Program and information processing system
The game system adjusts multiplayer and single-player events based on real-space user locations, enhancing entertainment value by providing dynamic and location-based gameplay experiences.
Patent Information
- Application Number
- JP2024228294
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-25
- Publication Date
- 2025-11-17
- Estimated Expiration
- 2044-12-25
AI Technical Summary
There is a demand for enhancing the entertainment value of games that utilize position information in real space to improve user engagement.
A game system that adjusts multiplayer and single-player events based on the number of users within a predetermined range corresponding to a user's location in real space, using location information to dynamically change event content and difficulty.
Enhances the entertainment value of games by providing dynamic and location-based gameplay experiences, increasing user interaction and engagement.
Smart Images

Figure 0007771344000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] Conventionally, games that utilize position information indicating a user's position in real space (in other words, the real world) have been known. Also known as this type of game is a game in which each position in real space is associated with each position in a virtual space, and the user's actual movement in the real space causes the user's position in the virtual space to move (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7571267 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, there is a demand for games to be more entertaining.
[0005] The present invention aims to improve the entertainment value of games. [Means for solving the problem]
[0006] According to one embodiment shown in the present disclosure, Computer, In a game that uses location information indicating a user's location in real space, the device functions as a control means that changes the number of multiplayer events and the number of single-player events that a specific user can play, depending on the number of users within a predetermined range corresponding to the user's location in real space. Programs are offered. [Effects of the Invention]
[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram showing an example of a play screen relating to an assassination mission. [Figure 4] FIG. 10 is a diagram showing an example of a play screen relating to a battle event. [Figure 5] FIG. 10 is a diagram illustrating an example of a screen for selecting a target. [Figure 6] FIG. 10 is a diagram showing an example of a play screen relating to a transport mission. [Figure 7] FIG. 10 is a diagram showing an example of a display related to a notification that another user has attacked a user. [Figure 8] 10 is a flowchart showing an example of a process for determining a position in real space to which an event played by a player is associated, using position information of other users. [Figure 9] 10 is a flowchart showing an example of a process for changing the content of an event played by a player in accordance with position-related information of a user other than the player. [Figure 10] 10 is a flowchart illustrating an example of processing related to a counterattack event. [Figure 11] 10 is a flowchart illustrating an example of a process for changing the number of playable events depending on the number of users within a predetermined range. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.
[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.
[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.
[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.
[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.
[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.
[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, or an image sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user account to the server 20 based on a user operation, and the server 20 may create and store an account for each user based on the received information.
[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include programs, game information, and user information. The programs are programs for realizing games. The game information and user information are data referenced by the control unit 210 when executing the programs.
[0032] In this embodiment, the program may include a program executed on the terminal device 10 side in addition to a program executed on the server 20 side. Also, the storage unit 220 may store a program executed on the server 20 side and a program executed on the terminal device 10 side.
[0033] Game information is information common between accounts. Game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as objects of a character (hereinafter referred to as a "player character") used by a user (in other words, controllable by a user), are placed. Game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. Game information also includes, for example, setting values of various NPC parameters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."
[0034] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be considered as value owned by a user in a virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in a game and crypto assets. That is, the storage unit 220 may store information such as electronic currency, items, or characters owned by each user, for example, in association with identification information that can identify each user. In this embodiment, when a predetermined value such as an item (in other words, an object) is "granted to a user (in other words, acquired)," it can also be considered that the value owned by the user is stored in a predetermined storage unit, linked to the user's account.
[0035] The control unit 210 controls various processes related to the game by executing programs stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211 and a game control unit 212, for example.
[0036] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the game control unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.
[0037] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.
[0038] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a program in response to a request from the terminal device 10 or the like.
[0039] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.
[0040] Furthermore, the game control unit 212 places the player character in the virtual space based on the information transmitted from the terminal device 10. Furthermore, the game control unit 212 performs various determination processes related to the progress of the game based on the information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on information input by the user to the terminal device 10.
[0041] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. The game control unit 212 also issues a command to the transmission / reception unit 211 to instruct the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.
[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a program, game information, and user information. The program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.
[0044] The control unit 110 executes a program stored in the storage unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a position information acquisition unit 116.
[0045] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.
[0046] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .
[0047] In this embodiment, a user's movement in real space to change position information (described later) can also be considered as one form of input operation.
[0048] The transmitting / receiving unit 112 transmits or receives various data. For example, the transmitting / receiving unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each terminal device 10 participating in multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.
[0049] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information relating to the input operation accepted by the operation accepting unit 111, and information from the user such as position information, which will be described later.
[0050] The game control unit 113 executes various processes related to the progress of the game. The game control unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. Furthermore, the game control unit 113 executes various determination processes related to the progress of the game based on the identified instruction content, etc. Furthermore, the game control unit 113 progresses the game while communicating with the server 20 based on the results of the determination processes, etc.
[0051] The game control unit 113 defines a virtual camera for specifying an area of the virtual space to be presented to the user. The game control unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game control unit 113 instructs the display control unit 114 to generate an image depicting the field of view defined by the virtual camera and the objects located in this field of view. In other words, the game control unit 113 instructs the display control unit 114 to display an image corresponding to the progress of the game on the display unit 18.
[0052] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the game control unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a player character and an NPC that operates based on a program. NPCs include so-called enemy characters, etc.
[0053] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.
[0054] The display control unit 114 generates an image depicting the area of the field of view of the virtual camera defined by the game control unit 113 in the virtual space and the objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.
[0055] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on object data sent from the server 20, information indicating the positions of various objects in the virtual space, and the like, and display a predetermined area of the virtual space on the display unit 18. The control unit 210 of the server 20 may also arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on information from the user, control of the virtual camera, generation of an image to be displayed on the display unit 18, and the like may be performed by the server 20 or the terminal device 10.
[0056] The location information acquisition unit 116 acquires location information indicating the location of the user in real space (in other words, the user's current location). The location information may be any information indicating the location of the user in real space identified by an account or the like. Various methods for acquiring location information have been conventionally known, and any known method may be used. For example, the location information acquisition unit 116 may acquire location information using a GPS sensor provided in the terminal device 10 in which the user is logged in to an account. Furthermore, the location information acquisition unit 116 may acquire location information acquired in a device used by the user, such as various devices (e.g., smart devices) that link with the terminal device 10 (e.g., a smartphone) (e.g., link via the user's account or link via wireless communication), as location information indicating the location of the user who is logged in to the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi, Bluetooth, or the like (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). The location information acquisition unit 116 may be included in the control unit 210 of the server 20, for example.
[0057] 2 are merely examples. Each device, such as the terminal device 10 and the server 20, may have at least some of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.
[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes a program stored in the information processing system 1 to perform each processing according to this embodiment. However, at least a portion of the processing according to this embodiment performed by the processor 11 may be executed by a processor other than the processor 11. Furthermore, at least a portion of the processing according to this embodiment performed by the processor 21 may be executed by a processor other than the processor 21. For example, some or all of the processing performed by one of the control units 110 and 210 may be executed by the other. In other words, the computer that executes the program according to this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices. The program used in this embodiment may be recorded and provided on a non-transitory computer-readable recording medium.
[0059] The configuration according to this embodiment can be applied to, for example, a location-based game in which a user's position in real space is linked to a user's position in a virtual space. The following describes an example in which the configuration according to this embodiment is applied to such a location-based game.
[0060] In the game of this embodiment, multiple types of missions (i.e., events) are provided, and the user can play each mission in sequence. The multiple types of missions include assassination missions, transport missions, escort missions, robbery missions, infiltration missions, etc.
[0061] The operation reception unit 111 of the terminal device 10 receives an input operation from the user to select a mission to play from among multiple types of missions. The game control unit 212 starts playing the mission selected by the user based on the input operation. Furthermore, the display control unit 114 displays a play screen (in other words, various images) for playing the game on the display unit 18 based on instructions from the game control unit 212 while various missions are in progress. In other words, the game control unit 212 controls the execution of effects such as displaying predetermined images on the display unit 18 and outputting sounds from a sound output unit (e.g., a speaker) of the terminal device 10.
[0062] (assassination mission) An assassination mission is a mission in which the goal is to defeat a target opponent. Hereinafter, a user who plays the game of this embodiment may be referred to as a player. Also, below, a user who plays each mission may be referred to as a player.
[0063] During the assassination mission, the display control unit 114 of the player's terminal device 10 displays a first play screen 300 as a play screen for playing the assassination mission on the display unit 18, as shown in Fig. 3. The first play screen 300 displays a map showing the location of the target.
[0064] In this embodiment, the term "map" refers to a map within the game, which is generated based on information about the geography of real space and corresponds to the geography of real space. In other words, each point on the map corresponds to each point in real space. The correspondence between each point on the map and each point in real space is stored in a predetermined storage unit (e.g., storage unit 220 or storage unit 120). On the map, for example, virtual objects are arranged at positions corresponding to the positions of roads, buildings, mountains, rivers, etc. in real space. The map can also be considered a map of virtual space. Furthermore, the positions of various objects on the map can also be considered the positions of various objects in virtual space. Specifically, the positions of the player and the target on the map are the positions of the player and the target in the game, while the positions of the player and the target on the map can also be considered the positions of the player and the target in virtual space. In this embodiment, the term "map" can also be interpreted as "virtual space." Note that the map (in other words, the virtual space) does not necessarily have to have virtual objects arranged at positions corresponding to the positions of roads, buildings, mountains, rivers, etc. in real space. In other words, as long as each point on the map corresponds to each point in real space, the positions and types of various virtual objects on the map do not have to reflect the positions and types of various objects in real space. Note that the position of the player and the position of the target on the map can also be said to be the position of the player and the position of the target in real space. Furthermore, the positions of various virtual objects on the map can also be said to be the positions of various virtual objects in real space.
[0065] In a game in which real space and virtual space are associated with each other, such as the game of this embodiment, making a predetermined setting for a specific point in virtual space can also be said to be making a predetermined setting for a specific point in real space. Making a predetermined setting for a specific point in real space can also be said to be making a predetermined setting for a specific point in virtual space. For example, placing a specific object at a specific point in virtual space can also be said to be placing the specific object at the corresponding specific point in real space. For example, setting a specific range in virtual space as a range related to predetermined control can also be said to be setting a specific range in the corresponding real space as a range related to predetermined control. In a game in which real space and virtual space are associated with each other, "users being located within a predetermined range" can also be said to be "users being located within a predetermined range in real space," or "users (in other words, characters corresponding to each user) being located within a predetermined range in virtual space."
[0066] In an assassination mission, the game control unit 212 determines the player's position on the map (in other words, in the virtual space) based on the player's position information. In other words, the game control unit 212 determines the position on the map that corresponds to the player's position in real space indicated by the position information as the player's position on the map. The game control unit 212 also places a predetermined object (hereinafter referred to as a "player object 30") at the player's position on the map. The shape of the player object 30 is not particularly limited, and may be, for example, the shape of a character or a symbol. The first play screen 300 displays a display in which the player object 30 is placed at the player's position on the map. In other words, the first play screen 300 shows the player's position on the map. The player object 30 can be said to be an object corresponding to the player.
[0067] Furthermore, for an assassination mission, the game control unit 212 determines the position of the target on the map (in other words, in the virtual space) based on the position information of another user (hereinafter referred to as the "target user") different from the player. In other words, the game control unit 212 determines the position on the map corresponding to the position of the target user in real space indicated by the target user's position information as the position of the target on the map. Furthermore, the game control unit 212 places a predetermined object (hereinafter referred to as the "target object 31") at the target position on the map. The shape of the target object 31 is not particularly limited, and may be, for example, the shape of a character or a symbol. A display in which the target object 31 is placed at the target position on the map is displayed on the first play screen 300. In other words, the first play screen 300 shows the position of the target on the map. The target object 31 can be said to be an object corresponding to the target user.
[0068] Furthermore, the game control unit 212 changes the position of the player (in other words, the player object 30) on the map in accordance with changes in the player's position information while the assassination mission is in progress. In other words, the game control unit 212 moves the player's position on the map in conjunction with the player's movement in real space while the assassination mission is in progress.
[0069] On the other hand, while the assassination mission is in progress, the game control unit 212 does not change the position of the target (in other words, the target object 31) on the map in accordance with changes in the position information of the target user. In other words, during the assassination mission, once the game control unit 212 determines the position of the target, it fixes the position of the target and controls the target not to move in conjunction with the movement of the target user in real space while the assassination mission is in progress. Specifically, once the assassination mission begins, the game control unit 212 controls the target not to move in conjunction with the movement of the target user in real space until the assassination mission is completed.
[0070] In this way, the game control unit 212 determines a position in real space to which an event played by a user (in other words, a player) is associated, using position information of another user (in other words, a target user) different from the user. Specifically, the game control unit 212 determines the position of a target in an assassination mission played by the player, using position information of another user different from the player. Here, the "target position" refers to a specific point on a map, and can also be said to be a specific point in real space corresponding to a specific point on the map. Furthermore, after the position in real space to which an event is associated (specifically, the target position), it does not change even if the other user moves in real space after being determined using position information of the other user. Specifically, once the position of a target in an assassination mission played by a player is determined using position information of the other user different from the player, the target position does not change even if the other user moves in real space. Note that the position to which an event is associated (in other words, the target position) can also be said to be a position to which an assassination mission is associated, or a position to which a battle event, which will be described later, is associated.
[0071] In an assassination mission, the player can progress through the mission by choosing whether to approach the target's location or to attack from the spot. To approach the target's location, the player actually moves in real space to move the player's position on the map closer to the target's location. To attack from the spot, the player can attack the target by performing a predetermined operation on the first play screen 300. In this embodiment, the game control unit 212 starts a battle event during an assassination mission based on the predetermined operation by the player. The display control unit 114 of the terminal device 10 displays a sniper button 310 on the first play screen 300 as a UI for accepting the predetermined operation. The operation acceptance unit 111 of the terminal device 10 accepts an operation on the sniper button 310 as an operation for starting a battle event. The operation can also be considered an operation for starting an attack on the target. A battle event can also be considered an event during a specific event (specifically, an assassination mission). A battle event can also be considered a mini-game.
[0072] In a battle event, the player attacks a target and aims to defeat the target. In other words, the success or failure of the battle event depends on the player's operation.
[0073] During a battle event, the display control unit 114 displays a second play screen 320 as a play screen for playing the battle event on the display unit 18, as shown in Figures 4(a) and 4(b) for example. The second play screen 320 displays a target 321, a reticle 322 for the player to aim their attack, and the like.
[0074] In the second play screen 320, at least one of the target 321 and the reticle 322 moves. In other words, the relative positions of the target 321 and the reticle 322 change in the second play screen 320. Furthermore, while the second play screen 320 is displayed, the operation acceptance unit 111 accepts an attack operation to attack the target. The game control unit 212 determines whether the attack is successful or not based on the player's attack operation. Specifically, if the attack operation is performed while the center of the reticle 322 is overlapping with the target 321, the game control unit 212 determines that the attack is successful and the player has defeated the target, and determines that the assassination mission is successful (in other words, the battle event is successful). Furthermore, if the attack operation is performed while the center of the reticle 322 is not overlapping with the target 321, the game control unit 212 determines that the attack is unsuccessful and the player has not defeated the target, and determines that the assassination mission is unsuccessful (in other words, the battle event is unsuccessful).
[0075] The reticle 322 may be movable on the second play screen 320 by a player's operation. For example, the operation accepting unit 111 may accept an operation of tilting the terminal device 10 (preferably a user operation detected by an angular velocity sensor or an acceleration sensor) or a predetermined operation on the touch screen 16 as an operation to move the reticle 322.
[0076] The game control unit 212 changes the content of the event according to information related to the location in real space indicated by the target user's location information (hereinafter referred to as "location-related information"). Here, "information related to the location in real space indicated by the location information" may be, for example, information about whether the user is indoors, outdoors, or in a car, or information about facilities at that location in real space, information about the terrain, or information about the weather. "Changing the content of the event" can also be said to change the gameplay of the event. Changing the gameplay of the event (in other words, the content) may include changing at least one of the event's presentation, the difficulty level, or the game format of the event.
[0077] In this embodiment, the game control unit 212 changes the game characteristics of the battle event according to the position-related information of the target user. Specifically, the game control unit 212 changes the situation of the battle event according to the position-related information of the target user. In other words, the game control unit 212 changes the presentation and difficulty of the battle event according to the position-related information of the target user.
[0078] Specifically, the game control unit 212 determines the situation of the battle event (in other words, the location of the target in the battle event) depending on whether the position in real space indicated by the target user's position information is indoors, outdoors, or inside a train. Specifically, if the position in real space indicated by the target user's position information is indoors, the game control unit 212 determines the situation of the battle event to be one in which a target located indoors is sniped. Furthermore, if the position in real space indicated by the target user's position information is outdoors, the game control unit 212 determines the situation of the battle event to be one in which a target located outdoors is sniped. Furthermore, if the position in real space indicated by the target user's position information is inside a train, the game control unit 212 determines the situation of the battle event to be one in which a target located inside a train is sniped.
[0079] The game control unit 212 also determines the situation of the battle event according to the facility located in real space indicated by the target user's location information. Specifically, if the facility located in real space indicated by the target user's location information is an office building, the game control unit 212 determines the situation of the battle event to be one in which a target located in the office building is sniped. If the facility located in real space indicated by the target user's location information is an apartment building, the game control unit 212 determines the situation of the battle event to be one in which a target located in the apartment building is sniped. If the facility located in real space indicated by the target user's location information is a park, the game control unit 212 determines the situation of the battle event to be one in which a target located in the park is sniped. If the facility located in real space indicated by the target user's location information is a railroad track, the game control unit 212 determines the situation of the battle event to be one in which a target located on a train is sniped.
[0080] The game control unit 212 may determine the situation of the battle event according to the terrain of the position in real space indicated by the target user's position information. Specifically, if the terrain of the position indicated by the target user's position information is mountainous, the game control unit 212 determines the situation of the battle event to be one in which a target located in the mountains is sniped. Also, if the terrain of the position in real space indicated by the target user's position information is a coast, the game control unit 212 determines the situation of the battle event to be one in which a target located on the coast is sniped.
[0081] The game control unit 212 may also determine the situation of the battle event according to the weather at the location in real space indicated by the target user's location information. Specifically, if the weather at the location indicated by the target user's location information is sunny, the game control unit 212 determines the situation of the battle event to be one in which the target is sniped in sunny weather. If the weather at the location in real space indicated by the target user's location information is rainy, the game control unit 212 determines the situation of the battle event to be one in which the target is sniped in rainy weather.
[0082] For each battle event situation, the type of background image, the movement of the target, the movement of the reticle, etc. are determined. The control unit 110 of the player's terminal device 10 causes the display unit 18 to display an effect corresponding to the determined situation. The control unit 110 also moves the target 321 and the reticle 322 on the second play screen 320 in a manner corresponding to the determined situation. For example, if the battle event situation is determined to be indoors, specifically, a sniper target located in an office building, the display control unit 114 causes the display unit 18 to display an image of the target 321 moving within the office building, as illustrated in FIG. 4( a). If the battle event situation is determined to be indoors, specifically, a sniper target located in an apartment building, the display control unit 114 also causes the display unit 18 to display an image of the target 321 moving within the apartment building. Furthermore, if the situation of the battle event is determined to be sniping a target on a train, the display control unit 114 causes the display unit 18 to display an image of the target 321 moving on a train, as illustrated in FIG. 4(b). In this manner, the presentation on the display unit 18 changes depending on the situation. For example, in a situation in which a target on a train is to be sniped, the target 321 moves faster than in a situation in which a target indoors is to be sniped, making the attack more difficult. Note that, for example, in a situation in which a target on a train is to be sniped, the movement (in other words, the blur) of the reticle 322 may be more intense than in a situation in which a target indoors is to be sniped. Furthermore, depending on the situation, the difficulty of the attack may change due to poor visibility or an increase in the number of scenes where the line of sight is not clear. That is, for example, in rainy weather, visibility is poorer than in sunny weather (in other words, the target 321 is harder to see in the presentation displayed on the display unit 18), and the difficulty of the attack may be higher. Also, for example, in an indoor situation, compared to an outdoor situation, the difficulty of attacking may be increased by the appearance of an obstacle such as a wall between the player and the target (in other words, an object that obstructs an attack on the target 321).
[0083] The game control unit 212 may change the content of the battle event according to the player's position-related information in addition to or instead of the target user's position-related information. For example, the game control unit 212 may determine the situation of the battle event according to whether the position in real space indicated by the player's position information is indoors, outdoors, inside a car, or the like.
[0084] Furthermore, information indicating the type of virtual object on the map may be used as the position-related information. That is, various virtual objects may be placed on the map at positions corresponding to the positions of buildings, mountains, rivers, and the like in real space. Specifically, an apartment building may be placed on the map at a position corresponding to the position of an apartment building in real space, or an office building may be placed at a position corresponding to the position of an office building in real space. The game control unit 212 may then change the content of the battle event (in other words, the situation) depending on which virtual object on the map the target user's position (or the player's position) on the map overlaps with. Note that when changing the content of the battle event depending on which virtual object on the map the target user's position (or the player's position) on the map overlaps with, at least some of the virtual objects on the map (in other words, some or all of the virtual objects) may not actually exist at corresponding positions in real space. That is, for example, if a specific office building is placed at a specific position on the map, a building corresponding to the specific office building may not actually exist at a position in real space corresponding to the specific position. Then, the game control unit 212 may determine the situation of the battle event to be one in which a target located inside an office building is shot, based on the fact that the target user's position on the map overlaps with the specific office building.
[0085] As described above, the game control unit 212 may determine the content of the battle event (in other words, the situation) depending on the weather at a position in real space indicated by the position information of the target user or the player. However, the game control unit 212 may also determine the content of the battle event (in other words, the situation) depending on the weather at a position in virtual space corresponding to the position in real space indicated by the position information of the target user or the player. That is, the "weather" in this embodiment may refer to the actual weather in real space or the weather in virtual space. In other words, in the game of this embodiment, weather (e.g., weather, etc.) may be set for each region on a map within the game. Furthermore, the weather for each region on such a map may or may not be linked to the weather in real space. The game control unit 212 may also change the content of the battle event depending on the weather at the target's position on the map, the weather at the player's position, etc.
[0086] In an assassination mission, the player can start a battle event at any timing. Specifically, in an assassination mission, the player can start a battle event by actually moving in real space and operating the sniper button 310 at any timing. In other words, in an assassination mission, the player can select the relationship between the player's position and the target's position when starting a battle event. In this embodiment, this selection is made by selecting the timing of the player's movement in real space and the operation of the sniper button 310. Then, the game control unit 212 changes the content of the battle event depending on the relationship between the player's position and the target's position (in other words, the position of the target user).
[0087] Specifically, the game control unit 212 changes the presentation and difficulty of the battle event depending on the distance between the player's position and the target's position. For example, the game control unit 212 may change the size of the target 321 in the battle event or the movement of the target 321 or the reticle 322 depending on the distance. That is, in the battle event, the size or movement of the target 321 displayed on the display unit 18 may change depending on the distance. Here, the game control unit 212 may lower the difficulty of the battle event as the distance between the player's position and the target's position becomes shorter. In other words, the game control unit 212 may lower the difficulty of the battle event when the distance between the player's position and the target's position is less than a predetermined distance compared to when the distance is equal to or greater than the predetermined distance.
[0088] Furthermore, the game control unit 212 may set the success rate of the assassination mission (in other words, the success rate of the battle event, the success rate of the attack) to 100% when the distance between the player's position and the target's position is less than a specific distance. Specifically, when the distance between the player's position and the target's position is equal to or greater than a specific distance, there is a possibility that the attack will fail (in other words, there is a possibility that the battle event will fail, or the assassination mission will fail), whereas when the distance between the player's position and the target's position is less than the specific distance, the attack may always be successful (in other words, there is a possibility that the battle event will be successful, or the assassination mission will be successful). In this case, in the battle event, an attack operation to attack the target may be accepted, and the target may always be defeated when the attack operation is performed. Furthermore, in the battle event, the target may be defeated without the need for an attack operation to attack the target. In other words, a battle event when the distance between the player's position and the target's position is less than a specific distance may not require a player operation. Furthermore, the game control unit 212 may start a battle event based on a predetermined operation by the player (for example, an operation on the sniper button 310) when the distance between the player's position and the target's position is less than a specific distance. Furthermore, the game control unit 212 may automatically (in other words, without requiring any operation by the player) start a battle event when the distance between the player's position and the target's position is less than a specific distance. In other words, the game control unit 212 may automatically (in other words, without requiring any operation by the player) determine that the assassination mission is successful when the distance between the player's position and the target's position is less than a specific distance. In this embodiment, a decrease in the difficulty level of a battle event includes a battle event with a success rate of 100%. Note that "success" in a battle event can also be considered as a victory in the battle event. Furthermore, a battle event may be a simple event that displays only text or the like indicating that the target has been defeated.
[0089] Note that not only battle events with a 100% success rate but also other battle events may be progressed without requiring an attack operation to attack a target. For example, the game control unit 212 may determine the success or failure of a battle event (in other words, an assassination mission) by lottery. The game control unit 212 may then vary the probability of the battle event being successful (in other words, the probability of failure) in the lottery depending on the relationship between the player's position and the target's position, etc.
[0090] The game control unit 212 also changes the presentation and difficulty of the battle event depending on the type of object between the player's position and the target's position. In other words, the game control unit 212 changes the presentation and difficulty of the battle event depending on the type of object that exists (or does not exist) between the player's position and the target's position. For example, when there is an obstruction between the player's position and the target's position on the map, the game control unit 212 may lower the difficulty of the battle event compared to when there is no obstruction. For example, when there is an obstruction between the player's position and the target's position on the map, the game control unit 212 may cause an object corresponding to the obstruction (in other words, a predetermined object that blocks the line of fire aimed at the target) to appear in the battle event, and when there is no obstruction, the object may not appear in the battle event. When an object that blocks the line of fire appears, it becomes more difficult to hit the target with a bullet than when the object does not appear, and therefore the difficulty of the battle event increases. Furthermore, when a first object is present between the player's position and the target's position on the map, the game control unit 212 may increase the difficulty level of the battle event compared to when a second object is present between them. The first object may be an object that is taller than the second object (in other words, a facility, a building, or the like). For example, when a first object is present between the player's position and the target's position on the map, the game control unit 212 may cause an object corresponding to the first object to appear in the battle event. When a second object is present between the player's position and the target's position on the map, the game control unit 212 may cause an object corresponding to the second object to appear in the battle event, or may not cause either an object corresponding to the first object or an object corresponding to the second object to appear.By making the object corresponding to the first object an object that is more difficult to penetrate with a line of fire than the object corresponding to the second object, the difficulty of the battle event can be increased when the object corresponding to the first object appears.
[0091] As illustrated here, the "object between the player's position and the target's position" may be a virtual object located between the player's position and the target's position on the map. The virtual object may correspond to a real object located in real space at a position corresponding to the virtual object's location on the map, or may be an object unrelated to the real object. For example, if the virtual object is a specific building located on the map, a building corresponding to the specific building may be located in a corresponding position in real space, or may not be located in a corresponding position in real space. In other words, the "object between the player's position and the target's position" may be a real object located between the player's position and the target's position in real space. The "object between the player's position and the target's position" may refer to a real object located between the player's position and the target's position in real space, but it does not have to be located on the map. Specifically, a real object corresponding to the real object may not be located in a position on the map corresponding to the real-space location of the real object. The game control unit 212 may then change the presentation and difficulty of the battle event depending on the object that exists between the player's position and the target's position in real space.
[0092] The game control unit 212 may change the presentation and difficulty of the battle event depending on the elevation difference between the player's position and the target's position. For example, when the player's position is higher than the target's position, the game control unit 212 may determine the battle event situation as one in which the player shoots at a target that is lower than the player (in other words, a situation in which the target is looked down upon). In other words, when the player's position is higher than the target's position, the game control unit 212 may set the battle event situation to one in which the target is shot from a perspective looking down on the player, compared to when the player's position is lower than the target's position. In this case, for example, the difficulty of the battle event may be lowered from a perspective looking down on the player (in other words, when the player's position is higher than the target's position). The height of each user's position may be detected using a GPS sensor or various sensors provided in the terminal device 10 of each user. The height of each user's position does not have to correspond to the height at which each user is actually located in real space. For example, the game control unit 212 may determine the height of each user based on information about the location where each user is located. Specifically, for example, the game control unit 212 may determine the height of each user based on information about facilities related to the location of each user in real space or information about the terrain related to the location of each user in real space. For example, the game control unit 212 may change the height of a user in the game depending on whether the user is in an apartment building, on the street, in the mountains, or the like.
[0093] In this embodiment, the relationship between the player's position and the target's position related to changes in the content of the battle event is the relationship at the start of the battle event, but this relationship is not limited to the relationship at the start of the battle event. For example, after the start of the battle event, the game control unit 212 may or may not change the content of the battle event in accordance with changes in the relationship between the player's position and the target's position. For example, after the start of the battle event, the game control unit 212 may change the size or movement of the target 321 displayed on the display unit 18 in accordance with changes in the distance between the player's position and the target's position during the progress of the battle event.
[0094] As described above, the game control unit 212 may change the game format of the battle event (in other words, the game genre) depending on the position-related information of the target user, the position-related information of the player, or the positional relationship between the player and the target. For example, the game control unit 212 may change the game format of the battle event depending on the distance between the player's position and the target's position. Specifically, when the distance between the player's position and the target's position is equal to or greater than a predetermined distance, the game control unit 212 may set the battle event to the sniper game format (in other words, the shooting game format) described with reference to FIG. 4, and when the distance between the player's position and the target's position is less than the predetermined distance, the game control unit 212 may set the battle event to an action game format or a fighting game format in which the player operates a character. In other words, the game control unit 212 may change the game format of a battle event to a predetermined format, such as a command battle format, an action game format, a puzzle game format, a racing game format, a shooting game format, a sports game format, a rhythm game format, an adventure game format, a quiz format, or a mystery-solving game format, depending on the target user's position-related information, the player's position-related information, or the positional relationship between the player and the target. Note that this configuration of changing the game format of an event depending on the distance between the player's position and the target's position can also be realized by replacing the target with an object other than an object corresponding to another user. That is, for example, the game control unit 212 may change the game format of a predetermined event depending on the positional relationship between the player's position (specifically, a position in virtual space corresponding to the real-space position indicated by the player's position information) and the position of a predetermined object in virtual space when the predetermined event starts. The predetermined object may be an NPC such as an enemy character, or an object related to a destination, as described below. In other words, the game control unit 212 may change the game format of a predetermined event depending on the player's position when the predetermined event starts.
[0095] A battle event can also be said to be an event in which a player fights a predetermined opponent. In this embodiment, a battle event is an event in which a player fights a character corresponding to another user, but the battle event is not limited to this type of event. For example, a battle event may be an event in which a player fights an NPC or the like that does not correspond to any user. Also, in this embodiment, the character that fights the player in a battle event (in other words, the target 321) is not controlled by the other user corresponding to that character, but may be controlled by another user. In other words, a battle event may be one in which the player and another user fight each other by operating predetermined objects such as characters.
[0096] In this embodiment, the target user cannot operate the target in a battle event. In other words, in an assassination mission or a battle event, the target user cannot operate the target, and the assassination mission or battle event is an event that proceeds without the target user's operation. In other words, in an assassination mission or a battle event, the target user cannot perform any operation that will affect the outcome of the event while the event is in progress. However, the target user may be able to perform any operation that will affect the outcome of the event while the event is in progress.
[0097] The method for determining a target user in an assassination mission is not particularly limited, but may be determined as follows, for example. For example, the game control unit 212 may determine as the target user another user whose positional relationship with the player satisfies a predetermined condition. Here, the predetermined condition may include a condition that the target user is within a predetermined range from the player.
[0098] The game control unit 212 may also extract one other user whose positional relationship with the player satisfies a predetermined condition and automatically determine the other user as the target user. Alternatively, the game control unit 212 may extract multiple other users whose positional relationship with the player satisfies a predetermined condition and determine the other user selected by the player from the extracted multiple other users as the target user. That is, for example, the game control unit 212 may present multiple target candidates to the player at a predetermined timing, such as when the assassination mission begins. The multiple candidates presented by the game control unit 212 are displayed on the display unit 18 of the player's terminal device 10, and the terminal device 10 accepts the player's operation to select a target from the multiple candidates. The multiple target candidates presented here each correspond to a different user. Note that this operation may be, for example, an operation to select a specific candidate 330 from multiple candidates 330 displayed on a map as illustrated in FIG. 5(a) or an operation to select a specific candidate 330 from a list of candidates 330 displayed as illustrated in FIG. 5(b). Then, the game control unit 212 may determine the target selected by the player from among the multiple candidates. In other words, the player may or may not be able to select a target (in other words, a target user).
[0099] In this embodiment, the position of a player can also be referred to as the position of a character corresponding to the player. The position of a target can also be referred to as the position of a character corresponding to a target user. The character corresponding to each user may be an avatar representing the user, or a character with a unique setting or personality. That is, each user participates in the game as a character existing in the game world, and such a character can be referred to as a character corresponding to each user. Furthermore, a game may be created in which an image of a character corresponding to the player is not prepared, for the purpose of enhancing the sense that the player is participating in the game. Even in such a game, the player in the game can be referred to as a character corresponding to the player. In this embodiment, the term "player" can be appropriately interpreted as a player character (in other words, a character corresponding to the player). The term "target" can be appropriately interpreted as a target character (in other words, a character corresponding to a user other than the player).
[0100] In other words, an assassination mission can be said to be a mission in which a character at a first position on a map aims to defeat a character at a second position on the map. Here, the character at the first position is the player character, and the character at the second position is the target character. In this embodiment, the positions of the player character and the target character on the map (in other words, in the virtual space) are determined based on the position information of the corresponding user, respectively. However, at least one of the positions may be determined without based on the user's position information. For example, the game control unit 212 may move the player character of the player on the map based on operation information from the player regarding an input operation to the input unit 17 (e.g., an operation of moving a finger in any direction while touching the touch screen 16 (i.e., a swipe operation)). Furthermore, the target character does not have to be a character corresponding to another user. For example, the target character may be an NPC or the like that is not a character corresponding to a specific user. The game control unit 212 may determine the position of the target character on the map without using the position information of the other user.
[0101] (transport mission) A transport mission is a mission in which the goal is to transport cargo to a destination.
[0102] During the transport mission, the display control unit 114 of the player's terminal device 10 displays a third play screen 350 as a play screen for playing the transport mission on the display unit 18, as shown in Fig. 6. A map showing the location of the destination is displayed on the third play screen 350. The location of the destination on the map can also be considered the location of the destination in real space.
[0103] In a transport mission, similar to an assassination mission, the player's position is indicated on a map, and the player's position on the map moves in conjunction with the player's movement in real space. That is, the game control unit 212 determines the player's position on the map (in other words, in virtual space) based on the player's position information. The game control unit 212 also places a predetermined object (hereinafter referred to as "player object 30") at the player's position on the map. Furthermore, during the progress of the transport mission, the game control unit 212 changes the player's position on the map in accordance with changes in the player's position information.
[0104] Furthermore, for a transport mission, the game control unit 212 determines the location of the destination on the map (in other words, in the virtual space). Furthermore, the game control unit 212 places a predetermined object (hereinafter referred to as a "destination object 32") at the location of the destination on the map. The shape of the destination object 32 is not particularly limited. The third play screen 350 displays a display in which the destination object 32 is placed at the location of the destination on the map. In other words, the third play screen 350 shows the location of the destination on the map.
[0105] Here, the method for determining the location of the destination is not particularly limited, but may be determined, for example, as follows. In this embodiment, the game control unit 212 determines the location of the destination on the map (in other words, in the virtual space) without based on the location information of other users different from the player. Furthermore, the game control unit 212 determines the location of the destination on the map based on the location information of the player.
[0106] More specifically, the game control unit 212 determines, as the destination location, a location whose distance relationship with the location indicated by the player's location information satisfies a predetermined condition. Here, the predetermined condition may include a condition that the distance in real space is equal to or greater than a first distance. The predetermined condition may also include a condition that the distance in real space is less than a second distance. In other words, the predetermined condition may be a condition that the distance in real space is equal to or greater than the first distance and less than the second distance.
[0107] Furthermore, the game control unit 212 may extract one position whose distance relationship with the position indicated by the player's position information satisfies a predetermined condition, and automatically determine the position as the destination position. Alternatively, the game control unit 212 may extract multiple positions whose distance relationship with the position indicated by the player's position information satisfies a predetermined condition, and determine a position selected by the player from the extracted multiple positions (in other words, candidate destination positions) as the destination position. That is, for example, the game control unit 212 may present to the player multiple points on a map at which a destination can be set, at a predetermined timing such as the start of a transport mission. The multiple points presented by the game control unit 212 are displayed on the display unit 18 of the player's terminal device 10, and the terminal device 10 accepts a user operation to select a specific point from the multiple points. The game control unit 212 may then determine the point selected by the player as the destination position.
[0108] In a transport mission, the game control unit 212 determines whether the player has reached the destination. Specifically, the game control unit 212 determines that the player has reached the destination when the player's position is within a predetermined range from the destination. Here, the game control unit 212 may determine that the player has reached the destination when the player's position is within the predetermined range from the destination and a predetermined operation (for example, an operation on the destination object 32) is performed. Alternatively, the game control unit 212 may automatically (in other words, without requiring any operation by the player) determine that the player has reached the destination when the player's position is within the predetermined range from the destination. Alternatively, the game control unit 212 determines that the transport mission is successful when the player has reached the destination.
[0109] In other words, a transport mission can be considered a mission that can be completed by traveling a specific distance in real space. Such a mission that can be completed by traveling a specific distance in real space can also be configured as follows. That is, for the transport mission, the game control unit 212 may first set a target travel distance as a target travel distance. Furthermore, the game control unit 212 may measure (in other words, count) the user's travel distance in real space while the transport mission is in progress. Then, the game control unit 212 may determine that the transport mission is successful when the user's travel distance reaches the target travel distance. Note that the method for measuring (in other words, calculating) the travel distance is not particularly limited, and various known methods can be used. For example, the game control unit 212 may measure the user's travel distance based on changes in the user's position information. Furthermore, the game control unit 212 may measure the user's travel distance based on information from an acceleration sensor or an angular velocity sensor included in the terminal device 10. Furthermore, measuring the travel distance may include counting the number of steps taken by the user. In other words, the traveled distance reaching the target traveled distance may include the user's number of steps reaching a predetermined number, etc. Note that a transportation mission that can be completed by traveling a specific distance in real space does not necessarily have to use the user's position information.
[0110] Each mission is completed when a clearing condition is met. In other words, each mission is completed when the mission is successful. The game control unit 212 determines whether the clearing condition for each mission has been met, and ends the mission when it determines that the clearing condition has been met. The clearing condition may be, for example, defeating the target in an assassination mission (in other words, a successful attack), or reaching the destination in a transport mission.
[0111] Each task may have a time limit, and the game control unit 212 may determine whether the time limit has elapsed for each task, and end the task if the time limit has elapsed.
[0112] (notification) In the game of this embodiment, when another user attacks the player, the game control unit 212 notifies the player that the player has been attacked. Specifically, when another user attacks the player, the game control unit 212 instructs the player's terminal device 10 to notify the player that the player has been attacked. In other words, the game control unit 212 transmits information necessary for the notification to the player's terminal device 10. Furthermore, based on the instruction, the control unit 110 of the player's terminal device 10 notifies the player that the player has been attacked by displaying a notification display 400 related to the notification on the display unit 18, as illustrated in FIGS. 7(a) and 7(b). In other words, when another user attacks the player, the control unit 110 of the player's terminal device 10 notifies the player that the player has been attacked. Note that the control unit 110 of the terminal device 10 may notify the player that the player has been attacked by sound, vibration, or the like, in addition to or instead of displaying the notification on the display unit 18. That is, the control unit 110 may notify the player that he has been attacked by causing a sound output unit (for example, a speaker provided in the terminal device 10) to output a predetermined sound. Alternatively, the control unit 110 may notify the player that he has been attacked by causing a vibration generating device (for example, a vibration motor) provided in the terminal device 10 to generate vibrations.
[0113] The notification display 400 includes information about the other user who made the attack. In other words, when another user attacks a specific user, the game control unit 212 provides the specific user with information about the other user who made the attack. The notification display 400 may include information about the name of the other user who made the attack. The notification display 400 may also include information about the location of the other user who made the attack in real space. Specifically, the notification display 400 may include information about the distance between the location of the other user who made the attack and the location of the player who was attacked. In other words, the notification of being attacked (specifically, a display, sound, vibration, or the like related to the notification) may provide the player with information about the name of the other user who made the attack, information about the location of the other user who made the attack in real space, etc. In other words, the notification of being attacked may provide the player with information about the location of the other user who made the attack (specifically, a location in real space or a location in virtual space), etc. Note that the notification of being attacked (e.g., notification display 400) does not have to provide the player with information about the other user who committed the attack, but may simply notify the player that they have been attacked by someone.
[0114] The timing of the notification is not particularly limited, but may be, for example, as follows.
[0115] For example, if another user attacks the player while the player is playing the game of this embodiment (e.g., while various missions are in progress), the control unit 110 of the player's terminal device 10 may notify the player who is playing the game that he or she has been attacked by another user. Specifically, if another user attacks the player while a game play screen is displayed on the display unit 18 of the player's terminal device 10, the control unit 110 of the terminal device 10 may display a notification display 400 on the display unit 18 (e.g., in a predetermined area of the displayed play screen), as exemplified in FIG. 7(a).
[0116] Furthermore, in this embodiment, even if another user attacks a player when the player is not playing the game of this embodiment, the control unit 110 of the terminal device 10 can notify the player who is not currently playing the game that the player has been attacked by another user. In other words, even if the screen of the application related to the game of this embodiment (in other words, the play screen) is not displayed on the display unit 18 of the terminal device 10, the control unit 110 can notify the user of the terminal device 10 that the user has been attacked by another user. That is, the control unit 110 can execute the application related to the game of this embodiment in the background, receive information related to the notification (in other words, information indicating that the user has been attacked by another user) from the server 20, and notify the user. For example, when the terminal device 10 of the player is in a sleep state and nothing is displayed on the display unit 18 (in other words, the light is off), if another user attacks the player, the control unit 110 of the terminal device 10 may display a notification display 400 on the display unit 18 (for example, in a predetermined area such as a lock screen) or may notify the player of the attack by vibration, sound, or the like, as illustrated in Fig. 7(b). Note that the lock screen can also be said to be a screen on which operations on the terminal device 10 (in other words, the touch screen 16) are restricted until the player is authenticated.
[0117] In this embodiment, notification of an attack by another user is given when the attack by the other user is successful, but not when the attack is unsuccessful. However, notification may also be given when the attack is unsuccessful. Alternatively, notification may be given when the attack is unsuccessful, but not when the attack is successful.
[0118] The player who has been attacked (in other words, the player who has been notified that he has been attacked) can launch a counterattack against the user who made the attack. Specifically, the player who has been attacked (in other words, the player who has been notified that he has been attacked) can play an event (hereinafter referred to as a "counterattack event") in which the user who made the attack is the target user.
[0119] The control unit 110 of the terminal device 10 of the attacked player accepts an operation to start a counterattack event. This operation may be, for example, an operation on the notification display 400. The game control unit 212 starts the counterattack event based on this operation.
[0120] In this embodiment, the counterattack event is the aforementioned battle event. That is, based on a predetermined operation by the attacked user, the game control unit 212 starts a battle event in which the attacked user is the player and the character corresponding to the attacking user is the target. Note that the specifications of the battle event as a counterattack event may be the same as or different from those of a battle event during an assassination mission. That is, the game control unit 212 may change the content of the counterattack event depending on the position-related information of the target user and the position-related information of the player. Furthermore, the game control unit 212 may change the content of the counterattack event depending on the relationship between the position of the player and the position of the target.
[0121] The counterattack event may be the aforementioned assassination mission. That is, based on a predetermined operation by the attacked user, the game control unit 212 may start an assassination mission or the like in which the attacked user is the player and the attacking user is the target user.
[0122] Note that if the counterattack event is an event similar to a battle event or an assassination mission, the position information of the target user (in other words, the position information of the other user who made the attack) may be used in the counterattack event. For example, if the event is similar to a battle event, the position information of the target user may be used to derive position-related information of the target user and the positional relationship between the player and the target. Furthermore, if the event is similar to an assassination mission, the position information of the target user may be used to determine the position of the target on a map. The position information used here may be, for example, the position information of the other user who made the attack at the time of the attack. Furthermore, the position information used here may be, for example, the position information at the time when the attacked user performs a predetermined operation to start the counterattack event. Furthermore, the position information used here may be, for example, the position information at the time when the attacked user is notified of the attack. In other words, after the other user attacks the player, the game control unit 212 may move the position of the target related to the counterattack event in conjunction with the movement of the other user in real space until a predetermined time (for example, until the position information determining the target's position is confirmed). Then, the game control unit 212 may fix the position of the target after the predetermined timing, and perform control so that the position of the target does not move in conjunction with the movement of the target user in real space while the counterattack event is in progress.
[0123] The game control unit 212 may change the timing of notifying the player that he has been attacked (in other words, the time from when the attack is made to when the notification is made) when another user attacks the player, depending on the player's position-related information, the position-related information of the other user who made the attack, or the positional relationship between the player and the other user who made the attack. Specifically, for example, the game control unit 212 may vary the time until the player is notified that he has been attacked depending on whether the position information of the player (or the other user who made the attack) indicates an indoor or outdoor location. Furthermore, for example, the game control unit 212 may vary the time until the player is notified that he has been attacked depending on whether the position information of the player (or the other user who made the attack) indicates an in-mountain location, an out-of-water location, or a city location. Furthermore, the game control unit 212 may vary the time until the player is notified that he has been attacked depending on the weather at the location indicated by the position information of the player (or the other user who made the attack). Furthermore, for example, the game control unit 212 may vary the time until the player is notified that he has been attacked, depending on the distance between the player and the other user who made the attack.
[0124] Here, "changing the time between another user attacking the player and notifying the player that the attack has been received" can also be interpreted as changing the time between another user attacking the player and notifying the player that the attack has been received and notifying the player that the attack has been received. Furthermore, "changing the time between another user attacking the player and notifying the player that the attack has been received" can also be interpreted as changing the time between another user attacking the player and notifying the player that the attack has been received and notifying the player that the attack has been received. For example, the game control unit 212 may change the time between another user attacking the player and notifying the player that the information about the other user is provided to the player (in other words, the time until the notification display 400 is displayed) in accordance with the player's position-related information, etc. Then, based on the information being provided to the player, the game control unit 212 may permit the start of the counterattack event (in other words, start accepting operations related to the start of the counterattack event).
[0125] A limit may be set on the period during which the counterattack event can be played. The game control unit 212 may then determine whether the limit period has elapsed and, if so, disable the counterattack event. For example, the game control unit 212 may terminate the acceptance of an operation to start the counterattack event if a predetermined period has elapsed since a predetermined reference time. Here, the reference time may be, for example, the timing when another user attacks the player, the timing when the player is notified that he or she has been attacked, or the timing when information about the other user is provided to the player. In a configuration in which the time until a predetermined operation to start the counterattack event is possible varies depending on the player's position-related information, etc., if the reference time is set before the timing when the predetermined operation is possible, the length of the period during which the counterattack event can be played varies depending on the player's position-related information, etc. In other words, the length of the period during which the player can execute the predetermined event may be changed depending on the player's position-related information, the position-related information of the other user who made the attack, the positional relationship between the player and the other user who made the attack, etc.
[0126] An "attack" can also be interpreted as exerting a specific influence on an object corresponding to a specific user. In other words, with regard to notifications such as the notification display 400, when another user exerts a specific influence on an object corresponding to a specific user, the game control unit 212 can also be interpreted as providing the specific user with information about the other user who exerted the specific influence. Regarding a counterattack event, the game control unit 212 can also be interpreted as initiating a specific event in which the specific user exerts a specific influence on an object corresponding to the other user who exerted the specific influence, based on a specific operation by the specific user to whom information about the other user who exerted the specific influence has been provided. Note that the object to which the specific influence is exerted is not limited to a character. For example, some games are known in which bases or the like are set for each user. The target object 31 (or, in other words, the target 321) as the object to which the specific influence is exerted can also be an object such as a base. The object to which the specific influence is exerted can also be an item owned by the user. In addition, exerting a specific influence on an object corresponding to a specific user is not limited to an attack. For example, exerting a specific influence on an object corresponding to a specific user can include restoring a specific parameter of the object, applying a specific buff or debuff to the object, or the like. Furthermore, exerting a specific influence on an object corresponding to a specific user may include changing a parameter of the object. Furthermore, in this configuration, in which a specific event is started in which a specific user exerts a specific influence on an object corresponding to another user who has exerted a specific influence based on a specific operation by the specific user to which information about the other user who exerted a specific influence has been provided, the specific influence exerted by the other user and the specific influence exerted by the specific user in the specific event may be the same or different.
[0127] (User name) In the game of this embodiment, multiple names are set as names indicating one user. The multiple names include an account name, a user name, and a nickname. The multiple names are linked to the user's account and stored in a predetermined storage unit as user information. Note that at least one of the account name and the user name may not exist.
[0128] In this embodiment, the account name and user name can be arbitrarily set by the user and are names given by the user himself / herself, while the nickname is a name automatically given to the user.
[0129] The account name is a name used to identify the account and is used when logging in.
[0130] A username is a name used by a user associated with that username when playing a game. In other words, a username is a name displayed on the play screen of the user associated with that username. For example, a player playing a game is called by the username by a character in the game. A username can also be considered the name of a player in a virtual space. A username can also be considered the name of a player character.
[0131] In the game of this embodiment, the user name is the name used in displaying the ranking in the game. In the game of this embodiment, a ranking is generated that indicates the relative position (in other words, rank, ability) of each user among multiple users playing the game. The ranking may be determined based on points awarded to each user depending on the success or failure of various missions, etc. Furthermore, such ranking may be displayed on the display unit 18 by performing a predetermined operation so that the user can check it. The user name displayed in the ranking will be visible to other users.
[0132] A nickname is a name used when a user other than the user associated with that nickname plays a game. In other words, a nickname is a name displayed on the play screen of a user other than the user associated with that nickname. A nickname can also be said to be a nickname for a player in a virtual space. A nickname can also be said to be a nickname for a player character. A nickname can also be said to be a name by which other users identify a user. A nickname can also be said to be a nickname different from a user name.
[0133] For example, when a player is playing an assassination mission, the target (in other words, the target user) is called by a nickname (see FIG. 5(b)). That is, on the play screen of the player playing the assassination mission, the nickname is displayed as the name of the target. Also, when a player is playing an assassination mission, the target is not called by a username. That is, on the play screen of the player playing the assassination mission, the username of the target currently being aimed at is not displayed.
[0134] In other words, the usernames of other users are not displayed on the play screen in a way that makes it recognizable which character (in other words, the target) they are associated with. In other words, the usernames of other users are not displayed on the play screen in a way that makes it recognizable which character corresponds to which username. A user may see the usernames of other users in rankings, etc., but because the character or nickname corresponding to that username is unknown, the user will not know which user in the rankings corresponds to the character they recognize by its nickname (in other words, the character they meet in an event such as an assassination mission).
[0135] That is, in the game of this embodiment, during the play of various missions (in other words, events), the player (in other words, the player's character) is referred to by a user name, and other users (in other words, the characters of other users) are referred to by nicknames. Specifically, for example, in the game of this embodiment, there is an operator 340 as an NPC that provides the user with information and instructions regarding various missions (see FIG. 5). Then, during various missions, various characters in the game (in other words, NPCs), such as the operator 340, refer to the player by a user name, but refer to other users by nicknames.
[0136] As described above, the account name and user name can be set arbitrarily by the user. In other words, the control unit 210 registers the name input by the user through a predetermined input operation as the account name or user name related to that user in the storage unit 220. Note that the account name and user name do not necessarily have to be set arbitrarily, and may be set automatically.
[0137] In addition, a nickname is automatically assigned to the user. In this embodiment, the nickname includes a place name associated with the user. The nickname may also indicate characteristics of the user's behavior. In this embodiment, the game control unit 212 determines the user's nickname based on the user's location information. In addition, the game control unit 212 determines the user's nickname based on the content of the play performed by the user. Note that the game control unit 212 stores information indicating the content of the play performed by the user in the storage unit 220 according to the user's play. Then, the game control unit 212 can determine the nickname based on the information (and the location information).
[0138] The nickname may be, for example, "Roppongi Sniper," "Ebisu Courier," or "Yokohama Revenger." In this example, the first half of the nickname is related to a place name, and the second half is related to the content of the play. The game control unit 212 identifies an area associated with the user based on the user's location information, and identifies characteristics related to the user's play based on information indicating the content of the user's play, and generates a nickname that includes a place name of the identified area and corresponds to the identified characteristics.
[0139] For example, the game control unit 212 identifies an area associated with the user based on the user's location information, and generates a nickname including the place name of the identified area. Furthermore, the game control unit 212 identifies characteristics related to the user's play based on information indicating the content of the user's play, and generates a nickname according to the identified characteristics. For example, if the user's location information is related to a specific area in real space (in other words, if the location information indicates a specific point within a specific area), the game control unit 212 generates a nickname including the place name of the specific area.
[0140] Here, the "area associated with the user" may be, for example, an area that the user frequently visits (in other words, an area where the user frequently plays a game), an area where the user is located when the nickname is determined, an area where the user's residence or workplace is located, an area associated with an event played by the user, or an area where the user was located when a predetermined event occurred in the game. For example, the game control unit 212 may generate a nickname including the word "Roppongi" when the user's location information indicates that the user spent a long time (a high percentage of time) in "Roppongi" within a predetermined period of time. Alternatively, the game control unit 212 may generate a nickname including the word "Roppongi" when the user's location information indicates that the user is currently located in "Roppongi." Alternatively, the game control unit 212 may generate a nickname including the word "Roppongi" when the user has completed many missions whose target location or destination location is within Roppongi.
[0141] Note that the location information used in each process according to this embodiment may be location information at any time. Furthermore, the location information used in each process may be location information at one time (in other words, one piece of location information) or location information at multiple times (in other words, multiple pieces of location information). For example, if the user's current location information (in other words, at the time of nickname generation) indicates that the user is in a specific area, the game control unit 212 may generate a nickname including the name of the specific area. Furthermore, for example, the game control unit 212 may refer to location information at multiple times within a predetermined period, and generate a nickname including the name of the specific area if the proportion of location information corresponding to a specific area is high (for example, if the proportion or number of location information exceeds a predetermined standard or is higher than location information corresponding to other areas).
[0142] Note that the area associated with the user may be identified without using the user's location information. For example, the game control unit 212 may identify the area associated with the user based on information indicating the content of the user's play, specifically information indicating the location associated with the mission played by the user. Specifically, the game control unit 212 may generate a nickname including the name of a specific area based on the number of times or frequency of plays of a mission corresponding to the specific area, or the number of times or success rate of completion of the mission.
[0143] The place name of the area related to the user does not have to be a place name that actually exists. In other words, the game control unit 212 may identify an area related to the user on a map (in other words, in the virtual space) based on the user's location information, etc., and generate a nickname that includes the place name of the specific area.
[0144] Furthermore, the game control unit 212 may identify characteristics related to the user's play based on information indicating the content of the user's play and generate a nickname corresponding to the identified characteristics. For example, the game control unit 212 may generate a nickname based on information indicating the number of times or frequency of the user's play of a particular event, or the number of times or success rate of the user's clearing of the event. Specifically, if a user frequently plays assassination missions, a nickname including the word "sniper" may be likely to be selected, and if a user frequently plays transport missions, a nickname including the word "courier" may be likely to be selected. Furthermore, the game control unit 212 may generate a nickname according to the user's play style based on information regarding the user's play style. For example, the game control unit 212 may generate a different nickname depending on whether the user often attacks the target from a distance or often approaches the target in assassination missions.
[0145] The nickname at the start of the game may be a fixed name (for example, "Rookie") or a combination of a fixed name and the name of a place associated with the user (for example, "Rookie in Roppongi," "Rookie in Ebisu," etc.).
[0146] Furthermore, in the game of this embodiment, the player's nickname is not made clear to the player. That is, the game control unit 212 automatically determines a nickname and assigns it to the player without notifying the player. Therefore, in the game of this embodiment, the player's nickname is not made clear to the player. That is, the nickname is not made clear to the player in the game so that the player does not know the name given to him / her.
[0147] (Change in the number of playable events depending on the number of users within a given range) The game control unit 212 may change the number of multiplayer events and the number of solo events that a player can play, depending on the number of users within a predetermined range corresponding to the player's position in real space (for example, within a predetermined range including the player's position). In other words, the game control unit 212 may change the number of multiplayer events that a player can play, depending on the population density around the player in real space. The game control unit 212 may also change the number of solo events that a player can play, depending on the population density around the player in real space.
[0148] For example, as described above, an assassination mission requires at least two users, the player and the target user, and the assassination mission is an event played by multiple people. The game control unit 212 may change the number of assassination missions that a player can play depending on the number of users within a predetermined range. For example, as described above, the game control unit 212 may present multiple candidate targets for the assassination mission to the player (see FIG. 5). Here, the game control unit 212 may change the number of candidates to present depending on the number of users within the predetermined range. Specifically, the game control unit 212 may present a larger number of candidates when the number of users within the predetermined range is large than when the number of users within the predetermined range is small. Alternatively, the game control unit 212 may present a larger number of candidates when the number of users within the predetermined range is small than when the number of users within the predetermined range is large.
[0149] Furthermore, for example, as described above, in a transport mission, there is no target and the destination is determined without using the location information of other users, making the transport mission an event that can be played by a single player. The game control unit 212 may change the number of transport missions that a player can play depending on the number of users within a predetermined range. For example, as described above, the game control unit 212 may present multiple candidate locations for the destination of the transport mission to the player. Here, the game control unit 212 may change the number of candidates to be presented depending on the number of users within the predetermined range. Specifically, the game control unit 212 may present a larger number of candidates when the number of users within the predetermined range is small than when the number of users within the predetermined range is large. Alternatively, the game control unit 212 may present a larger number of candidates when the number of users within the predetermined range is large than when the number of users within the predetermined range is small.
[0150] As described above, the game control unit 212 may extract multiple locations whose distance relationship with the location indicated by the player's location information satisfies a predetermined condition and present the extracted multiple locations to the player as destination location candidates. When changing the number of candidates to be presented, the game control unit 212 may change the number of candidates to be presented by changing the predetermined condition, or may change the number of candidates to be presented without changing the predetermined condition. For example, when there are many users within a certain range, the game control unit 212 may extract multiple locations whose distance from the location indicated by the player's location information is within a first distance and present the extracted multiple locations to the player as destination location candidates. When there are few users within the certain range, the game control unit 212 may extract multiple locations whose distance from the location indicated by the player's location information is within a second distance that is greater than the first distance and present the extracted multiple locations to the player as destination location candidates. In other words, the game control unit 212 may change the farthest positions to be presented as destination location candidates depending on the number of users within the certain range. Furthermore, the game control unit 212 may not change how far away positions are presented as candidate destination positions (in other words, the predetermined condition), regardless of the number of users within a certain range.
[0151] The number of playable events may change by only one level depending on the number of players, or may change by multiple levels (e.g., two or more levels). For example, the game control unit 212 may present a larger number of candidates for targets of an assassination mission when the number of users within a predetermined range is a first number than when the number of users within the predetermined range is a second number that is less than the first number, and may present a larger number of candidates when the number of users within the predetermined range is the second number than when the number of users within the predetermined range is a third number that is less than the second number. Furthermore, the game control unit 212 may present a smaller number of candidates for destination locations of a transport mission when the number of users within the predetermined range is a first number than when the number of users within the predetermined range is a second number that is less than the first number, and may present a smaller number of candidates when the number of users within the predetermined range is the second number than when the number of users within the predetermined range is a third number that is less than the second number.
[0152] Furthermore, when changing the number of multiplayer events and the number of single-player events that can be played by a player, the game control unit 212 may change the ratio between the number of multiplayer events and the number of single-player events without changing the total number of multiplayer events and the number of single-player events. Furthermore, the game control unit 212 may change the total number of multiplayer events and the number of single-player events.
[0153] In addition, the change in the number of events that can be played by multiple people or the number of events that can be played by one person in accordance with the number of users within a specified range may be such that the number of types of events that can be played by multiple people or the number of types of events that can be played by one person is changed in accordance with the number of users within a specified range.
[0154] For example, suppose that first to fifth missions are provided. The first to fifth missions each have a different gameplay (in other words, a different game format). The first and second missions are events played by multiple people. The third to fifth missions are events that can be played by one person. Here, the first mission may be, for example, an assassination mission. The third mission may be, for example, a transport mission.
[0155] In this case, the game control unit 212 may change the number of types of missions that a player can play depending on the number of users within a predetermined range. For example, the game control unit 212 may change the number of types of missions that a player can play depending on the number of users within a predetermined range, for multiple types of missions that can be played by multiple people. For example, when the number of users within the predetermined range is small, the game control unit 212 may reduce the number of types of missions that a player can play among multiple types of missions that can be played by multiple people compared to when the number of users within the predetermined range is large. Specifically, the game control unit 212 may make both the first mission and the second mission playable when the number of users within the predetermined range is equal to or greater than a predetermined number, and may make one of the first mission and the second mission unplayable when the number of users within the predetermined range is less than the predetermined number.
[0156] Furthermore, for example, the game control unit 212 may change the number of types of missions that a player can play, among multiple types of missions that can be played by one player, in accordance with the number of users within a predetermined range. For example, when the number of users within the predetermined range is small, the game control unit 212 may increase the number of types of missions that a user can play, among multiple types of missions that can be played by one player, compared to when the number of users within the predetermined range is large. Specifically, the game control unit 212 may make at least one of the third to fifth missions unplayable when the number of users within the predetermined range is equal to or greater than a predetermined number, while making all of the third to fifth missions playable when the number of users within the predetermined range is less than the predetermined number.
[0157] The control for making each mission unplayable may be a control for making the mission that is to be unplayable unselectable when the user is selecting a mission to play from a plurality of types of missions.
[0158] The number of playable event types may change by only one level depending on the number of users, or may change by multiple levels (e.g., two or more levels). For example, for multiple types of missions played by multiple people, when the number of users within a predetermined range is a first number, the game control unit 212 may increase the number of playable mission types compared to when the number of users within the predetermined range is a second number less than the first number, and when the number of users within the predetermined range is the second number, the game control unit 212 may increase the number of playable mission types compared to when the number of users within the predetermined range is a third number less than the second number. Furthermore, for multiple types of missions playable by a single person, when the number of users within the predetermined range is the first number, the game control unit 212 may decrease the number of playable mission types compared to when the number of users within the predetermined range is a second number less than the first number, and when the number of users within the predetermined range is the second number, the game control unit 212 may decrease the number of playable mission types compared to when the number of users within the predetermined range is a third number less than the second number.
[0159] Note that each of the multiple types of missions (e.g., the first to fifth missions) may or may not utilize the player's position information or the position information of other users. For example, a mission played by multiple people may utilize at least one of the player's position information and the position information of other users, or may utilize neither the player's position information nor the position information of other users. Furthermore, in this embodiment, an assassination mission as a mission played by multiple people is a mission that does not require operation by other users when played by a player, but it may also be a mission that requires operation by other users. Specifically, for example, a mission played by multiple people may be one in which the player and other users fight each other by operating predetermined objects such as characters.
[0160] Furthermore, changing the number of events played by multiple players or the number of events playable by a single player according to the number of users within a predetermined range may change the probability of each event being selected in a game in which an event to be played by a player is automatically selected. In other words, in this embodiment, the game control unit 212 starts play of a mission selected by a user based on the player's operation to select a mission to play from among multiple missions. However, the game control unit 212 may automatically determine the mission to be played by the user from among multiple missions, without relying on the player's selection (without allowing the player to select a mission). For example, when a predetermined operation related to the start of a mission (e.g., an operation on a start button displayed on the display unit 18) is performed, the game control unit 212 may automatically determine the mission to be started from among multiple missions and display an effect on the display unit 18 informing the user of the mission to be started. For example, the effect may be, for example, a predetermined character (e.g., operator 340) instructing the player on the mission to be performed this time (e.g., which of missions 1 to 5 it is).
[0161] In this configuration in which the game control unit 212 automatically determines the mission for the player to play from among multiple types of missions, the game control unit 212 may change the probability that each mission will be selected depending on the number of users within a predetermined range. Specifically, for example, when the number of users within the predetermined range is equal to or greater than a predetermined number, the game control unit 212 may increase the probability that an event that can be played by multiple people (e.g., an assassination mission) will be selected, compared to when the number is less than the predetermined number. Furthermore, when the number of users within the predetermined range is equal to or greater than a predetermined number, the game control unit 212 may decrease the probability that an event that can be played by one person (e.g., a transport mission) will be selected, compared to when the number is less than the predetermined number. Note that the probability that each mission will be selected may change by only one level depending on the number of players, or may change by multiple levels (e.g., two or more levels).
[0162] The method for automatically determining the mission to be played by a player from among multiple types of missions is not particularly limited, and may include, for example, a method of determining the mission by lottery, or a method in which the order of missions to be played is predetermined and the next mission to be played is determined according to the predetermined order. In the former method, for example, by changing the probability of each mission being selected in the lottery, the probability can be changed according to the number of users within a predetermined range. In the latter method, for example, by storing multiple tables that define the order of missions in the storage unit 220 and determining which table to use according to the number of users within a predetermined range, the probability can be changed according to the number of users within a predetermined range. In other words, by varying the frequency of occurrence of an event played by multiple people or an event played by a single person depending on the table, the probability can be changed according to the number of users within a predetermined range.
[0163] It should be noted that "probability increases (or probability is high)" includes the case where the lower probability (in other words, the reference probability) is 0%.
[0164] In addition, in a configuration in which the number of playable events is changed according to the number of users within a specified range, if the number of playable events changes according to the number of users within the specified range as a result, it is not necessary to calculate the number of users within the specified range and then perform various processes.
[0165] (Target details) As described above, the method for determining a target user in an assassination mission is not particularly limited, but the game control unit 212 may determine another user who satisfies predetermined conditions as the target user. The predetermined conditions may include a condition that the user's rank in the game is within a predetermined range. Specifically, the predetermined conditions may include a condition that the user's rank is equal to or higher than the player's rank. Note that the "rank" may indicate a relative position among users (in other words, ranking or ability), or may indicate proficiency, etc. Furthermore, the user's rank may be the rank of the user himself or the rank of the character used by the user, etc. In other words, the "rank" may include the position of each user in the ranking described above, the "level" in conventional games, etc.
[0166] Furthermore, the game control unit 212 may preferentially select a user currently playing a mission (for example, an assassination mission, a transport mission, etc.) as a target user over a user not currently playing a mission. Furthermore, the game control unit 212 may preferentially select a user currently running an application related to the game of this embodiment in the foreground as a target user over a user currently running an application related to the game of this embodiment in the background. Note that "preferentially" can also be interpreted as increasing the probability of being selected. Furthermore, "preferentially" includes a case where the probability of being selected for the non-priority side is 0%.
[0167] Furthermore, the game control unit 212 may preferentially select a user who is walking in real space as a target user over a user who is traveling by car. In other words, the probability of the user being selected as a target user may be lower when the user is traveling by car than when the user is traveling on foot. Specifically, for example, the game control unit 212 may change the probability of the user being selected as a target user according to the user's traveling speed. More specifically, for example, the game control unit 212 may lower the probability of the user being selected as a target user when the user is traveling at a first speed (e.g., a speed estimated to be traveling by car) compared to when the user is traveling at a second speed (e.g., a speed estimated to be traveling on foot). Here, the first speed may be faster or slower than the second speed. When imagining being targeted by someone in real space, it is imagined that the user is less likely to be targeted when traveling by car than when traveling on foot. By adopting such a configuration, it is possible to make what is happening in the game feel more like reality, thereby improving the interest of the game. In a game that uses location information indicating the user's location, a method for determining the user's movement speed is publicly known, and the movement speed can be determined using a publicly known method. For example, the game control unit 212 may calculate the movement speed from the amount of change in the user's location information.
[0168] It should be noted that "selecting as a target user" may include extracting a user as a candidate for the target user (in other words, the target), automatically determining one user as the target user, and so on.
[0169] (location information) As described above, the location information used in each process according to this embodiment may be location information at any time point. Furthermore, the location information used in each process may be location information at one time point (in other words, one piece of location information) or location information at multiple time points (in other words, multiple pieces of location information).
[0170] That is, in each process, the position of each user in real space may be identified based on the position information of each user, but the position may be identified using position information at any time, or multiple pieces of position information. In other words, in each process, the position at which each user is considered to be located in real space may be determined using position information at any time, or multiple pieces of position information. Furthermore, the type of position information used may differ for each process. An example is shown below, but the position information used in each process is not limited to the following.
[0171] For example, the game control unit 212 may identify the location of each user in real space based on the current (in other words, most recent) location information of each user. Alternatively, the game control unit 212 may identify the location of each user in real space based on location information of each user from a predetermined time (e.g., several tens of minutes) ago (in other words, location information older than the latest location information). Alternatively, the game control unit 212 may identify the location of each user in real space based on location information of each user at the time when a predetermined event occurs in the game. Alternatively, the game control unit 212 may identify the location of each user in real space based on location information of each user within a predetermined period of time. For example, the game control unit 212 may calculate coordinates from a plurality of pieces of location information within a predetermined period of time based on a predetermined formula (e.g., a formula for calculating an average value, etc.), and identify the location of each user in real space based on the calculation result.
[0172] Specifically, for example, in an assassination mission, the player's position on the map may be determined based on the player's current position information. Then, during the assassination mission, the player's position on the map may be updated as needed based on the player's current position information. Also, during the assassination mission, the target's position on the map may be determined based on the target user's position information at the start of the assassination mission. In this embodiment, the target's position on the map does not change during the assassination mission. However, as a variant, during the assassination mission, the target's position on the map may be updated as needed based on the target user's current position information. In other words, during the assassination mission, the game control unit 212 may move the target's position on the map in conjunction with the target user's movement in real space.
[0173] Furthermore, for example, in a battle event, the content of the battle event is determined based on the position-related information of the target user, the position-related information of the player, or the positional relationship between the player and the target, but this position-related information and positional relationship may relate to positional information at any point in time. For example, the position-related information of the target user used in a battle event during an assassination mission may be information related to the real-space position indicated by the positional information used to determine the target's position in the assassination mission (e.g., positional information indicating the target user's position at the start of the assassination mission), or may be information related to the real-space position indicated by the target user's positional information at the start of the battle event. Furthermore, for example, the position-related information of the target user used in a battle event as a counterattack event may be information related to the real-space position indicated by the positional information of the target user (in other words, another user who attacked the player) at the start of the counterattack event. Furthermore, the positional relationship between the player and the target may be, for example, the relationship between the position indicated by the player's positional information at the start of the battle event and the position indicated by the positional information used to determine the target's position in the assassination mission (in other words, positional information of the target user prior to the start of the battle event). In other words, the positional relationship between the player and the target can be said to be the positional relationship between the two users indicated by the player's position information and the target user's position information, but the former position information and the latter position information do not have to be position information at the same time.
[0174] Furthermore, in this embodiment, the number of events that a player can play is controlled according to the number of users within a predetermined range corresponding to the player's position in real space, but in this case the number of users may be calculated based on location information at any point in time. For example, the game control unit 212 may calculate the number of users currently within the predetermined range based on each user's current (in other words, most recent) location information. Furthermore, the game control unit 212 may calculate the number of users who have visited the predetermined range within a predetermined period based on each user's location information within the predetermined period (specifically, location information at each point in time within the predetermined period).
[0175] (Processing flow) Next, an example of processing according to this embodiment will be described with reference to a flowchart.
[0176] First, an example of processing for determining a position in real space to which an event played by a player (specifically, an assassination mission) is associated, using position information of other users, will be described with reference to the flowchart shown in FIG.
[0177] First, the game control unit 212 determines which user among multiple users is to be set as the target user for the event played by the player (step S101). For example, the game control unit 212 determines the target user based on the operation of the player who selects to play an assassination mission.
[0178] Next, the game control unit 212 acquires the position information of the target user, and associates the event played by the player with the position in real space indicated by the position information of the target user (step S102). Specifically, the game control unit 212 determines the position in virtual space (in other words, on a map) corresponding to the position in real space indicated by the position information of the target user as the position of the target, and places the target object 31 at the position in virtual space.
[0179] Next, the game control unit 212 causes the player to start playing the event (step S103).
[0180] While the player is playing the event, the game control unit 212 moves the player's position in the virtual space (in other words, the player's position within the event) in conjunction with the player's movement in real space (step S104). On the other hand, while the player is playing the event, the game control unit 212 does not move the position in real space associated with the event (specifically, the target's position) even if the target user moves in real space.
[0181] Next, an example of a process for changing the content of an event played by a player (in other words, the gameplay) in accordance with information related to a position in real space indicated by the position information of another user different from the player will be described with reference to the flowchart shown in FIG.
[0182] The game control unit 212 acquires position-related information of the target user at a predetermined timing, such as at the start of a battle event (step S201). Note that the position-related information may be acquired based on the position information of the target user.
[0183] Next, the game control unit 212 determines the content of the battle event based on the position-related information of the target user. Specifically, the game control unit 212 determines the situation of the battle event based on the position-related information of the target user (step S202).
[0184] Next, the game control unit 212 starts a battle event according to the determined content (specifically, the situation) (step S203).
[0185] In the battle event, the control unit 110 of the player's terminal device 10 causes the display unit 18 to display a display corresponding to the determined situation (step S204). Specifically, the control unit 110 causes the display unit 18 to display a display showing a target 321 as a character corresponding to the target user at a location corresponding to the determined situation, and showing the target 321 and a reticle 322 aimed at the target 321 moving in a manner corresponding to the determined situation. In this state, the control unit 110 accepts an operation by the player to attack the target 321 (in other words, an operation related to the progress of the battle event).
[0186] Next, the game control unit 212 determines whether the battle event is successful or not based on the player's operation (step S205). Specifically, if a specific operation is performed while the center of the reticle 322 is overlapping with the target 321, the game control unit 212 determines that the player's attack is successful and determines that the battle event is successful. Furthermore, if a specific operation is performed while the center of the reticle 322 is not overlapping with the target 321, the game control unit 212 determines that the attack is unsuccessful and determines that the battle event is unsuccessful.
[0187] In addition, in the processing of step S202, the game control unit 212 may determine the content of the battle event based on the player's position-related information, the positional relationship between the player's position and the target's position, in addition to or instead of the target user's position-related information.
[0188] The method for acquiring the location-related information is not particularly limited. For example, the game control unit 212 may acquire the location-related information by accessing a website that publishes the desired location-related information or a predetermined server that stores the location-related information. For example, if the location-related information is information about facilities, the game control unit 212 may acquire the facility information about the location where the user is located by accessing a predetermined server that stores facility information about the location indicated by the location information or a public website. For example, facility information about each region may be stored in the storage unit 220, and the game control unit 212 may acquire the facility information about the location where the user is located from the storage unit 220. For example, if the location-related information is information about whether the user is indoors, outdoors, or in a vehicle, the game control unit 212 may determine whether the user is indoors, outdoors, or in a vehicle based on the facility information. For example, if the location-related information is information about terrain, the game control unit 212 may acquire the terrain information about the location where the user is located by accessing a predetermined server that stores terrain information about the location indicated by the location information or a public website. Alternatively, for example, topographical information of each region may be stored in the storage unit 220, and the game control unit 212 may acquire the topographical information of the location where the user is located from the storage unit 220. If the location-related information is information related to weather, the game control unit 212 may access a website that publishes weather information or a predetermined server that stores weather information to acquire weather information corresponding to the user's location information. The game control unit 212 may also acquire, as weather information, information detected using various sensors built into a predetermined device such as the terminal device 10 (for example, temperature information detected by a temperature sensor). The game control unit 212 may acquire location-related information based on location information acquired by the location information acquisition unit 116, but may also acquire location-related information without based on location information acquired by the location information acquisition unit 116.
[0189] Next, an example of processing related to a counterattack event will be described with reference to the flowchart shown in FIG.
[0190] When another user attacks a player, the game control unit 212 notifies the player that the player has been attacked. Specifically, when a player as the other user attacks a target 321 corresponding to a target user in a battle event, the game control unit 212 notifies the target user that the target user has been attacked. More specifically, when another user attacks the player, the game control unit 212 instructs the player's terminal device 10 to notify the player that the player has been attacked (step S301). Furthermore, based on the instruction, the player's terminal device 10 causes the display unit 18 to display a notification display 400 (step S302). The notification display 400 includes information about the other user who made the attack.
[0191] Next, based on a predetermined operation by the player who has been notified that he has been attacked, the game control unit 212 starts a battle event in which the other user who made the attack is set as the target user (step S303).
[0192] Here, the game control unit 212 may determine the content of the battle event based on at least one of the position-related information of the target user, the position-related information of the player, or the positional relationship between the player's position and the target's position. For example, the game control unit 212 may determine the situation of the battle event based on the position-related information of the target user. When the situation of the battle event is determined based on the position-related information of the target user, it can also be said that the position in real space to which the battle event is associated is determined using the position information of the other user who performed the attack.
[0193] Next, an example of a process for changing the number of playable events depending on the number of users within a predetermined range will be described with reference to the flowchart shown in FIG.
[0194] First, the control unit 110 of the player's terminal device 10 requests the server 20 to present playable events when displaying a screen for selecting an event to play (step S401).
[0195] Based on the request, the game control unit 212 calculates the number of users within a predetermined range corresponding to the player's position (step S402). In other words, the game control unit 212 calculates the population density around the player.
[0196] Next, the game control unit 212 determines the events that can be played by the players according to the number of users within the predetermined range (step S403).
[0197] Next, the game control unit 212 notifies the player's terminal device 10 of the determined playable events (step S404).
[0198] Next, the control unit 110 of the terminal device 10 presents the notified playable events to the player (in other words, causes the display unit 18 to display a screen for selecting an event to play (in other words, a display showing the playable events)), and accepts the player's operation to select a specific event from the notified playable events (step S405).
[0199] Next, the game control unit 212 starts playing the event selected by the player (step S406).
[0200] The processing of step S403 may be processing for selecting multiple target candidates. In this case, multiple assassination missions with different targets will be presented to the player as playable events. In this case, the screen for selecting an event to play in step S401 may be a screen on which a specific candidate can be selected from multiple candidates (see FIG. 5). The processing of step S403 may be processing for selecting multiple destination candidates. In this case, multiple transport missions with different destinations will be presented to the player as playable events. The processing of step S403 may be processing for selecting a playable event from multiple types of events. In this case, the player will be presented with events of a type corresponding to the surrounding population density as playable events. In this case, the screen for selecting an event to play in step S401 may be a screen on which an event to play can be selected from multiple types of events with different gameplay.
[0201] In the game of this embodiment, the position of the target and the position of the destination can also be referred to as the "position of the target object." That is, in this embodiment, the game control unit 212 determines the position in real space to which an event played by a player is associated using the position information of other users, which can also be referred to as determining the position of the target object in the event using the position information of other users. However, the position in real space to which an event is associated is not limited to the position of the target object, and may be, for example, a predetermined range in virtual space when that range is set as the target range of the event (in other words, the reference position of the predetermined range).
[0202] The present invention is not limited to the above-described embodiments, and can be implemented with various modifications within the scope of the gist thereof. The configuration of this embodiment may be applied to a game that uses information about a user's position in real space. The configuration of this embodiment may also be applied to a game that links a virtual space with a real space. The configuration of this embodiment may also be applied to a game other than a game that links a virtual space with a real space. The configuration of this embodiment may also be applied to a game other than a game that uses information about a user's position in real space. The configuration of this embodiment may also be applied to a service (in other words, an application) other than a game.
[0203] Within the scope of the present invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.
[0204] <Additional Notes> The configuration of this embodiment may be used to, for example, improve the entertainment value of a game. The matters described in the above embodiment may also be written as follows:
[0205] (Appendix 1-1) Computer, In a game that uses position information indicating a user's position in real space, the device functions as a control means (for example, a game control unit 212) that determines a position in real space to which an event played by the user is associated, using position information of other users; The location in real space associated with the event is determined using the location information of the other user, and does not change even if the other user moves in real space. program. With this configuration, the real-space location associated with an event played by a user changes depending on the real-space locations of other users, thereby creating a connection with other users at the location associated with the event. Furthermore, after the real-space location associated with the event is determined using the location information of the other users, it does not change even if the other users move in real space. This prevents the location associated with the event from moving in conjunction with the movement of other users while the user is playing the event. With this configuration, unprecedented events can be realized in games that use location information, thereby increasing the entertainment value of the game.
[0206] (Appendix 1-2) Computer, providing means for providing information about other users who have exerted a specific influence on an object corresponding to a specific user to the specific user when the other users exerted a specific influence on the object; and an event initiation means for initiating a predetermined event in which a specific user exerts a specific influence on an object corresponding to another user who exerts a specific influence, based on a predetermined operation by the specific user to which information about the other user who exerts a specific influence has been provided. The program described in Appendix 1-1. According to this configuration, when a user exerts a specific influence on an object corresponding to another user, information about the user who exerted the specific influence is provided to the other user, and the user to whom the information is provided can choose whether or not to start an event that exerts a specific influence on the object corresponding to the user who exerted the specific influence, thereby realizing a game feature never before seen, and thus improving the entertainment value of the game.
[0207] (Appendix 1-3) The information about other users who have exerted a particular influence, which is provided by the providing means, includes information about the positions in real space of the other users who have exerted a particular influence. The program described in Appendix 1-2. With this configuration, a user who has received a particular influence is provided with information regarding the real-world location of the other user who exerted the particular influence, giving the user the feeling that the person who exerted the particular influence on their object is a real person, thereby increasing the interest of the game.
[0208] (Appendix 1-4) Computer, When another user exerts a specific effect on an object corresponding to a specific user, the device functions as a notification means (for example, the game control unit 212) for notifying the specific user who is running the game application in the background that the specific effect has been exerted. The program described in Appendix 1-1. This configuration strengthens the connection between the real world and the game, making the game more interesting.
[0209] (Appendix 1-5) The notification means changes the timing of notifying the specific user according to a positional relationship between the specific user and another user who has exerted a specific influence on the object corresponding to the specific user, the positional relationship being indicated by the positional information of the specific user and the other user. The program described in Appendix 1-4. With this configuration, when one user exerts a specific influence on another user, the timing at which the notification of the exertion of the specific influence is executed changes depending on the relative positions of the two users, making it possible to realize an unprecedented gaming experience.
[0210] (Appendix 1-6) Computer, functioning as a name notification means (for example, the game control unit 212) that notifies a user playing the event whose associated real-space position has been determined using the position information of the other user of the name of the other user; The name indicating the other user notified to the user playing the event by the name notification means is a nickname different from the name given by the other user himself / herself. The program described in Appendix 1-1. With this configuration, it is possible to inform users playing an event of the names of other users associated with the event, while preventing them from being informed of names that the other users have given themselves.
[0211] (Appendix 1-7) The nickname is a name that is not revealed to the person to whom it is given so that the person does not know the name given to them. The program described in Appendix 1-6. This configuration allows for unprecedented use of user names in creating the game's worldview, and also prevents the nicknames seen and heard in the game from becoming known to users in the real world, etc.
[0212] (Appendix 1-8) In a game that uses position information indicating a user's position in real space, a control means (for example, a game control unit 212) is provided that determines a position in real space to which an event played by the user is associated, using position information of other users; The location in real space associated with the event is determined using the location information of the other user, and does not change even if the other user moves in real space. Information processing system. According to this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 1-1.
[0213] (Appendix 2-1) Computer, In a game that uses location information indicating a user's location in real space, the device functions as a control means (for example, a game control unit 212) that changes the number of multiplayer events and the number of single-player events that can be played by a specific user in accordance with the number of users within a predetermined range corresponding to the user's location in real space. program. With this configuration, the number of users within a predetermined range in real space can be reflected in the number of playable events, specifically the number of events played by multiple people and the number of events playable by a single person. This allows for unprecedented control of the number of playable events, making the game more interesting.
[0214] (Appendix 2-2) The event played by multiple people is an event played using location information of a second user different from the specific user. The program described in Appendix 2-1. With this configuration, for events played using the location information of other users, the number of playable events can be changed according to the number of users within a predetermined range in real space.
[0215] (Appendix 2-3) The single-player event is an event played using location information of the specific user. The program described in Appendix 2-2. With this configuration, for two types of events that are played using position information, the number of playable events can be changed according to the number of users within a predetermined range in real space.
[0216] (Appendix 2-4) The event played by multiple people is an event that can proceed without requiring operation by the second user. The program described in Appendix 2-3. With this configuration, for events that can be progressed without the operation of other users, the number of playable events can be changed according to the number of users within a predetermined range in real space.
[0217] (Appendix 2-5) The event played by multiple people is an event in which an object corresponding to the second user is placed at a position in virtual space corresponding to a position in real space indicated by position information of the second user, and the position in virtual space at which the object is placed does not change even if the second user moves in real space during the progress of the event. A program described in any one of Appendices 2-2 to 2-4. With this configuration, in an event played by multiple people, objects corresponding to other users can be placed in positions in the virtual space that correspond to the positions of the other users in real space, while the positions in the virtual space where the objects are placed can be prevented from changing even if the other users move in real space. With this configuration, it is possible to realize unprecedented events in games that use location information, thereby increasing the entertainment value of the game.
[0218] (Appendix 2-6) Computer, In selecting the second user, the selection unit (e.g., the game control unit 212) functions as a selection unit that preferentially selects a user currently playing a predetermined event as the second user over a user not currently playing any event. A program described in any one of Appendices 2-2 to 2-4. With this configuration, the possibility of being selected as a user involved in an event played by multiple people can be varied depending on whether or not a predetermined event is currently being played.
[0219] (Appendix 2-7) In a game that uses position information indicating a user's position in real space, a control means (e.g., a game control unit 212) is provided that changes the number of multiplayer events and the number of single-player events that can be played by a specific user in accordance with the number of users within a predetermined range corresponding to the specific user's position in real space. Information processing system. According to this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 2-1.
[0220] (Appendix 3-1) Computer, In a game that uses position information indicating the user's position in real space, the device functions as a control means (for example, a game control unit 212) that changes the game characteristics of a predetermined event played by a first user in accordance with information related to the position in real space indicated by the position information of a second user. program. With this configuration, the gameplay of the events played by the user changes depending on the locations of other users in real space, making it possible to provide an unprecedented gaming experience, thereby increasing the interest of the game.
[0221] (Appendix 3-2) The control means changes game characteristics of the predetermined event played by the first user depending on whether the position in real space indicated by the position information of the second user is indoors or outdoors. The program described in Appendix 3-1. With this configuration, the gameplay of the event played by a user changes depending on whether other users are indoors or outdoors, making it possible to provide an unprecedented gaming experience.
[0222] (Appendix 3-3) The control means changes the game characteristics of the predetermined event played by the first user in accordance with a facility located in real space indicated by the location information of the second user. The program described in Appendix 3-1. With this configuration, the gameplay of the event played by the user changes depending on the facility where other users are actually located, making it possible to provide an unprecedented gaming experience.
[0223] (Appendix 3-4) The control means changes the game characteristics of the predetermined event played by the first user in accordance with the topography of the position in real space indicated by the position information of the second user. The program described in Appendix 3-1. With this configuration, the gameplay of the events played by a user will change depending on the terrain of the locations where other users are actually located, making it possible to provide an unprecedented gaming experience.
[0224] (Appendix 3-5) The predetermined event played by the first user is an event in which the first user fights a character corresponding to the second user. A program described in any one of Appendices 3-1 to 3-4. With this configuration, the gameplay of events in which a player fights characters corresponding to other users changes depending on the location of those other users in real space, making it possible to provide an unprecedented gaming experience.
[0225] (Appendix 3-6) The predetermined event played by the first user is an event that proceeds without requiring an operation by the second user. A program described in any one of Appendices 3-1 to 3-4. With this configuration, the gameplay of the event played by the user can be changed depending on the location in real space of other users, while the event can be progressed without the need for operation by those other users, making it possible to provide an unprecedented gaming experience.
[0226] (Appendix 3-7) the first user moves in real space so as to approach a position in real space indicated by the position information of the second user, and is able to start the predetermined event at any timing; The control means changes game characteristics of the predetermined event played by the first user according to a relationship between a position in real space indicated by position information of the second user and a position in real space indicated by position information of the first user at the time when the predetermined event starts. A program described in any one of Appendices 3-1 to 3-4. With this configuration, it becomes possible to change the gameplay of the events played by a user depending on the relationship between the user's position in real space and the positions of other users in real space, making it possible to provide an unprecedented gaming experience.
[0227] (Appendix 3-8) In a game that uses position information indicating the user's position in real space, a control means (for example, a game control unit 212) is provided that changes the game characteristics of a predetermined event played by a first user in accordance with information related to the position in real space indicated by the position information of a second user. Information processing system. According to this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 3-1.
[0228] The problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]
[0229] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 116 Position information acquisition unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 220 Memory unit
Claims
1. Computer, In a game that uses position information indicating a user's position in real space, the control means functions as a control means that changes the number of multiplayer events and the number of single-player events that can be played by a specific user in accordance with the number of users within a predetermined range corresponding to the user's position in real space; The event played by multiple people is an event in which an object corresponding to a second user different from the specific user is placed at a position in virtual space corresponding to a position in real space indicated by position information of the second user, and the position in virtual space at which the object is placed does not change even if the second user moves in real space during the progress of the event. program.
2. Computer, In a game that uses position information indicating a user's position in real space, the control means functions as a control means that changes the number of multiplayer events and the number of single-player events that can be played by a specific user in accordance with the number of users within a predetermined range corresponding to the user's position in real space; the event played by multiple people is an event played using location information of a second user different from the specific user, More computers, In selecting the second user, the selection means functions as a selection means for preferentially selecting a user currently playing a predetermined event as the second user over a user not currently playing any event. program.
3. In a game that uses position information indicating a user's position in real space, a control means is provided for varying the number of multiplayer events and the number of single-player events that can be played by a specific user in accordance with the number of users within a predetermined range corresponding to the user's position in real space, The event played by multiple people is an event in which an object corresponding to a second user different from the specific user is placed at a position in virtual space corresponding to a position in real space indicated by position information of the second user, and the position in virtual space at which the object is placed does not change even if the second user moves in real space during the progress of the event. Information processing system.
4. In a game that uses location information indicating a user's location in real space, a control means is provided that changes the number of multiplayer events and the number of single-player events that can be played by a specific user according to the number of users within a predetermined range corresponding to the user's location in real space, the event played by multiple people is an event played using location information of a second user different from the specific user, A selection means is provided for selecting a user currently playing a predetermined event as the second user with priority over a user not currently playing any event. Information processing system.
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