Programs, information processing systems
The program and system enhance user engagement by allowing differentiated object effects based on viewer interactions in a multiplayer game, addressing the uniformity issue in existing systems and increasing enjoyment for all users.
Patent Information
- Application Number
- JP2024075156
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-07
- Publication Date
- 2025-09-08
- Estimated Expiration
- 2041-06-01
AI Technical Summary
The existing game system fails to provide differentiated effects for objects placed by users who are not actively participating in the game, leading to uniform enjoyment for all users, which limits the engagement and enjoyment of viewers and non-participating users.
A program and system that allows for the distribution of a game in a virtual space to multiple viewers, where the effect of objects is exerted based on the specific relationship between positions of objects placed by different viewers, enhancing interaction and engagement through a combination of first and second specific objects.
This approach increases user enjoyment by providing differentiated and interactive effects based on viewer interactions, enhancing the gaming experience for both participating and non-participating users.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Patent Document 1 discloses a game system that allows a user to watch a player's gameplay. The game system is configured to allow a user watching the gameplay to place objects such as bottles on a racing course in a virtual space in response to instructions from the user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-77299 Summary of the Invention [Problem to be solved by the invention]
[0004] In the game system disclosed in Patent Document 1, the effect of an object placed in response to an instruction from a user who is not participating in a specific game is exerted on all users participating in the specific game. In other words, the effect of the object is uniform. Therefore, there is room for increasing the enjoyment of users by placing objects. [Means for solving the problem]
[0005] A program according to one embodiment of the present disclosure causes a computer to function as a distribution means for distributing a game in a virtual space to a plurality of viewers, and an effect exertion means for exerting an effect based on a combination of a first specific object and a second specific object when a specific relationship is satisfied between the position of a first specific object placed in the virtual space based on an operation by a first viewer among the plurality of viewers and the position of a second specific object placed in the virtual space based on an operation by a second viewer among the plurality of viewers. [Effects of the Invention]
[0006] According to the present disclosure, it is possible to increase the enjoyment of a user by placing objects. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing an overview of a game system in a first embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the module configuration of a terminal included in the game system of FIG. 1. [Figure 3] FIG. 2 is a diagram showing an example of a module configuration of a server included in the game system of FIG. 1. [Figure 4] 3A to 3C are diagrams showing an example of screen transitions in the terminal of FIG. 2. [Figure 5] FIG. 3 is a diagram showing an example of the flow of processing for distributing content and processing for viewing content in the first embodiment. [Figure 6] FIG. 3 is a diagram showing an example of the flow of matching processing and game processing in the first embodiment. [Figure 7] FIG. 10 is a diagram showing an example of a processing flow for participating in an assist game in the first embodiment. [Figure 8] FIG. 4 is a diagram showing an example of a processing flow for arranging an assist object in the first embodiment. [Figure 9] FIG. 4 is a diagram showing an example of a processing flow for awarding points in the first embodiment. [Figure 10]FIG. 10 is a diagram showing an example of a processing flow for exerting the effect of an assist object in the first embodiment. [Figure 11] FIG. 4 is a diagram showing an example of the processing flow for removing an assist object from a virtual space in the first embodiment. [Figure 12] 5A to 5C are diagrams showing examples of types and effects of assist objects in the first embodiment. [Figure 13] 5A to 5C are diagrams showing examples of effects according to combinations of assist objects in the first embodiment. [Figure 14] FIG. 2 is a diagram showing an example of a virtual space in the first embodiment. [Figure 15] FIG. 3 is a diagram showing an example of a home screen on the general terminal or distribution terminal of FIG. 2. [Figure 16] FIG. 3 is a diagram showing an example of a matching screen on the general terminal or distribution terminal of FIG. 2. [Figure 17] FIG. 3 is a diagram showing an example of a battle screen on the general terminal or distribution terminal of FIG. 2. [Figure 18] FIG. 3 is a diagram showing an example of a battle screen on the general terminal or distribution terminal of FIG. 2. [Figure 19] FIG. 3 is a diagram showing an example of a battle screen on the general terminal or distribution terminal of FIG. 2. [Figure 20] FIG. 3 is a diagram showing an example of a viewing screen on the viewing terminal of FIG. 2. [Figure 21] FIG. 3 is a diagram showing an example of an assistance transition screen on the participating terminal of FIG. 2. [Figure 22] FIG. 3 is a diagram showing an example of an assist screen on the participating terminal of FIG. 2. [Figure 23] FIG. 3 is a diagram showing an example of an assist screen on the participating terminal of FIG. 2. [Figure 24] FIG. 3 is a diagram showing an example of an assist screen on the participating terminal of FIG. 2. DETAILED DESCRIPTION OF THE INVENTION
[0008] A game system according to the present disclosure will be described with reference to the drawings. (First embodiment) [Game System Overview] As shown in FIG. 1, the game system 10 includes a network 90, a plurality of terminals 100, and one or more servers 200. The game system 10 is provided as a home system or a business system. The plurality of terminals 100 are configured to communicate with the server 200 via the network 90. As an example, the game system 10 provides a multiplayer game. In the following description, when simply referring to a "game," it means a game provided by the game system 10. The plurality of terminals 100 are an example of a computer. The one or more servers 200 are an example of a computer.
[0009] [network] For example, the network 90 is configured by the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.
[0010] [Device hardware configuration] A plurality of terminals 100 can be used as game terminals for playing games. The terminals 100 used as game terminals provide users with game functions for playing games provided by the game system 10. Some of the terminals 100 can be used as general terminals 100A. The general terminals 100A can be used as game terminals. The general terminals 100A are used by general users other than broadcasting users, viewing users, and participating users.
[0011] Some terminals 100 can be used as broadcasting terminals 100B. The broadcasting terminals 100B provide users with a broadcasting function for broadcasting content in real time, including at least the gameplay of a broadcasting user who is a broadcaster. The broadcasting terminals 100B are used by the broadcasting users. The content may include moving or still images of the broadcasting users' gameplay. The content may include at least one of audio and text data. The broadcasting users are game players. In other words, the broadcasting terminals 100B are also game terminals.
[0012] Some terminals 100 can be used as participating terminals 100C. The participating terminals 100C provide users with a participation function that enables them to indirectly participate in the game play of the broadcasting user. The participating terminals 100C are used by participating users. The participating users are players of the game. In other words, the participating terminals 100C are also game terminals. Some terminals 100 can be used as viewing terminals 100D. The viewing terminals 100D provide users with a viewing function that enables them to view content broadcast by the broadcasting user. The viewing terminals 100D are used by viewing users who are viewers.
[0013] As an example, the terminal 100 is a smartphone. The terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), or a tablet computer. The terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation. For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may further include a communication interface (IF) 140 and an input / output IF 150. The terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164. Each of the multiple components included in the terminal 100 is connected to a communication bus 180.
[0014] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 is realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.
[0015] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data may include data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 is implemented as a random access memory (RAM) or other volatile memory.
[0016] The storage 130 permanently stores programs and data. For example, the storage 130 is realized as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be realized as a removable storage device such as a memory card.
[0017] The programs stored in storage 130 include game programs, distribution programs, viewing programs, and communication programs. The game programs provide a virtual space and implement game functions that provide game play in the virtual space. As an example, game play includes manipulating objects placed in the virtual space. As an example, the object manipulated using terminal 100 is a player character corresponding to the user using terminal 100. The player character is an avatar of the user using terminal 100.
[0018] The distribution program realizes a distribution function that distributes content that includes at least game play in a virtual space. While this distribution function is realized, the terminal 100 becomes a distribution terminal 100B. Furthermore, the game program realizes a participation function that allows the terminal 100 to participate in the game play of a distribution user. While this participation function is realized, the terminal 100 becomes a participation terminal 100C.
[0019] The viewing program realizes a viewing function that provides a virtual space and allows viewing of content via the virtual space. While realizing this viewing function, the terminal 100 becomes the viewing terminal 100D. As an example, viewing content using the terminal 100 includes viewing objects placed in the virtual space. The communication program realizes a function for communicating with other computers (e.g., the server 200). Programs stored in the storage 130 may include an operating system, a simulation program, a user authentication program, and other programs.
[0020] For example, the data stored in storage 130 includes definition data for a virtual space and object data for various objects to be placed in the virtual space. In terminals 100A to 100D, one or more objects are placed in the virtual space using the same object data. In other words, terminals 100A to 100D may share one virtual space. The virtual space is not limited to a space expressed in three dimensions. For example, the virtual space may be a space expressed in two dimensions or a space expressed by still images. For example, the virtual space may be a space expressed by input data such as sound, voice, or text data.
[0021] The communication IF 140 is connected to the network 90. The communication IF 140 communicates with other computers (e.g., the server 200) connected to the network 90. For example, the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF. For example, the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF. The communication IF 140 is not limited to those described above.
[0022] The input / output IF 150 communicates with an external input / output device 190. For example, the input / output IF 150 is realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication IF. For example, the input / output IF 150 is realized as a Bluetooth (registered trademark) or other wireless communication IF.
[0023] As an example, the input / output device 190 is a controller. For example, the input / output IF 150 transmits an instruction output from the processor 110 to the controller. The instruction instructs the controller to vibrate, output sound, or emit light. Upon receiving the instruction, the controller performs the vibration, sound output, or light emission in accordance with the instruction. The controller has one or more operation parts. For example, the one or more operation parts include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits an output value based on a user's operation on the operation part to the terminal 100. As an example, the controller may include a motion sensor such as an acceleration sensor or an angular velocity sensor. The controller may be configured to transmit the output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0024] The input / output device 190 is not limited to the above. For example, the input / output device 190 may be a camera. The camera may be configured to transmit an image of the user to the terminal 100. For example, the input / output device 190 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on the detection of the user's hand, a marker, or the like to the terminal 100.
[0025] The microphone 160 converts the user's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 162 converts the audio signal into sound and outputs it to the user. In addition to or instead of the speaker 162, each terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
[0026] The touch screen 164 includes a monitor 166 and a touch sensor 167. The monitor 166 is realized as a transmissive or non-transmissive display device. For example, the monitor 166 is realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or other display device. The monitor 166 displays various images. The images displayed on the monitor 166 include various objects such as backgrounds, user avatars, other characters, obstacles, windows, buttons, menus, lists, and icons. The monitor 166 is not limited to the above. For example, the monitor 166 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
[0027] The touch sensor 167 transmits an output value based on a user's operation on the monitor 166 to the processor 110. As an example, the touch sensor 167 is realized as a capacitive touch sensor, a resistive touch sensor (pressure-sensitive touch sensor), an ultrasonic touch sensor, or any other type of touch sensor. As an example, the input surface of the touch sensor 167 is a part or all of the display surface of the monitor 166. The touch sensor 167 can be used as an operation unit configured to accept a user's input operation. For example, when the operation unit is the touch sensor 167, the processor 110 accepts the user's physical contact operation on the input surface of the touch sensor 167 as the user's input operation. For example, the user's input operation on the touch sensor 167 can include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes.
[0028] The operation unit is not limited to the configuration described above. For example, if the operation unit is the communication IF 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 90 as a user's input operation. For example, if the operation unit is the input / output IF 150, the processor 110 accepts a signal transmitted from an external input / output device 190 as a user's input operation. For example, if the input / output device 190 is a camera and a distance measurement sensor, when the processor 110 detects a user's hand from a received captured image, the processor 110 accepts a gesture (a series of movements of the user's hand) detected based on the captured image and an output value as a user's input operation. For example, if the input / output device 190 is a controller, the processor 110 accepts an output value transmitted from the controller as a user's input operation.
[0029] [Server hardware configuration] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250. Each of the multiple components included in the server 200 is connected to a communication bus 280.
[0030] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 is realized as a CPU, a GPU, an MPU, an FPGA, or any other computing device.
[0031] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data transmitted to the server 200 and data generated by the processor 210. For example, the memory 220 is implemented as a RAM or other volatile memory.
[0032] The storage 230 permanently stores programs and data. For example, the storage 230 is realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple game systems 10 are used, such as an amusement facility, programs and data can be updated collectively.
[0033] The programs stored in storage 230 include a game program, a distribution program, and a communication program. The game program provides a virtual space in the game system 10 and a function of providing game play in which multiple users share the virtual space. The distribution program provides a function of distributing content including game play in the virtual space to the viewing terminal 100D. The communication program provides a function of communicating with other computers (e.g., terminals 100A to 100D). The programs stored in storage 230 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in storage 130 may include data that defines the virtual space and object data for various objects to be placed in the virtual space.
[0034] The communication IF 240 is connected to the network 90. The communication IF 240 communicates with other computers (for example, the terminals 100A to 100D) connected to the network 90. For example, the communication IF 240 is realized as a LAN or other wired communication IF. For example, the communication IF 240 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication IF. The communication IF 240 is not limited to those described above.
[0035] The input / output IF 250 communicates with external input / output devices. For example, the input / output IF 250 is implemented as a USB, DVI, HDMI, or other wired communication IF. For example, the input / output IF 250 is implemented as a Bluetooth (registered trademark) or other wireless communication IF.
[0036] The server 200 is not limited to the configuration described above. For example, the server 200 may include a game server 200A for providing a virtual space and a distribution server 200B for distributing content. The game program is stored in the storage 230 of the game server 200A. The game program is executed by the processor 210 of the game server 200A. The distribution program is stored in the storage 230 of the distribution server 200B. The distribution program is executed by the processor 210 of the distribution server 200B. The game server 200A transmits and receives various information and requests to and from the distribution server 200B via the communication IF 240. The game server 200A transmits and receives various information and requests to and from the terminals 100A to 100C via the communication IF 240. The distribution server 200B transmits and receives various information and requests to and from the viewing terminal 100D via the communication IF 240.
[0037] [Device module configuration] 2, the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input / output module 107. The control module 101 includes a game module 101A, a distribution module 101B, and a viewing module 101C.
[0038] The game module 101A, the distribution module 101B, the viewing module 101C, and the rendering module 104 are realized by the processor 110. The memory module 105 is realized by the memory 120 and the storage 130. The communication module 106 is realized by the communication IF 140. The input / output module 107 is realized by the processor 110, the touch sensor 167, and the input / output IF 150.
[0039] The input / output module 107 detects and accepts a user's input operation on the touch sensor 167 and a user's input operation on an external operating device via the input / output IF 150. As an example, when the input / output module 107 accepts a user's input operation on the touch sensor 167, it identifies the type of the input operation by detecting the coordinates of the input position. For example, the types of input operations that the input / output module 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes. When a series of input operations that have been detected ceases, the input / output module 107 detects that the contact input from the touch sensor 167 has been released.
[0040] The communication module 106 receives various data and various requests from one or more servers 200. For example, the data received by the communication module 106 from the server 200 may include progress information and user information. The progress information may include first progress information and second progress information. The first progress information may include the type of one or more avatars to be placed in the virtual space, avatar coordinate information, avatar action information, and other information. An avatar is an object that a user controls in the virtual space and is a character that represents the user. For example, the avatar coordinate information is information indicating a position in the virtual space. For example, the action information is information regarding the avatar's action. For example, the avatar's action may include the avatar's posture, use of an item, use of a skill, attack, defense, dodge, jump, or the like. The first progress information may include setting information regarding avatar settings. For example, the avatar settings may be changed by the user in the virtual space or before moving to the virtual space. For example, the avatar settings may include the avatar's equipment or appearance, etc. As an example, the user information may include a username, an account ID, a gender, an age, an address, and the like.
[0041] The second progress information may include type information of one or more assist objects to be placed in the virtual space, coordinate information of the assist objects, and other information. The assist object is an example of a specific object. The assist object may affect the avatar placed in the virtual space. For example, the assist object may include an object that can exert an effect of assisting the avatar. For example, the assist object may include an object that can exert an effect of hindering the avatar.
[0042] The communication module 106 transmits various data and various requests to one or more servers 200. As an example, the data transmitted by the communication module 106 to the server 200 may include play information and user information. The play information is output in response to an input operation received by the input / output module 107. The play information may include first play information and second play information. As an example, the first play information may include, as the operation content of the avatar, avatar coordinate information, action information, and other information. As an example, the first play information may include avatar setting information. As an example, the second play information may include, as the operation content of the assist object, assist object type information and coordinate information. As an example, the first play information and second play information are generated by the game module 101A.
[0043] The game module 101A performs processing to progress the game. The game module 101A reads definition data of a virtual space from the memory module 105. The game module 101A defines the virtual space according to the read definition data. The game module 101A reads object data from the memory module 105. The game module 101A places an object in the virtual space according to the read object data. The game module 101A identifies a user instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game.
[0044] The game progress status may include coordinate information and action information of the player's own avatar in the virtual space. The game progress status may include coordinate information and action information of other users' avatars in the virtual space. The game progress status may include setting information of the player's own avatar. The game progress status may include setting information of other users' avatars. The game progress status may include type information and coordinate information of assist objects in the virtual space.
[0045] The game module 101A makes various determinations regarding the progress of the game. The game module 101A performs various lotteries regarding the progress of the game. The game module 101A generates various requests and play information in accordance with user instructions, various determination results, and various lottery results. The various requests and play information generated by the game module 101A are transmitted to the server 200 by the communication module 106.
[0046] The distribution module 101B performs processing for distributing content including gameplay. The distribution module 101B identifies a user's instruction based on the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game. The distribution module 101B can generate a content distribution start request and a distribution end request based on the user's instruction. The distribution module 101B can generate a request to change the content distribution based on the user's instruction. The various requests generated by the distribution module 101B are transmitted by the communication module 106.
[0047] The viewing module 101C performs processing for viewing content distributed by a distribution user. The viewing module 101C reads definition data of a virtual space from the memory module 105. The viewing module 101C defines the virtual space according to the read definition data. The viewing module 101C reads object data from the memory module 105. The viewing module 101C places an object in the virtual space according to the read object data. The viewing module 101C identifies a user instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game. The viewing module 101C generates a request to start viewing the content and a request to stop viewing the content according to the user instruction. The viewing module 101C generates a request to change the content distribution details according to the user instruction. The various requests generated by the viewing module 101C are transmitted by the communication module 106.
[0048] The rendering module 104 creates an image of the game screen. The rendering module 104 creates an image of the game screen in response to various progress information and various requests received by the communication module 106. The rendering module 104 creates an image of the game screen in response to various play information and various requests generated by the game module 101A. The rendering module 104 creates an image of the game screen in response to information generated by the viewing module 101C and various requests.
[0049] The rendering module 104 displays the created image of the game screen on the monitor 166. The rendering module 104 may be configured to display the image of the game screen on an external display device via the input / output IF 150. The rendering module 104 may be configured to display the image of the game screen on an external display device via the communication IF 140. The game screen is an image in which 2D or 3D objects are controlled and drawn. As described above, the objects drawn on the game screen may include avatars (characters), assist objects, backgrounds, obstacles, etc.
[0050] The rendering module 104 may control and draw 2D or 3D game objects (UI objects) for constructing a UI (User Interface). The rendering module 104 creates a game screen including UI objects necessary for user input operations, such as icons, buttons, lists, windows, and menus. The UI objects are information that assists the user in performing input operations necessary to progress through the game. The UI objects are also information that assists the user in performing input operations necessary to obtain data generated during the progress of the game from the terminal 100. The various UI objects described in this disclosure are merely examples and are not limited to these embodiments.
[0051] The processing in the terminal 100 is realized by hardware and software executed by the processor 110. Such software may be pre-stored in the memory module 105, such as a hard disk. The software may be stored on a computer-readable non-volatile data recording medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. Such software is read from the data recording medium by a data reader, such as an optical disk drive, or downloaded from another computer, such as the server 200, via the communication module 106, and then temporarily stored in the memory module. The software is read from the memory module by the processor 110 and stored in RAM or the like in the form of an executable program. The processor 110 executes the program.
[0052] [Server module configuration] 3, the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input / output module 207. The control module 201 includes a game module 201A and a distribution module 201B. The game module 201A and the distribution module 201B are implemented by a processor 210. The memory module 205 is implemented by a memory 220 and a storage 230. The communication module 206 is implemented by a communication IF 240. The input / output module 207 is implemented by the processor 210 and an input / output IF 250.
[0053] The communication module 206 receives various information and various requests from each terminal 100. For example, the information received by the communication module 206 from each terminal 100 may include play information and user information. The communication module 206 transmits various information and various requests to each terminal 100. For example, the information transmitted by the communication module 206 to each terminal 100 may include progress information and user information. The input / output module 107 detects and accepts user input operations on an external operating device via the input / output IF 250.
[0054] The game module 201A performs processing to provide an environment in which a virtual space is shared by multiple users. The game module 201A reads definition data of the virtual space from the memory module 205. The game module 201A defines the virtual space according to the read definition data. The game module 201A reads object data from the memory module 205. The game module 201A places various objects in the virtual space, excluding avatars of users participating in the game, according to the read object data.
[0055] The game module 201A places avatars corresponding to each of the multiple users in the virtual space according to coordinate information included in the first play information received by the communication module 206 from the multiple terminals 100. The game module 201A determines interactions between avatars according to action information and avatar setting information included in the first play information received by the communication module 206 from the multiple terminals 100. The game module 201A places an assist object according to type information and coordinate information included in second play information received by the communication module 206 from one or more terminals 100. The game module 201A generates each piece of progress information according to the results of these processes. The communication module 206 transmits each piece of progress information to each terminal 100 (100A to 100C). The game module 201A transmits the generated progress information to the distribution module 201B.
[0056] The distribution module 201B generates distribution information in accordance with each piece of progress information generated by the game module 201A. The communication module 206 transmits the distribution information to one or more terminals 100 (100D). The distribution information may include first progress information and second progress information. As an example, the distribution information may be the first progress information or the second progress information itself. The distribution module 201B transmits various requests to the game module 201A in accordance with various requests received by the communication module 206 from the viewing terminal 100D. The distribution module 201B transmits various pieces of information to the game module 201A in accordance with various pieces of information received by the communication module 206 from the viewing terminal 100D.
[0057] The server 200 is not limited to the module configuration described above. For example, the game module 201A may be provided in the game server 200A. For example, the distribution module 201B may be provided in the distribution server 200B. The game module 201A transmits and receives various information and requests to and from the distribution module 201B via the communication module 206.
[0058] The processing in the server 200 is realized by hardware and software executed by the processor 210. Such software may be pre-stored in a memory module 205 such as a hard disk. The software may be stored on a computer-readable non-volatile data recording medium such as a CD-ROM and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. Such software is read from a data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as an external storage device via the communication module 206, and then temporarily stored in the memory module. The software is read from the memory module by the processor 210 and stored in a memory such as a RAM in the form of an executable program. The processor 210 executes the program.
[0059] [Game Overview] As an example, a game according to the present disclosure includes multiple parts of different natures. As an example, the multiple parts include a first part and a second part. In the first part, a broadcasting user and a general user may prepare for the second part. In the first part, a viewing user may watch content broadcast by a broadcasting user. The content includes gameplay in each part.
[0060] As an example, the second part may be a part in which multiple camps decide who wins based on some criteria. Each of the multiple camps may include multiple users. The entities to which the multiple users belong are not limited to camps, but may also be parties, groups, teams, pairs, etc. As an example, the second part may be a part in which multiple parties decide who wins based on some criteria. As an example, the second part may be a part in which multiple users decide who wins based on some criteria.
[0061] In the second part, each of the broadcasting user and the general user can participate in a first game, which involves moving their own avatar in a virtual space. The first game does not involve placing one or more specific objects in the virtual space. If a viewing user meets predetermined participation conditions, they can participate in a second game attached to the first game as a participating user. The second game involves placing one or more specific objects in the virtual space. In the second game, the participating user's avatar is not placed in the virtual space. In other words, the second game does not involve moving their own avatar. As an example, if the first game is the main game, the second game is a sub-game of the first game.
[0062] As an example, the multiple camps include a first camp and a second camp. Each camp includes one or both of one or more broadcast users participating in the first game and one or more general users participating in the first game. Each camp can include one or more participating users participating in the second game.
[0063] Of the participating users belonging to the first camp, one or more participating users are an example of a first user. Of the participating users belonging to the first camp, one or more participating users different from the first user are an example of a fifth user. Of the participating users belonging to the second camp, one or more participating users different from the second user are an example of a sixth user. A broadcasting user or a general user who belongs to the first camp and is participating in the first game is an example of a third user. A broadcasting user or a general user who belongs to the second camp and is participating in the first game is an example of a fourth user.
[0064] Belonging to the first camp is an example of having a first attribute. Belonging to the second camp is an example of having a second attribute. That is, as an example, the one or more users participating in the first game include one or more third users. As an example, the first user and the third user have a first attribute, and the second user has a second attribute. Furthermore, the fifth user has the first attribute. The one or more users participating in the first game include one or more fourth users who have a second attribute. Without being limited to this, attributes may also be whether or not friends are registered, whether or not multiple users can belong to the same guild, or whether or not multiple parties can belong to the same union, etc.
[0065] As an example, the second part of the game has the following specifications: The second part is a competitive game in which multiple camps compete for victory. The first game is a battle game in which a player's avatar battles against the avatar of an opposing user. Either the broadcasting user or the general user, or both, form a party and participate in the battle game. In other words, each of the multiple camps includes one or more parties participating in the battle game. Each of the multiple camps may include multiple parties.
[0066] In the first game, an upper limit is set for the number of users who can belong to one party. As an example, the upper limit for the number of users in one party is six. The upper limit for the number of users in one party may be two to five, or seven or more. As an example, a party in the first game may include a small group formed in another part, or a small group formed of people who have a relationship such as friends. A two-person group, a three-person group, and an individual user may be combined to form a party with a maximum of six users, or a party in the second part may include six individual players.
[0067] In the second part, the criterion for determining victory is whether one camp fulfills a predetermined victory condition before the opposing camp fulfills the victory condition. The victory condition includes the state of all avatars in the opposing camp changing from a first state to a second state in the first game. The state of the avatar changes from the first state to the second state when a predetermined change condition is met. For example, the change condition is that the hit points of the avatar become 0. In this case, the first state is a survival state. The second state is a death state. In other words, for example, the victory condition is to annihilate all avatars in the opposing camp. In the battle game, each user can move their avatar and attack avatars in the opposing camp. The hit points of their avatar decrease when an attack by an avatar in the opposing camp hits. The hit points of an avatar in the opposing camp decrease when an attack by their avatar hits.
[0068] The second part ends when a predetermined time limit has elapsed, even if all of the opposing team's avatars have not been annihilated. The victory conditions include one team having earned more points than the opposing team at the end of the second part's time limit. Points can be earned by collecting designated objects placed in the virtual space in the first game of the second part.
[0069] The first game in the second part is not limited to the above specifications. For example, the first game in the second part may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the first game in the second part may be a race such as a car race, a yacht race, a ski race, or an airplane race.
[0070] The second game is an assist game in which assist objects are placed in a virtual space. Participating users participate in the assist game. As an example, participating users are one or more viewing users who meet predetermined participation conditions. In the second part, an upper limit is set on the number of participating users who can belong to one camp. As an example, the upper limit on the number of participating users who can belong to one camp is six. The upper limit on the number of participating users who can belong to one camp may be two to five, or seven or more. Participating users can place assist objects while watching the first game without participating in the first game. In other words, participating users can also be considered viewing users in that they can watch the first game.
[0071] The assist game is executed simultaneously with the battle game using the same virtual space. In the assist game, each participating user can place one or more assist objects in the virtual space. The one or more assist objects include objects for assisting the avatars of the friendly camp and objects for obstructing the avatars of the enemy camp. In other words, in the assist game, participating users can assist the actions of the avatars of the friendly camp by placing the assist objects. In the assist game, participating users can obstruct the actions of the avatars of the enemy camp by placing the assist objects.
[0072] An assist object placed in a virtual space is removed from the virtual space when a removal condition is met, regardless of whether the effect is being exerted or not. As an example, the removal condition is met when a parameter value of the assist object reaches a predetermined value. As an example, this parameter value is a durability value Dp. As an example, the predetermined value is 0. In other words, the assist object is removed from the virtual space when its durability value Dp reaches 0. As an example, the durability value Dp may decrease over time. As an example, the durability value Dp may decrease when an avatar's attack hits.
[0073] Assist objects can be classified into first-type assist objects and second-type assist objects. First-type assist objects exert their effects when placed in virtual space. First-type assist objects exert their effects over the period from when they are placed in virtual space until they are removed. On the other hand, second-type assist objects do not exert their effects simply by being placed in virtual space. Second-type assist objects exert their effects when predetermined activation conditions are met. Second-type assist objects may be removed from virtual space once their effects are exerted, even before removal conditions are met.
[0074] Each type of assist object has a set number of points Pn required to place it in the virtual space. In the assist game, participating users can place assist objects in the virtual space by spending their owned points P. The owned points P are managed for each participating user. The owned points P increase when a predetermined increase condition is met.
[0075] When an assist object is placed in a virtual space and a new assist object is placed, the previously placed assist object may change when a predetermined change condition is met. As an example, the change in the assist object may include a change in the appearance of the assist object and a change in the effect of the assist object. In the following description, "original assist object to be combined" refers to the assist object that was previously placed in the virtual space. "Post-combination assist object" refers to the assist object that will be placed later in the virtual space. "Post-change assist object" refers to the assist object after the original assist object has changed.
[0076] As an example, the change condition may be satisfied when the original assist object and the combined assist object have a specific relationship. As an example, the specific relationship may be defined by one perspective or may be defined by combining multiple perspectives. The specific relationship is an example of a first relationship and a second relationship. The first relationship and the second relationship may be the same relationship or different relationships.
[0077] For example, the change condition includes a specific relationship between the type of the original assist object and the type of the combined assist object. For example, the specific relationship may be that the type of the original assist object and the type of the combined assist object are the same or different.
[0078] As an example, the change condition includes a specific relationship between the attribute of the user who placed the original assist object to be combined and the attribute of the user who will place the combined assist object. As an example, the specific relationship may be that the user who placed the original assist object to be combined and the user who will place the combined assist object are the same user, or that they are different users. As an example, the specific relationship may be that the user who placed the original assist object to be combined and the user who will place the combined assist object are the same party, or that they are different parties. As an example, the specific relationship may be that the user who placed the original assist object to be combined and the user who will place the combined assist object are users who belong to the same camp, or that they belong to different camps.
[0079] As an example, the change condition includes a specific relationship between the position of the original assist object and the position of the combined assist object. As an example, the specific relationship may be that the position of the original assist object and the position of the combined assist object are the same position, or that they are within a certain distance from each other. The certain distance may be a distance in the horizontal direction, a distance in the vertical direction, or a combination thereof. As an example, the specific relationship may be that the effect ranges of the original assist object and the combined assist object partially overlap, or that the effect ranges of the original assist object and the combined assist object entirely overlap, or that one effect range includes the effect range of the other.
[0080] For example, the change condition includes a specific relationship between the period during which the original assist objects are placed and the period during which the combined assist object is placed. For example, the specific relationship may be that the combined assist object is placed during the period during which the original assist objects are placed. For example, the specific relationship may be that the overlap period between the period during which the original assist objects are placed and the period during which the combined assist object is placed exceeds a predetermined length. For example, the specific relationship may be that the combined assist object is placed within a specified period after the original assist objects are removed.
[0081] As an example, the first part has the following specifications: In the first part, the broadcast user and the general user prepare for the battle game included in the second part. Preparation for the battle game includes adding, exchanging, and deleting avatar equipment, avatar skills, and items possessed by the avatar. Preparation for the battle game may include changing the appearance of the avatar. For example, the appearance of the avatar includes the race, gender, body shape, hairstyle, or facial expression. Preparation for the battle game involves changing the settings of the avatar.
[0082] [Overview of screen transitions on devices] 4, as an example, the display screens on each terminal 100 may include a first home screen 40A, a second home screen 40B, a matching screen 45, a first battle screen 50A, a second battle screen 50B, a result screen 55, a list screen 60, a viewing screen 65, and an assist screen 70. An overview of the screen transitions will be described below. Specific examples of each display screen will be described later.
[0083] The first home screen 40A is displayed when the game is in the first part and the terminal 100 is in the initial state. The initial state is a state in which the terminal 100 is not in the streaming state, viewing state, or participating state. When in the initial state, the terminal 100 becomes a general terminal 100A. When in the streaming state, the terminal 100 becomes a streaming terminal 100B. When in the participating state, the terminal 100 becomes a participating terminal 100C. When in the viewing state, the terminal 100 becomes a viewing terminal 100D. The second home screen 40B is displayed when the game is in the first part and the terminal 100 is in the streaming state.
[0084] The matching screen 45 is displayed when the game transitions from the first part to the second part of the battle game. The first battle screen 50A is displayed when the game is the second part of the battle game and the terminal 100 is in an initial state. The second battle screen 50B is displayed when the game is the second part of the battle game and the terminal 100 is in a broadcasting state. The result screen 55 is displayed when the game transitions from the second part to the first part. Note that if an operation is performed on the result screen 55 to instruct to continue playing the second part of the game, the matching screen 45 may be displayed without going through the home screens 40A and 40B.
[0085] The list screen 60 is displayed when the screen transitions from the first home screen 40A to the viewing screen 65. The list screen 60 includes a list of one or more pieces of content that can be viewed at that time. The user can view that content by selecting that content from the list. The viewing screen 65 is displayed when the game is in the first part and the terminal 100 is in a viewing state. The content that can be viewed on the viewing screen 65 is the content selected by the user on the list screen 60. The content that can be viewed on the viewing screen 65 includes the status of the game on the distribution terminal 100B that distributes the content to be viewed. In other words, the viewing screen 65 allows the user to view the distributor user's gameplay in the first part. The viewing screen 65 allows the user to view the distributor user's gameplay in the battle game in the second part.
[0086] The assist screen 70 is displayed when the game is an assist game for the second part and the terminal 100 is in a participating state. When the terminal 100 is in a participating state and the second part has ended, the screen transitions from the assist screen 70 to the result screen 55, and then to the first home screen 40A. However, when the terminal 100 is in a participating state and the second part has ended, the screen may transition from the assist screen 70 to the result screen 55, and then to the viewing screen 65. In this case, the terminal 100 transitions from the participating state to the viewing state.
[0087] [Process flow for delivering content and viewing content] An example of the flow of a process for distributing content and a process for viewing content will be described.
[0088] As shown in FIG. 5, in step S100, the processor 110 of the distribution terminal 100B, functioning as the distribution module 101B, transmits a distribution start request to the server 200 when an operation instructing the start of distribution is accepted.
[0089] In step S102, when the game is in the first part, processor 110 of distribution terminal 100B, as game module 101A, transmits first play information to server 200. The first play information may include avatar coordinate information, action information, avatar setting information, and other information.
[0090] In step S104, processor 210 of server 200, functioning as distribution module 201B, receives a distribution start request. In step S106, processor 210 of server 200, functioning as game module 201A, receives first play information. That is, server 200 receives, from broadcasting terminal 100, first play information corresponding to game play performed by the broadcasting user on broadcasting terminal 100B.
[0091] In step S108, processor 210 of server 200 functions as distribution module 201B to generate distribution information. In step S110, processor 210 of server 200 functions as distribution module 201B to generate a distribution list. As an example, the distribution list is a list of content that is being distributed. As an example, the distribution list may be a list of distribution users to whom content is being distributed.
[0092] In step S114, the processor 110 of the audio-visual terminal 100D, functioning as the audio-visual module 101C, transmits a distribution list request to the server 200 when a list display operation instructing display of the distribution list is received.
[0093] In step S116, the processor 210 of the server 200, functioning as the distribution module 201B, receives the distribution list request. In step S118, the processor 210 of the server 200, functioning as the distribution module 201B, transmits the distribution list to the viewing terminal 100D.
[0094] In step S120, the processor 110 of the viewing terminal 100D, functioning as the viewing module 101C, receives the distribution list. In step S122, the processor 110 of the viewing terminal 100D, functioning as the rendering module 104, displays the distribution list on the monitor 166.
[0095] In step S124, when the processor 110 of the viewing terminal 100D as the viewing module 101C receives a distribution start operation instructing the content to start viewing, the processor 110 transmits a viewing start request to the server 200. As an example, the viewing start request includes information indicating the content requested to be distributed to the viewing terminal 100D.
[0096] In step S126, the processor 210 of the server 200, functioning as the distribution module 201B, receives a viewing start request. In step S128, the processor 210 of the server 200, functioning as the distribution module 201B, transmits distribution information to the viewing terminal 100D. That is, the server 200 transmits distribution information to one or more viewing terminals 100D according to the received first play information and second play information. The server 200 enables viewing users using the viewing terminal 100D to view content including gameplay by the distributor user. Step S128 is an example of transmitting distribution data according to the status of a game in which one or more users participate to a first terminal used by a first user and a second terminal used by a second user. Step S128 is an example of enabling the game to be viewed using the first terminal or the second terminal.
[0097] In step S130, processor 110 of viewing terminal 100D, functioning as viewing module 101C, receives the distribution information. In step S132, processor 110 of viewing terminal 100D, functioning as rendering module 104, displays viewing screen 65 including content on monitor 166 in accordance with the distribution information. When distribution terminal 100B is distributing the first part of a game, processor 110 displays viewing screen 65 including gameplay of the first part on monitor 166. When distribution terminal 100B is distributing the first game of the second part, processor 110 displays viewing screen 65 including gameplay of the first game in the second part on monitor 166.
[0098] [Process flow for running the second part of the game] An example of the process flow for executing the second part of the game will be described below. In the following description, unless otherwise specified, when referring to a general user or a broadcast user, it refers to each user participating in the first game of the same second part. Also, unless otherwise specified, when referring to a participating user, it refers to a user participating in the second game of the same first part.
[0099] 6, in step S200, when the game is in the first part, the processor 110 of the terminal 100 functions as the rendering module 104 to display the first home screen 40A or the second home screen 40B on the monitor 166. When the terminal 100 is in the initial state, the processor 110 displays the first home screen 40A on the monitor 166. When the terminal 100 is in the distribution state, the processor 110 displays the second home screen 40B on the monitor 166.
[0100] In step S202, when processor 110 of terminal 100, as game module 101A, receives a start operation instructing the start of the second part, it transmits a matching start request to server 200. As an example, processor 110 receives the start operation when multiple users belong to the party to which the user of terminal 100 belongs. In other words, processor 110 does not receive the start operation when multiple users do not belong to the party to which the user of terminal 100 belongs. When transmitting the matching start request, processor 110, as rendering module 104, displays matching screen 45 on monitor 166.
[0101] In step S204, processor 210 of server 200, functioning as game module 101A, receives a request to start matching. In step S206, processor 210 of server 200 performs matching processing. In the matching processing, processor 210, functioning as game module 201A, searches for a party that meets the conditions for competing against a party to which the user using terminal 100 belongs, from among one or more parties waiting for matching. The waiting for matching state is a state in which a request to start matching has been received, but the party to be the opponent has not yet been determined.
[0102] In step S208, processor 210 of server 200, as game module 201A, determines parties that meet the conditions as parties in the enemy camp, and then completes matching. That is, processor 210 determines multiple parties that will participate in one second part game. These multiple parties may include one or more friendly parties that belong to the friendly camp and one or more enemy parties that belong to the enemy camp. In the following description, multiple parties that will participate in one first game of the second part will be referred to as "participating parties." The participating parties include at least one or more first parties that belong to the first camp and one or more second parties that belong to the second camp.
[0103] In step S210, processor 210 of server 200 defines a virtual space as game module 201A. Step S210 is an example of defining a virtual space. In step S212, processor 210 of server 200 places one or more objects in the virtual space as game module 201A. The one or more objects include avatars of users belonging to each of multiple participating parties. Users belonging to the same camp are friendly users with the same attributes. Users belonging to multiple opposing camps are enemy users with different attributes.
[0104] In step S212, the avatar of one user, the avatars of the friendly users, and the avatars of the enemy users are arranged in the virtual space as seen from the user's perspective. Step S212 is an example of arranging a character corresponding to a third user and a character corresponding to a fourth user in the virtual space.
[0105] As an example, the one or more objects may include a field object that constitutes the stage of a battle game. In other words, the virtual space may include a field that allows avatars to move. As an example, the one or more objects may include an enemy character that is common to multiple camps. As an example, the one or more objects may include an obstacle or a trap that is common to multiple camps.
[0106] In step S214, processor 210 of server 200, as game module 201A, transmits a second part start request to terminal 100. Processor 210 transmits the second part start request to all terminals 100A and 100B used by users belonging to the participating party.
[0107] In step S216, processor 110 of terminal 100, functioning as game module 101A, receives a request to start the second part. In step S218, processor 110 of terminal 100, functioning as rendering module 104, displays first battle screen 50A or second battle screen 50B on monitor 166. That is, in multiple terminals 100 used in the game in the second part, the game transitions from the first part to the second part. The processing of steps S216 and S218 is executed by general terminal 100A or distribution terminal 100B.
[0108] In step S220, processor 110 of terminal 100 performs terminal-side game processing as game module 101A. As an example, processor 110 of general terminal 100A or streaming terminal 100B, as game module 101A, transmits first play information to server 200 when it receives an operation to instruct the player's own avatar to move, an operation to instruct an attack on another avatar, or an operation to instruct an attack on a predetermined object.
[0109] As an example, processor 110 of general terminal 100A or broadcasting terminal 100B receives each piece of progress information. Processor 110 of general terminal 100A functions as rendering module 104 to display first battle screen 50A on monitor 166 in accordance with each piece of progress information. Processor 110 of broadcasting terminal 100B functions as rendering module 104 to display second battle screen 50B on monitor 166 in accordance with each piece of progress information. Each piece of progress information may include first progress information and second progress information.
[0110] In step S222, processor 210 of server 200 performs server-side game processing as game module 201A. In step S222, processor 210 of server 200, as game module 201A, may receive first play information from one or more general terminals 100A and one or more broadcasting terminals 100B.
[0111] As an example, processor 210 of server 200, as game module 201A, manages the movement of the avatar in accordance with the first play information. When the avatar is in the second state, processor 210 does not move the avatar in accordance with the first play information. When the avatar is in the first state, processor 210 moves the avatar in accordance with the first play information. Without being limited to this, when the avatar is in the second state, processor 110 of general terminal 100A and broadcasting terminal 100B may be configured not to accept an operation instructing the avatar to move. When the avatar is in the second state, processor 110 of general terminal 100A and broadcasting terminal 100B may be configured not to transmit first play information instructing the avatar to move, even if they accept an operation instructing the avatar to move.
[0112] As an example, processor 210 of server 200 manages attack actions by an avatar as game module 201A. When the avatar is in the second state, processor 210 does not cause the avatar to perform an attack action in accordance with the first play information. When the avatar is in the first state, processor 210 causes the avatar to perform an attack action in accordance with the first play information. Without being limited to this, when the avatar is in the second state, processor 110 of general terminal 100A and streaming terminal 100B may be configured not to accept an operation instructing an attack. When the avatar is in the second state, processor 110 of general terminal 100A and streaming terminal 100B may be configured not to transmit first play information instructing an attack even if they accept an operation instructing an attack.
[0113] As an example, processor 210 determines whether an attack has hit an avatar on the enemy camp. If processor 210 determines that an attack has hit an avatar on the enemy camp, it reduces the hit points of that avatar. In other words, processor 210 manages the hit points corresponding to each of the avatar of that user, the avatars on the friendly camp, and the avatars on the enemy camp, as seen from the perspective of a single user. As will be described in more detail below, an avatar's attack may hit an assist object. Furthermore, the effect of the assist object may be exerted on the avatar.
[0114] In this way, the processor 210 of the server 200, as the game module 201A, manages the movement actions and attack actions of the avatars in accordance with the first play information, thereby identifying interactions between the avatars. The processor 210 then generates each piece of progress information in accordance with the identification results. The processor 210 transmits each piece of generated progress information to each of the terminals 100A and 100B. The processor 210 also transmits each piece of progress information to the participating terminal 100C.
[0115] In step S222, processor 210 of server 200, as game module 201A, may receive second play information from one or more participating terminals 100C. Processor 210 identifies interactions between assist objects and avatars according to the play information. Processor 210 generates progress information according to the identification results. Processor 210 transmits the generated progress information to each of terminals 100A to 100C. Processor 210 of server 200 generates distribution information in step S128 using the progress information generated in step S222.
[0116] In step S224, when the end condition for the second part is satisfied, processor 210 of server 200, as game module 201A, transmits a second part end request to all terminals 100 used by users participating in the same second part of the game. The second part end request may be transmitted to participating terminal 100C in addition to general terminal 100A and distribution terminal 100. As an example, the end condition for the second part is met when one or more camps satisfy the victory condition before the time limit for the second part has elapsed, or when the time limit for the second part has elapsed.
[0117] In step S226, processor 110 of terminal 100, as game module 101A, receives a request to end the second part. In step S228, processor 110 of general terminal 100A, as rendering module 104, ends the display of first battle screen 50A and displays result screen 55 on monitor 166. Thereafter, processor 110 of general terminal 100A, as rendering module 104, displays first home screen 40A on monitor 166. In step S228, processor 110 of broadcasting terminal 100B, as rendering module 104, ends the display of second battle screen 50B and displays result screen 55 on monitor 166. Thereafter, processor 110 of broadcasting terminal 100B, as rendering module 104, displays second home screen 40B on monitor 166.
[0118] Note that upon receiving the second part end request, the processor 110 of the participating terminal 100C functions as the rendering module 104 to end the display of the assist screen 70 and display the result screen 55 on the monitor 166. Thereafter, the processor 110 of the participating terminal 100C functions as the rendering module 104 to display the first home screen 40A on the monitor 166. That is, in the terminals 100A to 100C, the game transitions from the second part to the first part. Here, the processor 110 of the participating terminal 100C may end the display of the assist screen 70, display the result screen 55 on the monitor 166, and then display the viewing screen 65, thereby enabling the user to return to viewing again. In this case, the participating terminal 100C becomes the viewing terminal 100D when the game transitions from the second part to the first part.
[0119] [Processing flow for participating in an assist game] An example of the flow of processing for participating in an assist game will be described. 7, in step S300, the processor 210 of the server 200, functioning as the distribution module 201B, transmits a participation acceptance request to the viewing terminal 100D when a predetermined acceptance condition is met. For example, the acceptance condition may be that a predetermined time has elapsed since the start of the second part, or that a predetermined lottery has resulted in a specific result.
[0120] In step S302, the processor 110 of the viewing terminal 100D, functioning as the viewing module 101C, receives a participation acceptance request. When the processor 110 receives the participation acceptance request, it becomes capable of accepting a participation operation instructing participation in the assist game. In step S304, the processor 110 of the viewing terminal 100D, functioning as the viewing module 101C, accepts the participation operation. In step S306, the processor 110 of the viewing terminal 100D, functioning as the viewing module 101C, transmits a participation request to the server 200.
[0121] In step S308, the processor 210 of the server 200, functioning as the distribution module 201B, receives the participation request. In step S310, the processor 210 of the server 200, functioning as the game module 201A, transmits a transition request to the viewing terminal 100D. As an example, the transition request is a request to transition the state of the terminal 100 from a viewing state to a participating state.
[0122] In step S312, the processor 110 of the viewing terminal 100D receives the transition request as the game module 101A. In step S314, the processor 110 of the viewing terminal 100D displays the assist screen 70 on the monitor 166 as the rendering module 104. That is, by the processing of step S314, the viewing terminal 100D becomes the participating terminal 100C. The processing of step S312 is an example of sending a request to the first terminal to display a rendered image of the virtual space.
[0123] [Processing for placing assist objects] The process for placing an assist object will be described below. The process for placing an assist object is executed in the second game of the second part.
[0124] 8, in step S320, processor 110 of participating terminal 100C, as game module 101A, accepts an arrangement operation instructing the arrangement of an assist object. In step S322, processor 110 of participating terminal 100C, as game module 101A, transmits an arrangement request to server 200. The arrangement request is included in the second play information.
[0125] In step S324, the processor 210 of the server 200 receives the placement request as the game module 201A. Step S324 is an example of receiving first information transmitted by a first terminal that has accepted an operation by a first user. The participating terminal 100C used by the first user is an example of a first terminal. The second play information (placement request) transmitted by the participating terminal 100C used by the first user is an example of first information. Step S324 is an example of receiving second information transmitted by a second terminal that has accepted an operation by a second user. The participating terminal 100C used by the second user is an example of a second terminal. The second play information (placement request) transmitted by the participating terminal 100C used by the second user is an example of second information. Step S324 is an example of receiving third information transmitted by a terminal that has accepted an operation by a fifth user. The second play information (placement request) transmitted by the participating terminal 100C used by the fifth user is an example of third information.
[0126] In step S326, the processor 210 of the server 200, as the game module 201A, determines whether the owned points P are equal to or greater than the required points Pn. The owned points P are the owned points P of the participating user corresponding to the participating terminal 100C that transmitted the placement request. The required points Pn are the required points Pn determined for the assist object according to the type information included in the second play information.
[0127] If the owned points P are equal to or greater than the required points Pn, processor 210 of server 200 proceeds to step S328. In step S328, processor 210 of server 200, as game module 201A, determines whether the number of arranged assist objects is less than specified number N. Processor 210 counts the number of arranged assist objects for each participating user who participates in the second game. Specified number N may be 1, or may be 2 or more. If the number of arranged assist objects is less than specified number N, processor 210 of server 200 proceeds to step S330.
[0128] In step S330, processor 210 of server 200, as game module 201A, determines whether or not a change condition for the assist object is met. If the change condition is not met, processor 210 of server 200 proceeds to step S332. If the change condition is met, processor 210 of server 200 proceeds to step S334.
[0129] In step S332, the processor 210 of the server 200, as the game module 201A, places a new assist object in the virtual space in response to the placement request. Step S332 is an example of placing one or more specific objects in the virtual space in response to the received first information or second information. Step S332 may include placing one or more specific objects in the virtual space in response to the received third information. As an example, the processor 210 places the assist object at a position corresponding to the coordinate information included in the second play information. As an example, the processor 210 places an assist object of a type corresponding to the type information included in the second play information. In other words, the first information and the second information may include the type of specific object to be placed in the virtual space and the position of the specific object in the virtual space. The processor 210 does not change the appearance or effect of the assist object previously placed in the virtual space. The processor 210 reduces the owned points P according to the required points Pn of the newly placed assist object. After completing the processing of step S332, the processor 210 of the server 200 proceeds to step S336.
[0130] In step S334, the processor 210 of the server 200, as the game module 201A, changes the original assist object in response to the placement request. That is, the processor 210 removes the original assist object in response to the placement request, and places the changed assist object in the virtual space. As an example, the processor 210 places the changed assist object at a position corresponding to the coordinate information included in the second play information. As an example, the processor 210 places the changed assist object according to the combination of the type of the original assist object and the type of assist object corresponding to the type information included in the second play information. The processor 210 reduces the owned points P according to the required points Pn of the combined assist object. After completing the processing of step S334, the processor 210 of the server 200 proceeds to step S336.
[0131] In step S336, the processor 210 of the server 200, as the game module 201A, transmits the placement information of the assist object to the terminals 100A to 100C. As an example, the placement information of the assist object transmitted to the terminals 100A to 100C includes information indicating the attributes of the participating user who placed the assist object. As an example, the placement information of the assist object transmitted to the participating terminal 100C may include information indicating the owned points P after the reduction. The placement information of the assist object is included in the second progress information.
[0132] In step S338, processor 110 of general terminal 100A or broadcasting terminal 100B, as game module 101A, receives placement information of the assist object. In step S340, processor 110 of general terminal 100A or broadcasting terminal 100B, as game module 101A, places the assist object in the virtual space in accordance with the placement information. In other words, processor 110 updates the virtual space.
[0133] In step S340, when displaying an assist object, processor 110 of general terminal 100A or broadcasting terminal 100B functions as rendering module 104 to display attribute information indicating the attributes of the user who placed the assist object on monitor 166. As will be described in detail later, by displaying the attribute information, the display mode of the assist object differs depending on the attributes of the participating user who placed the assist object. Step S336 is an example of transmitting a request to the terminal used by the third user to display a specific object placed in the virtual space in a first form according to the first information. Step S336 is an example of transmitting a request to the terminal used by the third user to display a specific object placed in the virtual space in a second form according to the second information.
[0134] In step S342, processor 110 of participating terminal 100C, as game module 101A, receives placement information of the assist object. In step S344, processor 110 of participating terminal 100C, as game module 101A, places the assist object in the virtual space in accordance with the placement information. That is, processor 110 updates the virtual space. In step S344, when displaying an assist object, processor 110 of participating terminal 100C, as rendering module 104, displays attribute information indicating the attributes of the user who placed the assist object on monitor 166. Processor 110 of participating terminal 100C, as rendering module 104, displays information indicating the owned points P after the reduction on monitor 166 in accordance with the placement information of the assist object. Not limited to this, the placement information of the assist object may include the amount of reduction in owned points P.
[0135] If the owned points P are not equal to or greater than the required points Pn, processor 210 of server 200, as game module 201A, does not perform steps S332 to S336. That is, processor 210 of server 200, as game module 201A, does not place an assist object in the virtual space. Step S326 is an example of restricting the placement of an additional assist object in the virtual space when a participating user does not have the points required to place the assist object. The price for placing an assist object in the virtual space is the consumption of owned points P.
[0136] When the number of arranged assist objects is not less than specified number N, processor 210 of server 200, as game module 201A, does not perform steps S332 to S336. That is, processor 210 of server 200, as game module 201A, does not arrange assist objects in the virtual space. Step S328 is an example of restricting the execution of arranging an additional specific object in the virtual space when specified number N of specific objects have been arranged in the virtual space.
[0137] [Process flow for awarding points] An example of the flow of a process for awarding points will be described. As shown in FIG. 9, in step S350, when processor 110 of broadcasting terminal 100B, functioning as game module 201A, receives a first point-granting operation, it transmits a first point-granting request to server 200. The first point-granting request may be transmitted by general terminal 100A, when general terminal 100A receives the first point-granting operation. In step S352, when processor 110 of participating terminal 100C, functioning as game module 201A, receives a second point-granting operation, it transmits a second point-granting request to server 200. As an example, each point-granting request includes information indicating the participating user whose owned points P are to be increased. As an example, each point-granting request includes information indicating the amount by which the owned points P will be increased.
[0138] In step S354, processor 210 of server 200, as game module 201A, receives the first point-granting request or the second point-granting request. In step S356, processor 210 of server 200, as game module 201A, increases owned points P. As an example, processor 210 identifies participating users whose owned points P will be increased and the amount of increase in owned points P based on the first point-granting request. Processor 210 increases the owned points P of the identified participating users by the identified amount of increase.
[0139] As an example, the processor 210 identifies the participating users whose points P are to be increased and the amount of increase in the points P based on the second point-awarding request. The processor 210 increases the points P of the identified participating users by the identified amount of increase. In step S356, the processor 210 of the server 200, as the game module 201A, identifies the amount of increase in the points P based on the elapsed time. In step S356, the processor 210 of the server 200 increases the points P of each participating user by the amount of increase identified based on each point-awarding request and the elapsed time.
[0140] In step S358, processor 210 of server 200, as game module 201A, transmits a point update request indicating the increased owned points P to participating terminal 100C. In step S360, processor 110 of participating terminal 100C, as game module 101A, receives the point update request. In step S362, processor 110 of participating terminal 100C, as game module 101A, updates the increased owned points P in response to the point update request. Processor 110 of participating terminal 100C, as rendering module 104, displays information indicating the increased owned points P on monitor 166 in response to the point update request. Not limited to this, the point update request may include information indicating the amount of increase in owned points P.
[0141] [Processing flow for activating the effect of the assist object] An example of a processing flow for achieving the effect of an assist object will be described. 10, processor 210 of server 200 performs processing for exercising the effect of the second system of assist objects for each assist object placed in the virtual space. In step S370, processor 210 of server 200 as game module 201A determines whether or not an activation condition for exercising the effect of the second system of assist objects is met.
[0142] For example, the activation condition may be that a predetermined activation time has elapsed since the assist object was placed in the virtual space. For example, the activation condition may be that a specific avatar comes into contact with the assist object. For example, the activation condition may be that a specific avatar enters a certain range centered on the assist object. For example, the activation condition may be that an attack from a specific avatar hits the assist object. For example, the specific avatar may be an avatar from the friendly camp or an avatar from the enemy camp from the perspective of the participating user who placed the assist object. For example, the specific avatar may be both an avatar from the friendly camp and an avatar from the enemy camp from the perspective of the participating user who placed the assist object.
[0143] If the activation condition is not met, processor 210 of server 200, as game module 201A, repeats step S370. That is, processor 210 waits. If the activation condition is met, processor 210 of server 200 proceeds to step S372. In step S372, processor 210 of server 200, as game module 201A, exerts the effect of the assist object in the virtual space. Specific types of assist objects, activation conditions, and examples of their effects will be described later.
[0144] As an example, some assist objects have their removal conditions met when their effects are exerted. In step S372, processor 210 of server 200, as game module 201A, removes the assist object from the virtual space when the removal conditions for the assist object are met. In other words, some assist objects are removed from the virtual space because their effects are exerted. In step S374, processor 210 of server 200, as game module 201A, transmits an effect display request to each of terminals 100A to 100C. The effect display request is included in the second progress information.
[0145] In step S376, processor 110 of general terminal 100A or broadcasting terminal 100B receives the effect display request as game module 101A. In step S378, processor 110 of general terminal 100A or broadcasting terminal 100B, as rendering module 104, displays information indicating that the effect of the assist object has been exerted on monitor 166 when displaying an assist object. Processor 110 of general terminal 100A or broadcasting terminal 100B, as game module 101A, exerts the effect of the assist object in the virtual space.
[0146] In step S380, processor 110 of participating terminal 100C receives the effect display request as game module 101A. In step S382, when processor 110 of participating terminal 100C displays an assist object as rendering module 104, it displays information indicating that the effect of the assist object has been exerted on monitor 166. Processor 110 of participating terminal 100C, as game module 101A, exerts the effect of the assist object in the virtual space.
[0147] [Processing flow for removing assist objects from virtual space] An example of the flow of processing for removing an assist object from the virtual space will be described.
[0148] As shown in FIG. 11, processor 210 of server 200 functions as game module 201A and performs processing for removing each assist object placed in the virtual space from the virtual space.
[0149] In step S400, processor 210 of server 200, as game module 201A, determines whether or not the avatar's attack has hit the assist object. If it is determined that the avatar's attack has hit the assist object, processor 210 of server 200 proceeds to step S402. If it is determined that the avatar's attack has not hit the assist object, processor 210 of server 200 proceeds to step S404.
[0150] In step S402, processor 210 of server 200, as game module 201A, decreases durability value Dp of the assist object in accordance with the parameter value of the avatar. As an example, the parameter value of the avatar is attack power. In step S404, processor 210 of server 200, as game module 201A, decreases durability value Dp of the assist object in accordance with the elapsed time since the assist object was placed in the virtual space.
[0151] In step S406, processor 210 of server 200, as game module 201A, determines whether or not durability value Dp of the assist object has become 0. If durability value Dp of the assist object has not become 0, processor 210 of server 200 returns to step S400. If durability value Dp of the assist object has become 0, processor 210 of server 200 proceeds to step S408.
[0152] In step S408, processor 210 of server 200, as game module 201A, removes the assist object placed in the virtual space. As such, as one example, the removal condition for the assist object is satisfied when the durability value Dp of the assist object becomes 0. In other words, some assist objects are removed from the virtual space due to one or both of the following reasons: the durability value Dp decreasing due to an attack by the avatar, and the durability value Dp decreasing over time since the assist object was placed in the virtual space.
[0153] In step S408, the assist objects removed from the virtual space include assist objects of the first system, and assist objects of the second system that have been placed for a specified time without exerting any effect.
[0154] In step S410, processor 210 of server 200, as game module 201A, transmits an object removal request to terminals 100A to 100C. The object removal request is included in the second progress information. In step S412, processor 110 of general terminal 100A or broadcasting terminal 100B, as game module 101A, receives the object removal request. In step S414, processor 110 of general terminal 100A or broadcasting terminal 100B, as game module 101A, removes the assist object placed in the virtual space. That is, processor 110 of general terminal 100A or broadcasting terminal 100B, as rendering module 104, does not display the removed assist object on monitor 166.
[0155] In step S416, processor 110 of participating terminal 100C receives the object removal request as game module 101A. In step S418, processor 110 of participating terminal 100C removes the assist object placed in the virtual space as game module 101A. That is, processor 110 of participating terminal 100C does not display the removed assist object on monitor 166 as rendering module 104.
[0156] [Assist Object Types and Effects] A specific example of the first system of assist objects will be described. As shown in Figures 12 and 13, the first system of assist objects may include a wall object that has the effect of restricting the passage of avatars. The wall object may have the effect of preventing avatars from either the friendly camp or the enemy camp from passing through. Not limited to this, the wall object may have the effect of allowing avatars from the friendly camp to pass through but not avatars from the enemy camp. The wall object may have the effect of allowing avatars from the enemy camp to pass through but not avatars from the friendly camp. The condition for removing the wall object may be met when the durability value Dp becomes 0.
[0157] A specific example of the second system of assist objects will be described. For example, the second type of assist object may include a wooden box object that can be destroyed when an avatar from the friendly camp hits an object with an attack and has the effect of restoring the hit points of that avatar. The activation condition of the wooden box object may be met when an avatar from the friendly camp hits an object with an attack. Without being limited to this, the wooden box object may be destroyed when an avatar from the enemy camp or both camps hits an object with an attack and has the effect of restoring the hit points of that avatar. The condition for removing the wooden box object may be met when its effect is exerted or when its durability value Dp becomes 0.
[0158] For example, the second type of assist object may include a hot spring object that has the effect of restoring the hit points of an avatar from the friendly camp when the avatar enters a certain range. The activation condition of the hot spring object may be met when an avatar from the friendly camp enters the certain range. Without being limited to this, the hot spring object may have the effect of restoring the hit points of an avatar from the enemy camp or from both camps when the avatar enters the certain range. The removal condition of the hot spring object may be met when the durability value Dp becomes 0.
[0159] For example, the second type of assist object may include a bomb object that explodes after a certain time has passed since it was placed. When the bomb object explodes, it has the effect of reducing the hit points of avatars on the enemy team within a certain range. The activation condition of the bomb object may be met when a certain time has passed since it was placed. Without being limited to this, when the bomb object explodes, it may have the effect of reducing the hit points of avatars on the friendly team or avatars on both teams within a certain range. The removal condition of the bomb object may be met when its effect is exerted or when its durability value Dp becomes 0.
[0160] For example, the second type of assist object may include a trap object that has the effect of immobilizing an avatar from the enemy camp for a certain period of time when touched by the avatar from the enemy camp. The activation condition of the trap object may be met when an avatar from the enemy camp touches it. Without being limited to this, the trap object may have the effect of immobilizing an avatar from the friendly camp or from both camps when touched by the avatar from the friendly camp for a certain period of time. The removal condition of the trap object may be met when the effect is exerted or when the durability value Dp becomes 0.
[0161] For example, the second type of assist object may include a turret object that, when placed, attacks avatars from the enemy camp that are within a certain range. When an attack from the turret object hits an avatar from the enemy camp, the hit points of that avatar decrease. The turret object is established when it is placed. The activation condition for the turret object may be established when an avatar from the enemy camp enters a certain range. Without being limited to this, the turret object may have the effect of attacking avatars from the friendly camp or both camps. The condition for removing the turret object may be established when its durability value Dp reaches 0.
[0162] For example, the second type of assist object may include a poison object that has the effect of reducing the hit points of an avatar from the enemy camp when it touches the poison object. The activation condition of the poison object may be met when an avatar from the enemy camp touches it. Without being limited to this, the poison object may have the effect of reducing the hit points of an avatar from the friendly camp or both camps touch it. The removal condition of the poison object may be met when its effect is exerted or when its durability value Dp becomes 0.
[0163] For example, the second type of assist object may include a muddy swamp object that has the effect of slowing down the movement speed of an avatar from the enemy camp when the avatar enters a certain range. The activation condition of the muddy swamp object may be met when an avatar from the enemy camp enters the certain range. Without being limited to this, the muddy swamp object may have the effect of slowing down the movement speed of an avatar from the friendly camp or from both camps when the avatar enters the certain range. The removal condition of the muddy swamp object may be met when the durability value Dp becomes 0.
[0164] For example, the second type of assist object may include an ice bomb object that explodes after a certain time has passed since it was placed. When the ice bomb object explodes, it has the effect of immobilizing avatars of the enemy camp within a certain range for a certain time. The activation condition of the ice bomb object may be met when a certain time has passed since it was placed. Without being limited to this, the ice bomb object may have the effect of immobilizing avatars of the friendly camp or both camps within a certain range for a certain time when it explodes. The removal condition of the ice bomb object may be met when its effect is exerted or when its durability value Dp becomes 0.
[0165] A wooden box object and a hot spring object are examples of a first specific object. In step S372, processor 210 of server 200 causes the effect of the first specific object placed in the virtual space in accordance with the first information to be exerted on the character corresponding to the third user, but not on the character corresponding to the fourth user. In step S372, processor 210 of server 200 causes the effect of the first specific object placed in the virtual space in accordance with the second information to be exerted on the character corresponding to the fourth user, but not on the character corresponding to the third user.
[0166] A bomb object, a trap object, a cannon object, a poison object, a muddy swamp object, and an ice bomb object are examples of second specific objects. In step S372, processor 210 of server 200 does not cause the effect of the second specific object placed in the virtual space in accordance with the first information to be exerted on the character corresponding to the third user, but causes the effect to be exerted on the character corresponding to the fourth user. In step S372, processor 210 of server 200 does not cause the effect of the second specific object placed in the virtual space in accordance with the second information to be exerted on the character corresponding to the fourth user, but causes the effect to be exerted on the character corresponding to the third user.
[0167] As described above, in the second part of the game, when the assist object placed by the participating user on the friendly side and the assist object placed by the participating user on the enemy side are the same type of assist object, different effects are exerted. In other words, step S372 is an example of exerting different effects when the specific object placed in the virtual space according to the first information and the specific object placed in the virtual space according to the second information are the same type of object.
[0168] [Changes in assist object] An example of a change in the assist object will be described. 13, the change manner of the assist object may include enhancements that improve the effect of the assist object and interference that alters the effect of the assist object. For example, enhancements of the effect of the assist object may include increasing or decreasing the amount of change in the parameter value of the avatar and increasing or decreasing the range of change in the parameter value of the avatar.
[0169] As an example, if the original assist object to be combined is a hot spring object placed by a participating user on the friendly camp, and the combined assist object is a hot spring object placed by a participating user on the friendly camp, and the positions of these two hot spring objects match, the change condition may be met. In this case, the original hot spring object to be combined changes into a large hot spring object with a luxurious appearance. The large hot spring object is one of the second type of assist objects. The large hot spring object recovers hit points faster than the hot spring object when touched by an avatar on the friendly camp. The condition for removing the large hot spring object may be met when its durability value Dp reaches 0.
[0170] As an example, a change condition may be met when the original assist object to be combined is a wooden box object placed by a participating user on the friendly camp, the combined assist object is a wooden box object placed by a participating user on the friendly camp, and the positions of these two wooden box objects match. In this case, the original wooden box object changes into a stacked wooden box object, which is made up of multiple wooden boxes stacked on top of each other. Wooden box objects are one of the second type of assist objects. A stacked wooden box object has the effect of recovering the hit points of all avatars on the friendly camp within a certain range when an avatar on the friendly camp attacks. In other words, the range of its effect is wider than that of a wooden box object. The condition for removing the stacked wooden box object may be met when the effect is exerted.
[0171] As an example, if the original assist object to be combined is a hot spring object placed by a participating user on the friendly side, and the combined assist object is a poison object placed by a participating user on the enemy side, and the positions of these two objects match, the transformation condition may be met. In this case, the original hot spring object changes into a poisonous swamp object, which has a poisonous appearance. The poisonous swamp object is one of the second type of assist objects. When an avatar on the friendly side touches it, the poisonous swamp object has the effect of reducing the hit points of that avatar. In other words, it has different properties from the hot spring object. The condition for removing the poisonous swamp object may be met when its durability value Dp reaches 0.
[0172] As an example, if the original assist object to be combined is a swamp object placed by a participating user on the friendly side, and the combined assist object is an ice bomb object placed by a participating user on the enemy side, and the positions of these two objects match, the change condition may be met. In this case, the original swamp object changes appearance to a frozen ground object. The ground object's movement speed does not decrease even if an avatar on the friendly side enters a certain range. In other words, the swamp object is disabled. The condition for removing the frozen ground object may be met when its durability value Dp becomes 0.
[0173] In step S334, processor 210 of server 200 places the changed assist object in the virtual space in response to the establishment of the change condition. Then, in step S372, processor 210 of server 200 exerts the effect of the changed assist object. In other words, step S372 is an example of exerting an effect according to the combination of a specific object placed in the virtual space in response to the first information and a specific object placed in the virtual space in response to the third information.
[0174] The change condition can be established when the original assist object and the combined assist object have a specific relationship. For example, when a hot spring object changes into a large hot spring object or a wooden box object changes into a stacked wooden box object in response to the establishment of the change condition, the effect of these transformed assist objects is the same in that they can exert a positive effect on avatars of the friendly camp. However, the effect of these transformed assist objects is different from that before the transformation. In other words, step S372 is an example of exerting an effect on the character corresponding to the third user that is different from that when there is no first relationship. When this change condition is established, it is an example of a case where a specific object placed in the virtual space according to the first information and a specific object placed in the virtual space according to the third information have a first relationship.
[0175] Furthermore, when the hot spring object is transformed into a poisonous swamp object in response to the establishment of the transformation condition, the beneficial effects of the transformed assist object are no longer exerted on avatars of the friendly camp. In other words, step S372 is an example of restricting the effect of a specific object placed in the virtual space in response to the first information from being exerted on a character corresponding to a third user. When this transformation condition is established, this is an example of a case where the specific object placed in the virtual space in response to the first information and the specific object placed in the virtual space in response to the second information have a second relationship.
[0176] Furthermore, when a muddy swamp object is transformed into a frozen ground object in response to the establishment of the transformation condition, the effect of the transformed assist object will no longer be effective on avatars on the friendly camp. Similarly, when a hot spring object is transformed into a poisonous swamp object, the effects of these two assist objects will differ. In other words, step S372 is an example of changing the effect of a specific object placed in the virtual space in accordance with the first information to an effect different from that when there is no second relationship. When this transformation condition is established, it is an example of a case where the specific object placed in the virtual space in accordance with the first information and the specific object placed in the virtual space in accordance with the second information have the second relationship.
[0177] [Example of display screen on device and processing flow related to display] [Outline of virtual space] As shown in FIG. 14, the virtual space 80 defined by the server 200 and events in this virtual space 80 can be reproduced simultaneously on all terminals 100A-100C used by users participating in the same second part of the game. In other words, the virtual space 80 managed by the server 200 and events in this virtual space 80 are updated in accordance with the play information received from each of the terminals 100A-100C. The server 200 transmits progress information to each of the terminals 100A-100C in accordance with the results of updating the virtual space 80 and the events in the virtual space 80. The virtual space 80 managed by each of the terminals 100A-100C and events in this virtual space 80 are updated each time in accordance with the progress information received from the server 200. In the following description, when simply referring to the virtual space 80, it refers to the virtual space 80 shared by the server 200 and the multiple terminals 100A-100C.
[0178] Various objects that may be placed in the virtual space 80 include user avatars 81. As an example, the multiple avatars 81 may include avatars 811A and 811B as characters corresponding to one or more third users belonging to a first camp. For example, avatar 811A is a character corresponding to third user A, and avatar 811B is a character corresponding to third user B. As an example, the multiple avatars 81 may include avatars 812A and 812B as characters corresponding to one or more fourth users belonging to a second camp. For example, avatar 812A is a character corresponding to fourth user A, and avatar 812B is a character corresponding to fourth user B.
[0179] Various objects that may be placed in the virtual space 80 include one or more terrain objects 82 that constitute the field 82A. As an example, the terrain object 82 may include an object that affects the movement of the avatar. For example, the terrain object 82 may include an object that limits the movement of the avatar, such as trees, rocks, rivers, oceans, and mountains. For example, the terrain object 82 may include an object that reduces the movement speed of the avatar, such as a swamp. For example, the terrain object 82 may include an object that increases the movement speed of the avatar, such as an ice sheet. As an example, the terrain object 82 may include an object that affects the parameter values of the avatar. For example, the terrain object 82 may include an object that reduces the hit points of the avatar, such as a poisonous swamp. For example, the terrain object 82 may include an object that increases the hit points of the avatar, such as a healing spring.
[0180] Various objects that can be placed in the virtual space 80 include one or more assist objects 84. For example, the assist object 84 may include one or more wall objects 84A. As an example, the wall object 84A has the effect of preventing avatars from either the friendly or enemy camps from passing through. The one or more wall objects 84A may include a wall object 84A1 placed by a first user belonging to the first camp. The one or more wall objects 84A may include a wall object 84A2 placed by a second user belonging to the second camp. The durability value Dp of the wall objects 84A1 and 84A2 decreases as the avatar's attack hits and over time. The wall objects 84A1 and 84A2 are removed from the virtual space 80 when their durability value Dp reaches 0.
[0181] For example, the assist object 84 may include one or more wooden box objects 84B. As an example, the wooden box object 84B can be destroyed when an avatar from the friendly camp hits it with an attack, and has the effect of restoring the hit points of the avatar. The one or more wooden box objects 84B may include a wooden box object 84B1 placed by a first user belonging to the first camp. The one or more wooden box objects 84B may include a wooden box object 84B2 placed by a second user belonging to the second camp.
[0182] For example, the assist object 84 may include one or more hot spring objects 84C. The hot spring object 84C has the effect of restoring the hit points of an avatar of an ally camp when the avatar enters within a certain range. The one or more hot spring objects 84C may include a hot spring object 84C placed by a first user belonging to the first camp. The one or more hot spring objects 84C may include a hot spring object 84C placed by a second user belonging to the second camp.
[0183] For example, the assist object 84 may include a bomb object 84D. When the bomb object 84D explodes, it has the effect of reducing the hit points of avatars on the opposing team within a certain range. The one or more bomb objects 84D may include a bomb object 84D1 placed by a first user belonging to the first team. The one or more bomb objects 84C may include a bomb object 84D placed by a second user belonging to the second team.
[0184] [Home screen] As shown in FIG. 15 , during the first part of the game, a first home screen 40A is displayed on the monitor 166 of the general terminal 100A. During the first part of the game, a second home screen 40B is displayed on the monitor 166 of the broadcasting terminal 100B. The home screens 40A and 40B may include various objects. As an example, the home screens 40A and 40B may include an avatar window 401, a battle icon 404, and a character icon 406. The home screens 40A and 40B may include a broadcast start icon 407 used when broadcasting one's own gameplay. The home screens 40A and 40B may also include a recruiting icon used when recruiting users to join a party. The second home screen 40B may also include a broadcast end icon used when ending a broadcast and a broadcasting in progress icon as information indicating that a broadcast is in progress.
[0185] As an example, the player's own avatar 81 is displayed in avatar window 401. The appearance of avatar 81 changes as the avatar settings are changed through gameplay of the first part. As an example, a start operation to instruct the start of the second part can be performed by tapping the area where battle icon 404 is displayed. As an example, an operation to instruct the display of a preparation window (not shown) for preparing for the battle game can be performed by tapping the area where character icon 406 is displayed. As an example, an operation to instruct the start of distribution can be performed by tapping the area where distribution start icon 407 is displayed.
[0186] [Matching screen] As shown in FIG. 16, when the server 200 is performing the matching process (step S206), a matching screen 45 is displayed on the monitor 166 of the general terminal 100A or the distribution terminal 100B. The matching screen 45 may include various objects. The matching screen 45 includes an avatar window 451 that displays the user's avatar. As an example, the user's own avatar 81 is displayed in the avatar window 451. The matching screen 45 includes information such as text data indicating that matching is being performed.
[0187] [Battle screen] As shown in FIGS. 17 and 18 , in the second part of the battle game, a first battle screen 50A is displayed on the monitor 166 of the general terminal 100A. In the second part of the battle game, a second battle screen 50B is displayed on the monitor 166 of the broadcasting terminal 100B. The battle screens 50A and 50B include various objects. As an example, the battle screens 50A and 50B each include an avatar 81 of the user using the terminal 100. As an example, the battle screens 50A and 50B may include a point display field for the camp to which the user belongs and an HP bar 61 indicating the hit points of the user's avatar. The first battle screen 50A may include a broadcast start icon used when broadcasting the user's gameplay. The second battle screen 50B may include a broadcast end icon used when ending the broadcast and a broadcast in progress icon as information indicating that the broadcast is in progress.
[0188] As an example, in step S220, processor 110 of general terminal 100A or broadcasting terminal 100B functions as rendering module 104 to display avatar 81 of the user using that terminal 100 in the center of monitor 166. Processor 110 of general terminal 100A or broadcasting terminal 100B places virtual camera 85 above and behind the head of avatar 81 in virtual space 80, thereby displaying on monitor 166 the range that can be contained within the field of view of virtual camera 85.
[0189] As shown in FIG. 14 , as an example, virtual camera 853A corresponding to third user A is positioned above and behind the head of avatar 811A of third user A. As an example, virtual camera 853B corresponding to third user B is positioned above and behind the head of avatar 811B of third user B. As an example, virtual camera 854A corresponding to fourth user A is positioned above and behind the head of avatar 812A of fourth user A. As an example, virtual camera 854B corresponding to fourth user B is positioned above and behind the head of avatar 812B of fourth user B. A viewpoint above and behind the head of avatar 81 is an example of a viewpoint corresponding to a user. However, the first viewpoint may be a first-person viewpoint in which the field is viewed from the head of the avatar corresponding to the user, or a bird's-eye viewpoint in which the field is viewed from the avatar's center.
[0190] As shown in FIGS. 17 and 18 , the processor 110 of the general terminal 100A or the broadcasting terminal 100B places an avatar 81 of the friendly camp and an avatar 81 of the enemy camp in the virtual space 80 in accordance with the first progress information received from the server 200. The processor 110 of the general terminal 100A or the broadcasting terminal 100B may display the avatar 81 of another user on the monitor 166 if the avatar 81 falls within the field of view of the virtual camera 85. When the avatar 81 is displayed on the monitor 166, the avatar 81 performs an action according to the action information. Furthermore, when the processor 110 of the general terminal 100A or the broadcasting terminal 100B displays an avatar 81 of the enemy camp, the processor 110 functions as the rendering module 104 to display an HP bar 62 indicating the hit points of the avatar on the monitor 166. As an example, the HP bar 62 is placed above the head of the avatar 81 of the enemy camp.
[0191] The processor 110 of the general terminal 100A or the broadcasting terminal 100B places one or more assist objects 84 in the virtual space 80 in accordance with the second progress information received from the server 200. The processor 110 of the general terminal 100A or the broadcasting terminal 100B may display the one or more assist objects 84 on the monitor 166 when the one or more assist objects 84 fit within the field of view of the virtual camera 85. When displaying the assist object 84 on the monitor 166, the processor 110 of the general terminal 100A or the broadcasting terminal 100B displays attribute information of the assist object on the monitor 166. The attribute information indicates whether the assist object 84 was placed by a participating user belonging to the first camp or the second camp. The display form of the assist object accompanied by attribute information is an example of the first form and the second form.
[0192] As an example, the attribute information is a frame 63 surrounding the assist object 84. The frame 63 may be information indicating whether the assist object 84 was placed by a participating user belonging to the friendly camp or the opposing camp. As an example, the attribute information may be a speech bubble or the color tone of the assist object. In this way, the assist object may be accompanied by different visual effects depending on the attributes of the user who placed the assist object. The attribute information of the assist object 84 may include participating user information that identifies the participating user who placed the assist object 84. As an example, the participating user information is the name, title, or avatar name of the participating user.
[0193] As an example, when a participating user on the friendly side places an assist object 84, the processor 110 of the distribution terminal 100B functions as the rendering module 104 to display the evaluation button 86 in association with the assist object 84. When a participating user on the opposing side places an assist object 84, the processor 110 does not display the evaluation button 86 in association with the assist object 84. Without being limited to this, the processor 110 may display the evaluation button 86 in association with the assist object 84 when a participating user on the opposing side places an assist object 84.
[0194] As one example, the rating button 86 may be displayed floating above the assist object 84. As one example, the broadcasting user can perform the above-mentioned first point-giving operation by tapping the portion where the rating button 86 is displayed. In other words, the first point-giving operation can be performed as an evaluation of the act of placing the assist object. The rating button 86 may be displayed until the rating button 86 is tapped, or may be displayed for a specified time period from when the rating button 86 starts to be displayed until a specified time period has elapsed.
[0195] 19, when one or more assist objects 84 are newly placed within the field of view of the virtual camera 85, the processor 110 of the general terminal 100A or the distribution terminal 100B, as the rendering module 104, can display on the monitor 166 the appearance of the assist objects 84 accompanied by an effect. As an example, the effect when the assist object 84 appears may be to display a position image 87 indicating the position where the assist object 84 will appear, or may be to display the assist object 84 as if it were falling.
[0196] [Viewing screen] 20, the viewing screen 65 is displayed on the monitor 166 of the viewing terminal 100D. The viewing screen 65 may include various objects. As an example, the viewing screen 65 may include a viewing window 601. As an example, the viewing screen 65 may include a join button 602, member icons 603, a chat window 604, and a back button 605.
[0197] As an example, member icons 603 may indicate members of a party to which the broadcasting user belongs. As an example, chat window 604 may display text data sent and received between viewing users. As an example, processor 110 of viewing terminal 100D receives text data sent from other viewing terminals 100D via server 200, and displays the received text data in chronological order on monitor 166. As an example, processor 110 of viewing terminal 100D transmits text data specified by an input operation of the viewing user to other viewing terminals 100D via server 200.
[0198] As one example, by tapping on the portion where the participate button 602 is displayed, a participation operation can be performed to instruct participation in the assist game. As one example, the participate button 602 may be configured so that the participation operation can be performed only when the game being viewed is a battle game in the second part. For example, the participate button 602 may be displayed when the game being viewed is in the second part. In this case, the participation operation can be performed only when the participate button 602 is displayed. For example, the participate button 602 may be displayed both when the game being viewed is in the first part and when the game being viewed is in the second part. In this case, the participation operation can be accepted by processor 110 only when the game being viewed is in the second part.
[0199] Game play on broadcasting terminal 100B is displayed in viewing window 601. As an example, when the game being viewed is in the first part, the broadcasting user's avatar is displayed in viewing window 601. When the game being viewed is a battle game in the second part, the game play in virtual space 80 is displayed in viewing window 601.
[0200] The processor 110 of the viewing terminal 100D, as the rendering module 104, displays the avatar 81 of the broadcast user in the center of the viewing window 601. The processor 110 of the viewing terminal 100D places the avatar 81 of the general user and the avatar 81 of the broadcast user in the virtual space 80 in accordance with the broadcast information received from the server 200 (distribution module 201B). The processor 110 of the viewing terminal 100D places a virtual camera 85 above and behind the head of the broadcast user's avatar 81 in the virtual space 80, and displays on the monitor 166 the area that can fit within the field of view of the virtual camera 85. The processor 110 of the viewing terminal 100D may display one or more avatars 81 on the monitor 166 if the one or more avatars 81 fit within the field of view of the virtual camera 85. When the one or more avatars 81 are displayed on the monitor 166, they perform an action according to the action information. In other words, the viewing window 601 may display a video of the broadcast user playing a game.
[0201] The processor 110 of the viewing terminal 100D places one or more assist objects 84 in the virtual space 80 in accordance with the second progress information received from the server 200 (distribution module 201B). When one or more assist objects 84 fit within the field of view of the virtual camera 85, the processor 110 of the viewing terminal 100D may display the assist objects 84 on the monitor 166. As an example, when displaying an assist object 84 on the monitor 166, the processor 110 of the viewing terminal 100D may display attribute information of the assist object 84 on the monitor 166.
[0202] As described above, the processor 110 of the viewing terminal 100D defines the virtual space 80 using the same definition data as the virtual space 80 to be viewed. The distribution information may include avatar position information, avatar action information, and avatar setting information, just like the first progress information. The distribution information may include assist object position information and assist object type information, just like the second progress information.
[0203] The processor 110 of the viewing terminal 100D receives the distribution information via the server 200. The processor 110 of the viewing terminal 100D places objects in the virtual space 80 in accordance with the distribution information and displays them on the monitor 166. The processor 110 of the viewing terminal 100D reproduces the virtual space 80 to be viewed in real time. In other words, the general terminal 100A, the distribution terminal 100B, the participant terminal 100C, and the viewing terminal 100D can be said to share one virtual space 80.
[0204] [Assist screen] 21 to 24, the assist screen 70 may include various objects. As an example, the assist screen 70 includes one or more assist icons 71, one or more viewpoint change icons 702, and a point gauge 709. The assist screen 70 may also include a point display field for the camp to which the participating user belongs.
[0205] As an example, one or more assist icons 71 include information indicating an assist object that the participating user can place in the virtual space 80, out of multiple types of assist objects 84. For example, assist icon 71A for placing a wall object 84A includes a picture representing the wall object 84A. For example, assist icon 71C for placing a hot spring object includes a picture representing the hot spring object. For example, assist icon 71D for placing a bomb object 84D includes a picture representing the bomb object 84D. The information included in assist icon 71 may be text data indicating the name of the assist icon.
[0206] As an example, by tapping on the part where the assist icon 71 is displayed, a placement operation can be performed to instruct the placement of the assist object. A specific example of the placement operation will be described later. The point gauge 709 indicates the points P owned by the participating user using the participating terminal 100C. However, the points P owned by the participating user may be indicated by a numerical value or by the number of displayed predetermined icons.
[0207] One or more viewpoint change icons 702 are displayed corresponding to general users or broadcast users who belong to the same camp as the participating user using the participating terminal 100C. As an example, the viewpoint change icon 702 may include a picture showing an illustration, portrait, photo, or avatar of the general user or broadcast user corresponding to the icon. As an example, a viewpoint change operation that instructs a change of viewpoint can be performed by tapping on the area where the viewpoint change icon 702 is displayed. The viewpoint change operation is an operation that instructs a change of viewpoint to a viewpoint that corresponds to the avatar of the user corresponding to the viewpoint change icon 702 that was tapped.
[0208] The assist screen 70 may include a message field 703 in which a predetermined message is displayed. The message field 703 is displayed corresponding to one or more viewpoint change icons 702. A message sent by a user corresponding to the viewpoint change icon 702 may be displayed in the message field 703. As an example, when processor 110 of broadcasting terminal 100B accepts a message sending operation, it sends message information indicating a message from the broadcasting user to server 200. Processor 210 of server 200 sends the received message information to participating terminal 100C. When processor 110 of participating terminal 100 receives message information, it displays a message from the broadcasting user indicated in the message information in the message field 703. The assist screen 70 may include an HP bar 704 indicating the hit points of an avatar on the friendly side. The HP bar 704 is displayed corresponding to one or more viewpoint change icons 702. The HP bar 704 indicates the hit points of the avatar of the user corresponding to the viewpoint change icon 702.
[0209] As shown in FIG. 21, for example, in step S314, when the second part of the assist game starts, the processor 110 of the participating terminal 100C functions as the rendering module 104 to display start information 68A notifying the start of the assist game on the monitor 166. For example, the start information is text data that reads "Assist Start." After displaying the start information 68A for a predetermined period of time, the processor 110 ends the display of the start information 68A.
[0210] As shown in FIGS. 21 to 24, for example, in step S314, when the second part of the assist game starts, the processor 110 of the participating terminal 100C functions as the rendering module 104 to change the viewpoint used when generating a rendered image of the virtual space 80 from the first viewpoint to the second viewpoint. As an example, the virtual camera 85G in the assist game is set to a position overlooking the field. The processor 110 of the participating terminal 100C displays on the monitor 166 the range that can be contained within the field of view of the virtual camera 85G. Without being limited to this, the second viewpoint may be a viewpoint corresponding to an avatar of the friendly camp, a viewpoint corresponding to an avatar of the opposing camp, or a viewpoint corresponding to another object. Note that the first viewpoint may be the same as the second viewpoint. As an example, when the assist game starts, the initial position of the virtual camera 85G is a position overlooking the virtual space 80 with the avatar 81 of the broadcasting user at the center.
[0211] As an example, in step S314, when processor 110 of participating terminal 100C receives a viewpoint change operation, it positions virtual camera 85G in a position overlooking the field, with the avatar of the user on the friendly camp selected by this operation as the center, as rendering module 104. Processor 110 of participating terminal 100C displays on monitor 166 the range that can be contained within the field of view of virtual camera 85G. In this way, in participating terminal 100C used by the first user, the viewpoint when generating a rendered image of virtual space 80 can be changed to the viewpoint corresponding to one third user selected from multiple third users in response to an operation by the first user. In participating terminal 100C used by the first user, the viewpoint when generating a rendered image of virtual space 80 is not changed to the viewpoint corresponding to the fourth user.
[0212] For example, assume that virtual camera 85GA is set at a position corresponding to avatar 811A of third user A, as shown in Fig. 14. As shown in Fig. 22, the range contained within the field of view of virtual camera 85GA is rendered and displayed as an image on monitor 166 of participating terminal 100C. In other words, on monitor 166, an image from a bird's-eye view of virtual space 80 is displayed, with avatar 811A at the center.
[0213] Here, suppose that a participating user taps on viewpoint change icon 702 corresponding to third user B. In this case, as shown in FIG. 14, virtual camera 85GB is set at a position corresponding to avatar 811B of third user B. As shown in FIG. 23, on monitor 166 of participating terminal 100C, the range contained within the field of view of virtual camera 85GB is rendered and displayed as an image. In other words, on monitor 166, an image from a viewpoint overlooking virtual space 80 is displayed, with avatar 811B at the center.
[0214] As an example, in step S314, when the processor 110 of the participating terminal 100C functions as the rendering module 104 and receives an operation to move the virtual camera 85G, it moves the virtual camera 85G in accordance with the movement operation. When the processor 110 of the participating terminal 100C functions as the rendering module 104 and receives an operation to change the angle of the virtual camera 85G, it rotates the virtual camera 85G in accordance with the angle ... displays on the monitor 166 the range that can be contained within the field of view of the virtual camera 85G after the movement and rotation.
[0215] The processor 110 of the participating terminal 100C places avatars of the friendly camp and avatars of the enemy camp in the virtual space 80 in accordance with the first progress information received from the server 200 (game module 201A). When one or more avatars 81 fit within the field of view of the virtual camera 85G, the processor 110 of the participating terminal 100C may display the one or more avatars on the monitor 166. When the one or more avatars 81 are displayed on the monitor 166, they perform an action in accordance with the action information. Furthermore, when displaying an avatar 81 of the enemy camp, the processor 110 of the participating terminal 100C, as the rendering module 104, displays an HP bar 62 indicating the hit points of that avatar on the monitor 166. The HP bar 62 is displayed in correspondence with each avatar 81 of the enemy camp. As an example, the HP bar 62 is placed above the head of the avatar 81 of the enemy camp. As described above, the hit points of the avatar 81 on the friendly side are indicated by the display of the HP bar 704 corresponding to the viewpoint change icon 702, and are not indicated by the display of the HP bar 62.
[0216] As one example, the processor 110 of the participating terminal 100C, as the rendering module 104, displays an evaluation button 86 on the monitor 166 in association with the avatar 81 of a friendly user when that user performs a specific action. As one example, the processor 110 does not display the evaluation button 86 when an avatar of the enemy user performs a specific action. Without being limited to this, the processor 110 may display the evaluation button 86 when an avatar of the enemy user performs a specific action. As one example, the evaluation button 86 may be displayed so as to float above the avatar 81.
[0217] For example, the specific action may be attacking an avatar of the enemy camp and causing it to die, avoiding an attack by an avatar of the enemy camp, or collecting a designated object. As an example, the second point-granting operation described above can be performed by tapping on the portion where the evaluation button 86 is displayed. The evaluation button 86 may be displayed until the evaluation button 86 is tapped, or may be displayed for a specified time period from when the evaluation button 86 starts to be displayed.
[0218] The processor 110 of the participating terminal 100C places one or more assist objects 84 in the virtual space 80 in accordance with the second progress information received from the server 200 (game module 201A). When one or more assist objects 84 fit within the field of view of the virtual camera 85G, the processor 110 of the participating terminal 100C may display the assist objects 84 on the monitor 166. When displaying the assist objects 84 on the monitor 166, the processor 110 of the terminal 100 also displays attribute information on the monitor 166.
[0219] The processor 110 of the participating terminal 100C, as the rendering module 104, displays the point gauge 709 on the monitor 166 to indicate the participating user's owned points P. In step S362, the processor 110 of the participating terminal 100C, as the rendering module 104, displays the point gauge 709 on the monitor 166 to indicate the owned points P after the increase in response to the point update request. In step S334, the processor 110 of the participating terminal 100C, as the rendering module 104, displays the point gauge 709 on the monitor 166 to indicate the owned points P after the decrease in response to the assist object placement information.
[0220] A specific example of the operation for placing the assist object will be described. As shown in FIG. 24 , as an example, when the processor 110 of the participating terminal 100C receives a tap operation on an assist icon 71 as the game module 101A, the processor 110 temporarily places an assist object 84 corresponding to the assist icon 71 in the virtual space 80. When the processor 110 of the participating terminal 100C receives a move operation of the temporarily placed assist object 84 as the game module 101A, the processor 110 moves the assist object 84 in the virtual space 80. The processor 110 of the participating terminal 100C serves as the rendering module 104 to cause the virtual camera 85G to follow the temporarily placed assist object 84 to a position overlooking the field. The processor 110 of the participating terminal 100C serves as the rendering module 104 to display on the monitor 166 the range that can be contained within the field of view of the virtual camera 85G after the movement.
[0221] When the processor 110 of the participating terminal 100C has temporarily placed the assist object 84 in the virtual space 80, the processor 110 of the participating terminal 100C, as the rendering module 104, displays a cancel button 706, a confirm button 707, and a rotate button 708 on the monitor 166. When an operation to cancel the temporary placement is performed by tapping the area where the cancel button 706 is displayed, the processor 110 of the participating terminal 100C, as the game module 101A, removes the temporarily placed assist object 84 from the virtual space 80. When an operation to rotate is performed by tapping the area where the rotate button 708 is displayed, the processor 110 of the participating terminal 100C, as the game module 101A, rotates the temporarily placed assist object 84.
[0222] When an operation to confirm the placement of the assist object is performed by tapping the portion where the decision button 707 is displayed, the processor 110 of the participating terminal 100C, as the game module 101A, acquires the type of the temporarily placed assist object 84 and the position of the temporarily placed assist object 84. Then, in step S322, the processor 110 of the participating terminal 100C, as the game module 101A, transmits second play information (object placement request) including the type information and coordinate information of the assist object to the server 200.
[0223] [Results screen] When the second part ends and the game transitions to the first part, a result screen 55 is displayed on the monitor 166 of each of the terminals 100A to 100C. The result screen 55 may include various objects. The result screen 55 may include information such as an icon showing the battle result (for example, the camp that won in the second part), an icon showing the user who has earned the most points, or an icon showing the user whose avatar has defeated the most enemies.
[0224] The result screen 55 may include information indicating the evaluation points of the participating users. As an example, evaluation points can be earned by the broadcasting user operating the evaluation button 86 that may be displayed when the assist object 84 is placed in the assist game of the second part. Without being limited to this, evaluation points may be earned in accordance with the effect of the assist object 84 being exerted on an avatar of the friendly camp, or in accordance with the effect of the assist object 84 being exerted on an avatar of the enemy camp. Evaluation points may be tallied for each participating user who participates in the assist game of the second part. The result screen 55 to which the assist game is transitioned and the result screen 55 to which the battle game is transitioned do not have to be the same screen, and may be different screens.
[0225] As an example, a reward (benefit) may be given to the participating user depending on the result of the evaluation points tallied. For example, the reward may be a weapon, armor, or consumable item that can be used in the first part, or it may be a title or position. The result screen 55 may include information indicating the reward that the participating user will acquire. As an example, the reward may be given at the time when information indicating the reward is displayed on the result screen 55. The reward may be given by the processor 210 of the server 200 or the processor 110 of the participating terminal 100C.
[0226] The effects of the first embodiment will be described. (1-1) Even if the specific object is of the same type, its effect may differ depending on whether it is placed by a first user or a second user. In other words, the effect of the specific object is not uniform. This increases the user's enjoyment of placing the object.
[0227] (1-2) The effect of a specific object differs depending on whether the user who places the specific object has the same attributes as the users who participate in the game. In other words, the effect changes depending on the relationship between the attributes of the user who places the specific object and the attributes of the users who participate in the game. Therefore, the user who places the specific object can easily understand the difference in the effect.
[0228] (1-3) Users participating in the game can distinguish whether a specific object was placed by the first user or the second user, and thus can visually understand the difference in the effects of specific objects placed in the virtual space.
[0229] (1-4) The effect of the first specific object placed by the first user is exerted on the avatar of the third user, but not on the avatar of the fourth user. On the other hand, the effect of the first specific object placed by the second user is exerted on the avatar of the fourth user, but not on the avatar of the third user. Thus, the first user and the second user can selectively exert the effect of the first specific object on the avatar of a user who has the same attributes as them.
[0230] (1-5) The effect of the second specific object placed by the first user is not exerted on the avatar of the third user, but is exerted on the avatar of the fourth user. On the other hand, the effect of the second specific object placed by the second user is exerted on the avatar of the third user, but is not exerted on the avatar of the fourth user. Thus, the first user and the second user can selectively exert the effect of the second specific object on the avatar of a user having attributes different from their own.
[0231] (1-6) The first user can select a viewpoint corresponding to a third user who has the same first attribute as the first user. Thus, the first user can effectively place a specific object while viewing the avatar of the third user who has the first attribute.
[0232] (1-7) The first user cannot select a viewpoint corresponding to a fourth user who has a second attribute different from that of the first user. This prevents the first user from easily grasping the movement of the avatar of the fourth user.
[0233] (1-8) The first and second users can specify the type and position of a specific object, so that the first and second users can place the specific object as they wish.
[0234] (1-9) An effect is achieved according to the combination of a specific object placed by the first user and a specific object placed by the fifth user. The first user and the fifth user have the same first attribute. In other words, the effect of the specific object can be changed by multiple users with the first attribute working together. This provides multiple users with the fun of cooperating with each other.
[0235] (1-10) When a specific object placed by a first user and a specific object placed by a fifth user having the same attribute as the first user have a first relationship, the effect is different from when these specific objects do not have the first relationship. Therefore, the first user and the fifth user can enjoy cooperatively placing specific objects.
[0236] (1-11) When a specific object placed by a first user and a specific object placed by a second user having attributes different from those of the first user have a second relationship, the effect of the specific object placed by the first user is not exerted on the avatar of a third user. This allows the first user to enjoy placing specific objects without being disturbed by the second user.
[0237] (1-12) When a specific object placed by a first user and a specific object placed by a second user having a different attribute from the first user have a second relationship, the effect of the specific object placed by the first user changes. This allows the first user to enjoy placing specific objects without being disturbed by the second user.
[0238] (1-13) Each participating user has an upper limit on the number of specific objects that can be placed. This allows participating users to enjoy placing specific objects more effectively.
[0239] (1-14) Participating users can place specific objects by consuming their owned points P. The owned points P can increase based on the evaluation by the distributing user. Thus, participating users can enjoy placing specific objects more effectively.
[0240] (1-15) Viewing users can participate in an assist game as participating users who are allies of the distributing user in a broad sense. In this assist game, by displaying a result screen, the对战 result and rewards are notified. This further enhances the sense of cooperation as allies between the distributing user and the participating users (viewing users).
[0241] (1-16) The result screen 55 is displayed to the distributing user and the participating users at the same timing. That is, since rewards are given for each对战 at the timing of displaying the result screen 55, the awareness or sense of cooperation as allies is further enhanced.
[0242] (Second Embodiment) The game system 10 can be configured to execute a third game that enhances the effect of the assist object. The third game is carried out in the first part. As an example, the third game is a breeding game for breeding assist objects.
[0243] Levels are set for each type of assist object. The level of the assist object can increase in multiple stages through the breeding game. The effect of the assist object is higher at level L2 than at level L1 (where L1 < L2). In the breeding game, an effect different from the effect that can be enhanced by the combination of assist objects can be enhanced.
[0244] For example, a wooden box object at level L2 will recover more hit points than a wooden box object at level L1. If the original assist object is a wooden box object at level L1 and the combined assist object is a wooden box object at level L2, the recovery amount of the stacked wooden box object will be the recovery amount of the wooden box object at level L2. As mentioned above, the effective range of the stacked wooden box object is wider than the effective range of the wooden box object.
[0245] For example, a level L2 hot spring object has a wider range of effect than a level L1 hot spring object. If the original assist object is a level L1 hot spring object and the combined assist object is a level L2 hot spring object, the range in which the large hot spring object can exert its effect will be the range of the level L2 hot spring object. As mentioned above, the recovery speed of the large hot spring object is wider than the effective range of the hot spring object.
[0246] The effects of the second embodiment will be described. (2-1) The user can strengthen the effect of a specific object in advance in a scene other than the assist game. This provides the user with the enjoyment of strengthening the effect of a specific object. Furthermore, the user can place the strengthened specific object in the virtual space, further increasing the enjoyment of placing the specific object.
[0247] (2-2) When multiple specific objects of different levels are combined, the effect of the transformed specific object depends on the specific object with the higher level. Therefore, strengthening the effect of the specific object will not be wasted.
[0248] (2-3) The effect of a specific object that a user can strengthen is different from the effect strengthened by a combination of specific objects. Therefore, even participating users who have not strengthened the effect of a specific object can contribute to their allies by placing a specific object.
[0249] (Third embodiment) The game system 10 can be configured to allow a participating user in the second game to remove an assist object placed by a participating user belonging to a camp that is hostile to the camp to which the participating user belongs. As an example, a participating user can reduce the durability value Dp of an assist object placed by a participating user of the opposing camp by placing an attack assist object in the virtual space 80. As an example, the attack object may be a bomb object. Alternatively, the attack object may be a dedicated object for reducing the durability value Dp of an assist object 84 of the opposing camp.
[0250] In step S400, processor 210 of server 200, as game module 201A, reduces the durability value Dp of an assist object placed by a participating user on the enemy camp within a certain range when the effect of the attack assist object is exerted.
[0251] The effects of the third embodiment will be described. (3-1) Participating users can take actions to remove specific objects placed by participating users on the opposing camp from the virtual space. Therefore, removing specific objects can also contribute to the friendly camp.
[0252] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The game system 10 may be configured so that a general user can perform a first point-granting operation using the general terminal 100A. As an example, the general user can perform the first point-granting operation by tapping on the area where the rating button 86 is displayed.
[0253] The game system 10 may be configured so that the upper limit number of assist objects that can be placed in the virtual space increases in response to a first point-granting operation by the broadcasting user. The game system 10 may be configured so that the upper limit number of assist objects that can be placed in the virtual space increases in response to a second point-granting operation by the participating user.
[0254] The one or more assist objects may include objects that have the same effect on the avatar and the same visual effect when placed by a participating user on the friendly side and when placed by a participating user on the opposing side. For example, the same visual effect means that attribute information is not displayed. The assist object in this modified example is an example of an object that is different from a specific object.
[0255] The general terminal 100A, the distribution terminal 100B, the participation terminal 100C, and the viewing terminal 100D may be realized as computers with different configurations. The processor 210 of the server 200 may be configured as a distribution module 201B to generate game play videos in accordance with the received play information and distribute them as streaming. The processor 110 of the viewing terminal 100D may be configured as a viewing module 101C to display the game play videos distributed as streaming in the viewing window 601.
[0256] The content may include the voice of the broadcasting user. The processor 110 of the broadcasting terminal 100B, as the broadcasting module 101B, converts the audio signal received from the microphone 160 into audio data and transmits the audio data to the server 200. The processor 210 of the server 200, as the broadcasting module 201B, generates broadcast information according to the received audio data. The processor 110 of the viewing terminal 100D, as the viewing module 101C, outputs audio according to the broadcast information from the speaker 162.
[0257] The content may include the voice of a general user. The processor 110 of the general terminal 100A, as the distribution module 101B, converts the voice signal received from the microphone 160 into voice data and transmits the voice data to the server 200. The processor 210 of the server 200, as the distribution module 201B, generates distribution information according to the voice data received from the general terminal 100A.
[0258] The content may include the voice of the participating user. The processor 110 of the participating terminal 100C, as the distribution module 101B, converts the voice signal received from the microphone 160 into voice data and transmits the voice data to the server 200. The processor 210 of the server 200, as the distribution module 201B, generates distribution information according to the voice data received from the participating terminal 100C.
[0259] The content may include text data. When processor 110 of distribution terminal 100B, as distribution module 101B, accepts an input operation for text data, it transmits the text data specified by the input operation to server 200. Processor 210 of server 200, as distribution module 201B, transmits the received text data to viewing terminal 100D. Processor 110 of viewing terminal 100D, as viewing module 101C, displays the received text data on monitor 166.
[0260] One or more modules included in the control modules 101 and 201 may be realized by circuits such as ASIC, PLD, FPGA, and MCU. One or more modules included in the control modules 101, 201 may be implemented by software using a processor. A computer including at least one of the control modules 101, 201 includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are loaded into the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.
[0261] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a recording medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0262] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation. (Supplementary Note 1) A program that causes a computer (200) to execute the following steps: define a virtual space (80) (S210); transmit distribution data according to the status of a game in which one or more users participate to a first terminal (100C, 100D) used by a first user and a second terminal (100C, 100D) used by a second user, thereby enabling the game to be viewed using the first terminal or the second terminal (S128); receive first information transmitted by the first terminal that has accepted an operation by the first user (S324); receive second information transmitted by the second terminal that has accepted an operation by the second user (S324); place one or more specific objects (84) in the virtual space according to the received first information or the second information (S332); and, when the specific object placed in the virtual space according to the first information and the specific object placed in the virtual space according to the second information are the same type of object, cause different effects to be exerted (S372).
[0263] (Appendix 2) The program described in Appendix 1, wherein the one or more users participating in the game include one or more third users, the first user and the third user having a first attribute, and the second user having a second attribute.
[0264] (Appendix 3) The program described in Appendix 2 further causes the computer (200) to send a request to a terminal (100A, 100B) used by the third user to display the specific object (84) placed in the virtual space (80) in a first form according to the first information (S336), and to send a request to a terminal (100A, 100B) used by the third user to display the specific object placed in the virtual space in a second form according to the second information (S336).
[0265] (Appendix 4) The program described in Appendix 2 or Appendix 3, wherein the one or more users participating in the game include one or more fourth users having the second attribute, and the program further causes the computer (200) to place (S212) a character (81) corresponding to the third user and a character (81) corresponding to the fourth user in the virtual space (80), and the one or more specific objects (84) include a first specific object, and the exerting (S372) of mutually different effects means exerting the effect of the first specific object placed in the virtual space according to the first information on the character corresponding to the third user and not exerting it on the character corresponding to the fourth user, and further exerting the effect of the first specific object placed in the virtual space according to the second information on the character corresponding to the fourth user and not exerting it on the character corresponding to the third user.
[0266] (Appendix 5) The one or more users participating in the game include one or more fourth users having the second attribute, and the computer (200) is further caused to execute (S212) placing a character (81) corresponding to the third user and a character (81) corresponding to the fourth user in the virtual space (80), and one or more of the specific objects (84) include a second specific object, and the exerting (S372) of mutually different effects is not exerting the effect of the second specific object placed in the virtual space according to the first information on the character corresponding to the third user, but exerting it on the character corresponding to the fourth user, and further not exerting the effect of the second specific object placed in the virtual space according to the second information on the character corresponding to the fourth user, but exerting it on the character corresponding to the third user, the program described in any one of Appendices 2 to 4.
[0267] (Appendix 6) The program described in any one of Appendices 2 to 5, further causing the computer (200) to send (S312) a request to display a rendered image of the virtual space to the first terminal (100C, 100D), wherein one or more users participating in the game include a plurality of third users having the first attribute, and the viewpoint when generating the rendered image (70) of the virtual space (80) can be changed to a viewpoint corresponding to one third user selected from the plurality of third users in response to an operation by the first user.
[0268] (Appendix 7) The program described in Appendix 6, wherein the one or more users participating in the game include one or more fourth users having the second attribute, and the viewpoint when generating an image (70) rendered from the virtual space (80) is not changed to a viewpoint corresponding to the fourth user.
[0269] (Appendix 8) The program described in any one of Appendices 2 to 7, wherein the first information and the second information include the type of the specific object (84) to be placed in the virtual space (80) and the position of the specific object in the virtual space.
[0270] (Appendix 9) The program described in any one of Appendices 2 to 8, further causing the computer (200) to receive (S324) third information sent by a terminal (100C) that has accepted an operation by a fifth user, and placing (S332) one or more specific objects (84) in the virtual space (80) includes placing one or more specific objects in the virtual space according to the received third information, and the fifth user has the first attribute, and further causing the computer to exert an effect according to the combination of the specific object placed in the virtual space according to the first information and the specific object placed in the virtual space according to the third information (S372).
[0271] (Appendix 10) The program described in Appendix 9, wherein exerting an effect according to the combination (S372) means, when the specific object (84) placed in the virtual space (80) according to the first information and the specific object placed in the virtual space according to the third information have a first relationship, exerting an effect on the character corresponding to the third user that is different from when the specific object does not have the first relationship.
[0272] (Appendix 11) The program described in any one of Appendices 2 to 10, further causing the computer (200) to execute the following: when the specific object (84) placed in the virtual space (80) in accordance with the first information and the specific object placed in the virtual space in accordance with the second information have a second relationship, restricting (S372) the effect of the specific object placed in the virtual space in accordance with the first information from being exerted on the character corresponding to the third user.
[0273] (Appendix 12) The program described in any one of Appendices 2 to 11, further causing the computer (200) to execute the following: when the specific object (84) placed in the virtual space (80) according to the first information and the specific object placed in the virtual space according to the second information have a second relationship, changing (S372) the effect of the specific object placed in the virtual space according to the first information to an effect different from when the specific object does not have the second relationship.
[0274] (Supplementary Note 13) A computer (200) comprising: a storage device (230) that stores the program according to any one of Supplementary Notes 1 to 12; and a processor (210) that executes the program stored in the storage device.
[0275] (Supplementary Note 14) A system (10) comprising the computer (200) described in Supplementary Note 13. (Appendix 15) A method in which a computer (200) executes the following steps: (S210) defines a virtual space (80); transmits distribution data according to the status of a game in which one or more users participate to a first terminal (100C, 100D) used by a first user and a second terminal (100C, 100D) used by a second user, thereby enabling the game to be viewed using the first terminal or the second terminal (S128); receives first information transmitted by the first terminal that has accepted an operation by the first user (S324); receives second information transmitted by the second terminal that has accepted an operation by the second user (S324); places one or more specific objects (84) in the virtual space according to the received first information or the second information (S332); and, when the specific object placed in the virtual space according to the first information and the specific object placed in the virtual space according to the second information are the same type of object, causes different effects to be exerted (S372).
[0276] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or several components may be combined. The scope of the present invention should be determined with reference to the appended claims, along with the full range of equivalents to which such claims are entitled.
[0277] (Supplementary Note 16) A computer system including a transmission means for transmitting distribution data including the status of a game in a virtual space to a first terminal used by a first user and a second terminal used by a second user; a placement means for placing one or more specific objects in the virtual space in response to an operation of the first terminal by the first user or an operation of the second terminal by the second user when the game can be viewed on the first terminal and the second terminal; and a device for placing the specific object placed in the virtual space in response to an operation of the first terminal and the specific object placed in the virtual space in response to an operation of the second terminal, even if the specific object is of the same type, and the specific object has different effects. and an effect exerting means that can exert an effect according to a combination of the specific object that has been placed in the virtual space in response to the operation of the first terminal and the specific object that has been placed in the virtual space in response to the operation of the third terminal, wherein one or more third users can participate in the game, the first user and the third user have a first attribute, and the second user has a second attribute, the placement means can place one or more of the specific objects in the virtual space in response to the operation of a third terminal by a predetermined user, the predetermined user having the first attribute, and the effect exerting means can exert an effect according to a combination of the specific object that has been placed in the virtual space in response to the operation of the first terminal and the specific object that has been placed in the virtual space in response to the operation of the third terminal.
[0278] (Appendix 17) The program described in Appendix 16, wherein the effect exerting means is capable of exerting an effect on the character corresponding to the third user that is different from an effect when the specific object placed in the virtual space in response to the operation of the first terminal and the specific object placed in the virtual space in response to the operation of the third terminal have a first relationship.
[0279] (Appendix 18) A program that causes a computer to function as: a transmitting means that transmits distribution data including the status of a game in a virtual space to a first terminal used by a first user and a second terminal used by a second user; an arranging means that, when the game can be viewed on the first terminal and the second terminal, can arrange one or more specific objects in the virtual space in accordance with operation of the first terminal by the first user or operation of the second terminal by the second user; and an effect exerting means that can cause the specific object arranged in the virtual space in accordance with operation of the first terminal and the specific object arranged in the virtual space in accordance with operation of the second terminal to exert different effects, even if they are of the same type; one or more third users can participate in the game, the first user and the third user have a first attribute, the second user has a second attribute, and when the specific object arranged in the virtual space in accordance with operation of the first terminal and the specific object arranged in the virtual space in accordance with operation of the second terminal have a second relationship, the program further causes a computer to function as a restricting means that restricts the effect of the specific object arranged in the virtual space in accordance with operation of the first terminal from being exerted on a character corresponding to the third user.
[0280] (Supplementary Note 19) A program that causes a computer to function as: a transmission means that transmits distribution data including the status of a game in a virtual space to a first terminal used by a first user and a second terminal used by a second user; an arrangement means that can arrange one or more specific objects in the virtual space in accordance with operation of the first terminal by the first user or operation of the second terminal by the second user when the game can be viewed on the first terminal and the second terminal; and an effect exertion means that can cause the specific object arranged in the virtual space in accordance with operation of the first terminal and the specific object arranged in the virtual space in accordance with operation of the second terminal to exert different effects from each other, even if they are the same type; one or more third users can participate in the game, the first user and the third user have a first attribute, and the second user has a second attribute; and when the specific object arranged in the virtual space in accordance with operation of the first terminal and the specific object arranged in the virtual space in accordance with operation of the second terminal have a second relationship, the program further causes the computer to function as effect change means that changes the effect of the specific object arranged in the virtual space in accordance with operation of the first terminal to an effect different from when the second relationship does not exist.
[0281] (Supplementary Note 20) An information processing system comprising: a transmitting means for transmitting distribution data including the status of a game in a virtual space to a first terminal used by a first user and a second terminal used by a second user; an arrangement means for arranging one or more specific objects in the virtual space in response to operation of the first terminal by the first user or operation of the second terminal by the second user when the game can be viewed on the first terminal and the second terminal; and an effect exerting means for exerting different effects from each other even if the specific object arranged in the virtual space in response to operation of the first terminal and the specific object arranged in the virtual space in response to operation of the second terminal are the same type, wherein one or more third users can participate in the game, the first user and the third user have a first attribute, and the second user has a second attribute; the arrangement means can arrange one or more specific objects in the virtual space in response to operation of the third terminal by a predetermined user, and the predetermined user has the first attribute; and the effect exerting means can exert an effect in response to a combination of the specific object arranged in the virtual space in response to operation of the first terminal and the specific object arranged in the virtual space in response to operation of the third terminal.
[0282] (Supplementary Note 21) An information processing system comprising: a transmission means for transmitting distribution data including the status of a game in a virtual space to a first terminal used by a first user and a second terminal used by a second user; an arrangement means for arranging one or more specific objects in the virtual space in accordance with operation of the first terminal by the first user or operation of the second terminal by the second user when the game can be viewed on the first terminal and the second terminal; and an effect exertion means for causing the specific object placed in the virtual space in accordance with operation of the first terminal and the specific object placed in the virtual space in accordance with operation of the second terminal to exert different effects, even if they are of the same type; wherein one or more third users can participate in the game; the first user and the third user have a first attribute, and the second user has a second attribute; and wherein, when the specific object placed in the virtual space in accordance with operation of the first terminal and the specific object placed in the virtual space in accordance with operation of the second terminal have a second relationship, the information processing system further comprises a restriction means for restricting the effect of the specific object placed in the virtual space in accordance with operation of the first terminal from being exerted on a character corresponding to the third user.
[0283] (Supplementary Note 22) An information processing system comprising: a transmission means for transmitting distribution data including the status of a game in a virtual space to a first terminal used by a first user and a second terminal used by a second user; an arrangement means for arranging one or more specific objects in the virtual space in accordance with operation of the first terminal by the first user or operation of the second terminal by the second user when the game can be viewed on the first terminal and the second terminal; and an effect exertion means for causing the specific object placed in the virtual space in accordance with operation of the first terminal and the specific object placed in the virtual space in accordance with operation of the second terminal to exert different effects even if they are of the same type; one or more third users can participate in the game; the first user and the third user have a first attribute, and the second user has a second attribute; and, when the specific object placed in the virtual space in accordance with operation of the first terminal and the specific object placed in the virtual space in accordance with operation of the second terminal have a second relationship, the information processing system further comprising effect change means for changing the effect of the specific object placed in the virtual space in accordance with operation of the first terminal to an effect different from when the second relationship does not exist. [Explanation of symbols]
[0284] 10...Game system, 40A...First home screen, 40B...Second home screen, 45...Matching screen, 50A...First battle screen, 50B...Second battle screen, 55...Result screen, 60...List screen, 61...HP bar, 62...HP bar, 63...Border, 65...Viewing screen, 68...Assist transition screen, 68A...Start information, 70...Assist screen, 71...Assist icon, 71A...Assist icon, 71C...Assist icon, 71D...Assist icon, 80...Virtual space, 81...Avatar, 811A...Avatar, 811B...Avatar, 812A...Avatar, 812 B...Avatar, 82...Terrain object, 82A...Field, 84...Assist object, 84A...Wall object, 84A1...Wall object, 84A2...Wall object, 84B...Wooden box object, 84B1...Wooden box object, 84B2...Wooden box object, 84C...Hot spring object, 84D...Bomb object, 84D1...Bomb object, 85...Virtual camera, 85GA...Virtual camera, 85GB...Virtual camera, 853A...Virtual camera, 853B...Virtual camera, 854A...Virtual camera, 854B...Virtual camera, 86...Rating button, 87...Rank position image, 90...network, 98...virtual camera, 100...terminal, 100A...general terminal, 100B...distribution terminal, 100C...participating terminal, 100D...viewing terminal, 101...control module, 101A...game module, 101B...distribution module, 101C...viewing module, 104...rendering module, 105...memory module, 106...communication module, 107...input / output module, 110...processor, 120...memory, 130...storage, 140...communication interface, 150...input / output interface, 160...microphone, 162 ...Speaker, 164...Touch screen, 166...Monitor, 167...Touch sensor, 180...Communication bus, 190...Input / output device, 200...Server, 200A...Game server, 200B...Distribution server, 201...Control module, 201A...Game module, 201B...Distribution module, 205...Memory module, 206...Communication module, 207...Input / output module, 210...Processor, 220...Memory, 230...Storage, 240...Communication interface, 250...Input / output interface, 280...Communication bus, 401...Avatar window,404...Battle icon, 406...Character icon, 407...Broadcast start icon, 501...Avatar window, 601...Viewing window, 602...Participation button, 603...Member icon, 604...Chat window, 605...Back button, 702...Viewpoint change icon, 703...Message field, 704...HP bar, 706...Cancel button, 707...Confirm button, 708...Rotation button, 709...Point gauge.
Claims
1. Computer, a distribution means for distributing a game in a virtual space to a plurality of viewers; and when a position of a first specific object arranged in the virtual space based on an operation by a first viewer among the plurality of viewers and a position of a second specific object arranged in the virtual space based on an operation by a second viewer among the plurality of viewers satisfy a specific relationship, the effect exerted is exerted based on a combination of the first specific object and the second specific object; The effect exerting means exerts an effect based on the combination of the first specific object and the second specific object, provided that the first viewer and the second viewer have the same attributes, when the type of the first specific object and the type of the second specific object satisfy a first relationship.
2. A computer, a distribution means for distributing a game in a virtual space to a plurality of viewers; and when a position of a first specific object arranged in the virtual space based on an operation by a first viewer among the plurality of viewers and a position of a second specific object arranged in the virtual space based on an operation by a second viewer among the plurality of viewers satisfy a specific relationship, the effect exerted is exerted based on a combination of the first specific object and the second specific object; The effect exerting means exerts an effect based on the combination of the first specific object and the second specific object, provided that the first viewer and the second viewer have different attributes, when the type of the first specific object and the type of the second specific object satisfy a second relationship.
3. the first specific object is temporarily placed in the virtual space based on a temporary placement operation by the first viewer, and is placed at a position where the first specific object is temporarily placed based on a decision operation by the first viewer; the temporarily placed first specific object is rotated in the virtual space based on a rotation operation by the first viewer, and is removed from the virtual space based on a cancel operation by the first viewer; the second specific object is temporarily placed in the virtual space based on a temporary placement operation by the second viewer, and is placed at a position where the second specific object is temporarily placed based on a decision operation by the second viewer; The program according to claim 1 or claim 2, wherein the temporarily placed second specific object is rotated in the virtual space based on a rotation operation by the second viewer, and is removed from the virtual space based on a cancel operation by the second viewer.
4. a distribution means for distributing a game in a virtual space to a plurality of viewers; an effect exerting means for exerting an effect based on a combination of a first specific object and a second specific object when a position of a first specific object arranged in the virtual space based on an operation by a first viewer among the plurality of viewers and a position of a second specific object arranged in the virtual space based on an operation by a second viewer among the plurality of viewers satisfy a specific relationship; An information processing system in which the effect exertion means exerts an effect based on the combination of the first specific object and the second specific object, when the type of the first specific object and the type of the second specific object satisfy a first relationship, on the condition that the first viewer and the second viewer have the same attributes.
5. A distribution means for distributing a game in a virtual space to a plurality of viewers; an effect exerting means for exerting an effect based on a combination of a first specific object and a second specific object when a position of a first specific object arranged in the virtual space based on an operation by a first viewer among the plurality of viewers and a position of a second specific object arranged in the virtual space based on an operation by a second viewer among the plurality of viewers satisfy a specific relationship; An information processing system in which the effect exertion means exerts an effect based on the combination of the first specific object and the second specific object, when the type of the first specific object and the type of the second specific object satisfy a second relationship, on the condition that the first viewer and the second viewer have different attributes.
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