is enhanced by switching the advantages and disadvantages of the battle event according to the direction in which the player avatar A approaches the monster M, so the interestingness is further improved. Also, according to the direction in which the player avatar A approaches the monster M, by switching the monster to battle, the interestingness of the location-based game is further improved, such as the player A detouring through the real space to battle the desired monster.
[0121] Furthermore, according to the third embodiment, the strategic nature of the location-based game is enhanced by switching the entrances E1, E2 when the player avatar A enters the dungeon according to the direction in which the player avatar A approaches the dungeon symbol D, so the interestingness is further improved.
[0122] [Modification Example of the Third Embodiment] The arranging means 210 according to the modification example arranges the avatar A and the destination symbol on the field F included in the field screen. The destination symbol according to the modification example is, for example, a symbol that generates a lottery event. And the generating means 230 according to the modification example generates a first lottery event (an example of the first event) when the avatar A approaches the destination symbol from the first direction, and generates a second lottery event (an example of the second event) when the avatar A approaches the destination symbol from the second direction.
[0123] The second lottery event is a lottery event in which the winning probability of a game medium of high value is higher than that of the first lottery event. As an example, in the second lottery event, the plurality of game media that are candidates are the same as those in the first event, the winning probability of a game medium of high value (for example, with a rarity equal to or higher than a threshold) is increased compared to the first lottery event, and the winning probability of a game medium of low value (for example, with a rarity less than the threshold) is decreased compared to the first event. As another example, in the second lottery event, a part of the plurality of game media that are candidates in the first lottery event may be replaced with game media of higher value. That is, the second lottery event is another example of an event that activates an effect more advantageous to the avatar A than the first lottery event.
[0124] [Other Modification Examples] In the above-described embodiments, the embodiments have been described in the context of location information games, but may be applied to various application services that utilize location information. For example, there are fitness apps, training apps, health support apps, traffic guidance apps, tourism guidance apps, and the like.
[0125] Also, the program according to the present invention is not limited to a single program, and may be an aggregate of a plurality of programs. Further, the program according to the present invention is not limited to being executed by a single device, and may be executed in cooperation by a plurality of devices. Furthermore, the role sharing between the server 10 and the user terminal 20 is not limited to the above-described example. That is, a part of the processing of the server 10 may be executed by the user terminal 20, or a part of the processing of the user terminal 20 may be executed by the server 10. The embodiments described in this specification can be partially or entirely combined with each other, and a part may be replaced, added, deleted, or changed with respect to other elements. Note that it is also possible to appropriately adopt known technical elements at the time of filing for matters not explicitly described in this specification.
[0126] Furthermore, part or all of each means realized by the program can also be realized by hardware such as an integrated circuit. Further, the program may be provided by being recorded on a non-transitory computer-readable recording medium. The recording medium refers to, for example, a hard disk, an SD card, a DVD, or a server on the Internet.
[0127] [Appendix 1] The following summarizes part of the present invention. [Problems] For example, the present invention aims to improve the interestingness. [Solutions] (1) The computer is caused to A first object that reflects information on the movement of a player in the real space, a second object that moves according to conditions including at least the moving direction and position of the first object, and a third object different from the second object are arranged in a virtual space corresponding to the real space. A program that causes a specific event to occur when the second object satisfies a predetermined positional relationship with respect to the third object. (2) In the program according to (1) above, A program that causes the computer to move the second object in a direction away from the first object in response to the movement of the first object in a direction approaching the second object. (3) In the program according to (2) above, A program that causes the computer to change parameters related to the movement of the second object when the first object approaches the second object from a first direction and when the first object approaches the second object from a second direction different from the first direction. (4) In the program according to (2) above, A program that causes the computer to change parameters related to the movement of the second object according to the speed of the first object approaching the second object. (5) In the program according to (1) above, The computer, arranges a fourth object that affects the second object at a position on the virtual space specified by the player, and causes the second object to behave according to the influence received from the fourth object. (6) In the program according to (1) above, The computer, arranges a plurality of the first objects in the virtual space, each of which reflects information on the movement of a different player, A program for moving the second object according to conditions including at least the moving directions and positions of the plurality of first objects. (7) In the program according to (1) above, A program for causing the computer to generate an event different from the specific event when the distance from the first object to the second object in the virtual space becomes equal to or greater than a threshold value. The solution means of the above program may be appropriately applied to other categories such as systems, methods, media, devices, etc. [Advantages and effects] According to the above solution means (1), by generating a specific event in consideration of the moving direction of the first object in the virtual space (in other words, the player in the real space), the interestingness of the position information game is improved. According to the above solution means (2), a specific event occurs when the player moves in the real space so as to drive the second object into the third object. Thereby, compared with a position information game in which only the first object reaches the destination, the interestingness is further improved. According to the above solution means (3), the parameters related to the movement of the second object change according to the direction in which the first object approaches the second object. Thereby, the strategic nature of driving the second object into the third object is enhanced, so the interestingness of the position information game is further improved. According to the above solution means (4), the parameters related to the movement of the second object change according to the speed of the first object approaching the second object. Thereby, the strategic nature of driving the second object into the third object is enhanced, so the interestingness of the position information game is further improved. According to the above solution means (5), in addition to the first object, the second object can be driven into the third object by using the fourth object. Thereby, the strategic nature of driving the second object into the third object is enhanced, so the interestingness of the position information game is further improved. According to the above solution means (6), a plurality of players can cooperate to drive the second object into the third object. That is, a plurality of players can cooperate to play the content. As a result, the interestingness is further improved. According to the above solution means (7), when the distance from the first object to the second object becomes equal to or greater than a threshold value, by generating another event, while keeping the distance between the first object and the second object less than the threshold value, it becomes necessary to drive the second object into the third object. In this way, by imposing a restriction on the occurrence of the first event, the strategic nature of driving the second object into the third object is enhanced, so the interestingness of the position information game is further improved.
[0128] [Appendix 2] The following summarizes part of the present invention. [Problem] For example, the present invention aims to improve the interestingness. [Solution means] (1) A program for causing a computer to arrange a first object, a second object that moves according to the influence received from the first object, and a third object in a virtual space corresponding to the real space, and generate a specific event when the second object satisfies a predetermined positional relationship with respect to the third object. (2) In the program according to (1) above, causing the computer to arrange a fourth object in the virtual space, in which information regarding the movement of the player in the real space is reflected, and a program for arranging the first object at the position of the fourth object in the virtual space in response to an arrangement instruction from the player. (3) In the program according to (2) above, the virtual space is divided into a first area where the first object can be arranged and a second area where the first object cannot be arranged, A program that causes the computer to place the first object at the position of the fourth object when the placement instruction is received from the player with the fourth object placed in the first area. (4) In the program according to (1) above, A program that causes the computer to change the first object in the virtual space. The solution means of the above program may be appropriately applied to other categories such as systems, methods, media, devices, etc. [Operational Effects] According to the above solution means (1), by generating an event in consideration of the positional relationship among the first object, the second object, and the third object in the virtual space, the interestingness of the location information game is improved. According to the above solution means (2), the player places the first object while moving in the real space according to the position of the second object. Thereby, the interestingness is improved without departing from the gist of the location information game. According to the above solution means (3), by dividing the area into a first area where the first object can be placed and a second area where the first object cannot be placed, the strategic nature of driving the second object into the third object is enhanced, so the interestingness of the location information game is further improved. According to the above solution means (4), by changing the position, size, and shape of the first object, the strategic nature of driving the second object into the third object is enhanced, so the interestingness of the location information game is further improved.
[0129] [Appendix 3] The following summarizes part of the present invention. [Problems] For example, the present invention aims to improve interestingness. [Solution Means] (1) To the computer, Place a first object that reflects information on the movement of the player in the real space and a second object different from the first object in the virtual space corresponding to the real space. When the first object approaches the second object from the first direction, a first event is generated. A program that generates a second event different from the first event when the first object approaches the second object from a second direction different from the first direction. (2) In the program according to (1) above, The second event is an event that activates an effect more advantageous to the first object than the first event. (3) In the program according to (2) above, The first event is a battle event whose order of action is determined by the parameters of the first object and the second object. The second event is a battle event in which the first object acts first. (4) In the program according to (2) above, The second event is a battle event that starts in a state where the parameter of the first object has increased or the parameter of the second object has decreased compared to the first event. (5) In the program according to (2) above, The first event is a lottery event that awards a game medium selected by lottery to the first object. The second event is a lottery event in which the winning probability of the game medium with a higher value is higher than that of the first event. (6) In the program according to (1) above, The first event is a battle event between the first enemy character and the first object. The second event is a battle event between the first object and a second enemy character different from the first enemy character. (7) In the program according to (1) above, The second object is an entrance to another virtual space different from the virtual space. In the first event, the first object enters the other virtual space from the first entrance. In the second event, the first object enters the other virtual space from a second entrance different from the first entrance. A program. The solution means of the above program may be appropriately applied to other categories such as systems, methods, media, devices, etc. [Operational effects] According to the above solution means (1), different events are generated according to the direction in which the first object approaches the second object. Thereby, compared with a position information game that only makes the first object reach the destination, the interestingness is further improved. According to the above solution means (2), by switching the advantages and disadvantages of the event according to the direction in which the first object approaches the second object, the strategic nature of the position information game is enhanced, so the interestingness is further improved. According to the above solution means (3), by switching the action order in the battle event, the strategic nature of the position information game is enhanced, so the interestingness is further improved. According to the above solution means (4), by changing the parameters of the first object and the second object in the battle event, the strategic nature of the position information game is enhanced, so the interestingness is further improved. According to the above solution means (5), by changing the winning probability in the lottery event, the strategic nature of the position information game is enhanced, so the interestingness is further improved. According to the above solution means (6), by switching the enemy characters to battle, the interestingness of the position information game is further improved, such as the player bypassing the real space to battle with the desired enemy characters. According to the above solution means (7), by switching the entrance when the first object enters another virtual space according to the direction in which the first object approaches the second object, the strategic nature of the position information game is enhanced, so the interestingness is further improved.
Explanation of reference signs
[0130] 1... System, 2... Communication network, 10... Server, 11, 21... Processor, 12, 22... Memory, 13, 23... Storage, 13P... Server program, 14... Input / output interface, 15, 25... Communication interface, 19, 29... Communication bus, 20... User terminal, 23P... Terminal program, 31... Monitor, 33, 34... Camera, 35... Microphone, 36... Speaker, 41... Motion sensor, 42... Position sensor, 43... Operating device
Claims
1. Cause a computer to place a first object in a virtual space corresponding to the real space, the first object reflecting information about the movement of a player in the real space, and a second object that moves according to a condition including at least the movement direction and position of the first object, cause the second object to move away from the first object in response to the movement of the first object in a direction approaching the second object, and change a parameter related to the movement of the second object when the first object approaches the second object from a first direction and when the first object approaches the second object from a second direction different from the first direction. A program.
2. Cause a computer to place a first object in a virtual space corresponding to the real space, the first object reflecting information about the movement of a player in the real space, and a second object that moves according to a condition including at least the movement direction and position of the first object, cause the second object to move away from the first object in response to the movement of the first object in a direction approaching the second object, and change a parameter related to the movement of the second object according to the speed of the first object approaching the second object. A program.
3. In the program according to claim 1 or 2, cause the computer to place a third object different from the first object and the second object in the virtual space, and generate a specific event when the second object satisfies a predetermined positional relationship with respect to the third object. A program.
4. In the program according to claim 1 or 2, cause the computer to place a third object that affects the second object at a position on the virtual space designated by the player, and cause the second object to behave according to the influence received from the third object. A program.
5. In the program according to claim 1 or 2, cause the computer to place a plurality of the first objects in the virtual space, each reflecting information about the movement of a different player, A program for moving the second object according to conditions including at least the moving directions and positions of the plurality of first objects.
6. In the program according to claim 3, A program for causing the computer to generate an event different from the specific event when the distance from the first object to the second object in the virtual space becomes equal to or greater than a threshold value.
7. Arrangement means for arranging in a virtual space corresponding to the real space a first object that reflects information on the movement of a player in the real space and a second object that moves according to conditions including at least the moving direction and position of the first object; Action means for moving the second object in a direction away from the first object in response to the movement of the first object in a direction approaching the second object, the action means changing parameters related to the movement of the second object when the first object approaches the second object from a first direction and when the first object approaches the second object from a second direction different from the first direction.
8. Arrangement means for arranging in a virtual space corresponding to the real space a first object that reflects information on the movement of a player in the real space and a second object that moves according to conditions including at least the moving direction and position of the first object; Action means for moving the second object in a direction away from the first object in response to the movement of the first object in a direction approaching the second object; The action means changes parameters related to the movement of the second object according to the speed of the first object approaching the second object.
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