Information processing method, information processing system, and program
The information processing method addresses the issue of imbalanced gameplay in multiplayer games by allowing users to progress through individual or shared virtual spaces with content determined by user selection and performance adjustment, enhancing engagement and enjoyment.
Patent Information
- Application Number
- JP2023094188
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-07
- Publication Date
- 2025-08-06
- Estimated Expiration
- 2043-06-07
AI Technical Summary
Existing game control methods do not provide a sufficiently engaging experience for users, particularly in time-limited group battles where level differences and attack power disparities can lead to imbalanced gameplay.
An information processing method that matches users in a multiplayer game, allowing progression through a first game part in individual virtual spaces and a second game part in either a common or individual virtual space, with content determination based on user selection, and includes an adjustment process to balance performance differences.
Enhances user engagement by providing a more interesting experience through balanced gameplay and personalized content, increasing user interest and enjoyment.
Smart Images

Figure 0007719387000001 
Figure 0007719387000002 
Figure 0007719387000003
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]
[0002] Patent document 1 discloses a technology that enables time-limited group battles that can be enjoyed by a wide range of players regardless of level differences or attack power, and that are expected to increase participation rates throughout the entire set time period.
[0003] According to this technology, the match time management unit references a timer and storage resources to manage the time of the match between groups. The match condition extraction unit references the storage resources to check whether the match conditions should be changed at that time in the match. The change target setting unit references the storage resources to set a change target based on the match conditions. The match condition change unit changes the match conditions of the change target selected by the change target setting unit. The match performance processing unit executes game performance processing related to the match based on the changed match conditions. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-157002 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in the above game control method.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, there is provided an information processing method executed by an information processing system. This information processing method includes the following steps: In a first execution step, a matching process is executed to match a first user and a second user, each of whom is included in a plurality of users participating in a game. The game includes a first game part and a second game part that is progressed after the first game part. In a determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user. The content includes progressing the second game part in a common virtual space shared by the first user and the second user, or progressing the second game part in individual virtual spaces individually associated with the first user and the second user.
[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present disclosure. [Figure 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the embodiment. FIG. [Figure 3] 1 is an activity diagram showing an overview of an information processing method executed by the information processing system 1. FIG. [Figure 4] 1 is an activity diagram showing an overview of an information processing method executed by the information processing system 1. FIG. [Figure 5] FIG. 10 is a diagram illustrating a matching process. [Figure 6] FIG. 10 is a diagram illustrating a matching process. [Figure 7] FIG. 10 is a diagram illustrating a matching process. [Figure 8] FIG. 10 is a conceptual diagram for explaining an example of game scenario 5. [Figure 9] 10 is an example of a benefit management table T10. [Figure 10] FIG. 10 is a diagram showing an example of a menu screen IM1 as a game screen. [Figure 11] FIG. 10 is a diagram showing an example of a quest menu screen IM2 as a game screen. [Figure 12] FIG. 10 is a diagram showing an example of a result display screen IM3 as a game screen. [Figure 13] FIG. 10 is a diagram showing an example of a friend menu screen IM4 as a game screen. [Figure 14] FIG. 10 is a diagram showing an example of a group creation screen IM5 as a game screen. [Figure 15] FIG. 10 is a diagram showing an example of a group participation screen IM6 as a game screen. [Figure 16] FIG. 10 is a diagram showing an example of a group standby screen IM7. [Figure 17] FIG. 10 is a diagram showing a modified example of the group standby screen IM7. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0011] Incidentally, the program for realizing the software appearing in this disclosure may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0012] Furthermore, in this disclosure, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. Furthermore, this disclosure deals with various types of information, which may be represented, for example, by physical values of signal values representing voltage or current, high or low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Game Description Fig. 1 is a block diagram showing the hardware configuration of an information processing system 1 according to the present disclosure. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. In other words, the information processing system 1 is made up of at least one device.
[0015] The game according to the present disclosure is an online game executed by an information processing system 1. In this game, a user of a game device 3 controls one or more player characters to act in a virtual game space, and pits the player characters against enemy characters, which are non-player characters. A character is an example of an object.
[0016] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the multiple game devices 3 has the same configuration. In this disclosure, a system is defined as consisting of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, a request to start / end autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about game media obtained through gacha, etc.
[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to the present disclosure, various data related to games, etc.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly called gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, if the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0027] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."
[0028] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0031] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.
[0032] In particular, the control unit 33 is configured to execute a game in accordance with operations of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with operations, etc., by the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] 2 is a block diagram showing the functional configuration of the information processing device 2 according to the embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22, thereby functioning as an execution unit 230, a determination unit 231, a reception unit 232, an assignment unit 233, a display control unit 234, an association unit 235, a notification unit 236, and a game control unit 237. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0036] The execution unit 230 is configured to execute various information processes as execution steps 1 to 3. As an example, the execution unit 230 executes a matching process, a team determination process, an adjustment process, and a result process.
[0037] The determination unit 231 is configured to determine, as a determination step, various judgments and execution modes of processing based on various information. For example, the determination unit 231 is configured to determine various information such as the contents of a scenario.
[0038] The reception unit 232 is configured to acquire various information and inputs as a first reception step and a second reception step. For example, the reception unit 232 acquires information such as user information and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or acquires the information from the game device 3 or another external device via the communication network 11. In the embodiment, the description will be given assuming that the various information accepted by the reception unit 232 is stored in the storage unit 22.
[0039] The granting unit 233 is configured to grant various benefits or rewards to the user in the game whose progress is controlled by the game control unit 237, as a granting step. As an example, the granting unit 233 grants the user a first benefit or a second benefit. A benefit is some kind of benefit that the user can enjoy in or outside the game. It is not limited to objects or media, but also includes advantageous effects given to the user. A reward is an example of a benefit and is game media (e.g., items, in-game currency, etc.) that can be used in the game. Advantageous effects given to the user include various specification changes that allow the user to progress through the game more advantageously than usual, such as generating a special event, changing the frequency of occurrence, changing the difficulty of an event, changing the number or strength of enemy characters, etc. Furthermore, advantageous effects given to the user include effects that increase the user's interest in the game compared to usual, such as generating special visual effects on the game screen, enriching the display of game images, generating special background music or sound effects, and imparting vibrations to the controller, and the like, to increase the user's interest in the game through the user's five senses.
[0040] As a display step, the display control unit 234 displays various pieces of information stored in the storage unit 22 or the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game apparatus 3. Specifically, the display control unit 234 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit the rendering information to the game apparatus 3.
[0041] The associating unit 235 is configured to associate various pieces of information, for example, the associating unit 235 associates a specific group with multiple users.
[0042] The notification unit 236 is configured to execute various notifications to the user as a notification step. The notification method is not particularly limited, and for example, the notification unit 236 may display a notification on the display 4a of the game apparatus 3 via the display control unit 234, may output a sound from the speaker 4b, or may vibrate the input device 4c. The notification by the notification unit 236 may be continuously provided to some users, or may be canceled by an input from the user via the input device 4c.
[0043] The game control unit 237 is configured to control the progress of the game as a game control step. As an example, the game control unit 237 controls the progress of a multiplayer game.
[0044] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.
[0045] <Multiplayer game> A multiplayer game is an example of a game provided to users by the information processing system 1, and is configured to allow multiple users to participate. For example, a multiplayer game is a game in which multiple users are divided into two teams, and the teams compete or play against each other to determine the final winner. In one aspect, the multiplayer game is set with multiple tasks M that each user must accomplish by operating a player character in a virtual space VS.
[0046] Hereinafter, for the sake of convenience, users participating in a multiplayer game may be referred to as "participating users." Participating users include a first user and a second user. Specifically, a multiplayer game is a competitive multiplayer game in which two teams, each consisting of five users, compete against each other to see whether they can achieve preset conditions, and the total number of participants is ten. A multiplayer game is sometimes referred to as a "quest."
[0047] In an embodiment, the multiplayer game includes a first game part G1 and a second game part G2 that is progressed after the first game part G1. Here, one quest is made up of the first game part G1 and the second game part G2. A quest is a unit of play by a user. From another perspective, a quest is a series of game sessions. In one aspect, the second game part G2 is a game part that can be progressed on the condition that task M included in the first game part G1 is accomplished. The multiplayer game also includes two types of game modes: random quests and fixed quests. A random quest is a game mode whose content is determined randomly within a range that satisfies predetermined conditions. A fixed quest is a game mode whose content is configured to be executed for all users who satisfy predetermined conditions in a predetermined state.
[0048] <Virtual Space VS> The virtual space VS is an area defined by information processing in which the game progresses. That is, the virtual space VS may be a one-dimensionally defined space (a straight line), a two-dimensionally defined space (a plane), or a three-dimensionally defined space. The virtual space VS may be a centrally managed space, or may include a space managed as shared property (a so-called metaverse). In the embodiment, the common virtual space VSa and the individual virtual space VSb are examples of the virtual space VS. The individual virtual space VSb also includes a first virtual space VSb1 and a second virtual space VSb2.
[0049] In one aspect, the virtual space VS is defined based on a task M, which will be described later. For example, the game control unit 237 controls the first team T1 and the second team T2 to progress through the task M, which is set commonly for the first team T1 and the second team T2, in the common virtual space VSa. For example, the game control unit 237 controls the first team T1 to progress through the task M, which is set individually for the first team T1, in the first virtual space VSb1, and controls the second team T2 to progress through the task M, which is set individually for the second team T2, in the second virtual space VSb2. The first virtual space VSb1 and the second virtual space VSb2 comprise a partial area of a single vast virtual space VS.
[0050] <object> An object is a virtual object placed in the virtual space VS. Objects include various virtual objects such as player characters, non-player characters, items, terrain that restricts passage, and obstacles. Non-player characters include, for example, characters that supplement participants in a multiplayer game, and enemy characters that hinder the achievement of task M.
[0051] <Contents> The content is information that defines the details of a multiplayer game, and includes, for example, information that identifies the virtual space VS, which is the game stage in which the multiplayer game is played, events that constitute the multiplayer game, and objects such as enemy objects and items placed in the virtual space VS. An event is, for example, a task M that each user must complete by operating a player character in the virtual space VS. The task M is related to clearing conditions set for the quest (specifically, progress conditions and ending conditions, which will be described later), and the quest is determined to be cleared by completing a specific task M within a specified limit, such as a time limit. The execution unit 230 executes a multiplayer game for participating users, thereby providing the participating users with a multiplayer game that conforms to the content. In this embodiment, multiple candidates for the virtual space VS, events, and objects that define the content of the multiplayer game are prepared, and the content is determined based on the content selected from each candidate. Hereinafter, for convenience of explanation, the content of the multiplayer game executed for participating users may be referred to as target content.
[0052] In the embodiment, each of the contents of the multiplayer game is configured to be permitted to be executed by participating users whose progress level satisfies a predetermined allowable condition. Specifically, the contents permitted to the users are associated with the progress level, and the content forms are set to become increasingly diverse as the progress level increases. For example, the types of virtual spaces VS and enemy objects permitted to the users increase gradually as the progress level increases.
[0053] <Event> As described above, an event is one of the elements that defines a multiplayer game, or more specifically, content, and is, for example, information that defines the progress conditions that users must achieve in a multiplayer game. Events are associated with, for example, a progress level and are represented by the type and number of enemy objects to be defeated. A multiplayer game progresses as users achieve set events through the operation of player characters. In other words, the content includes at least one event that is associated with a progress level, and the multiplayer game is configured to progress as participating users achieve events.
[0054] <Group> A group is a collection of multiple users. For example, a group is a unit for applying a matching process to a group of multiple users. A user can play a multiplayer game on the same team as a friend by associating themselves and their friends with a specific group before joining the multiplayer game.
[0055] For example, because a group is a temporary gathering for playing a game together, the group may be deleted if there are no users belonging to the group anymore, or if all users go offline. In an embodiment, a user may play only one multiplayer game at a time, but a user may also belong to multiple groups at the same time. For example, if the number of participants in a multiplayer game is 10, the number of people in a group may be between 2 and 5. In one embodiment, if users belonging to the same group are allowed to split into two teams, the number of people in a group may be between 2 and 10.
[0056] 4. Overview of Information Processing This section provides an overview of the flow of the information processing method executed by the information processing system 1. Figures 3 and 4 are activity diagrams showing an overview of the information processing method executed by the information processing system 1. First, the main flow of the game will be described using Figure 3, and then the processing when a group is created will be described using Figure 4.
[0057] The results of the processing in each activity included in the information processing described below may be output as appropriate in a manner that can be recognized by the user using the display unit 34 of the game device 3 or the like. The information processing may include any exception processing not shown. Exception processing includes the interruption of the information processing or the omission of each process. The selection or input performed in the information processing may be based on a user operation or may be performed automatically without relying on a user operation.
[0058] 4.1 Main flow of the game In this section, we will explain the main flow of the game according to Figure 3.
[0059] First, in activity A001, the display control unit 234 displays a screen that prompts the first user and the second user to select one of a first selection, a second selection, or a third selection, which will be described later, as a display step. Specifically, for example, the display control unit 234 displays a priority setting area 52 on the display 4a via the communication unit 21, the communication network 11, etc., in a manner that is visible to the users. The priority setting area 52 displays information that prompts the first user and the second user to recognize that a preferential first benefit will be granted by selecting the third selection. The priority setting area 52 will be described later.
[0060] Next, in activity A002, the game device 3 transmits selections regarding the content of the second game part in response to operations by the first user and the second user, respectively. Specifically, for example, the game device 3 transmits the selections by each user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the selections transmitted from the first user and the second user, respectively, as a first reception step. Specifically, for example, the reception unit 232 receives the selections transmitted from the game device 3 via the communication unit 21. From another perspective, the first reception step is executed before a determination step, which will be described later.
[0061] The selections made by the first user and the second user are any one of a first selection in which the second game part G2 is progressed in the common virtual space VSa, a second selection in which the second game part G2 is progressed in the individual virtual space VSb, and a third selection in which the second game part G2 may be progressed in either the common virtual space VSa or the individual virtual space VSb. In this example, it is assumed that both the first user and the second user have selected the third selection.
[0062] For example, when a game progresses in a common virtual space VSa, the second game part G2 is a PvPvE game part. In a PvPvE game part, the game progresses by a player character PC battling other player characters PC and enemy characters. The PvPvE format is a form of the PvP format in which player characters PC compete against each other. For convenience, hereinafter, this will be referred to simply as the "PvP format."
[0063] For example, when a game progresses in each of the first virtual space VSb1 and the second virtual space VSb2, the second game part G2 is a PvE game part in which the game progresses by pitting the player character PC against an enemy character, which is a non-player character NPC.
[0064] Next, in activity A003, the game device 3 transmits to the information processing device 2, in response to operations by the first user and the second user, a request to participate in the game, including game play information of each user. The game play information may include any information associated with each user's account, such as character information about the player character PC operated by each user, history information about the game play history of each user, and billing information about the billing status of each user for the game. The receiving unit 232 then receives the transmitted participation requests. For example, the receiving unit 232 receives the number of participation requests necessary for the matching process, which will be described later.
[0065] Next, the processing proceeds to activity A004, where the execution unit 230 executes a matching process to match users who have accepted the participation requests in the game. Specifically, for example, the execution unit 230 executes a matching process in a first execution step to match a first user and a second user who are included in a plurality of users participating in the game. Here, in the first execution step, the execution unit 230 matches users who have the same selection content regarding the second game part G2. Specifically, for example, the execution unit 230 matches a first user and a second user who both accepted the third selection in activity A002. From another perspective, the matching conditions include the content of the accepted selection, the number of participation requests, game play information of the users who sent the participation requests (particularly character information and user game skill information), etc.
[0066] Next, the process proceeds to activity A005, where the determination unit 231 executes a team determination process to allocate the matched users to multiple teams and determine the members of each team. Specifically, for example, the determination unit 231 allocates the first user to a first team T1 and the second user to a second team T2. The number of members included in one team is arbitrary, and may be one or more. In this embodiment, a case where there are two teams, a first team T1 and a second team T2, will be described as an example, but the same applies to a case where there are three or more teams.
[0067] Next, the process proceeds to activity A006, where the associating unit 235 associates, with each of the first team T1 and the second team T2, an individual virtual space VSb in which the game part described below will progress. In this embodiment, a first virtual space VSb1 and a second virtual space VSb2 are associated with each of the first team T1 and the second team T2. Various objects associated with the individual virtual spaces VSb are placed in these individual virtual spaces VSb.
[0068] Next, processing proceeds to activity A007, where the associating unit 235 associates map information set with each individual virtual space VSb. The map information may include any information associated with the map, such as graphic textures, background music, sound effects, and objects associated with the map, to be placed in the individual virtual space VSb. In other words, the map information defines the display content of the virtual space VS.
[0069] Next, the processing proceeds to activity A008, where the determination unit 231 determines game scenario 5 (see FIG. 8). Game scenario 5 is information indicating the flow of the game executed by the control unit 23. The set game scenario 5 is temporarily stored, for example, in the memory unit 22 or the like. The game scenario 5 includes the content of the second game part G2. The content of the second game part G2 includes that the second game part G2 progresses in a common virtual space VSa shared by the first user and the second user, or that the second game part G2 progresses in individual virtual spaces VSb individually associated with the first user and the second user. In this example, it is assumed that it is determined that the second game part G2 progresses in the common virtual space VSa shared by the first user and the second user.
[0070] From another perspective, the determination unit 231 determines the content of the second game part G2 based on a selection of at least one of the first user or the second user as the determination step. From yet another perspective, in activity A004, the execution unit 230 matches the first user and the second user who have common selections regarding the second game part G2, and thus in activity A008, the determination unit 231 determines the content of the second game part G2 based on the common selection between the first user and the second user.
[0071] Next, the process proceeds to activity A009, where the game control unit 237 controls the progress of the first game part G1. Specifically, for example, the information processing device 2 and the game device 3 cooperate with each other to control the first user and the second user to play the first game part G1 individually. For example, the game device 3 controls the display content of the display unit 34 for the first user and the second user based on a signal transmitted from the information processing device 2 as the display control unit 234. For example, the first game part G1 is a PvE-style game part that progresses in the individual virtual space VSb. In the PvE-style game part, the game progresses by fighting between the player character PC and an enemy character, which is a non-player character NPC. From another perspective, the first game part progresses in the individual virtual space VSb, regardless of the type of selection made by the user.
[0072] The first game part G1 is progressed by individually completing a task M set in the individual virtual space VSb. Preferably, in the first game part G1, the first virtual space VSb1 associated with the first team T1 and the second virtual space VSb2 associated with the second team T2 are assigned the same map information. The information processing device 2 progresses the game in the individual virtual space VSb associated with each team by each of the first team T1 and the second team T2 completing the task M in the first virtual space VSb1 and the second virtual space VSb2, respectively. As a result of play in the first game part G1, a difference in performance in the first game part G1 occurs between the first team T1 and the second team T2. In this example, it is assumed that the first team T1 has a relatively worse performance than the second team T2.
[0073] Next, the processing proceeds to activity A010, where the execution unit 230 executes, as a second execution step, an adjustment process based on the performance of the first user and the performance of the second user in the first game part G1. From another perspective, the execution unit 230 executes the adjustment process based on the performance of the first team T1 and the performance of the second team T2 in the first game part G1. Specifically, the adjustment process is executed in accordance with a difference that occurred in activity A009. For example, if the performance of the first team T1 in the first game part G1 is worse than that of the second team T2, the adjustment process is a process of adjusting the progress of the second game part G2 so that the first user has an advantage over the second user. Note that the adjustment process may be included in the first game part G1 or the second game part G2.
[0074] Next, the processing proceeds to activity A011, where the game control unit 237 controls the progress of the second game part G2. Specifically, for example, the information processing device 2 and the game device 3 cooperate with each other to control the first user and the second user to play the second game part G2. For example, the game device 3 controls the display content of the display unit 34 for the users based on a signal transmitted from the information processing device 2 as the display control unit 234.
[0075] For example, when the game progresses in the common virtual space VSa, the game control unit 237 controls the first user and the second user to synchronously play the second game part G2 in the same virtual space. On the other hand, when the game progresses in the individual virtual spaces VSb, the game control unit 237 controls the first user and the second user to individually play the second game part G2.
[0076] The second game part G2 may include at least one task M, regardless of the content of the game. In the second game part G2, the game progresses as the task M progresses. The task M in the second game part G2 is configured to have multiple teams compete. In this case, as a result of the adjustment process in activity A009, in this embodiment, the first team T1, which performed worse than the second team T2 in the first game part G1, is given an effect that gives it an advantage in the second game part G2.
[0077] Finally, the processing proceeds to activity A012, and the execution unit 230 executes result processing as the game control unit 237 and the display control unit 234. As a result, the execution unit 230 tallys up the results of the game progressed by the above-mentioned game control, displays the results, and so on. In this embodiment, the information processing device 2 and the game device 3 cooperate with each other to execute the result processing. For example, the game device 3 controls the display content of the display unit 34 for the user based on a signal transmitted from the information processing device 2 as the display control unit 234.
[0078] Next, in the granting step, the granting unit 233 grants a first benefit to at least the first user when a predetermined condition is satisfied in the game. Specifically, for example, the granting unit 233 grants the first benefit to the first user based on information obtained in the result processing. For example, the granting unit 233 grants the first benefit to users belonging to the first team T1 based on the results of the first team T1 and the second team T2. From another perspective, the first benefit is granted to the winning team.
[0079] The predetermined condition is a condition related to the result of the game. More specifically, it is a condition related to the score of the game. For example, the granting unit 233 grants the first benefit to the first user based on the fact that the final score of the first team T1 is higher than the final score of the second team T2. For example, when the content of the second game part G2 is determined based on the third selection, a more favorable first benefit is granted than when the content of the second game part G2 is determined based on the first selection or the second selection.
[0080] 4.2 Information processing flow when a group is created In this section, the flow of information processing when a group is created will be explained with reference to Figure 4. In this example, the first user is a plurality of users. For convenience of explanation, a specific first user will be referred to as a first specific user, and first users other than the first specific user will be referred to as first subordinate users. Furthermore, a specific group is one of the plurality of groups.
[0081] First, in activity A011, the game apparatus 3 transmits a request to create a specific group in response to an operation from a first specific user. Specifically, for example, the game apparatus 3 transmits the request from the first specific user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the request transmitted from the first specific user. Specifically, for example, the reception unit 232 receives the request transmitted from the game apparatus 3 via the communication unit 21.
[0082] Next, the processing proceeds to activity A012, where the game device 3 transmits a request to join a specific group in response to an operation from the first subordinate user. Specifically, for example, the game device 3 transmits requests from at least one first subordinate user via the input device 4c and the communication unit 31. The reception unit 232 then receives the requests transmitted by the first subordinate users. Specifically, for example, the reception unit 232 receives the requests transmitted from the game device 3 via the communication unit 21.
[0083] Next, the process proceeds to activity A013, where the associating unit 235 associates each of the multiple first users with the specific group as an associating step. Specifically, for example, if the specific group has not reached its capacity, the associating unit 235 associates the first user who has accepted a request to join the group with the specific group. The specific group is managed in the storage unit 22 as information linked to the account of each first user.
[0084] Next, the process proceeds to activity A014, where the game control unit 237 restricts acceptance of requests to participate in the game from member users other than the representative user. Then, the display control unit 234 displays a screen on the display 4a of the game device 3 operated by the member user, indicating that requests to participate in the game are not permitted.
[0085] The representative user is at least one of the multiple first users associated with a specific group. Furthermore, a member user is a first user other than the representative user among the multiple first users associated with a specific group. For example, the representative user is a user who has owner authority of the specific group. In this example, the representative user is the first specific user. From another perspective, the game control unit 237 restricts the acceptance of a request to participate in a game from a first subordinate user.
[0086] Next, the processing proceeds to activity A015, where the game device 3 transmits a selection regarding the content of the second game part in response to an operation by the representative user (specifically, for example, the first specific user). Specifically, for example, the game device 3 transmits the selection by the first specific user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the selection transmitted from the first specific user as a first reception step. Specifically, for example, the reception unit 232 receives the selection transmitted from the game device 3 via the communication unit 21.
[0087] The selections made by the first specific user and the second user are any one of a first selection in which the second game part G2 is progressed in the common virtual space VSa, a second selection in which the second game part G2 is progressed in the individual virtual space VSb, and a third selection in which the second game part G2 may be progressed in either the common virtual space VSa or the individual virtual space VSb. In this example, it is assumed that both the first specific user and the second user have selected the third selection.
[0088] Next, the processing proceeds to activity A016, where the game device 3 transmits a participation request to the information processing device 2 in response to operations by the representative user (specifically, for example, the first specified user) and the second user. Next, the reception unit 232 receives the transmitted participation request via the communication unit 21, the communication network 11, etc. From another perspective, the reception unit 232 receives a request to execute matching processing from the representative user (specifically, for example, the first specified user) as a second reception step. For example, the reception unit 232 receives the number of participation requests required for the matching processing described below.
[0089] Next, the processing of activity A017 and activity A018 is executed simultaneously. In activity A017, the notification unit 236 notifies a member user (specifically, for example, the first subordinate user) that a request to participate in the game has been made as a notification step. Specifically, for example, the notification unit 236 displays, via the communication unit 21, the communication network 11, etc., on the display 4a of the game device 3 operated by the first subordinate user, that the first specific user has made a request to participate in the game.
[0090] In activity A018, the game control unit 237 performs control as a game control step to apply to a member user (specifically, for example, a first subordinate user) a process that restricts the progress of the first game part and the second game part and anything other than preparations for progressing these game parts based on a request to join the game. Specifically, for example, the game control unit 237 restricts the first subordinate user from progressing a game part that is neither the progress of the multiplayer game nor preparations for progressing the multiplayer game.
[0091] Preparations for progressing a multiplayer game are game parts that are executed in conjunction with the progress of the multiplayer game. For example, the preparations include preparations executed by the game control unit 237 or preparations executed by participating users. Preparations executed by the game control unit 237 are, for example, processes such as activity A004 to activity A008 or activity A010 in FIG. 3. Preparations executed by users are, for example, operations that are out-of-game operations corresponding to the in-game multiplayer game, such as changing the player character, checking the player character's status, changing equipment, and changing items on hand.
[0092] Next, the processing proceeds to activity A019, where the execution unit 230 executes a matching process and a team determination process. Specifically, for example, the execution unit 230 executes a matching process that matches a specific group including multiple first users with a second user. Here, the execution unit 230 matches users who have made a common selection regarding the second game part G2. Specifically, for example, the execution unit 230 matches multiple first users with a second user, assuming that both users have accepted the third selection in activity A015.
[0093] Subsequently, as a third execution step, the execution unit 230 executes a team determination process in which a specific group including a plurality of first users and second users are assigned to teams. Here, in the team determination process, the plurality of first users associated with the specific group are restricted from being assigned to two or more different teams. Specifically, for example, the determination unit 231 assigns the plurality of first users to a first team T1 and the second users to a second team T2.
[0094] Next, the processing proceeds to activity A020, where the determination unit 231 determines game scenario 5. Game scenario 5 includes the content of the second game part G2. From another perspective, the determination unit 231 determines the content of the second game part G2 based on the selection of the representative user (specifically, for example, the first specified user), not based on the selection of a member user (specifically, for example, the first subordinate user). In this example, it is assumed that it is determined that the second game part G2 will proceed in the common virtual space VSa shared by the first user and the second user.
[0095] From another perspective, in activity A015, the execution unit 230 matches a first specific user and a second user who have common choices regarding the second game part G2, and in activity A020, the determination unit 231 determines the content of the second game part G2 based on the common choices between the first specific user and the second user.
[0096] In summary, the information processing method based on the above information processing includes the following steps. In a first execution step, the execution unit 230 executes a matching process for matching a first user and a second user, who are included in a plurality of users participating in a game. The game includes a first game part G1 and a second game part G2 that is progressed after the first game part G1. In a determination step, the determination unit 231 determines the content of the second game part G2 based on a selection of at least one of the first user and the second user. The content includes progressing the second game part G2 in a common virtual space VSa shared by the first user and the second user, or progressing the second game part G2 in individual virtual spaces VSb individually associated with the first user and the second user.
[0097] According to this embodiment, in a game having two game parts, the content of the second game part G2 can be determined by the user's selection. This allows the game to progress according to the user's selection, improving the quality of the user experience. In particular, by reflecting the user's selection in the game executed in the common virtual space VSa or the individual virtual space VSb, variation in the content of the game is created. This allows the user to play a game in different modes depending on the selection, thereby preventing users from dropping out.
[0098] By matching users who have made common selections, the same scenario can be executed for the matched users, which reduces the computational load when progressing through a multiplayer game.
[0099] By accepting a user's selection regarding the content of the second game part G2, the matching process can be executed based on the selection. In particular, by providing an option that allows the second game part G2 to proceed in either the common virtual space VSa or the individual virtual space VSb, matching can be easily established. This reduces the user's waiting time during the matching process.
[0100] By executing the first game part G1 in the individual virtual space VSb regardless of the type of selection made by the user, it is expected that even users who are not good at competitive games will find it easier to participate in multiplayer games. Furthermore, by standardizing the content of the first game part G1, the calculation load required for the scenario determination process can be reduced.
[0101] By performing the adjustment step, it is possible to reduce the difference in performance between the teams in the first game part G1, which prevents a one-sided outcome from being decided before the second game part G2, and provides a more entertaining multiplayer game.
[0102] By associating specific groups with users and then performing the matching process, batch processing can be performed on multiple users. This reduces the calculation load of the matching process. Also, by assigning users associated with specific groups to the same team, close friends can play together on the same team. This improves the user's gaming experience.
[0103] By accepting the selection of all members of the group based on the selection input of the representative user, the time and effort required for setting up each member user can be eliminated. This makes it easier for even novice users to participate in the game. It also prevents member users from operating the game erroneously.
[0104] By restricting the member user's game control in response to a request to execute the matching process, it is possible to more reliably prevent erroneous operation by the member user. It is also possible to prevent the member user from playing another game after the matching process has started. This reduces the waiting time for the matching process.
[0105] 5. Details of data processing In this section, we will use diagrams to explain the details of the information processing outlined in the previous section.
[0106] 5.1 Matching process 5 to 7 are diagrams for explaining the matching process. For example, the matching process is a process for matching users according to the content of the game being played. FIGS. 5 to 7 show an example in which 10 users are matched. For example, users waiting for matching are divided into groups of "First Quest," "Second Quest," "Random," "PvP Priority," and "PvE Priority."
[0107] In the example of Figure 5, four participating users are associated with "Quest 1," which is a set associated with a scenario including a unique PvP-style event, and eight participating users are associated with "Quest 2," which is a set associated with a scenario including a unique PvE-style event. Matching for "Quest 1" will be completed with six more users, and matching for "Quest 2" will be completed with two more users.
[0108] In the example of FIG. 5, 18 participating users are associated with "Other," which is a group not associated with a scenario that includes a unique event. The participating users associated with "Other" quests are further classified according to the type of selection they received. For example, "Other" is classified into "Random," "PvP Priority," and "PvE Priority." Nine users who selected the third selection are associated with "Random." Five users who selected the first selection are associated with "PvP Priority." Four users who selected the second selection are associated with "PvE Priority."
[0109] When a fractional number occurs in the matching process within the same group, the execution unit 230 supplements participating users from other groups to complete matching. In the example of FIG. 6, five users are supplemented from "PvP Priority" and one user is supplemented from "Random", and matching for "First Quest" is completed. Furthermore, two users are supplemented from "PvE Priority", and matching for "Second Quest" is completed. Furthermore, in the example of FIG. 7, eight users are supplemented from "Random", and matching for "PvE Priority" is completed.
[0110] In one aspect, the execution unit 230 matches a user who selected the first selection with a user who selected the third selection. Furthermore, the execution unit 230 matches a user who has specified that the second game part G2 be executed in the common virtual space VSa with a user who has selected the first or third selection. In another aspect, the execution unit 230 matches a user who has selected the second selection with a user who has selected the third selection. Furthermore, the execution unit 230 matches a user who has specified that the second game part G2 be executed in the individual virtual space VSb with a user who has selected the second or third selection.
[0111] In this manner, the matching process can be smoothly executed, and the waiting time of the user can be reduced.
[0112] 5.2 Details of Game Scenario 5 8 is a conceptual diagram illustrating an example of game scenario 5. Game scenario 5 includes a first game part G1 that progresses in a first virtual space VS1 and a second game part G2 that progresses in a second virtual space VS2. Note that the second game part G2 is similar to that described above, and therefore a description thereof will be omitted.
[0113] The first game part G1 is a game that is played in the first virtual space VS1. In this embodiment, the first game part G1 includes a first phase G11, a second phase G12, and a transition period P1. The second phase G12 is executed following the first phase G11. The transition period P1 is provided between the first phase G11 and the second phase G12. The first phase G11 and the second phase G12 start when a predetermined start condition is satisfied, and end when a predetermined transition condition is satisfied.
[0114] The start condition is arbitrary, for example, the end of the phase preceding the first phase G11, the end of the transition period P1 preceding the first phase G11, etc. In this embodiment, the first phase G11 is a phase that takes place immediately after the start of the game, and its start condition is the execution of the first game part G1.
[0115] The transition condition includes, for example, the achievement of a set task M. Note that the transition condition is not limited to this and may be any condition, and may include a passive condition unrelated to the team's actions, such as the expiration of a time limit in the first virtual space VS1. In this embodiment, the transition conditions for the first phase G11 and the second phase G12 include the achievement of a task M that was set before the start of each phase. Hereinafter, for convenience of explanation, the task M corresponding to the first phase G11 will be referred to as the first task M1, and the task M corresponding to the second phase G12 will be referred to as the second task M2.
[0116] After the first phase G11 ends, a transition period P1 begins. If task M is a task that depends on the player's position within the first virtual space VS1, the transition period P1 is, for example, the period until the player moves to a position where the player can complete the second task M2. During the transition period P1, the information processing device 2 and the game device 3 may temporarily store maps and objects required to complete the second task M2 in the storage unit 22 and the storage unit 32. This distributes the processing load during the transition from the first task M1 to the second task M2, allowing the information processing device 2 and the game device 3 to progress through the game more smoothly.
[0117] The game scenario 5 includes a first game scenario 5a and a second game scenario 5b. The first game scenario 5a is a fixed scenario in which a single game progresses in each game part and each phase. The first game scenario 5a is a game scenario that can be shared by all users participating in the game and is also called a story scenario. The second game scenario 5b is a so-called random scenario in which multiple game progresses are possible in each game part and each phase. The game parts and phases that make up the second game scenario 5b are determined by lottery in advance. The lottery method is arbitrary; for example, the game parts and phases that make up the second game scenario 5b are determined by lottery based on the progress of the game up to that point, the user's play history, etc.
[0118] In one aspect, when the second game part G2 is executed in the individual virtual space VSb, the second game part G2 may be executed in the same manner as the first game part G1. For example, a transition period (not shown) may be provided between the first game part G1 and the second game part G2, and the player character may be moved to a position where the task M set in the second game part G2 can be accomplished. In one aspect, between the first game part G1 and the second game part G2, the player character may be placed in another individual virtual space VSb (e.g., including a different area in the individual virtual space VSb), and then the second game part G2 may be started.
[0119] 5.3 Benefits 9 is an example of the benefit management table T10. The benefit management table T10 stores, for example, predetermined conditions for granting a benefit and the content of the benefit in association with each other. For example, a benefit is an experience point or a reward granted to a user.
[0120] The predetermined condition may be, for example, a condition related to the game performance or the content of the game that was executed. For example, the condition related to the game performance may be, for example, the number of tasks M completed, the time required to complete task M, the win or loss, the amount of damage received by the player character, the number of items acquired, etc. For example, the condition related to the content of the game may be whether the second game part G2 was executed in the common virtual space VSa or the individual virtual space VSb, the difficulty level of the executed game, an event that occurred, etc.
[0121] The benefits include a first benefit and a second benefit. The first benefit and the second benefit may be the same type of benefit or different types of benefits. In the example of FIG. 9, the first benefit and the second benefit are shown as multipliers applied to experience points, etc. For example, the first benefit is granted when the content of the second game part G2 is determined based on the third setting. For example, the second benefit is granted when the second game part G2 is executed in the common virtual space VSa. For example, the second benefit is granted to the user when the content of the second game part G2 is determined based on the first setting.
[0122] For example, the awarding unit 233 awards a benefit to a user based on the benefit management table T10 stored in the storage unit 22. According to FIG. 9, when the first or second selection is selected, no multiplier is added, and when the third selection is selected, a randomly set bonus (an example of a first benefit) of 2.3 is added. In other words, when the third selection is selected, the first benefit is awarded, which is more favorable than when the first or second selection is selected. Here, "favored" may also include the concept of comparing a case where no benefit is awarded with a case where a benefit is awarded (the same applies to the second benefit). Even if two games including the exact same scenario are played, the game played based on the third selection is given more favorable treatment.
[0123] For example, if a player wins a game played in the common virtual space VSa, a multiplier of 3.2 is added, and if a player loses, a multiplier of 1.5 is added. For example, if a player wins a game played in the individual virtual space VSb, a multiplier of 2.5 is added, and if a player loses, a multiplier of 1.0 is added. In other words, if the second game part G2 is played in the common virtual space VSa, the experience points or reward are more favorable than if the second game part G2 is played in the individual virtual space VSb. From another perspective, if the content of the second game part G2 is determined based on the first selection, a more favorable second benefit is awarded than if the content of the second game part G2 is determined based on the second selection.
[0124] This aspect can motivate users to make a specific choice. As more users select the third choice, it becomes easier to establish a match. Furthermore, by motivating users to select the first choice over the second choice, it is expected that the effect of attracting more users to a competitive game can be expected. This allows participating users to compete against a variety of users, making the game more interesting.
[0125] In the example shown in FIG. 9 , the total multiplier for the case where the second game part G2 is executed in the individual virtual space VSb and the player loses, which is the lowest multiplier when the third selection is selected, is set higher than the total multiplier for the case where the second game part G2 is executed in the common virtual space VSa and the player wins, which is the highest multiplier when the first or second selection is selected. Meanwhile, as one aspect, the total multiplier for the case where the third selection is selected can be set lower than the total multiplier for the case where the first or second selection is selected. Even in this case, it is preferable that the total multiplier for the case where the second game part G2 is executed in the common virtual space VSa and the player loses, which is the case where the second selection is selected, is set higher than the total multiplier for the case where the second selection is selected, which is the case where the second selection is selected. In this case, even if a user who prefers PvE-style games loses a PvP-style game by selecting the third selection, the user will receive a more favorable benefit than if the user wins a PvE-style game by selecting the second selection. This makes it possible to motivate even users who prefer PvE games to take on PvP games with peace of mind.
[0126] 5.4 Screen examples displayed as a result of information processing In this section, an example of a game screen displayed on the display 4a as a result of the above information processing will be described. <Menu screen IM1> 10 is a diagram showing an example of a menu screen IM1 as a game screen. The display control unit 234 displays various destination screens based on user input on the menu screen IM1 as a game screen. For example, the menu screen IM1 includes a gacha button B1, a formation button B2, a quest button B3, and a friend button B4.
[0127] When the gacha button B1 is operated, a game screen for conducting a gacha lottery is displayed. When the organization button B2 is operated, a game screen for organizing characters is displayed. When the quest button B3 is operated, a quest menu screen IM2 (described later) is displayed as an example of a game screen for selecting a quest. When the friend button B4 is operated, a friend menu screen IM4 (described later) is displayed as an example of a menu screen related to friends.
[0128] <Quest Menu Screen IM2> 11 is a diagram showing an example of a quest menu screen IM2 as a game screen. The quest menu screen IM2 includes a quest banner 51, a priority setting area 52, an equipment setting area 55, and a matching start button 57. The priority setting area 52 is displayed as a result of processing activity A001. The quest banner 51 is a banner that allows the user to select a quest in which to participate.
[0129] The priority setting area 52 is an area where options for determining the content of the second game part G2 are displayed. The priority setting area 52 includes a selection button 53 and a bonus display area 54. The selection button 53 is a button that accepts a selection for determining the content of the second game part G2. The accepting unit 232 accepts a first selection by selecting the first selection button 53a, a second selection by selecting the second selection button 53b, and a third selection by selecting the third selection button 53c. The bonus display area 54 displays that a preferential first benefit will be granted by selecting the third selection. Here, the quest menu screen IM2 displays information that makes the user aware that a preferential first benefit will be granted by selecting the third selection, but does not display information that makes the user aware that a preferential second benefit will be granted by selecting the first selection.
[0130] In this manner, the user's selection can be accepted after being informed that the first benefit will be granted by selecting the third option. This is expected to increase the number of users who select the third option. Furthermore, by not displaying the benefits associated with selecting the first option, the motivation for selecting the third option can be further increased.
[0131] The equipment setting area 55 includes an equipment setting button 56. The equipment setting button 56 displays information about the player character operated by the user and the equipment items of the player character, and is displayed, for example, as three rectangular areas. The matching start button 57 is a button for transmitting a request to participate in a multiplayer game to the information processing device 2, and when the user operates the matching start button 57, the request to participate in the multiplayer game is transmitted from the user to the information processing device 2.
[0132] <Result display screen IM3> 12 is a diagram showing an example of a result display screen IM3 as a game screen. The result display screen IM3 is a screen showing the update results of the proficiency level, and is displayed on the display 4a, for example, as a result of processing the activity A012. The result display screen IM3 is one of the result screens showing the play results of the user in the multiplayer game.
[0133] The result display screen IM3 includes a time score area 61, a normal score area 62, a mission score area 63, a multiplier area 64, a total score area 65, a proficiency display area 66, and an experience value indicator 67.
[0134] The time score area 61 displays the play time of the multiplayer game by the user and the experience points corresponding to that play time.
[0135] The normal score area 62 displays the experience points accumulated through the actions of the player characters in the multiplayer game.
[0136] The mission score area 63 displays experience points according to the progress of events in the entire multiplayer game. Note that the numerical values displayed in these areas 61 to 63 may not be the experience points themselves, but may be values associated with the experience points.
[0137] The multiplier area 64 displays a multiplier for the experience points displayed in the above areas 61 to 63. The multiplier is a numerical value that determines the experience points that will ultimately be granted to the user, and for example, the control unit 23 multiplies the total of the numerical values displayed in areas 61 to 63 by the numerical value displayed in the multiplier area 64, and grants this value to the user as the final experience points.
[0138] The total score area 65 displays the experience points ultimately awarded to the user by the awarding unit 233 and the gold awarded to the user as a reward. The experience points ultimately awarded to the user are displayed as "TOTAL EXP." In the example of FIG. 12, the awarding unit 233 awards the user "1,144,550" experience points. The gold awarded as a reward is accumulated, for example, separately from the experience points and progress, and is used, for example, to unlock characters, items, and the like that the user can use.
[0139] The proficiency display area 66 displays a user level corresponding to the proficiency. The user level is configured so that experience points are accumulated for the user and increase by one each time a value in a predetermined experience point table is reached. In this embodiment, the user level displayed in the proficiency display area 66 is "10."
[0140] The experience value indicator 67 displays information about the experience value required to reach the next user level. The result display screen IM3 includes, for example, visual information such as an indicator, and numerical information such as the value of the accumulated experience value and the value of the experience value required to reach the next user level, but is not limited to this and can be implemented in any manner that is visible to the user.
[0141] <Friend Menu Screen IM4> 13 is a diagram showing an example of a friend menu screen IM4 as a game screen. The display control unit 234 displays various destination screens based on user input on the friend menu screen IM4 as a game screen. For example, the friend menu screen IM4 includes a friend list button B5, a friend request button B6, a group creation button B7, and a group join button B8.
[0142] When the friend list button B5 is operated, a game screen showing a list of users registered as friends is displayed. When the friend request button B6 is operated, a game screen for requesting friend registration from a specific user is displayed. When the group creation button B7 is operated, a group creation screen IM5 (described later) is displayed as an example of a screen for creating a group. When the group join button B8 is operated, a group join screen IM6 (described later) is displayed as an example of a screen for joining an existing group.
[0143] <Group creation screen IM5> 14 is a diagram showing an example of a group creation screen IM5 as a game screen. For example, the group creation screen IM5 is a screen displayed on a game device 3 operated by a user with the username "Apollo" (an example of a first specific user). For example, the group creation screen IM5 includes a username area 71, a public setting button 73, a representative icon 74, a user icon 75, an invite button 76, and an operation button 77.
[0144] The username area 71 displays the user's username. The public setting button 73 is a button for accepting public setting of the group. When "public" is selected, the group is made public to users other than the first specific user. The reception unit 232 accepts a request from a user to join the made public group. On the other hand, when "private" is selected, the group is not made public, and only users invited by the first specific user can participate. The representative icon 74 is an icon assigned to the representative user. The user icon 75 is an icon assigned to a member user. When the invite button 76 is operated, a game screen for selecting users to invite to the group is displayed. The operation button 77 accepts various operations such as confirm or cancel.
[0145] For example, in response to receiving a request to join a group, the notification unit 236 notifies the game devices 3 operated by the users who belong to the group of the request to join the group. This notification may be displayed while the multiplayer game is in progress.
[0146] <Group participation screen IM6> 15 is a diagram showing an example of a group participation screen IM6 as a game screen. For example, the group participation screen IM6 includes a username area 81, a number of participants display 82, a user icon 85, and an operation button 87. The username area 81, the user icon 85, and the operation button 87 may be similar to the username area 71, the user icon 75, and the operation button 77.
[0147] For example, the group participation screen IM6 displays a list of friends who have joined a published group. The number of users display 82 displays the number of users in the group to which the friend belongs. For example, one more user can join a group in which a friend with the username "Metal_Blue" has joined. In response to operation of the username area 81 and the "Join" operation button 87, the game device 3 transmits a request to join the same group as the selected friend.
[0148] <Group standby screen IM7> 16 is a diagram showing an example of a group standby screen IM7. After the processing of activity A013 is performed, the display control unit 234 displays the group standby screen IM7 on the display 4a. The group standby screen IM7 in FIG. 16 is an example of a screen displayed on the game device 3 operated by the first subordinate user who is a member user.
[0149] The group standby screen IM7 includes a member display area 90, a username area 91, an equipment setting area 95, an equipment setting button 96, and a matching start button 97. The member display area 90 displays the skins and equipment of the player characters operated by users belonging to a specific group. Each player character is displayed in association with the username of each user. The username area 91, the equipment setting area 95, the equipment setting button 96, and the matching start button 97 may be similar to the username area 71, the equipment setting area 55, the equipment setting button 56, and the matching start button 57.
[0150] 16, the game device 3 operated by the first subordinate user displays a matching start button 97 in an inoperable state, for example, on the display 4a or the like as a result of processing the activity A014.
[0151] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0152] <Group standby screen IM7> Fig. 17 is a diagram showing a modified example of the group standby screen IM7. The group standby screen IM7 in Fig. 17 is an example of a screen displayed on a game device 3 operated by a first representative user who is the representative user. The group standby screen IM7 includes a member display area 90, a priority setting area 92, a username area 91, an equipment setting area 95, and a matching start button 97.
[0153] The priority setting area 92 includes selection buttons 93, including a first selection button 93a, a second selection button 93b, and a third selection button 93c, and a bonus display area 94. These may be in the same form as the quest menu screen IM2. By selecting the selection button 93, the reception unit 232 receives a selection from the first representative user to determine the content of the second game part G2.
[0154] For example, the group standby screen IM7 in FIG. 17 is a screen that is displayed when one of the member users is playing another game (e.g., another quest, tutorial, or training). The status display 91a included in the user name area 91 indicates that the status of a user named "Rabbit" is "on the move." For example, when all users belonging to a group are displayed together in the member display area 90, the matching start button 97 becomes operable.
[0155] In one embodiment, the reception unit 232 may receive a selection for forming the content of the second game part G2 while the multiplayer game is in progress. For example, the reception of the selection may be performed by receiving a selection from each user after the end of the first game part G1, by determining the selection based on the results of voting by users, or by determining the selection based on the results of a mini-game such as rock-paper-scissors or lottery. Here, by displaying that the second benefit is preferred, motivation for selecting the first selection may be provided.
[0156] The multiplayer game is not limited to a competitive multiplayer game, but may be a cooperative multiplayer game in which all participating users cooperate to achieve a preset goal condition.
[0157] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including an internal memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. transmitted from another device, as well as acquiring information, etc. generated by the device itself. The table associating parameters is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Furthermore, information, etc. corresponding to parameters may be obtained using a mathematical formula, a conditional formula, etc., without using a table.
[0158] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0159] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0160] In the above embodiment, the information processing device 2 performs various storage and control operations, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0161] The above-described embodiments may be implemented as an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each step of the information processing method. The above-described embodiments may also be implemented as an information processing method. The information processing method includes each step of a similar information processing system. The above-described embodiments may also be implemented as a program. The program causes at least one computer to execute each step of the information processing method.
[0162] Furthermore, it may be provided in the following aspects.
[0163] (1) An information processing method executed by an information processing system, comprising the following steps: a first execution step executes a matching process to match a first user and a second user among a plurality of users participating in a game, wherein the game includes a first game part and a second game part that is progressed after the first game part; and a determination step determines the content of the second game part based on a selection of at least one of the first user or the second user, wherein the content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with each of the first user and the second user.
[0164] (2) In the information processing method described in (1) above, a first reception step executed before the determination step further receives the selection from each of the first user and the second user, and in the first execution step, matches the users who have the common selection with each other, thereby determining the content in the determination step based on the selection common between the first user and the second user.
[0165] (3) In the information processing method described in (1) or (2) above, the selection is any one selected from a first selection in which the second game part is progressed in the common virtual space, a second selection in which the second game part is progressed in the individual virtual space, and a third selection that allows the second game part to be progressed in either the common virtual space or the individual virtual space.
[0166] (4) In the information processing method described in (3) above, further, in the granting step, when a predetermined condition is met in the game, a first benefit is granted to at least the first user, and when the content is determined based on the third selection, the first benefit is granted more favorably than when the content is determined based on the first selection or the second selection.
[0167] (5) In the information processing method described in (3) or (4) above, further, in the granting step, when a predetermined condition is met in the second game part, a second benefit is granted to at least the first user, and when the content is determined based on the first selection, the second benefit is granted more favorably than when the content is determined based on the second selection.
[0168] (6) In the information processing method described in (5) above, the display step further includes displaying a screen that allows the user to select one of the first selection, the second selection, or the third selection, and the screen displays information that makes the user aware that selecting the third selection will result in the granting of a preferential first benefit, while not displaying information that makes the user aware that selecting the first selection will result in the granting of a preferential second benefit.
[0169] (7) In the information processing method described in any one of (1) to (6) above, the first game part is progressed in each of the individual virtual spaces regardless of the type of selection.
[0170] (8) In the information processing method described in any one of (1) to (7) above, further, in the second execution step, an adjustment process is performed based on the performance of the first user and the performance of the second user in the first game part, wherein the adjustment process is a process of making adjustments so that the first user obtains more advantageous effects than the second user with respect to the progress of the second game part.
[0171] (9) In the information processing method described in any one of (1) to (8) above, further, in the association step, each of the multiple first users is associated with a specific group, wherein the specific group is one of the groups that are a collection of the multiple users, and further, in the third execution step, a team determination process is executed to assign each of the first users and the second users to a team, wherein the team determination process restricts the multiple first users associated with the specific group from being assigned to two or more different teams.
[0172] (10) In the information processing method described in (9) above, further, in the first receiving step, the selection is received from a representative user who is at least one of a plurality of first users associated with the specific group, and in the determination step, the content of the second game part is determined based on the selection of the representative user, not based on the selection by the member users, wherein the member users are first users other than the representative user among the plurality of first users associated with the specific group.
[0173] (11) In the information processing method described in (10) above, further, in a second reception step, a request to execute the matching process is received from the representative user, and further, in a notification step, the member user is notified that the request has been made, and further, in a game control step, a process that restricts the progress of the first game part and the second game part and anything other than preparations for progressing these game parts is controlled to be applied to the member user based on the request.
[0174] (12) An information processing system consisting of at least one device, the information processing system having at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (11) above.
[0175] (13) A program that causes at least one computer to execute each step of the information processing method according to any one of (1) to (11) above. Of course, this is not the case.
[0176] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0177] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Executive Department 231: Decision section 232: Reception 233: Granting section 234: Display control unit 235: Association section 236: Notification Department 237: Game control unit 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34: Display section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 51: Quest Banner 52: Priority setting area 53:Select button 53a: First selection button 53b: Second selection button 53c: Third selection button 54: Bonus display area 55: Equipment setting area 56: Equipment setting button 57: Matching start button 61: Time score area 62: Normal score area 63: Mission Score Area 64: Magnification area 65: Overall score area 66: Proficiency display area 67: Experience indicator 71: Username area 73: Public settings button 74: Representative icon 75: User icon 76: Invite button 77: Operation button 81: Username area 82: Number of people display 85: User icon 87: Operation button 90: Member display area 91: Username area 91a: Status display 92: Priority setting area 93:Select button 93a: First selection button 93b: Second selection button 93c: Third selection button 94: Bonus display area 95: Equipment setting area 96: Equipment setting button 97: Matching start button B1: Gacha button B2: Formation button B3: Quest button B4: Friend button B5: Friend list button B6: Friend request button B7: Group creation button B8: Group Join Button G1: First game part G11: Phase 1 G12: Phase 2 G2: Second game part IM1: Menu screen IM2: Quest menu screen IM3:Result display screen IM4: Friend Menu Screen IM5: Group creation screen IM6: Group participation screen IM7: Group standby screen M: Assignment M1: First assignment M2: 2nd assignment P1: Transition Period T1: First team T10: Benefit Management Table T2: Second team VS: Virtual Space VS1: First Virtual Space VS2: Second Virtual Space VSa: Common Virtual Space VSb: Individual Virtual Space VSb1: First Virtual Space VSb2: Second Virtual Space
Claims
1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the first execution step, a matching process is executed to match a first user with a second user who is included in a plurality of users participating in the game, the game includes a first game part and a second game part that is progressed after the first game part; In the determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user, The content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with the first user and the second user, respectively; the selection is any one selected from a first selection in which the second game part is advanced in the common virtual space, a second selection in which the second game part is advanced in the individual virtual space, and a third selection that allows the second game part to be advanced in either the common virtual space or the individual virtual space; Furthermore, in the granting step, a first benefit is granted to at least the first user when a predetermined condition is satisfied in the game, A method in which, when the content is determined based on the third selection, the first benefit is granted to the user who made the third selection, which is more favorable than when the content is determined based on the first selection or the second selection.
2. An information processing method executed by an information processing system, comprising: It includes the following steps: In the first execution step, a matching process is executed to match a first user with a second user who is included in a plurality of users participating in the game, the game includes a first game part and a second game part that is progressed after the first game part; In the determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user, The content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with the first user and the second user, respectively; the selection is any one selected from a first selection in which the second game part is advanced in the common virtual space, a second selection in which the second game part is advanced in the individual virtual space, and a third selection that allows the second game part to be advanced in either the common virtual space or the individual virtual space; Furthermore, in the granting step, a second benefit is granted to at least the first user when a predetermined condition is satisfied in the second game part, A method in which, when the content is determined based on the first selection, the second benefit, which is more favorable than when the content is determined based on the second selection, is granted to the user who made the first selection.
3. 3. The information processing method according to claim 2, Furthermore, in the display step, a screen is displayed that allows the user to select one of the first selection, the second selection, and the third selection, The method includes displaying information on the screen that makes the user aware that selecting the third option will grant the user a preferential first benefit, while not displaying information that makes the user aware that selecting the first option will grant the user a preferential second benefit.
4. An information processing method executed by an information processing system, comprising: It includes the following steps: In the first execution step, a matching process is executed to match a first user with a second user who is included in a plurality of users participating in the game, the game includes a first game part and a second game part that is progressed after the first game part; In the determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user, The content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with the first user and the second user, respectively; The first game part is progressed in each of the individual virtual spaces regardless of the type of selection.
5. An information processing method executed by an information processing system, comprising: It includes the following steps: In the first execution step, a matching process is executed to match a first user with a second user who is included in a plurality of users participating in the game, the game includes a first game part and a second game part that is progressed after the first game part; In the determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user, The content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with the first user and the second user, respectively; Furthermore, in the second execution step, an adjustment process is executed based on the results of the first user and the results of the second user in the first game part, The first user and the second user are configured to be distinguishable by at least the performance, The adjustment process is a process of adjusting the progress of the second game part so that the first user can obtain an advantageous effect over the second user.
6. An information processing method executed by an information processing system, comprising: It includes the following steps: In the first execution step, a matching process is executed to match a first user with a second user who is included in a plurality of users participating in the game, the game includes a first game part and a second game part that is progressed after the first game part; In the determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user, The content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with the first user and the second user, respectively; Furthermore, in the associating step, a plurality of the first users are associated with a specific group, the specific group is one of groups that are a subset of the plurality of users; Furthermore, in a third execution step, a team determination process is executed to assign each of the plurality of users to a team, In the team determination process, the first users associated with the specific group are restricted from being assigned to two or more different teams, respectively; In the first execution step, the matching process is executed to match the specific group including a plurality of the first users with the second user.
7. 7. The information processing method according to claim 6, Furthermore, in the first receiving step, the selection is received from a representative user who is at least one of the plurality of first users associated with the specific group; In the determining step, the content of the second game part is determined based on the selection of the representative user, not on the selection of the member users, The method, wherein the member user is a first user other than the representative user among a plurality of first users associated with the specific group.
8. 8. The information processing method according to claim 7, Furthermore, in a second receiving step, a request to execute the matching process is received from the representative user; Furthermore, in the notification step, the member user is notified that the request has been made; Furthermore, in the game control step, the method controls the application of processing to the member user that restricts the progress of the first game part and the second game part, as well as any processing that restricts anything other than preparations for progressing these game parts, based on the request.
9. An information processing system comprising at least one device, An information processing system comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 8.
10. A program, A program that causes at least one computer to execute each step of the information processing method according to any one of claims 1 to 8.
Citation Information
Patent Citations
Server system, program and information storage medium
JP2007229040A
Game control method, server device, and program
JP2015157002A
Game program, and game system
JP2019129985A
Game program and game system
JP2019136278A
Combat game providing device and method
JP2019526361A