Method and system for computer to progress a game based on user's location information, and program for causing a computer to execute said method

The game program enhances user engagement by managing game parameters and encounter events based on location, ensuring parameter conservation and encouraging movement, thus increasing entertainment value.

JP7743483B2Active Publication Date: 2025-09-24COLOPL
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2023189086
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-06
Publication Date
2025-09-24
Estimated Expiration
2036-10-18

AI Technical Summary

Technical Problem

Existing game programs that utilize user location information lack sufficient entertainment value and fail to effectively encourage user movement through gameplay.

Method used

A game program that manages game parameters based on user location information, including encounter events and battle processing, while preventing encounters if certain character parameters like stamina are exhausted, thereby enhancing engagement and interest.

Benefits of technology

The solution increases user engagement by prompting gameplay that conserves game parameters and encourages movement, providing a more entertaining experience through dynamic location-based interactions.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007743483000001
    Figure 0007743483000001
  • Figure 0007743483000002
    Figure 0007743483000002
  • Figure 0007743483000003
    Figure 0007743483000003
Patent Text Reader

Abstract

To improve the amusement of a game utilizing position information of a user.SOLUTION: A processor of a computer reads in and carries out game program, and then executes the steps of: acquiring position information of a user; managing a game parameter of an operation character being an operation object by a user; setting to the user an encounter event including a battle between the operation character and another game character, on the basis of the acquired position information of the user; and executing battle processing in the encounter event. The step of setting the encounter event to the user includes setting no encounter event to the user, when a parameter relating to a physical strength value of the operation character is exhausted due to executing the battle processing.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present disclosure relates to a technology for progressing a game based on user location information. [Background technology]

[0002] In recent years, game programs that utilize users' location information have been provided to users, and these programs are attracting attention as they not only allow users to enjoy playing games but also encourage users to move around through gameplay.

[0003] The following Patent Document 1 describes a technique for preventing users from fraudulently obtaining travel distances in a game using a mobile phone terminal equipped with a GPS (Global Positioning System), for example, when the user of the mobile phone terminal is allowed to obtain points according to the distance traveled by the user. Furthermore, the following Patent Document 2 describes a game system that can set game parameters and develop a game using information obtained from map data corresponding to the position of the player terminal. Specifically, the technique in Patent Document 2 describes a method for obtaining a map of a certain area centered on the position of the player terminal, and setting game parameters corresponding to the player based on facility information included in the obtained map. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 4789222 [Patent Document 2] Patent No. 5909301 Summary of the Invention [Problem to be solved by the invention]

[0005] In this manner, game programs that utilize user location information are gaining attention. In one aspect, an object of the present disclosure is to provide a game program that is even more entertaining. [Means for solving the problem]

[0006] According to one embodiment, a method for a computer to progress a game based on user location information is provided. The method includes the steps of: acquiring user location information; managing game parameters of a playable character controlled by the user; setting an encounter event for the user, including a battle between the playable character and another game character, based on the acquired user location information; and executing battle processing for the encounter event. The step of setting an encounter event for the user includes not setting an encounter event based on the user location information for the user if parameters related to the playable character's stamina value have been exhausted due to the execution of the battle processing.

[0007] In a certain situation, as the user moves, an encounter event occurs in which the user fights a game character (such as an enemy monster character) different from the playable character operated by the user. If a parameter indicating whether the playable character is active, such as the playable character's stamina, is exhausted, the encounter event does not occur. Therefore, for example, if the user is unable to acquire a game parameter (such as experience points) as a result of the battle process, the user can be prompted to play the game so as not to exhaust a game parameter such as stamina, and the game program can further increase the interest associated with movement.

[0008] The above and other objects, features, aspects and advantages of the present invention will become apparent from the following detailed description of the invention taken in conjunction with the accompanying drawings. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing a configuration of a game distribution system 1 according to an embodiment. [Figure 2] FIG. 2 is a block diagram showing the configuration of a mobile terminal 10. [Figure 3] FIG. 2 is a block diagram showing the functional configuration of a server 20. [Figure 4] FIG. 10 is a diagram showing the data structure of a table used by the server 20 to manage, as user information 253, location ranges designated in map data by each user. [Figure 5] FIG. 10 is a diagram showing the data structure of a table used by the server 20 to manage the progress status of each user as they progress through the game, as user information 253. [Figure 6] This is a table for the server 20 to manage events to be granted to users as the game information 252. [Figure 7] The server 20 provides, as the game information 252, a destination candidate management table for managing candidates to be set as destinations in an event. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed description thereof will not be repeated.

[0011] <First Embodiment> In this embodiment, a user operates an information processing device equipped with a touch screen, such as a smartphone, to progress through the game while transmitting and receiving game-related data between the smartphone and the game server. The game supports single-player mode, in which a user plays alone, and multiplayer mode, in which a user plays with other users.

[0012] Fig. 1 is a diagram showing the configuration of a game distribution system 1 according to an embodiment. As shown in Fig. 1, the game distribution system 1 includes an information processing device used by a user and a server 20, and these devices are connected to each other via a network 80 so as to be able to communicate with each other.

[0013] In the example of FIG. 1, a plurality of mobile terminals are shown as information processing devices used by a user, including mobile terminal 10A, mobile terminal 10B, mobile terminal 10C, and mobile terminal 10D (hereinafter, mobile terminals such as mobile terminals 10A, 10B, 10C, and 10D may be collectively referred to as "mobile terminal 10"). Mobile terminal 10A and mobile terminal 10B connect to network 80 by communicating with wireless base station 81. Mobile terminal 10C connects to network 80 by communicating with wireless router 82 installed in a facility such as a house. In one aspect, mobile terminal 10 is a terminal equipped with a touch screen, such as a smartphone, a phablet, or a tablet. In another aspect, mobile terminal 10 is also a wearable device. When mobile terminal 10 is a wearable device, it communicates with another information processing device, such as a smartphone owned by the user.

[0014] In a certain aspect, the mobile terminal 10D communicates with a communication device 71 that supports short-range wireless communication. The communication device 71 is equipped with a reader / writer 81 that supports a short-range wireless communication standard, such as NFC (Near Field Radio Communication). The mobile terminal 10D is also equipped with an NFC chip that supports NFC, and by bringing the mobile terminal 10D and the reader / writer 81 close to each other within a certain distance, information can be input and output between these devices. The NFC chip can store various information and can be used for various processes, such as electronic money and recording boarding and disembarking information for public transportation (trains, buses, etc.). For example, by bringing the mobile terminal 10D equipped with an NFC chip and the reader / writer device 81 close to each other within a certain distance, processes such as payment processing, recording boarding locations for public transportation, and recording disembarking locations can be performed. This allows the mobile terminal 10D to register the user's location in the server 20, etc. For example, when mobile terminal 10D and reader / writer device 81 perform short-distance wireless communication, reader / writer device 81 communicates with server 20, and thereby server 20 stores a history of the communication content between mobile terminal 10D and reader / writer device 81. In this case, communication device 71 transmits the history of communication between reader / writer device 81 and mobile terminal 10D to server 20, etc., so that server 20 can know when and where mobile terminal 10D is located (the location where reader / writer 81 is installed). This allows the user's location to be registered in server 20.

[0015] The mobile terminal 10 executes a game program to provide the user with an environment for playing a game corresponding to the game program. The mobile terminal 10 installs the game program via, for example, a platform that distributes apps and the like. The mobile terminal 10 executes a game program installed on the mobile terminal 10 or a game program that is pre-installed in advance, thereby enabling the user to play the game. By loading and executing the game program, the mobile terminal 10 establishes a communication connection between the mobile terminal 10 and the server 20, and transmits and receives game-related data between the mobile terminal 10 and the server 20 as the game progresses.

[0016] The server 20 transmits data necessary for playing the game to the mobile terminal 10 as needed, thereby progressing the game play on the mobile terminal 10. The server 20 manages various game-related data for each user playing the game. The server 20 communicates with the mobile terminal 10, and transmits images, audio, text data, and other data to the mobile terminal 10 according to the progress of each user's game.

[0017] For example, the server 20 manages various data, such as the progress of each user in the game story, information on game characters that appear in the game and that each user can use, parameters indicating the abilities of the game characters, parameters indicating the performance of tools used by the game characters, etc. The server 20 also performs processing for the game operator to notify users of campaigns, the occurrence of defects in the game progress, the resolution of defects, and other information related to the operation of the game.

[0018] The game program corresponds to a mode in which a user plays a game, that is, a case in which one user plays (single play) and a case in which multiple users play cooperatively (multiplay). For example, in the game distribution system 1, the server 20 identifies users who will participate in multiplay and communicates with each mobile terminal 10 of each user, It provides each user with an environment for playing games in multiplayer.

[0019] By supporting multiplayer, the game distribution system 1 enables, for example, in the case of an action game, users to team up to fight against game characters that appear in the game, or users to compete against each other.

[0020] <Configuration> The hardware configuration of the server 20 will be described. The server 20 has a communication IF (Interface) 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. , which are connected to each other via a communication bus.

[0021] The communication IF 22 is compatible with various communication standards such as LAN (Local Area Network) standards, and functions as an interface for transmitting and receiving data to and from an external communication device such as the mobile terminal 10.

[0022] The input / output IF23 functions as an interface for accepting input of information to the server 20 and outputting information to the outside of the server 20. The input / output IF23 includes an input accepting unit that accepts connection of an information input device such as a mouse or a keyboard, and an output unit that accepts connection of an information output device such as a display for displaying images, etc.

[0023] The memory 25 is a storage device for storing data used in processing. For example, the memory 25 provides the processor 29 with a working area for temporary use when the processor 29 performs processing. The memory 25 includes a ROM (Read Only Memory), a RAM (Random Access Memory), and a It is composed of storage devices such as a USB flash drive (USB 2.0), a USB flash drive (USB 3 ...

[0024] The storage 26 is a storage device for storing various programs and data to be read and executed by the processor 29. Information stored in the storage 26 includes game programs, information related to game programs, information on users who play game programs, and other information. The storage 26 is configured to include storage devices such as an HDD (Hard Disk Drive) and flash memory.

[0025] The processor 29 controls the operation of the server 20 by reading and executing programs stored in the storage 26. The processor 29 may be, for example, a CPU (Central Processing Unit). It is composed of a CPU, a Micro Processing Unit (MPU), a GPU (Graphics Processing Unit), etc.

[0026] Fig. 2 is a block diagram showing the configuration of mobile terminal 10. Referring to Fig. 2, mobile terminal 10 includes antenna 110, wireless communication IF 120, touch screen 130, input / output IF 140, storage unit 150, audio processing unit 160, microphone 170, speaker 180, and control unit 190.

[0027] The antenna 110 radiates the signal emitted by the mobile terminal 10 into space as a radio wave. The antenna 110 also receives the radio wave from space and provides the received signal to the wireless communication IF 120.

[0028] The wireless communication IF 120 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 110 etc. so that the mobile terminal 10 can communicate with other communication devices. The wireless communication IF 120 is a communication module for wireless communication that includes a tuner, a high-frequency circuit etc., and performs modulation / demodulation and frequency conversion of the wireless signals transmitted and received by the mobile terminal 10, and provides the received signals to the control unit 190.

[0029] The touch screen 130 receives input from the user and outputs information to the user on a display 132. The touch screen 130 includes a member (touch-sensitive device 131) for receiving input operations from the user. The game console 10 includes a component (display 132) for displaying menu screens and game progress on the screen. The touch-sensitive device 131 detects the approach of a user's finger or the like by using, for example, a capacitive touch panel. The display 132 This is realized by, for example, an LCD (Liquid Crystal Display), an organic EL (Electroluminescence) or other display device.

[0030] The input / output IF 140 receives information input to the mobile terminal 10 and The GPS positioning unit 141 functions as an interface for outputting information to the outside of the mobile terminal 10. The GPS positioning unit 141 is configured by a mechanism for measuring the position information of the mobile terminal 10. The GPS positioning unit 141 includes, for example, a GPS (Global Positioning System) module, and measures the position information of the mobile terminal 10 based on a GPS signal.

[0031] The storage unit 150 is configured with a flash memory, a RAM (Random Access Memory), etc., and stores programs used by the mobile terminal 10, various data received by the mobile terminal 10 from the server 20, etc.

[0032] The audio processing unit 160 modulates and demodulates audio signals. The audio processing unit 160 modulates a signal provided from the microphone 170 and provides the modulated signal to the control unit 190. The audio processing unit 160 also provides the audio signal to the speaker 180. The audio processing unit 160 is realized, for example, by a processor for audio processing. The microphone 170 functions as an audio input unit that receives an input of an audio signal and outputs it to the control unit 190. The speaker 180 functions as an audio output unit that outputs the audio signal to the outside of the mobile terminal 10.

[0033] The control unit 190 controls the operation of the mobile terminal 10 by reading and executing the programs stored in the storage unit 150. The control unit 190 is realized by, for example, an application processor.

[0034] The process of the mobile terminal 10 executing the game program 151 will now be described in more detail. In one aspect, the storage unit 150 stores a game program 151, game information 152, user information 153, and map data 154. The server 20 receives map data including information on roads, facilities, administrative districts, etc. by communicating with an information processing device that distributes the map data, and stores map data to be used in the game in the storage 26 or the like based on the received map data. The mobile terminal 10, for example, downloads the game program and map data from the server 20 and stores them in the storage unit 150 as the game program 151 and map data 154. Furthermore, the mobile terminal 10 communicates with the server 20 as the game progresses, thereby transmitting and receiving various data, such as the game information 152 and user information 153, to and from the server 20.

[0035] The game program 151 is a program for progressing the game on the mobile terminal 10. The game information 152 includes various data referenced by the game program 151. The game information 152 includes, for example, information on objects to be placed in a virtual space in the game, information on effects associated with the objects (including information on skills set for game characters), and the like. The user information 153 includes information on users who play the game. The user information 153 includes, for example, information identifying the user of the mobile terminal 10 who plays the game, information identifying other users who play the game cooperatively during multiplayer, and other information.

[0036] By reading and executing the game program 151, the control unit 190 performs the functions of an input operation reception unit 191, a game progress processing unit 192, a terminal position acquisition unit 193, a camera placement control unit 194, an object control unit 195, and a display control unit 196.

[0037] Input operation reception unit 191 receives an input operation from the user based on the output of touch screen 130. Specifically, input operation reception unit 191 detects that a user's finger or the like has approached touch-sensitive device 131 as coordinates in a coordinate system consisting of horizontal and vertical axes of the surface that constitutes touch screen 130.

[0038] The input operation reception unit 191 determines a user operation on the touch screen 130. The input operation reception unit 191 determines, for example, (1) an "approach operation," (2) a "release operation," (3) a "tap operation," (4) a "double tap operation," (5) a "long press operation (long touch operation)," (6) a "drag operation (swipe operation)," (7) a "move operation," (8) a "flick operation," and other user operations. The user operations determined by the input operation reception unit 191 are not limited to those described above. For example, if the touch-sensitive device 131 has a mechanism capable of detecting the magnitude of pressure applied by the user to the touch-sensitive device 131, the input operation reception unit 191 determines the magnitude of the pressure applied by the user. Furthermore, the control unit 190 determines a state in which the control unit 190 detects the approach of a user's finger or the like to the touch screen 130 as a "touch-on state." The control unit 190 determines a state in which the approach of a user's finger or the like to the touch screen 130 is not detected as a "touch-off state." The control unit 190 accepts the coordinates indicating the approach position of the user's finger or the like, which are sequentially output by the touch screen 130, as "touch now" coordinates.

[0039] Here, (1) “approach operation” refers to an operation in which the user brings a finger or the like close to the touch screen 130.

[0040] (2) A "release operation" is an operation in which the user stops operating the touch screen 130 by bringing a finger or the like close to the touch screen 130. For example, when the user releases a finger from a state in which the finger is in contact with the touch screen 130, the input operation receiving unit 191 determines that the user's operation is a "release operation."

[0041] (3) A "tap operation" is when a user performs an approach operation by bringing a finger or the like close to the touch screen 130, and then performs a release operation at the position where the approach operation was performed.

[0042] (4) A "double tap operation" is an operation in which the user performs a tap operation twice within a certain period of time. For example, if the input operation receiving unit 191 determines that the user's operation is a tap operation and then determines that the user has performed a tap operation again at the coordinates of the tap operation within a certain period of time, the input operation receiving unit 191 determines that the user's operation is a tap operation. It is determined to be a "double tap operation."

[0043] (5) A "long press operation" is an operation in which the user continues to press the touch screen 130. After detecting the user's operation and determining that it is an approach operation, the touch screen 130 determines that the user's operation is a "long press operation" (a "long press operation" may also be referred to as a "long touch operation") if the approach operation continues for a certain period of time at the coordinates where the approach operation was detected.

[0044] (6) A "drag operation" is an operation in which the user brings a finger or the like close to the touch screen 130 and slides the finger while maintaining the close contact state.

[0045] (7) A "move operation" refers to a series of operations in which the user maintains an approach operation on the touch screen 130, moves the position where the finger or the like is approaching the touch screen 130, and then performs a release operation.

[0046] (8) “Flick operation” refers to an operation in which the user performs a move operation in a time shorter than a predetermined time. A flick operation is an operation in which the user flicks their finger on the touch screen 130.

[0047] The game progress processing unit 192 performs processing to progress the game by calling various programs in response to user operations. For example, the game progress processing unit 192 performs various processing, including processing to transmit location information of the mobile terminal 10 to the server 20 as the user's location and set game parameters in response to the user's location, processing to communicate with the server 20 and manage a group (sometimes referred to as a party) consisting of multiple users so that the user can cooperate with other users to play events (sometimes referred to as quests) provided in the game, and other processing. Specifically, the game progress processing unit performs processing to transmit data to the server 20 in response to the progress of the game, processing to receive data related to the game from the server 20, processing to award rewards to users in response to the progress of the game, processing to measure the passage of time, and other processing.

[0048] More specifically, when the control unit 190 reads and executes the game program 151 from the memory unit 150, the game progress processing unit 192 performs various functions, such as a position transmission unit 192A, a base range designation unit 192B, an event processing unit 192C, a battle part 192D, a chat processing unit 192E, and a map data acquisition unit 192F.

[0049] The location transmission unit 192A acquires the user's location using the terminal location acquisition unit 193, and transmits the acquired user's location to an external device such as the server 20.

[0050] The base range designation unit 192B performs processing such as accepting an input operation by the user to designate a predetermined location range in which game parameters can be set by the user being located in map data used in the game program 151, and setting a location range for the user based on the accepted input operation. For example, if the game program 151 is a role-playing game that uses location information, the base range designation unit 192B sets up virtual facilities in the game program 151 within the predetermined location range designated by the user in the map data.

[0051] Here, a function for setting game parameters is associated with each virtual facility in the game program 151. As described above, each facility has an attribute, and the user can specify one (or more) of these attributes in association with a location range that can be specified by the user. For example, the virtual facilities include a facility that restores the stamina and the like of a character controlled by the user (the facility attribute is a facility "inn"), a facility that changes game parameters by associating it with a character controlled by the user (a facility "weapon shop" or a facility "armor shop"), a facility that allows a game item to be associated with a character controlled by the user (a facility "tool shop"), a facility that restores an abnormal status of a character controlled by the user, a facility that allows a user to change the occupation of a character controlled by the user, a facility that allows a user to incorporate another character into a party formation, a facility that allows a user to incorporate a character that appears as an enemy character into a party formation as a playable character, and other facilities. For example, abnormal status may include (1) a state in which a character's stamina decreases over time (sometimes referred to as a "poisoned state"), (2) a state in which a character has stamina but is unable to take actions such as attacking (sometimes referred to as a "paralyzed state"), (3-1) a state in which a character cannot execute a predetermined command, (3-2) a state in which a character may behave differently from what the user instructs (sometimes referred to as a "cursed state"), (4) a state in which a character's stamina cannot be restored with normal recovery items, etc. Some facilities may have multiple attributes (for example, a facility that restores parameters such as stamina while also restoring abnormal status such as a poisoned state).

[0052] In this way, in the game program 151, these virtual facilities can be installed at positions specified by the user in the map data. Furthermore, for example, the object that the user installs in the map data may include multiple facilities (for example, an entire town including multiple facilities such as an inn and a weapon shop). For example, the user specifies that the starting town in the game scenario of the game program 151 will be installed within a certain range in the map data that includes the location of the user's house. In this way, the area around the user's home will be included in the specific range of locations where game parameters can be set by the user's location as described above, so that, for example, every time the user returns home, the user can use the inn in the game to restore the stamina of a game character.

[0053] In this embodiment, the base range designation unit 192B accepts a user operation to designate a predetermined location range in the map data in which game parameters can be set (e.g., a user operation to designate a facility "inn" to be placed at a certain location in the map data, a user operation to designate a facility "weapon shop" to be placed at another location in the map data, etc.). The location ranges designated for each of these facilities are accepted so that they are spaced at least a certain distance apart. For example, the user may designate a location range in which game parameters can be set so that each facility is spaced at least a predetermined distance apart (e.g., the user may designate each facility to be spaced at least several hundred meters apart, several kilometers apart, or even several tens of kilometers apart. However, the spacing between each facility is not limited to the above example). Note that for certain facilities, the user may be able to designate a location in the map data in which the facility is to be placed, regardless of the spacing at which the designation for each facility is accepted. For example, for certain facilities such as the facility "inn," the user may be able to designate a location in the map data in which the facility is to be placed, regardless of the spacing at which the facility can be placed. Furthermore, for a particular location, the user may be able to specify the location in the map data where the facility will be installed, regardless of the intervals at which the facility can be specified. For example, for a location where the user's home is located, the user may be able to install some facility, such as an inn, regardless of the intervals at which the facility can be installed. This allows the user to specify that a game facility will be installed in association with a location where the user frequently resides, such as the user's home, thereby increasing the opportunities to progress through the game and further enhancing the game's enjoyment.

[0054] The base range designation unit 192B also accepts a user's operation to designate a predetermined location range in the map data in which game parameters can be set. When the location ranges designated for each facility can be designated at least at a certain interval in the map data, the user may be able to designate the location ranges so that the user's travel time is at least a certain amount. For example, if the location range designated by the user in the map data includes the departure and arrival points of transportation (such as train stations and bus stops), the user may designate the location ranges so that the certain intervals are at least a distance based on the travel speed set for the transportation (e.g., several tens of kilometers per hour for trains) and a predetermined travel time (e.g., several minutes or more, several tens of minutes or more, several hours or more). The travel time for each transportation may be determined by referring to a timetable or the like. For example, if the user designates a certain station as a predetermined location range (e.g., for setting up an inn, etc.), the user may be able to designate stations requiring a travel time of at least a certain amount from the designated station as predetermined location ranges (e.g., for setting up a weapon shop, etc.). This can encourage the user to move around through the game, providing excitement from the user's movement in gameplay and the real world.

[0055] The base range designation unit 192B designates a location range in the map data while accepting designation of the attributes of these facilities from the user (such as user designation of whether to set up an inn or a weapon shop), but the attributes of facilities that the user can designate may be changed depending on the progress of the user's game play. For example, suppose that events related to story progression are included among the events provided to the user in the game program. As the user completes events related to story progression in the game, the server 20 provides the user with events according to the progress of the story. In this way, the server 20 manages the progress of each user's story as the degree of game completion of events related to story progression. Here, the attributes of facilities that the user can designate may be expanded depending on the state of completion of a series of events related to story progression in the game by the user. In this way, the user who has progressed further in the story can designate location ranges in the map data for installing various facilities. For example, a user may specify in the map data facilities such as facilities that allow the user to change the occupation of the character controlled by the user as the story progresses, facilities that allow the user to incorporate other characters into a party (e.g., facilities that may be referred to as "bars"), facilities that allow characters that appear as enemy characters to be incorporated into a party as controllable characters, facilities that have a certain size such as caves and in which enemy characters appear (e.g., facilities that may be referred to as "dungeons"), and other facilities. This can further enhance the entertainment value of the game. For example, if a user specifies a certain area in the map data where a facility "dungeon" will be installed, the game program will provide the user with a game part for playing the facility "dungeon" when the user is located within the certain area where the facility "dungeon" is installed.In the game part for playing this facility "dungeon," the game program, in response to input operations such as tapping, moves the game character within a certain range of movement in a cave or the like (not limited to a cave, but may be a building or the like), causing the game character to randomly encounter enemy monsters. These facility "dungeons" provide the user with an opportunity to encounter a relatively powerful enemy character (sometimes referred to as a "boss character"), and when the user defeats the boss character in response to input operations, the user is given a reward such as an item or an event that occurs as a result of defeating the boss character.

[0056] The occupations of the character operated by the user may include, for example, occupations that excel in attacks using swords or fists, occupations that excel in attacks or recovery using magic, and occupations that acquire various skills not limited to combat events (e.g., a skill for detecting the presence or absence of treasure chests within a certain range where items can be obtained, a skill that increases the encounter rate with enemy characters, a skill that helps escape from dungeons, etc.). In addition to leveling up through experience points acquired by defeating enemy characters, game characters may also have a set level for each occupation, and each occupation may also be able to level up. For example, a level cap may be set for each occupation, and as the occupation level increases, the game character may acquire skills specific to that occupation (e.g., for the occupation "warrior" or the occupation "fighter," skills that inflict relatively large damage on enemy characters, skills that enable attacking multiple enemy characters, etc.). Here, if the user specifies a certain area in the map data where a facility (e.g., a facility called a "job change facility") that allows the user to change the occupation of the character operated by the user can be installed, and the user can change the character's occupation by positioning within this certain area, further enhancing the entertainment value of the game. Here, the skills acquired by leveling up for each job may be carried over even after changing jobs.

[0057] Furthermore, the facility that allows other characters to be incorporated into a party organization may be set within a certain range in the map data, provided that the game has progressed to a certain extent. Furthermore, when a facility that allows other characters to be incorporated into a party organization becomes available for installation, an event for acquiring other characters may be set for the user (for example, an event in which the user moves to a certain location in the map data, and the user can acquire the character by engaging in a battle event with the character in the game at that location).

[0058] Furthermore, some of the characters appearing as enemy characters may be acquired as characters controlled by the user. For example, after the end of a battle event, whether or not an enemy character can be recruited as an ally may be determined by lottery. Furthermore, acquiring an enemy character as an ally may be restricted until the game has progressed to a certain extent. In this case, the user may be able to acquire a character appearing as an enemy character on the condition that the user has progressed a certain amount in events related to story progression through gameplay. Furthermore, the user may be able to specify a certain area in the map data in which facilities that allow the character appearing as an enemy character to be incorporated into a party as a playable character are placed. The enemy character acquired by the user may be able to be incorporated into a party together with the playable character during the event. Furthermore, the enemy character acquired by the user may be able to gain experience points and level up, just like the playable character, and may be able to acquire skills unique to the enemy character (for example, a fire-breathing enemy character may acquire a fire-based attack skill). The game program may also have a game mode in which enemy characters acquired by each user can be pitted against each other.

[0059] Furthermore, the base range designation unit 192B may accept a re-designation of a location range in the map data when a certain condition is met for the location range that the user has already designated in the map data. Here, the certain condition may be, for example, a certain period of time (e.g., several days) having passed since the user designated the location range. For example, the user may have designated a facility such as a "weapon shop" in the map data, but may want to re-designate a more desirable location range, or the situation related to the user's movement range may change beyond a certain level due to a short or long business trip, the user's relocation, etc. Even in such cases, the game can still be entertaining.

[0060] Furthermore, the base range designation unit 192B may be able to designate a location range in map data only for a certain period of time. For example, it may be possible to re-designate an already designated location range for a certain period of time in conjunction with schedule data including the user's flight information, business trip destination information, travel destination information, etc.

[0061] The event processing unit 192C associates users with events (sometimes referred to as quests) occurring in the game program 151, and progresses the user's gameplay through the events. Some of these events are targeted at all users participating in the game (e.g., tutorial events designed to help users become proficient in gameplay, events automatically granted to users as users progress through the story, and other events), while others are randomly granted to each user. Some of these events require the user to visit a specific location in the map data as a clearing condition. Other clearing conditions include the user visiting a specific location and winning a battle event against a specific character available at that location. Some of these events allow multiple players to participate, and in such events, multiple users may be able to play the game by being located at a specific location specified in the event. This allows multiple players to enjoy the game while moving around, further enhancing the game's appeal. Events that can be played by multiple players in this way may include, for example, events that allow other players designated by a player to participate, and events that allow unspecified players to be invited to participate. For example, if a user designates a certain area in the map data where facilities (such as the above-mentioned facility "bar") that allow other characters to be incorporated into a party formation are to be installed, it may be possible to invite unspecified players to participate.

[0062] The battle part progression unit 192D performs processing to progress the battle part when an opportunity arises for the character operated by the user to fight an enemy character. For example, the mobile terminal 10 may periodically transmit the user's position, acquired by the terminal position acquisition unit 193, to the server 20, and the server 20 may generate a battle part by detecting an encounter with an enemy character in response to the user's movement. The battle part in which the character operated by the user fights the enemy character may progress automatically, for example, without intervention by a user's input operation. For example, the outcome of the battle part may be determined based on the game parameters (stamina value, attack power value, defense power value, parameters for activating skills, and other parameters) of the character operated by the user, the parameters of the enemy character, guidelines for the user's character to perform the battle automatically (AI (Artificial Intelligence) control guidelines according to behavior patterns, such as emphasis on attack or emphasis on recovery), and an algorithm for causing the enemy character to fight. In addition, in a battle event, a user's input operation may be accepted to fight an enemy character. For example, while a battle is progressing in an auto-battle mode, a user's intervention to manually operate the game may be accepted. Furthermore, an encounter with an enemy character occurs in response to the user's movement. When the battle is executed in an auto-battle mode, a history of the battle results may be saved and the user may be able to view the history of the battle results in response to the user's input operation. This allows the user to, for example, move and engage in battle events with enemy characters, improve the playable character, or acquire an event upon clearing a battle event, even when the user is not performing an input operation on the mobile device 10. In this case, the user may be able to select a battle event in the battle result history to re-fight the playable character. For example, if the playable character lost a battle event due to exhaustion of its stamina and did not acquire any experience points or items, the user may be able to select a re-fight for the battle event.This allows the user to, for example, encounter a powerful enemy character and lose in an auto-battle, missing out on an opportunity to gain experience points, etc., by challenging the character again, further increasing the user's sense of satisfaction.

[0063] In addition, after the battle ends, actions may be performed automatically to restore the user's character's parameters without the user having to input anything (for example, the use of tools or spells to restore stamina values ​​lost during the battle part may be performed automatically after the auto-battle of the battle part).

[0064] Furthermore, if the stamina of the user's operated character is exhausted due to a battle event, the user may be prevented from encountering enemy characters until the stamina is restored (opportunities to acquire experience points, events, etc. by defeating enemy characters may not occur until the stamina is restored). In this case, even if the stamina of the operated character is exhausted, the stamina may be restored after a certain period of time (for example, several tens of minutes, several hours, etc.) has passed since the stamina was exhausted. Alternatively, the physical strength value may be restored by a certain amount.

[0065] In addition, some events allow multiple players to cooperate to fight enemy characters. In this case, the battle part progression unit 192D may determine the actions of each character in the battle part based on the increase or decrease in the game parameters of other ally characters.

[0066] The chat processing unit 192E performs processing for sending and receiving chat messages between players.

[0067] The map data acquisition unit 192F performs processing for the mobile terminal 10 to receive, from the server 20, map data to be used in conjunction with the execution of the game program 151. For example, by transmitting location information of the mobile terminal 10 to the server 20, map data of the area surrounding the location information of the mobile terminal 10 can be received from the server 20.

[0068] The game progression processing unit 192 thus performs a process of updating the game parameters for the user in accordance with the user's game play. Here, the game progression processing unit 192 may enable the user to execute specific commands in the game in accordance with the user's game play. For example, the game progression processing unit 192 may enable the user to execute specific commands in accordance with the level-up of the game character by defeating an enemy character and having the game character acquire parameters such as experience points, or may enable the execution of specific commands in accordance with the progress of an event related to story progression. By accepting the execution of a specific command from the user, the game progression processing unit 192 may progress the game in such a way that the user's game parameters can be set in the same way as if the user's location were included in the location range, even if the user's location is not included in the location range specified by the user. For example, if the location range of a facility "inn" is specified to include the location of the user's home, the game progression processing unit 192 may accept the execution of a specific command from the user (e.g., a command indicating teleportation to a facility in a remote town) and reflect the effect obtained from the facility in the game parameters, even if the user is not located within the location range.

[0069] The terminal location acquisition unit 193 performs processing to acquire the user's location. The user's location may be, for example, location information specified by latitude and longitude, or address information of the facility where the user is located. For example, the terminal location acquisition unit 193 acquires, as the user's location, information on the latitude and longitude of the mobile terminal 10 based on the output of the GPS positioning unit 141. The terminal location acquisition unit 193 may also communicate with another device via short-range wireless communication such as NFC and acquire location information on the location of the other device from the other device. For example, the mobile terminal 10 may be configured to incorporate an NFC-compatible IC chip or to be able to communicate with a device equipped with an IC chip. When passing through a ticket gate of a public transportation facility using the IC chip, if information on stations for boarding and alighting is recorded on the IC chip, the mobile terminal 10 acquires the usage status of the transportation facility (such as the names of stations for boarding and alighting, and the time required for boarding and alighting) recorded on the IC chip, thereby acquiring the user's location. Furthermore, locations where communication is possible using an IC chip are not limited to public transportation, but may also include locations where payment terminals are installed in convenience stores, restaurants, electronics retailers, takeout stores, and other retail outlets. By performing payment processing using an IC chip, information on when and at which store (location) the user made a purchase is stored in a server or the like that manages payment processing. Furthermore, when a user charges electronic money recorded on the IC chip, information on when and at which location (inside a convenience store, inside a train station, etc.) the charge was made is stored in a server or the like that manages the electronic money. In this way, the user's location can be acquired based on the usage status of near-field wireless communication such as NFC. Furthermore, the terminal location acquisition unit 193 may acquire the user's location depending on the communication status between the mobile terminal 10 and a wireless LAN access point.

[0070] The camera placement control unit 194 determines how each object placed in the virtual space should be presented to the user. Specifically, the camera placement control unit 194 controls the placement of the virtual camera (camera work) in the virtual space generated by the control unit 190 reading and executing the game program 151. The control unit 190 displays an image captured by the virtual camera in the virtual space on the display 132, thereby providing the user with a game playing environment.

[0071] The object control unit 195 controls processes such as generation, transformation, and movement of various objects that appear in the game that progresses as a result of the mobile terminal 10 executing the game program 151, and various objects (e.g., GUI (Graphical User Interface) screens, etc.) that are generated based on the user's operation content accepted by the input operation acceptance unit 191. For example, the object control unit 195 generates an object that indicates the movement direction of a game character based on an input operation made by the user on the touch screen 130 to move the game character, and transforms the generated object.

[0072] The display control unit 196 outputs an image according to the camerawork of the virtual camera to the display 132. The display control unit 196 determines the display content of the display 132 according to the position of the virtual camera in the virtual space, and outputs various information such as images and text according to the determined display content to the display 132.

[0073] When the user moves their finger away from the touch screen 130 and then approaches the touch screen 130, and the input operation receiving unit 191 detects that the user's finger has approached the touch-sensitive device 131 as an initial touch position, the mobile terminal 10 detects the direction of movement of the game character based on the coordinates of the initial touch position and the detection result of the touch screen 130 when the user performs a drag operation.

[0074] Fig. 3 is a block diagram showing the functional configuration of the server 20. The detailed configuration of the server 20 will be described with reference to Fig. 3. As shown in the illustrated example (A) of Fig. 3, the server 20 performs the functions of a communication unit 220, a storage unit 250, and a control unit 290 by operating in accordance with a program.

[0075] The communication unit 220 functions as an interface for the server 20 to communicate with external communication devices such as the mobile terminal 10.

[0076] The storage unit 250 stores various programs and data for the user to progress through the game on the mobile terminal 10. In one aspect, the storage unit 250 stores the game program 2 51, game information 252, user information 253, and map data 256.

[0077] The game program 251 is a program that allows the server 20 to communicate with the mobile terminal 10 and progress the game on the mobile terminal 10. The game program 251 refers to game information 252, user information 253, and the like, which are various data for progressing the game, and progresses the game in accordance with input operations by the user. When executed by the control unit 290, the game program 251 causes the server 20 to perform processes such as transmitting and receiving data to and from the mobile terminal 10, progressing the game in accordance with operations performed by the user of the mobile terminal 10, updating information about users playing the game, and other processes.

[0078] The game information 252 includes various data referenced by the game program 251. The game information 252 includes an object management table 252A and a passive skill management table 252B. 2B and an active skill management table 252C.

[0079] The object management table 252A indicates the settings of objects placed in the virtual space of the game. The mobile terminal 10 progresses the game by executing the game program 151 and displaying on the display 132 images of the objects placed in the virtual space, which images are taken by a virtual camera placed in the virtual space.

[0080] Here, there are various types of objects, such as an object representing a game character operated by a user, an object representing an attachment worn by a game character, an object representing an enemy character, an object representing a facility where game parameters can be updated, etc. The control unit 190 performs processing associated with the object when a user performs a predetermined input operation on the touch screen 130, when certain conditions are satisfied as the game progresses, or when various other events occur.

[0081] For example, when the user performs an approach operation on the touch screen 130 toward a certain object, the control unit 190 sets the object to a state where it is selected by the user. Furthermore, for example, by accepting a drag operation by the user, the control unit 190 performs processing such as moving the object that the user has selected to move in accordance with the user's input operation. Furthermore, for example, by accepting a touch operation performed by the user on an object, the control unit 190 performs processing such as granting the user a reward for advancing the game more advantageously.

[0082] In the passive skill management table 252B, information for identifying an object is associated with information on a passive skill associated with the object. Here, a passive skill is, for example, activated when a predetermined condition in a game is met, allowing the user to progress through the game to an advantage. For example, when a passive skill is activated, an effect is exerted that allows the user to progress through the game to an advantage, such as increasing the movement speed of a game character.

[0083] The active skill management table 252C associates information for identifying an object with information on an active skill associated with the object. Here, an active skill is, for example, a skill that becomes activatable when a predetermined condition in a game is met, and by receiving an input operation from a user to activate the skill, the user can progress through the game to an advantage.

[0084] User information 253 is information about users who play the game. User information 253 includes game parameters 253A. Game parameters 253A include information that identifies each user, information indicating which area in the map data each user has designated (such as where in the map data each user has designated to set up a town), information indicating the degree to which the user has progressed in a specific event related to the progression of the story in the game, information on items owned by the user in the game, game characters, equipment used by game characters, and other information.

[0085] The map data 256 is generated by the server 20 based on map information stored in the memory unit 250 by communicating with an external server that distributes map data, and is used when the game program 251 is executed.

[0086] The control unit 290 executes the game program 251 stored in the storage unit 250 to thereby function as a transmission / reception unit 291, a server processing unit 292, and a data management unit 293.

[0087] The transmitting / receiving unit 291 receives various types of information from the mobile terminal 10 executing the game program 151, and transmits the various types of information to the mobile terminal 10. The server 20 transmits and receives various types of information to and from the mobile terminal 10, such as receiving information indicating the user's position from the mobile terminal 10, transmitting map data including the area around the user's position to the mobile terminal 10 based on the received information indicating the user's position, generating an enemy character to be randomly encountered based on the information indicating the user's position, and transmitting information about the generated enemy character to the mobile terminal 10.

[0088] The server processing unit 292 controls the overall operation of the server 20 and performs processing necessary for the progress of the game by calling various programs, etc. The server processing unit 292 updates data such as the game information 252 and the user information 253 based on information received from the mobile terminal 10, for example, and transmits various data to the mobile terminal 10, thereby progressing the game.

[0089] The data management unit 293 performs processing such as updating various data stored in the storage unit 250 and adding / updating / deleting records to / from the database in accordance with the processing results of the server processing unit 292.

[0090] 3B shows a detailed functional configuration of the server processing unit 292. As shown in the figure, the server processing unit 292 performs various processes including a location registration receiving unit 292A, a game data transmitting unit 292B, a base range setting unit 292C, and an event setting unit 292D.

[0091] The location registration receiving unit 292A registers information about when and where a user was located in a game in a database. The reception result of receiving the user location information transmitted from the mobile terminal 10 is registered in the storage unit 250 in association with each user.

[0092] The game data transmission unit 292B transmits to the mobile terminal 10 of each user game data that is generated in accordance with the location of the user and that accompanies the progress of various games.

[0093] The base range setting unit 292C receives information on the range specified by the user in the map data when the user sets up virtual facilities in the game from the mobile terminal 10 and registers it in the database. .

[0094] The event setting unit 292D performs processing to determine whether to grant an event to the user and, if so, what type of event to grant, based on the registration status of the user's location information, the user's quest play status, and other information. For example, the event setting unit 292D performs processing to associate enemy characters to be randomly encountered with map data and transmit them to the mobile terminal 10 based on the user's location information sequentially transmitted from the mobile terminal 10, and processing to determine the content of the event when the user acquires an event as a reward by defeating an enemy character in a battle part (for example, the content of the event may be to go to a specified building within a certain distance from the point where the user acquired the event. In this case, the location that the user's destination in the event is set according to the point where the user acquired the event). In this way, the server 20 generates a battle event for the user when, in the map data used in the game, the location where a battle event in which a battle with an enemy character occurs and the user's location registered by the location registration accepting unit 292A have a certain positional relationship (e.g., within a certain distance). As a result of the progress of a battle event based on the user's operation, the event setting unit 292D grants the user an event based on, for example, the probability of the event occurring (the user may be able to obtain some kind of event when the battle event ends). Here, the event associated with the user through playing a battle event may include an event related to the progression of the story. In this way, for example, the user can play the game within their daily movement range and defeat enemy characters in battle events to have the game character obtain experience points, etc., and obtain events related to the progression of the story while feeling the excitement of the game character's growth, etc. This can provide the user with the excitement of playing the game as the protagonist of a story, such as an adventure, while moving around in the game.

[0095] Furthermore, when assigning an event to a user, the event setting unit 292D may set a destination point for the event based on information about the user's location at the time of assigning the event. Here, the server 20 previously stores candidate destination points for the event in map data as a database. For example, destination points that are likely to exist regardless of the region may be selected as destination point candidates. Examples of such destination point candidates include public facilities (city halls, town halls, schools, parks) and transportation facilities (train stations) that are likely to exist in each city or town. For example, when assigning an event to a user upon the user clearing a battle event, the event setting unit 292D selects a destination point based on the user's location and assigns the user an event including the selected destination point. Furthermore, when assigning an event to a user, the event setting unit 292D may determine a destination point to be included in the event from among multiple destination point candidates based on the user's location based on the difficulty level of the event and the probability (rarity) of the event occurring. For example, for a low-difficulty event (e.g., an enemy character to be defeated in the event has a relatively low level), a target point relatively close to the user's location may be selected. Furthermore, for a high-rarity event (e.g., an event in which a special boss character is defeated) with a relatively low probability of occurrence, a target point relatively far from the user's location may be selected. Examples of events include a battle with a specific enemy character by going to a specific location in the map data (e.g., a boss character appears in a landmark building, and the user must travel to the landmark building to battle and defeat the boss character in order to clear the game), a labyrinth (dungeon) generated at a specific location in the map data, or a map data indicating the appearance of a specific character at a specific location (e.g., a rare character is present at a location far from the user's location, and the user can acquire the character by traveling to that location).In these cases, for example, the mobile terminal 10 acquires the location of the user playing the event using the terminal location acquisition unit 193, etc., and by referring to the acquired user location, determines whether the user is located at the target point specified in the event.If it determines that the user is not located at the target point, it makes it impossible to play the event, and if it determines that the user is located at the target point, it makes it possible to play the event.

[0096] The event setting unit 292D may also assign an event to the user that includes multiple events (each of the multiple events included in the event may be referred to as a "subquest"). In the game program, the event may be cleared when the user completes a series of these subquests. Here, the game program may not initially allow the user to view all of the subquests included in the event, but may allow the user to view some of the subquests, and as the user progresses through the subquests, playable subquests may be presented to the user one after another. Each of these subquests includes a destination point, and the user plays the event by sequentially traveling to the destination points of the subquests included in the event and completing each subquest.

[0097] Furthermore, the game program may link a certain event with another event and present it to the user. In this case, the game program may link a certain event with another event (including multiple subquests) when the user completes a subquest included in the certain event. ) may be produced so that it appears.

[0098] <Summary of the configuration of the first embodiment> The configuration of the game distribution system 1 according to the embodiment has been described above. In this embodiment, the game program 151 is, for example, a role-playing game or other game that identifies the user's position in map data based on the position information of the mobile terminal 10 and progresses the game according to the identified position.

[0099] In a typical role-playing game, the player character moves around a field map, events occur at various game facilities such as castles and towns, and equipment items such as weapons and armor, tool items, and the like are available to the player. Tool items include, for example, items that restore stamina (e.g., herbs), items that restore game points consumed when activating various skills such as spells and magic, items that allow the player to travel from one town to another, items that return the player to the entrance of a labyrinth, items that cure the player character of abnormal conditions (poison, paralysis, curse, and other abnormal conditions), items that control the encounter rate with enemy characters (lowering or increasing the encounter rate), and items that nullify changes to game parameters even when the player character moves to an area in the field that changes the game parameters (e.g., an item that prevents the player character's stamina from decreasing even when the player character moves to an area that reduces the player character's stamina, such as a poisonous swamp or a barrier zone). Typical role-playing games also include elements that expand the player character's means of movement. An element that expands the means of movement of the player character is one that allows the player character to move through areas that cannot be reached by foot (for example, the sea, high mountains, etc.) by means of a means of movement such as a vehicle (such as a ship or airship in the game). In addition, in typical role-playing games, the areas that the player character can move through may be expanded by obtaining a specific item. For example, the area that the player character can move through may be expanded by obtaining a special item such as a key, or a gatekeeper may open a path, allowing movement to a new area, depending on the progress of events in the game.

[0100] In this embodiment, the game progresses according to the user's location, such as the location information of the mobile terminal 10. For example, the game program generates an encounter with an enemy character according to the user's location. Furthermore, for example, when the user moves to a location designated in the map data by the user at a virtual facility where game parameters can be set, the game program sets the user with game parameters that can be set at the facility (for example, when the user sets up an inn, the player character's stamina is restored by moving to the designated location). For example, the game program allows the user to acquire various events as the game progresses. These events include events in which the user goes to specific points or facilities in the map data and performs operations such as defeating a boss character or obtaining an item, thereby progressing the game. When the user moves to the location indicated by these events, game parameters are set for the user.

[0101] In this way, by the user specifying the location range in the map data where the facilities in the game will be placed, the game can be progressed based on the user's range of movement in everyday life, for example, and the game program makes movement in everyday life more interesting.

[0102] <Data Structure> The data structure of data used in the device that executes the game program 251 or the game program 151 will be described with reference to FIGS.

[0103] FIG. 4 is a diagram showing the data structure of a table used by the server 20 to manage, as the user information 253, location ranges designated by each user in map data.

[0104] As shown in FIG. 4, the user information 253 includes a base range management table for managing location ranges specified by users in map data. The base range management table includes, as items, information identifying each user, information indicating a location range specified by the user in map data used in a game program, information indicating attributes of the location range specified by the user, and information indicating the date and time when the user specified the location range. In this way, the location range specified in the map data varies for each user. Because the user specifies a location range by associating it with each attribute, the user can install facilities corresponding to the attributes in the map data. In this way, the user can feel like they are creating a town in a role-playing game by installing it in the map data themselves. Furthermore, because the base range management table stores the date and time when each user specified a location range in the map data, for example, if a certain period of time has passed since the user specified a location range, the server 20 can accept from the user a request to re-specify a location range in the map data for a location range that has already been specified. Furthermore, it may be possible to set multiple facilities in a location range (i.e., the user specifies a base (such as a castle or town) including multiple facilities in the map data).

[0105] FIG. 5 is a diagram showing the data structure of a table used by the server 20 to manage, as the user information 253, the progress status of each user as they progress through the game.

[0106] 5, the user information 253 includes a game progress status management table indicating the progress of each user as they progress through the game. The game progress status management table includes, as items, information identifying each user, information indicating the experience value parameters of each user's playable character, story level information indicating the history of each user's play of events related to story progression, information indicating events granted to each user, fund information indicating the in-game currency holding amount parameters acquired by each user through game play, information indicating items held by each user in the game, information indicating game characters that each user can organize into a party, and information indicating enemy characters that each user can organize into a party.

[0107] Here, the number of events associated with each user by the server 20 may be limited. In this way, each user may have a limit on the number of playable events, and new events may not be granted unless the user clears an event. Furthermore, the limit on the number of events each user can own may be expanded in response to, for example, a user input operation for expanding the limit on the number of events that can be owned. For example, if there is a limit on the number of events that a user can own, and the user wants to play events that can be played alone one after another while saving events that can be played cooperatively with other users, the greater the limit on the number of events that can be owned, the more convenient it is for the user.

[0108] Here, the information indicating the experience value parameters of the user's operated character includes the cumulative total of experience values ​​acquired by each user by clearing quests, etc., and a level value determined by the cumulative total of experience values. For example, the information may include items that the user can play each time the user reaches a certain level (e.g., quests that can be played at a certain level or above, systems and items that can be used at a certain level or above, etc.). Also, for example, the user's level increases each time the cumulative total of experience values ​​exceeds a certain threshold.

[0109] The following describes information indicating characters that each user can organize into a party from among the game characters. The game program 251 provides multiple game characters to the user, and updates the list of characters that the user can use as the user progresses through a quest, the user performs an input operation to enter a lottery and acquires a game character as a result of the lottery, or other processes. Note that, among the characters that the user can use, Alternatively, a party formation specifying any game characters may be held.

[0110] The game progress management table may also manage the amount of virtual currency held by each user in association with each user. Virtual currency can be used, for example, to obtain items to be consumed in the game, to enter lotteries, and for other operations. The game progress processing unit 192 changes the amount of virtual currency held by the user in response to input operations such as using virtual currency to purchase items or enter lotteries. Here, the game program 251 may separately manage the amount of virtual currency provided to the user for a fee and the amount provided to the user free of charge. A usable expiration date may be set for these virtual currencies (for example, for paid virtual currency, within six months from the time of purchase).

[0111] Information indicating items possessed by each user in a game indicates items that can be equipped to a character as items associated with the character. Items that can be equipped to a character include, for example, weapons, armor, accessories, and other items that can be equipped to a character. These items that can be equipped to a character are granted to users through quest progress, lotteries, or other processes. Furthermore, information indicating these possessed items indicates items that, when used by a user during gameplay, exert a certain effect during gameplay. These items are consumed when the user performs an input operation to use them. Examples of items that exert a certain effect during gameplay include items that increase the amount of experience points gained upon clearing a quest, items consumed to develop a character, or the like by a certain amount (e.g., double the amount gained) for a certain period of time (e.g., 30 minutes) after the item's use begins, or the amount of items acquired by the user to consume to develop a character.

[0112] FIG. 6 is a table for the server 20 to manage events to be granted to users as game information 252.

[0113] 6, the game information 252 includes an event management table that manages events to be granted to the user. The event management table includes information that identifies each event, information that indicates a destination (target point) to which the user is specified to move in the event, information that indicates the content of the event (including a battle event with a specific enemy character, an event in which the user comes into contact with a specific game character, an event that involves clearing a game such as a dungeon, an event in which a specific item is available, and other events), information that indicates the expiration date of the event, information that indicates the date, time, and place (point) at which the user acquired the event (at which the server 20 set the event for the user), information that indicates the date and time at which the user cleared the event, and information that indicates the players that participated in the event (for events in which multiple players can participate).

[0114] Here, the information for identifying each event may be configured so that it is possible to distinguish whether each event is an event related to the progress of the story or an event unrelated to the progress of the story.

[0115] FIG. 7 shows a destination candidate management table used by the server 20 to manage candidates to be set as destinations in an event as game information 252.

[0116] As shown in FIG. 7 , the destination candidate management table includes information identifying destination candidates, location information of destinations that are candidates for an event, information indicating characteristics of the destination candidates (for example, characteristics of the destination candidates include information such as the type of facility and the type of location. For example, facilities that are candidate destinations include public facilities (city hall, schools, parks), etc., and types of destination locations include tourist attractions), and information indicating the degree of likelihood (rarity) of a destination being determined as a destination for an event. For example, a destination that is likely to be set as a destination for an event is more likely to be visited by a user. Therefore, for example, depending on the facility, the server 20 may increase the likelihood of the facility being determined as a destination for an event in response to a request from the facility, etc., in order to increase the likelihood that a user will visit. This can increase the likelihood that a facility that wishes to become a sponsor will be determined as a destination for an event. Furthermore, the server 20 may decrease the likelihood of the facility being determined as a destination for an event in response to a request from the facility, etc., in order to decrease the likelihood that a user will visit. This can decrease the likelihood that a facility that wishes to maintain an appropriate level of inflow of people will be determined as a destination, for example. In this way, adjusting the likelihood that a candidate destination will be determined as a destination in an event can be useful in predicting the movement of a player.

[0117] <Operation> The operations of the mobile terminal 10 and the server 20 in this embodiment will be described below.

[0118] The game progress processing unit 192 of the mobile terminal 10 successively acquires the user's position using the terminal position acquisition unit 193, and transmits the acquired user's position to the server 20.

[0119] The server processing unit 292 of the server 20 receives the position of each user from the mobile terminal 10 or the like, and performs processing such as random encounters with enemy characters and event assignments according to the received user position, and transmits the results of each processing according to the user position and map data according to the user position to the mobile terminal 10. In this way, on each user's terminal, map data is successively updated according to the user's position, and processing such as event generation is performed according to the user's position.

[0120] (1) A process for progressing city development (base creation) in a game by allowing the user to specify the location range in which in-game facilities are to be placed on map data.

[0121] The game progress processing unit 192 of the mobile terminal 10 displays on the touch screen 130 a screen for accepting the user's designation of a location range in the map data where the game facilities are to be installed. .

[0122] The game progress processing unit 192 receives input operations from the user on the touch screen 130, and receives input specifying attributes of the game facility to be placed by the user in the map data (for example, specifying to place a facility "inn") and the location range in which the facility will be placed (for example, specifying a certain range in the map data that includes the location of the user's home). At this time, the game progress processing unit 192 displays information on the location range that the user has already specified in the map data where the game facility will be placed, along with the map data, on the touch screen 130. When receiving the user's specification of the location range in which the game facility will be placed, if the location range is not a certain distance from the location range of a facility already placed by the user, the game progress processing unit 192 displays on the touch screen a message indicating that the facility cannot be placed and a message prompting the user to specify a location range in which to place a new facility at a certain distance from the location range of a facility already placed by the user. Do it at 130.

[0123] The game progression processing unit transmits to the server 20 the facility attribute designation received from the user and information on the location range designated to install the facility in the map data.

[0124] The server processing unit 292 of the server 20 receives from the mobile terminal 10 information on the location range specified by the user when placing a game facility in the map data and information on the facility attributes, and updates the base range management table based on the received information. At this time, the server 20 also registers information on the timing (date and time) when the user specifies the location range in the map data in the database.

[0125] When the attributes of facilities that the user can place are expanded in accordance with the progress of the story as the user progresses through the game, the game progress processing unit 192 may display this on the touch screen 130 and accept the specification of the location range in which the facility is to be placed in the map data. In this way, the user can gradually expand the range of movement in order to update the game parameters, further increasing the interest of the game.

[0126] (2) A process of setting game parameters based on a user-specified location range when the user moves into the specified location range.

[0127] The game progress processing unit 192 of the mobile terminal 10 displays on the touch screen 130, together with the map data, the location range specified by the user in the map data where game facilities are to be placed, and the user's location acquired by the terminal location acquisition unit 193.

[0128] The game progression processing unit 192 compares the user's position with the user-specified position range, and determines whether the user's position has a certain relationship with the user-specified position range (whether the user is located near the user-specified position range). For example, the game progression processing unit 192 determines whether the user's position is included in the user-specified position range (or it may determine whether the user-specified position range is included within a certain range from the user's position). If the user's position is not included in the user-specified position range, the game progression processing unit 192 determines whether the user's position is included in the user-specified position range by setting game parameters from a facility corresponding to the position range (for example, if the facility is a "tool shop," it allows the purchase of items, if the facility is an "inn," it allows the purchase of items, etc.). , restoring the stamina value of the character operated by the user, etc.) is not permitted, and if the user's location is within a location range specified by the user, game parameters can be set from game facilities corresponding to this location range.

[0129] When the user performs an input operation to set game parameters by moving into a position range specified by the user, the mobile terminal 10 transmits the setting contents of the game parameters set in accordance with the content of the user's input operation to the server 20. The server 20 updates various databases of the game information 252 and the user information 253 based on the information received from the mobile terminal 10 (for example, when the user purchases an item, the server 20 updates the database with information indicating that the user holds the item in association with the user in the information managing the status of the user's progress in the game).

[0130] (3) A process in which the server 20 determines a destination point for the event according to the location where the user acquired the event.

[0131] The server 20 generates a random encounter with an enemy character depending on the user's location, and grants the user an event by clearing a battle event with the enemy character in the game, etc. (Note that the encounter rate with an enemy character may differ at each location shown in the map data. For example, it may be possible to make it less likely that an encounter with an enemy character will occur in a certain area.)

[0132] When performing a process of assigning an event to a user, the server processing unit 292 of the server 20 refers to the user's location information received and stored from the mobile terminal 10, and extracts destination candidates that are within a certain distance from the user's location information from the destination candidate table.

[0133] The server processing unit 292 determines the rarity of the event to be granted to the user, and determines by lottery the destination of the event to be granted to the user according to the rarity. The server processing unit 292 generates an event including the destination determined by lottery, updates the game progress status management table indicating the progress status of the user as he or she progresses through the game, and transmits information about the generated event to the mobile terminal 10.

[0134] As described above, the operation of the mobile terminal 10 and the server 20 that constitute the game distribution system of each embodiment has been explained, but each process performed on the mobile terminal 10 may be performed on the server 20, and each process performed on the server 20 may be performed on the mobile terminal 10.

[0135] For example, the mobile terminal 10 accepts a user's input operation on the touch screen 130 and transmits the accepted operation content to the server 20. The server 20 accepts the user's input operation from the mobile terminal 10, performs various processes for progressing the game, generates a display screen to be displayed on the mobile terminal 10 based on the position of the virtual camera, and sequentially displays the generated display screen on the mobile terminal 10. In this way, the server 20 may be responsible for most of the processes for progressing the game. Alternatively, the mobile terminal 10 may be responsible for most of the processes for progressing the game.

[0136] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0137] 10 Mobile terminal, 20 Server, 22 Communication IF, 23 Input / output IF, 25 Memory, 26 Storage, 29 Processor, 80 Network, 81 Wireless base station, 82 Wireless router, 110 Antenna, 120 Wireless communication IF, 130 Touch screen, 131 Touch panel, 132 Display, 150 Memory unit, 151 Game program, 152 Game information, 153 User information, 154 Map data, 160 Audio processing unit, 170 Microphone, 180 Speaker, 190 Control unit, 191 Input operation reception unit, 192 Game progress processing unit, 193 Movement operation detection unit, 194 Camera placement control unit, 195 Object control unit, 196 Display control unit, 220 Communication unit, 250 Memory unit, 251 Game program, 252 Game information, 253 User information, 256 Map data, 290 Control unit, 291 Transmitting and receiving unit, 292 server processing unit, 293 data management unit.

Claims

1. Computer, a location information acquisition means for acquiring location information of a user, the game being progressed based on the location information; a receiving means for receiving an input operation by the user to specify a first location at which the first facility in the game is to be installed, within a predetermined range of locations in map data used in the game where the first facility in the game can be installed by the user; a control means for causing a display unit to display a display object that prompts the user to specify a position outside the predetermined range, away from the first facility, where the second facility can be placed without overlapping with the first facility, when the receiving means receives an input operation by the user for specifying a second position where a second facility in the game is to be placed within a predetermined range from the first position where a first facility in the game is placed; A program that functions as a

2. a location information acquisition unit that acquires location information of a user; a receiving unit that receives an input operation by the user to specify a first location at which a first facility in the game is to be installed, the first location being within a predetermined location range in map data used in the game where the first facility in the game can be installed by the user; a control unit that, when the receiving unit receives an input operation by the user to specify a second position at which a second facility in the game is to be installed within a predetermined range relative to the first position at which a first facility in the game is installed, causes a display object to be displayed on a display unit of the user's terminal device, prompting the user to specify a position that is outside the predetermined range, away from the first facility, and at which the second facility can be installed without overlapping with the first facility; An information processing system comprising:

Citation Information

Patent Citations

  • Sequence control circuit

    JP1980083904A

  • Rare earth element cobalt material for magnet and preparation thereof

    JP1984006350A

  • Rotary actuator

    JP1984009301A

  • System and method for preventing tampering with travel distance

    JP4789222B2