Program and Information Processing Apparatus
The program and apparatus optimize common event participation by generating unique occurrence points for players based on attributes and preferences, reducing congestion and disturbances, and ensuring player privacy.
Patent Information
- Application Number
- JP2022139755
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-02
- Publication Date
- 2025-07-23
- Estimated Expiration
- 2041-02-22
AI Technical Summary
Conventional location-based games with common events cause player congestion, leading to inconvenience for participants and disturbances to non-participating surroundings.
A program and information processing apparatus that dynamically generates unique event occurrence points for each player based on their attributes and preferences, ensuring players participate in common events at distinct locations, with notifications and distance management to prevent overcrowding and identity exposure.
Enhances player experience by preventing congestion and minimizing disturbances to others, while maintaining privacy and player engagement through personalized event participation.
Smart Images

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Figure 0007711668000002 
Figure 0007711668000003
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] Conventionally, a location-based game that generates a common event (for example, a battle event with an enemy character) in which a plurality of players can participate has been known.
[0003] Regarding this, Patent Document 1 discloses a technique for controlling so that an enemy character (raid boss) moves targeting a group of players when the location information of a predetermined number of players is concentrated within a predetermined range.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the technique described in Patent Document 1, while the play of the event becomes advantageous due to the concentration of a plurality of players, there is a problem that each player has to play while being crowded, or it causes trouble to the surroundings such as passers-by who are not playing the game.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can improve the play environment of each player and suppress causing trouble to the surroundings.
Means for Solving the Problems
[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program for executing a common event in which each player can participate in common, and causes a computer to function as an acquisition unit that acquires the current position of each player, a determination unit that determines a generation point of the common event corresponding to the player, and a control unit that permits the player to participate in the common event when the current position of the player reaches the generation point corresponding to the player. The determination unit makes the first generation point corresponding to one player and the second generation point corresponding to another player different as the generation points. Note that the case where "when the current position of the player reaches the generation point corresponding to the player" may include the case where the current position of the player reaches a predetermined range including the generation point corresponding to the player.
[0008] Further, in a second aspect of the present invention, the determination unit makes the generation points different for each attribute information of the player.
[0009] Further, in a third aspect of the present invention, the attribute information is the age of the player, and the determination unit makes the generation points different according to the age of each player.
[0010] Further, in a fourth aspect of the present invention, the attribute information is allowable information indicating whether or not it is allowed that the generation point of the common event becomes the same generation point as that of another player, and the determination unit makes the generation points different according to the allowable information of the player.
[0011] Further, in a fifth aspect of the present invention, the allowable information is set by a setting operation of the player.
[0012] Further, in a sixth aspect of the present invention, the allowable information is set according to the behavior history of the player.
[0013] Further, in a seventh aspect of the present invention, the determination unit determines the second generation point corresponding to the other player as a point exceeding a predetermined distance from the current position of the one player.
[0014] Also, in the eighth aspect of the present invention, the determining means determines the second occurrence point corresponding to the other player at a point exceeding a predetermined distance from the destination of the quest being executed by the one player.
[0015] Also, in the ninth aspect of the present invention, when the one player and the other player are closer than a certain distance, the control means gives a notification to at least one of the players.
[0016] Also, in the tenth aspect of the present invention, the determining means determines the first occurrence point and the second occurrence point within a predetermined area, and the control means notifies the other player of the current position of the one player and notifies the one player of the current position of the other player.
[0017] Moreover, an information processing apparatus according to the eleventh aspect of the present invention is an information processing apparatus that executes a common event in which each player can participate in common, and includes an acquisition means for acquiring the current position of each player, a determination means for determining the occurrence point of the common event corresponding to the player, and a control means for permitting the player to participate in the common event when the current position of the player reaches the occurrence point corresponding to the player. The determination means makes the first occurrence point corresponding to one player and the second occurrence point corresponding to another player different as the occurrence points.
Effect of the Invention
[0018] According to the present invention, it is possible to improve the play environment of each player and suppress causing trouble to the surroundings.
Brief Description of the Drawings
[0019]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6A
Figure 6B
Mode for Carrying Out the Invention
[0020] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicate descriptions are omitted.
[0021] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the present embodiment.
[0022] As shown in FIG. 1, the game system 1 includes a server device 10 and one or a plurality of terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 provides the game program 14 itself to the terminal device 12.
[0024] Each terminal device 12 is an information processing device owned by each player. After the game program 14 received from the server device 10 is installed, it is an information processing device that provides a game to each player by executing the program. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0025] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.
[0026] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.
[0028] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.
[0030] Note that the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Also, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations commonly provided in servers. Also, the hardware configuration of the plurality of terminal devices 12 can have the same configuration as the server device 10, except for having, for example, operation means, a display device, and a sound output device.
[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.
[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS reception unit 39, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS reception unit 39, a storage unit 40, and a speaker 42. And the main control unit 30 has a function of controlling these connection destinations.
[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the present embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0035] The camera 34 has a function of taking a still image and / or a moving image and saving it in the storage unit 40.
[0036] The mobile communication unit 36 is connected to the mobile communication network via the antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 is connected to the communication network NT via the antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] The GPS reception unit 39 receives radio waves from GPS satellites via the antenna 39A and has a function of acquiring position information representing the current position. Examples of this position information include an address, latitude, and longitude.
[0039] The storage unit 40 stores various programs and various data such as the game program 14, play data indicating the progress of the game of the game program 14, and player information. Note that the play data may be stored in the server device 10.
[0040] The speaker 42 has a function of outputting game sounds and the like.
[0041] <Game overview> The game according to this embodiment is a position information game that reflects the player's position and movement in the real world in the game content. In this game, for example, when the player moves in the real world, the player character arranged in the game field (virtual world) also moves. This player character is one or a plurality of characters available to the player in the game. The player gives an instruction to the player character by performing an input operation or the like on the touch panel 32.
[0042] In addition, in the game according to this embodiment, there are a field mode and an event mode. The field mode is a mode in which the player character moves in the game field. In this field mode, the player can instruct the player character to equip (attach / detach) the equipped item items they own and use (consume) consumable items they own. Equipped items include, for example, weapons, armor, accessories, etc. Consumable items include, for example, items that recover the hit points of the player character, items that recover the status abnormalities (paralysis, confusion, etc.) of the player character, items that strengthen equipped items, etc. Also, the event mode is a mode in which the player executes an event that occurs in response to the player moving in the real world, that is, the player character moving in the game field. This event is, for example, a battle game with enemy characters (various monsters). For example, a battle game with a normal monster is executed in response to a normal monster randomly appearing (encountering) in the game field. Also, a battle game with a boss monster is executed in response to the boss monster appearing when the destination of the quest is reached. Also, a battle game with a raid boss monster is executed in response to the player reaching the appearance point (generation point) of the raid boss monster corresponding to the player. This battle game with the raid boss monster is, for example, a common event that each player matched in the same group can participate in together, and is a game in which each player cooperates with each other to battle the raid boss monster. Specifically, each player matched in the same group battles the common (same) raid boss monster and aims to gradually reduce the hit points of the raid boss monster by cooperating with each other. In these battle games, the player gives instructions to the player character regarding attacks, use of skills, defense, use (consumption) of items, etc. When the player wins against various monsters, a clear reward is given to the player. This victory means, for example, reducing the monster's hit points to 0 or less. Clear rewards include, for example, experience points for growing (leveling up) the player character, in-game currency (such as medals and coins) that can be used, drop items (such as equipment items and consumable items), etc. For example, when the monster's ability is high or the appearance frequency is low, a large amount of experience points, currency, etc. are given as rewards.
[0043] Also, in the game according to this embodiment, there are multiple types of quests, each with a different name (title). Each quest can be selected by the player on the quest menu screen or the like. The player can clear the quest by winning against the boss monster encountered at the quest destination (goal point). These quests include normal quests and time-limited quests. For normal quests, the next quest becomes playable (is released) by clearing one quest that the player can select. This next quest has, for example, a higher difficulty level set than the one quest, and the abilities of the monsters and boss monsters are higher. Time-limited quests are quests in a format where the selectable quests change depending on the time zone or period. In these quests, normal monsters that appear in the game field and boss monsters that appear at the quest destination are associated.
[0044] In the game according to this embodiment, the occurrence points of common events and the destinations of each quest are set at locations in the real world. Examples of such locations include commercial facilities, public facilities, tourist spots, and locations arbitrarily set by players. These locations are associated with virtual locations in the game field, and the virtual locations can be the spawning points of raid boss monsters and boss monsters. Also, for example, a player can battle normal monsters or raid boss monsters that appear in the game field while on the way (on the movement route) to the destination of the quest. For example, a player can participate in a common event shared with another player by reaching (moving) within the vicinity (e.g., within a radius of 20 m) of the occurrence point of the common event. In other words, a player can battle the raid boss monster by moving the player character to within the range of the spawning point where the raid boss monster appears in the game field. Also, a player can battle the boss monster corresponding to the quest in the game field by moving within the vicinity (e.g., within a radius of 20 m) of the location where the destination of the quest is set.
[0045] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10.
[0046] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, an acquisition means 52, a determination means 54, and a control means 56. The storage means 50 is realized by one or a plurality of storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
[0047] The storage means 50 is a functional means for storing player information 50A, player character information 50B, enemy character information 50C, quest information 50D, and the like.
[0048] Player information 50A is stored in association with the player ID of each player. This player information 50A includes, for example, the player's name, attribute information, available character information, owned item information, and quest progress information. The attribute information is information indicating the attributes of the player, and includes, for example, age, gender, address (residence), permission information, etc. The permission information is information (e.g., flag information) indicating whether or not to allow the occurrence location of a common event to be the same as that of another player. This permission information is preset according to the player's setting operation regarding the permission or the player's action history. This setting operation is, for example, an operation in which the player sets the permission information to "allow" or "not allow" on the setting menu screen in the game. The action history includes, for example, the time the player stayed in a crowded place (e.g., a busy street, a major terminal station, a full train, etc.) in the real world while playing the game. The permission information includes, for example, "allow" when the time the player stayed in a crowded place is equal to or more than a predetermined time (e.g., 1 hour) per unit time (e.g., 5 hours). On the other hand, the permission information includes "not allow" when the time the player stayed in a crowded place is less than the predetermined time per unit time. The available character information includes ability information in association with the character ID of each player character available to the player. The ability information includes ability values and skill information. The ability values include, for example, level, hit points, attack power, defense power, etc. The skill information includes the skill ID of the skills that the player character has acquired (available). Examples of such skills include magic that restores the hit points of the player character and special skills that attack with the fire attribute. The owned item information includes the item ID and the number of items (equipped items and consumable items) owned by the player. The quest progress information includes playable quest information and executed quest information. The playable quest information includes the quest IDs of normal quests and time-limited quests that the player can play. For example, in the playable quest information, when the player clears the normal quest with the highest difficulty among the playable quests, the quest ID of the next normal quest is added. Also, for example, in the playable quest information, the quest IDs of the time-limited quests are replaced after a certain time (certain period) has elapsed. The executed quest information includes the destination in association with the quest IDs of the normal quests and time-limited quests that the player is executing (selecting). The destination includes, for example, the address of a location in the real world, or latitude and longitude.
[0049] The player character information 50B is stored in association with the character ID of each player character for each player character. This player character information 50B includes, for example, the name and image of the player character, the required experience points for each level, the ability information for each level, the equipable items, and the like. The required experience points include the total experience points required to reach each level. The ability information includes the acquired skills and ability values (hit points, attack power, defense power, etc.) at each level. The equipable items include the item IDs of the equipable equipment items.
[0050] The enemy character information 50C is stored in association with the character ID of each enemy character for each enemy character. This enemy character includes, for example, normal monsters, boss monsters, and raid boss monsters. This enemy character information 50C includes the name, image, appearance information, ability information, reward information, and the like. Appearance information includes the appearance time and the appearance area. The appearance time includes the time when the enemy character appears in the game field corresponding to the real world. For example, the appearance time of the normal monster N is from 0:00 PM to 5:00 PM. Also, for example, the appearance time (occurrence time) of the raid boss monster R is from 7:00 PM to 8:00 PM. Note that since the boss monster appears when the player reaches the destination of the quest, the appearance time includes "#N / A". The appearance area includes multiple points or regions (ranges) where the enemy character appears (occurs) in the game field corresponding to the real world. This appearance area is indicated by the address, latitude, and longitude in the real world. Note that this appearance area may also be indicated by the coordinates in the game field. Ability information includes ability values (hit points, attack power, defense power, etc.) and skill information. Reward information includes experience points, currency amount, and drop item information. The drop item information includes the item ID of the drop item and the drop rate. The drop rate is the probability of awarding the player the drop item as a reward.
[0051] Quest information 50D is stored for each quest in association with the quest ID of that quest. This quest information 50D includes, for example, the name (title) of the quest, the release conditions, and the enemy character appearance information. The release conditions include, for example, in the case of a normal quest, that the previous quest has been cleared, and in the case of a time-limited quest, the time (period) when it is released. The enemy character appearance information includes the character IDs of various characters that appear in the game field when the quest is executed. For example, the enemy character appearance information includes the character IDs of normal monsters that appear on the way to the quest destination and the boss monster that appears at the destination.
[0052] The acquisition means 52 is a functional means for acquiring various information regarding each player. In the present embodiment, the acquisition means 52 acquires the current position of each player in the real world. For example, the acquisition means 52 acquires the address indicating the current position of the player's terminal device 12, or the latitude and longitude, from the GPS receiver 39 every certain time (for example, 10 seconds).
[0053] The determination means 54 is a functional means for determining the occurrence point of an event. In the present embodiment, the determination means 54 determines the occurrence point (the appearance point of the raid boss monster) of the common event corresponding to each player matched by the control means 56. For example, the determination means 54 randomly determines the occurrence point corresponding to each player among the appearance areas (points or regions) of the raid boss monster by referring to the appearance area of the enemy character information 50C.
[0054] Also, in the present embodiment, the determination means 54 makes the occurrence point corresponding to one player different from the occurrence point corresponding to another player. For example, the determination means 54 determines the second occurrence point corresponding to another player at a point different from the first occurrence point corresponding to one player among the appearance areas of the raid boss monster. Specifically, the determination means 54 determines the first occurrence point and the second occurrence point to be separated by a predetermined distance (for example, 100 m) or more.
[0055] Also, in the present embodiment, the determination means 54 makes the occurrence point different for each attribute information of the player. For example, the determination means 54 makes the occurrence point different according to the age of each player. Specifically, when the age group (for example, the 10s) of one player is different from the age group (for example, the 30s) of another player, the determination means 54 makes the first occurrence point corresponding to one player different from the second occurrence point corresponding to another player. Also, for example, the determination means 54 makes the first occurrence point corresponding to one player who is below a first predetermined age (for example, 12 years old) different from the second occurrence point corresponding to another player who is above a second predetermined age (for example, 18 years old). Note that the first predetermined age and the second predetermined age may be the same age. Also, the determination means 54 varies the occurrence location according to the player's permission information. For example, the determination means 54 makes the first occurrence location corresponding to one player whose permission information is "not permitted" different from the second occurrence location corresponding to other players. On the other hand, the determination means 54 makes the first occurrence location corresponding to one player whose permission information is "permitted" and the second occurrence location corresponding to other players whose permission information is "permitted" the same location or allows them to be within a predetermined distance (for example, 100 m).
[0056] Also, in the present embodiment, the determination means 54 determines the second occurrence location corresponding to other players at a location exceeding a predetermined distance from the current position of one player. This predetermined distance is, for example, 300 m. For example, the determination means 54 determines the second occurrence location corresponding to other players at a location exceeding a predetermined distance from the current position of one player within the appearance area of the raid boss monster. In other words, the determination means 54 does not determine the second occurrence location corresponding to other players at a location within a predetermined distance from the current position of one player.
[0057] Also, in the present embodiment, the determination means 54 determines the second occurrence location corresponding to other players at a location exceeding a predetermined distance from the destination of the quest that one player is executing. For example, the determination means 54 determines the second occurrence location corresponding to other players at a location exceeding a predetermined distance from the destination within the appearance area of the raid boss monster. In other words, the determination means 54 does not determine the second occurrence location corresponding to other players at a location within a predetermined distance from the destination. Also, for example, the determination means 54 may be configured not to determine the second occurrence location corresponding to other players on one or a plurality of movement routes from the current position of one player to the destination of the quest. Thereby, it is possible to suppress the situation where one player and other players meet, and it is possible to suppress the identification of the identity and the like of each player.
[0058] Also, in the present embodiment, the determination means 54 determines a first occurrence point corresponding to one player and a second occurrence point corresponding to another player within a predetermined area. Examples of this predetermined area include the same city or town, a predetermined section (for example, a circular or polygonal shape with a radius of 4 km), etc. For example, the determination means 54 determines a first occurrence point corresponding to one player and a second occurrence point corresponding to another player within the same town among the appearance areas of the raid boss monsters.
[0059] The control means 56 is a functional means for controlling the entire game. In the present embodiment, the control means 56 matches a plurality of players who can participate in a common event. For example, the control means 56 refers to the appearance information of the enemy character information 50C and matches each player who is playing the game within a predetermined distance (for example, 600 m) from the appearance area of the raid boss monster at the appearance time (start of appearance) of the raid boss monster into the same group. Also, for example, when performing the matching, the control means 56 controls so as not to match players who are playing the game closer than a predetermined distance (for example, 200 m). That is, the control means 56 performs the matching so that at least one of the players who are closer than the predetermined distance cannot participate in the battle game against the raid boss monster. Thereby, it is possible to suppress players from running into each other, and it is possible to suppress the identification of the identity of each player.
[0060] Also, in this embodiment, when the current position of a player who can participate in a common event reaches the occurrence point corresponding to the player, the control means 56 permits the player to participate in the common event. For example, when the current position of a player matched to a common event reaches the vicinity (e.g., within 20 m) of the occurrence point of the common event corresponding to the player, the control means 56 permits the player to participate in the common event (execute a battle game with a raid boss monster). In other words, when the player character reaches the inside of the range set centering on the appearance point of the raid boss monster in the game field, the control means 56 permits the player to execute a battle game with the raid boss monster.
[0061] Also, in this embodiment, when one player who can participate in a common event and another player are closer than a certain distance, the control means 56 gives a notification to at least one of the players. This certain distance is, for example, 25 m. For example, when the current position of a stationary player is approached by the current position of another player (when it becomes shorter than the certain distance), the control means 56 causes a first notification screen to be displayed on the terminal device 12 of the one player. This first notification screen includes, for example, text information such as "Another player is approaching." Also, the control means 56 causes a second notification screen to be displayed on the terminal device 12 of the approaching other player. This second notification screen includes, for example, text information such as "You are away from the appearance point of the raid boss monster." Also, for example, when one player and another player approach each other by both moving, the control means 56 causes the first notification screen or the second notification screen to be displayed on the terminal devices 12 of both players. In addition to this, when a predetermined number (e.g., 5 people) or more of players stay within a certain range (e.g., a radius of 25 m) for a predetermined time (e.g., 10 minutes) or more, the control means 56 may cause the first notification screen or the second notification screen to be displayed on the terminal device 12. Note that the control means 56 may display a first notification screen or a second notification screen differently according to the player's attribute information. For example, the control means 56 may display a first notification screen on the terminal device 12 of a player with a lower age (e.g., a minor player) and a second notification screen on the terminal device 12 of a player with a higher age (e.g., an adult player). Also, for example, the control means 56 may display a first notification screen on the terminal device 12 of a player whose permission information is "not permitted" and a second notification screen on the terminal device 12 of a player whose permission information is "permitted". In addition, when the current positions of one player who can participate in a common event and another player are closer than a certain distance, the control means 56 may end the common event (or cancel the matching). Also, when the current positions of one player who can participate in a common event and another player are closer than a certain distance, the control means 56 may change (move) the occurrence point of the common event. For example, when the current positions of one player and another player are closer than a certain distance, the control means 56 causes a screen indicating that the raid boss monster has moved (escaped) to be displayed on the terminal device 12 of one player and / or the other player, and changes the first appearance point (first occurrence point) and / or the second appearance point (second occurrence point) of the raid boss monster. By these means, it is possible to suppress the situation where one player and another player meet by chance, and it is possible to suppress the identification of the identity and the like of each player.
[0062] In this embodiment, the control means 56 notifies the current position of one player to another player and notifies the current position of the other player to the one player. For example, the control means 56 causes a game field including a marker indicating a point corresponding to the current position of the other matched player to be displayed on the terminal device 12 of one player. Note that the control means 56 may not display the marker according to the player's attribute information. For example, the control means 56 may not display a marker indicating a point corresponding to the current position of a player with a low age (e.g., a minor player). Also, for example, the control means 56 may not display a marker indicating a point corresponding to the current position of a player whose permission information is "not permitted". Furthermore, when displaying the marker, the control means 56 may enlarge the shape of the marker so that the details of the current position of the player are not specified.
[0063] <Flow of processing> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the present embodiment. Also, the processing of the following steps is started, for example, at the timing when the raid boss monster R appears. Note that the order and content of the following steps can be changed as appropriate.
[0064] (Step SP10) The control means 56 refers to the appearance information of the enemy character information 50C and extracts each player who is playing the game within a predetermined distance (e.g., 600 m) from the appearance area of the raid boss monster R. Then, the process proceeds to the process of step SP12.
[0065] (Step SP12) The control means 56 matches each player extracted in step SP10 into the same group as a player who can participate in the battle game (common event) with the raid boss monster R. Then, the process proceeds to the process of step SP14.
[0066] (Step SP14) The acquisition means 52 refers to the player information 50A and acquires the attribute information of each player matched in step SP12. Then, the process proceeds to the process of step SP16.
[0067] (Step SP16) The determination means 54 refers to the appearance area of the enemy character information 50C and determines the occurrence location (the appearance location of the raid boss monster R) of the common event corresponding to each player matched in step SP12. Here, the determination means 54 varies the occurrence location for each attribute information acquired in step SP14. Specifically, when the age of the player is 10 years old or less, the determination means 54 determines the occurrence location (the first occurrence location) corresponding to the player as location P1, when the age of the player is in his or her 20s, the determination means 54 determines the occurrence location (the second occurrence location) corresponding to the player as location P2, when the age of the player is in his or her 30s, the determination means 54 determines the occurrence location (the third occurrence location) corresponding to the player as location P3, and when the age of the player is 40 years old or more, the determination means 54 determines the occurrence location (the fourth occurrence location) corresponding to the player as location P4. Here, although locations P1 to P4 are in the same town in the real world, they are separated by a predetermined distance (for example, 100 m). Then, the process proceeds to the process of step SP18.
[0068] (Step SP18) The control means 56 causes the terminal device 12 of each player matched in step SP12 to display a notification screen notifying that a common event has occurred (that the raid boss monster R has appeared).
[0069] FIG. 6A is a diagram showing an example of the notification screen 60 displayed on the terminal device 12 of one player. FIG. 6B is a diagram showing an example of the notification screen 60 displayed on the terminal device 12 of another player.
[0070] As shown in FIGS. 6A and 6B, the notification screen 60 includes, for example, a game field 62, a notification area 64, a quest button 66, a menu button 68, and a battle button 70. The game field 62 is represented, for example, to resemble the scenery around the current position of the player in the real world. In the game field 62, a player character C, a normal monster E, and a raid boss monster R are represented. The player character C is displayed based on the player character information 50B of the player. The normal monster E and the raid boss monster R are displayed based on the enemy character information 50C. In the game field 62, a range A is set centered on the appearance point (the occurrence point of the common event) of this raid boss monster R. When the player character C reaches inside this range A, the player can execute a battle game with the raid boss monster R. Here, the first appearance point (the first occurrence point of the common event) of the raid boss monster R in the game field 62 of one player and the second appearance point (the second occurrence point of the common event) of the raid boss monster R in the game field 62 of another player are different. In the notification area 64, it is represented in common for one player and other players that the raid boss monster R has appeared. The quest button 66 is a button for displaying quests that the player can play among the plurality of quests indicated by the quest information 50D. The menu button 68 is a button for displaying various menus such as setting of permission information, equipment (attachment / detachment) of equipped items, and use (consumption) of consumable items. The battle button 70 is a button for instructing the execution of a battle game with the raid boss monster R. This battle button 70 can be pressed when the player character C reaches inside the range A.
[0071] Returning to FIG. 5, the process proceeds to the process of step SP20.
[0072] (Step SP20) The control means 56 determines whether or not the current position of the player notified in step SP20 has reached the vicinity (for example, within 20 m) of the occurrence point of the common event corresponding to the player. In other words, the control means 56 determines whether or not the player character has reached the inside of the range set with the appearance point of the raid boss monster R in the game field as the center. And when the determination is an affirmative determination, the process proceeds to the process of step SP22. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP20.
[0073] (Step SP22) The control means 56 permits the player located in the vicinity of the occurrence point of the common event to participate in the common event. Specifically, the control means 56 enables the player to press the battle button for fighting the raid boss monster R. And the process proceeds to the process of step SP24.
[0074] (Step SP24) The control means 56 determines whether or not there is an instruction from the player to participate in the common event. Specifically, the control means 56 determines whether or not the player has pressed the battle button for fighting the raid boss monster R. And when the determination is an affirmative determination, the process proceeds to the process of step SP26. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP20.
[0075] (Step SP26) The control means 56 executes the common event by the player and determines whether or not the player has cleared the common event. Specifically, the control means 56 executes the battle game against the raid boss monster R by the player (player character) and determines whether or not the player has won against the raid boss monster R. And when the determination is an affirmative determination, the process proceeds to the process of step SP28. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP20.
[0076] (Step SP28) The control means 56 gives a clearance reward to each player who participated in the common event. Specifically, the control means 56 refers to the reward information of the enemy character information 50C, and gives the reward (experience points, currency, drop items, etc.) corresponding to the raid boss monster R to each player who executed the battle game with the raid boss monster R. Then, the process ends a series of processes shown in FIG. 5.
[0077] <Effect> As described above, in the present embodiment, there is a program for executing a common event in which each player can participate in common. The computer is caused to function as an acquisition means 52 for acquiring the current position of each player, a determination means 54 for determining the occurrence point of the common event corresponding to the player, and a control means 56 for permitting the player to participate in the common event when the current position of the player reaches the occurrence point corresponding to the player. The determination means 54 makes the first occurrence point corresponding to one player different from the second occurrence point corresponding to another player.
[0078] According to this configuration, by making the first occurrence point corresponding to one player different from the second occurrence point corresponding to another player, it is possible to suppress a plurality of players from gathering. Thereby, the play environment of each player can be improved, and it is possible to suppress causing trouble to the surroundings.
[0079] Also, in the present embodiment, the determination means 54 makes the occurrence points different for each attribute information of the player.
[0080] According to this configuration, since the occurrence points are different for each attribute information of the player, it is possible to suppress a plurality of players from gathering.
[0081] Also, in the present embodiment, the attribute information is the age of the player, and the determination means 54 makes the occurrence points different according to the age of each player.
[0082] According to this configuration, since the occurrence location varies according to the age of the player, it is possible to suppress a plurality of players from gathering. In addition, it is possible to suppress players from bumping into each other, and for example, it is possible to suppress underage players from being involved in crimes or the like.
[0083] Further, in the present embodiment, the attribute information is allowable information indicating whether or not to allow the occurrence location of a common event to be the same as that of another player, and the determination means 54 varies the occurrence location according to the allowable information of the player.
[0084] According to this configuration, since the occurrence location is varied according to the allowable information of the player, it is possible to suppress a plurality of players from gathering.
[0085] Further, in the present embodiment, the allowable information is set by a setting operation of the player.
[0086] According to this configuration, since it is possible to set whether or not to allow the occurrence location to be the same as that of another player by the setting operation of the player, the occurrence location can be determined according to the preference of the player.
[0087] Further, in the present embodiment, the allowable information is set according to the behavior history of the player.
[0088] According to this configuration, since it is set whether or not to allow the occurrence location to be the same as that of another player according to the behavior history of the player, it is possible to determine the occurrence location according to the preference of the player without the player having to take trouble.
[0089] Further, in the present embodiment, the determination means 54 determines the second occurrence location corresponding to another player at a location exceeding a predetermined distance from the current position of one player.
[0090] According to this configuration, since the second occurrence point corresponding to another player is determined at a point away from the current position of one player, it is possible to suppress the players from approaching each other, and thus suppress the concentration of a plurality of players. In addition, it is possible to suppress the players from bumping into each other, and suppress the identification of the identity of the players.
[0091] In addition, in the present embodiment, the determination means 54 determines the second occurrence point corresponding to another player at a point exceeding a predetermined distance from the destination of the quest being executed by one player.
[0092] According to this configuration, since the second occurrence point corresponding to another player is determined at a point away from the destination of the quest being executed by one player, it is possible to suppress the players from approaching each other, and thus suppress the concentration of a plurality of players. In addition, it is possible to suppress the players from bumping into each other, and suppress the identification of the identity of the players.
[0093] In addition, in the present embodiment, when one player and another player are closer than a certain distance, the control means 56 gives a notification to at least one of the players.
[0094] According to this configuration, it is possible to suppress the players from approaching each other by the notification, and thus suppress the concentration of a plurality of players. In addition, it is possible to suppress the players from bumping into each other, and suppress the identification of the identity of the players.
[0095] In addition, in the present embodiment, the determination means 54 determines the first occurrence point and the second occurrence point within a predetermined area, and the control means 56 notifies the current position of one player to another player and notifies the current position of the other player to the one player.
[0096] According to this configuration, within a predetermined area, since a player is notified that another player is participating in a common event, the player can be made to feel that they are playing a common event together with another player. Thereby, it is possible to give the player motivation to play the common event.
[0097] <Modification Example> Note that the present invention is not limited to the above specific examples. That is, those in which a person skilled in the art makes appropriate design changes to the above specific examples are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification examples described later can be combined as far as technically possible, and those obtained by combining them are also included in the scope of the present invention as long as they include the features of the present invention.
[0098] For example, in the present embodiment, the determination means 54 has been described as randomly determining the occurrence point corresponding to each player, but the occurrence point corresponding to each player may be determined at a point a certain distance (for example, 500 m) away from the current position of each player. Thereby, it is possible to encourage a plurality of players to participate in a common event at the same timing, make the player feel that they are playing a common event together with another player, and thus give the player motivation to play the common event.
[0099] Further, the control means 56 may cause the terminal device 12 of the player to display the distance until another player arrives at the occurrence point of the common event, the estimated arrival time (estimated arrival time), and the like. Thereby, it is possible to encourage a plurality of players to participate in a common event at the same timing, make the player feel that they are playing a common event together with another player, and thus give the player motivation to play the common event.
[0100] In addition, in this embodiment, the control means 56 has been described for the case of matching each player into the same group at the timing when the raid boss monster appears. However, it is also possible to add a player who starts the game during the appearance of the raid boss monster to an already matched group.
[0101] In addition, in this embodiment, the case where the permission information is preset according to the player's action history (for example, the time spent staying in a congested area in the real world) has been described. However, it may be preset according to the action history (degree of social interaction) of the player's communication with another player. Examples of this action history include, for example, the number of times the player has exchanged messages with another player, the number of times the player has presented items or the like to another player, and the like. For example, the permission information includes "permit" when the number of times the player has exchanged messages with another player is equal to or more than a predetermined number of times (for example, 100 times), and includes "not permit" when it is less than the predetermined number of times.
[0102] In addition, in this embodiment, the common event has been described as a game in which each player matched into the same group cooperates with each other to fight against the raid boss monster. However, it may also be a game in which teams to which one or more players belong fight against each other. For example, as this game, there is a survival game in which the player moves (arrives) to the occurrence point of the common event associated with himself / herself and participates in a battle game with players belonging to other teams, and the purpose is for the team to which the player belongs to be the last remaining team.
Explanation of reference numerals
[0103] 10... Server device (computer), 12... Terminal device, 50... Storage means, 52... Acquisition means, 54... Determination means, 56... Control means
Claims
1. A program for executing a common event that all players can participate in, causing a computer to acquire the current position of each player, determine the occurrence location of the common event corresponding to the player, when the current position of the player reaches the occurrence location corresponding to the player, control means for permitting the player to participate in the common event, function as, the control means notifies a minor player among the players who can participate in the common event that another player is approaching, the control means varies the content of the notification according to permission information, which is information indicating whether or not it is permitted that the occurrence location corresponding to the player is the same as the occurrence location of another player different from the player, program.
2. An information processing apparatus for executing a common event that all players can participate in, comprising acquisition means for acquiring the current position of each player, determination means for determining the occurrence location of the common event corresponding to the player, control means for permitting the player to participate in the common event when the current position of the player reaches the occurrence location corresponding to the player, wherein the control means notifies a minor player among the players who can participate in the common event that another player is approaching, the control means varies the content of the notification according to permission information, which is information indicating whether or not it is permitted that the occurrence location corresponding to the player is the same as the occurrence location of another player different from the player, information processing apparatus.
Citation Information
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