Information processing system, program, and information processing method

The information processing system uses sound localization to enhance game immersion by outputting sounds from special positions, addressing the lack of auditory feedback in existing technologies and improving user engagement.

JP7773053B2Active Publication Date: 2025-11-19CAPCOM CO LTD
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Patent Information

Application Number
JP2022095687
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-14
Publication Date
2025-11-19
Estimated Expiration
2042-06-14

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Patent Text Reader

Abstract

To provide a technology to cause a user to recognize a state of a game in a mode that further enhances amusement of the game.SOLUTION: There is provided an information processing system. The information processing system includes a control unit. The control unit acquires a first position in a virtual space. The first position is the position of a first character operated by a first user. A special position in the virtual space is specified in response to a first instruction from the first user. The special position is the position related to an object, which is not a control target related to a movement behavior by the first character. A predetermined sound associated with the special position is output in response to a second instruction from the first user.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to an information processing system, a program, and an information processing method. [Background technology]

[0002] Patent Document 1 discloses the following video game processing device and video game processing program.

[0003] In this video game processing device and video game processing program, the video game processing device, which controls the progress of the video game by displaying on the display screen of a display device how a character moves through a virtual space, is able to identify a positional relationship including the distance from a predetermined reference position to a destination position that is identified in accordance with the progress of the video game, determine whether the distance exceeds a predetermined maximum distance, generate a positional relationship image showing the identified positional relationship, display the generated positional relationship image on the display screen, and, if it is determined that the distance from the reference position to the destination position exceeds the maximum distance, replace the identified distance with the maximum distance to generate a positional relationship image. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-233348 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the technology disclosed in Patent Document 1 does not disclose how to make the user aware of the game situation through sound.

[0006] In view of the above circumstances, the present disclosure provides a technology that allows a user to recognize the status of a game in a manner that further enhances the interest of the game. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a control unit. The control unit acquires a first position in a virtual space. The first position is the position of a first character operated by a first user. A special position in the virtual space is identified in response to a first instruction from the first user. The special position is a position of an object that is not subject to control regarding the movement action of the first character. A predetermined sound associated with the special position is output in response to a second instruction from the first user.

[0008] According to the present disclosure, it is possible to make a user aware of the game situation in a manner that further enhances the interest of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 1 is an activity diagram showing the flow of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 10 is a diagram showing an example of screen transition from a top screen U1 to a voice chat setting screen U2. [Figure 5] FIG. 10 is a diagram showing an example of screen transition from the voice chat setting screen U2 to the normal state setting screen U3. [Figure 6] FIG. 10 is a diagram showing an example of transitioning from the voice chat setting screen U2 to the special status setting screen U4. [Figure 7] FIG. 10 is a diagram showing an example of screen transition from the top screen U1 to the quest setting screen U5. [Figure 8] This is a diagram showing an example of transitioning from a quest setting screen U5 to a matching screen U6. [Figure 9]FIG. 1 is a diagram showing an example of a gameplay image of an FPS game according to the present embodiment. [Figure 10] FIG. 1 is a diagram showing an example of a gameplay image of an FPS game according to the present embodiment. [Figure 11] FIG. 1 is a diagram showing an example of a gameplay image of an FPS game according to the present embodiment. [Figure 12] FIG. 1 is a diagram showing an example of a gameplay image of an FPS game according to the present embodiment. [Figure 13] FIG. 13 is a diagram showing an example when a special position is identified in FIG. 12. DETAILED DESCRIPTION OF THE INVENTION

[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0012] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values ​​of signal values ​​representing voltages and currents, high and low signal values ​​as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0014] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.

[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.

[0016] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and sound output unit 4b based on user operations.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.

[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0027] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0028] <Game Device 3> A display 4a, a sound output unit 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an input unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the input unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user DB 221 stored in the storage unit 22 of the information processing device 2. The user DB 221 manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.

[0031] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and sound output control of the sound output unit 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, e.g., a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the sound output unit 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, causing the sounds to be output from the sound output unit 4b. Note that, in the present disclosure, the sound output unit 4b may be any device capable of outputting sound from a sound source generated by sound image localization. The sound output unit 4b may be, for example, a speaker or headphones. "Sound image localization" refers to generating a sound source (referred to as a sound image) that allows a user to perceive direction and distance in a certain space. The input unit 34c is connected to the input device 4c and transmits and receives input data to and from the input device 4c. The user inputs signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse or keyboard, a microphone, etc. When the input device 4c is used as a microphone, the user's voice is input as a signal to the game apparatus 3 via the microphone.

[0034] 2.2 Functional Configuration Next, each functional configuration of the information processing system 1 will be described with reference to FIG.

[0035] <Information processing device 2> 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as an information transmission / reception unit 230, a display control unit 231, a game setting unit 232, a game control unit 233, a position acquisition unit 234, a position identification unit 235, and an audio control unit 236. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The information transmitting / receiving unit 230 is configured to receive or acquire various pieces of information from the game apparatus 3 via the communication network 11 and the communication unit 21. The information transmitting / receiving unit 230 is also configured to transmit or output various pieces of information to the game apparatus 3 via the communication unit 21 and the communication network 11.

[0037] The display control unit 231 is configured to generate display information. Here, "display information" is a concept that includes not only information itself generated in a manner that is visible to the user, such as a screen, an image, an icon, or text, but also rendering information for displaying the information.

[0038] The game settings unit 232 is configured to change the settings of the game.

[0039] The game control unit 233 is configured to control the progress of the game.

[0040] The position acquisition unit 234 is configured to acquire the position of the character in the virtual space.

[0041] The position identification unit 235 is configured to identify a special position LS in the virtual space. Here, the "special position" is a position of an object that is not subject to control regarding the movement of the character operated by the player. The "third position" is a position that is a sound source of the environmental sound.

[0042] The audio control unit 236 receives input of audio information from the user via the input device 4c. Here, "audio information" refers to information about the audio emitted by the user. The audio control unit 236 is also configured to generate sound information and output sound information with sound image localization from the sound output unit 4b. Here, "sound information" refers to information about a sound that the user can identify by hearing. The sound information with sound image localization allows the user to perceive the direction or position in the virtual space from which the sound is emitted.

[0043] The information transmitting / receiving unit 230, the display control unit 231, the game setting unit 232, the game control unit 233, the position acquisition unit 234, the position identification unit 235, and the audio control unit 236 will be described in detail later.

[0044] 3. Operational flow of information processing system 1 As an example of a preferred game executed by the information processing system 1, an FPS (First-Person Shooter) game will be described. The FPS game of this embodiment is a game in which multiple players each control a character using a gun and cooperate to defeat enemy characters. In this example of the embodiment, the game device 3 will be described as a tablet terminal. Therefore, in the following example, the display 4a is assumed to include an input device 4c.

[0045] In the present disclosure, information processing related to the communication network 11, the communication unit 21, the communication unit 31, and the input device 4c may be abbreviated. For example, the control unit 33 receiving a predetermined input via a user's operation on the input device 4c may be abbreviated to simply "the control unit 33 receiving a predetermined input from the user." Furthermore, the information transmitting / receiving unit 230 transmitting predetermined information to the game apparatus 3 via the communication unit 21, the communication network 11, and the communication unit 31 may be abbreviated to simply "the information transmitting / receiving unit 230 transmitting the predetermined information to the game apparatus 3." Furthermore, the information transmitting / receiving unit 230 receiving predetermined information from the game apparatus 3 via the communication unit 21, the communication network 11, and the communication unit 31 may be abbreviated to simply "the control unit 23 receiving the predetermined information from the game apparatus 3." The same applies to the case where the control unit 33 transmits and receives information to and from the information processing apparatus 2 via the communication unit 31, the communication network 11, and the communication unit 21.

[0046] In the present disclosure, the information processing for displaying information on the display 4a may be described simply as the control unit 33 displaying certain information on the display 4a. Furthermore, since the display control unit 231 indirectly displays certain information on the display 4a, the processing may be described simply as the display control unit 231 displaying certain information on the display 4a. In this case, for example, the information processing described below is performed. For example, the control unit 33 receives a user instruction to change the state of the screen. The control unit 33 generates display information based on the instruction. The control unit 33 controls the display on the display 4a based on the generated display information. As another example, the control unit 33 receives a user instruction to display information on the screen from the user. The control unit 33 transmits the instruction to the information processing device 2. The information transmission / reception unit 230 receives the instruction from the game device 3. The display control unit 231 generates display information based on the instruction. The information transmission / reception unit 230 transmits the generated display information to the game device 3. The control unit 33 receives the generated display information from the information processing device 2. The control unit 33 controls the display on the display 4a based on the generated display information.

[0047] In the present disclosure, the game device 3-1 is a game device 3 operated by a player P1. The game device 3-1 includes a communication bus 30-1, a communication unit 31-1, a storage unit 32-1, a control unit 33-1, a graphics processing unit 34a-1, an audio processing unit 34b-1, and an input unit 34c-1. The game device 3-1 is also communicatively connected to a display 4a-1, a sound output unit 4b-1, and an input device 4c-1. The game device 3-2 is a game device 3 operated by another player P2. The game device 3-2 also has a configuration similar to that of the game device 3-1 and is communicatively connected to similar devices. To distinguish the game device 3-2 from the game device 3-1, the numbers of the components of the game device 3-2 and the devices connected to the game device 3-2 are prefixed with "-2." For example, the control unit 33 of the game device 3-2 is referred to as the "control unit 33-2." Here, the player P1 is an example of a first user. The other player P2 is an example of a second user. The first user and the second user are each an example of a user.

[0048] 3.1 Overview of Information Processing This section describes an information processing method of the above-described information processing system 1. Fig. 3 is an activity diagram showing the flow of information processing executed by the information processing system 1.

[0049] (Activity A1) First, the control unit 23 executes authentication processing for the user account. For example, the control unit 33-1 accepts input of account information from the player P1. Next, the control unit 33-1 transmits the account information to the information processing device 2. Next, the control unit 23 receives the account information from the game device 3-1. Next, the control unit 23 determines whether the received account information matches the account information of the player P1 stored in the storage unit 22. If the account information matches, the control unit 23 completes the authentication processing for the user account. Thereafter, the display control unit 231 displays the top screen U1 on the display 4a-1.

[0050] (Activity A2) Next, the control unit 33-1 receives a predetermined input via an operation on the input device 4c-1 by the player P1. Next, the control unit 33-1 transmits information regarding the predetermined input to the information processing device 2. Next, the information transmitting / receiving unit 230 receives information regarding the predetermined input from the game device 3-1. If the predetermined input is an input regarding voice chat settings, the control unit 23 proceeds to processing activity A3. If the predetermined input is an input regarding a quest, the control unit 23 proceeds to processing activity A4. Here, a "quest" refers to game content associated with tasks and conditions to be achieved in the game. A clearing condition is set for each quest. If the clearing condition of a quest is achieved through the user's game action, the user is granted a predetermined reward. Note that a task other than the clearing condition (a so-called mission) may be associated with a quest. By achieving the mission and satisfying the clearing condition, the user is granted a mission clearing reward in addition to the clearing reward.

[0051] (Activity A3) Next, the game setting unit 232 changes the voice chat settings in accordance with the received input regarding the voice chat settings. The voice chat settings include, for example, settings regarding whether or not to apply sound image localization to the voice of the other player P2, settings regarding the circumstances under which sound image localization is applied, and settings regarding whether or not environmental sounds are to be heard along with the voice of the other player P2. Here, "environmental sounds" refer to sounds emitted from objects in the game. Examples of environmental sounds include sounds emitted from tools when the first character C1 or the second character C2 uses a tool, sounds emitted upon contact with a terrain object such as footsteps, sounds emitted from the terrain object itself such as the sound of a flowing river, and cries emitted from enemy objects. Furthermore, environmental sounds do not necessarily have to include the game's background music (BGM). From another perspective, the game setting unit 232 changes settings regarding how the other player P2 hears or communicates the voice chat to the other player P2. Environmental sounds are an example of third sounds.

[0052] (Activity A4) Next, the game setting unit 232 sets the conditions of the quest based on the accepted input related to the quest. Here, the input related to the quest that can be accepted is, for example, an input such as operating the quest selection button O60 (see FIG. 7) for specifying the quest to be played, or operating the matching condition button O61 (see FIG. 7) related to the matching conditions with another player P2. Here, the "matching conditions" refer to conditions related to the game settings for selecting other players when playing a quest together.

[0053] (Activity A5) Next, in response to receiving a press of the matching start button O62 (see FIG. 7) from player P1, the control unit 33-1 receives an input of a request to start matching. Next, the control unit 33-1 transmits the request to start matching to the information processing device 2. Next, the information transmitting / receiving unit 230 receives the request to start matching from the game device 3-1. When the request to start matching is received, the game setting unit 232 starts the matching process. The "matching process" is a process in which, when the game settings of a certain user satisfy the matching conditions of another user, the players are preferentially matched. During the execution of the matching process, the display control unit 231 displays a matching screen U6 on the display 4a. When the game setting unit 232 determines that the conditions for ending the matching process have been met, it ends the matching process. Conditions for ending the matching process include, for example, when a predetermined time has elapsed, when a predetermined number of other players P2 have been matched, or when an instruction to end the matching process is received from player P1 by pressing the challenge button O70 (see Figure 8).

[0054] (Activity A6) Next, when the matching process is completed, the game control unit 233 starts a quest. While the quest is in progress, the sound control unit 236 can receive sound input from the player P1 via the input device 4c-1. When sound input from the player P1 is received, the sound control unit 236 generates sound information based on the sound and outputs the generated sound information to the sound output unit 4b-2 of the other player P2 in a state where the sound image is localized.

[0055] (Activity A7) Next, the position acquisition unit 234 acquires a first position L1 and a second position L2 in the virtual space. Here, the first position L1 is the position of a first character C1 operated by the player P1. Furthermore, the second position L2 is the position of a second character C2 operated by another player P2. There may be multiple other players P2. In this case, the position acquisition unit 234 acquires multiple second positions L2 corresponding to the second characters C2 of the multiple other players P2.

[0056] (Activity A8) Next, the game control unit 233 accepts an in-quest instruction. Here, an "in-quest instruction" is an instruction from player P1 while the quest is being executed. The in-quest instruction includes a first instruction and a second instruction. The "first instruction" is an instruction to identify a special position LS. The "second instruction" is an instruction to output sound information. If the accepted in-quest instruction is the first instruction, the game control unit 233 proceeds to processing activity A9. If the accepted in-quest instruction is the second instruction, the game control unit 233 determines whether a special position LS has been designated. If a special position LS has been designated, the game control unit 233 proceeds to processing activity A10. If a special position LS has not been designated, the game control unit 233 proceeds to processing activity A11.

[0057] (Activity A9) Subsequently, when a first instruction is received in activity A8, the position identifying unit 235 identifies the special position LS in the virtual space in response to the first instruction from the player P1. From another perspective, the position identifying unit 235 identifies the special position LS by the player P1 designating an object in the virtual space.

[0058] (Activity A10) Subsequently, when a second instruction is received while the special position LS has been identified in activity A8, the sound control unit 236 outputs sound information with a sound image localized from the special position LS in response to the second instruction from the player P1 using the sound output unit 4b-2. As a specific example, the sound control unit 236 receives sound input from the player P1 via the input device 4c. The sound control unit 236 outputs sound information with a sound image localized in accordance with the positional relationship between the special position LS and the second position L2 from the sound output unit 4b-2.

[0059] (Activity A11) Subsequently, when a second instruction is received in a state in which the special position LS has not been specified in activity A8, the sound control unit 236 controls the output of sound information to the other player P2 in accordance with the positional relationship between the first position L1 and the second position L2. As a specific example, the sound control unit 236 receives sound input from the player P1 via the input device 4c. The sound control unit 236 controls the output of sound information from the sound output unit 4b-2 of the other player P2 in a state in which a sound image is localized in accordance with the positional relationship between the first position L1 and the second position L2.

[0060] (Activity A12) Furthermore, the game control unit 233 determines whether a quest end condition is met while activities A7 to A11 are being executed. When the quest end condition is met, the game control unit 233 ends the quest. "When a quest end condition is met" means when a certain condition is met in the quest. For example, this may be when all players in the quest are killed, when a target enemy player in the quest is defeated, or when the time limit for the quest is reached.

[0061] (Activity A13) Finally, the display control unit 231 generates display information related to the quest result. The graphics processing unit 34a-1 displays a screen related to the result on the display 4a-1 based on the display information related to the quest result. The game control unit 233 also awards rewards to the player P1 and the other player P2 according to the quest result. Thereafter, the game control unit 233 ends the quest.

[0062] In summary, the information processing method executed by the information processing system 1 acquires a first position in a virtual space. The first position is the position of a first character operated by a first user. The information processing method identifies a special position in the virtual space in response to a first instruction from the first user. The special position is a position of an object that is not subject to control regarding the movement action of the first character. The information processing method outputs a predetermined sound associated with the special position in response to a second instruction from the first user.

[0063] As a result of the above, it is possible to make the user aware of the game status in a manner that further enhances the enjoyment of the game. Furthermore, since the information processing in the present disclosure is performed by a relatively simple operation, it is possible to reduce the use of cache memory in the information processing device 2 and the game device 3. Furthermore, as a result of being able to reduce the use of cache memory, no large-scale device or computer is required, and therefore information processing can be performed inexpensively.

[0064] 3.2 Details of information processing Next, details of the information processing will be explained. First, details of the information displayed on the screen until the start of the content will be explained using Figs. 4 to 8. The information processing explained below will be explained as processing performed mainly by the operation of player P1. It may also be assumed that the same processing is performed by the similar operation of another player P2.

[0065] First, the top screen U1 of FIG. 4 will be described. FIG. 4 is a diagram showing an example of screen transition from the top screen U1 to the voice chat setting screen U2. The top screen U1 of FIG. 4 is displayed by performing authentication processing for the user account of the activity A1 of FIG. 3. In response to receiving a press of the setting button O14, the display control unit 231 displays the voice chat setting screen U2 on the display 4a-1. The top screen U1 is a screen for providing various in-game functions to the player P1. The top screen U1 of FIG. 4 includes a usable character area R1, a gacha button O10, a formation button O11, a quest button O12, a battle button O13, and a setting button O14.

[0066] The used character area R1 is an area where the character operated by player P1 in a quest is displayed. The gacha button O10 is a button that displays a screen related to executing gacha. The organization button O11 is a button that displays a screen related to setting up the character operated by player P1. In response to the result of an operation on the screen related to setting up the character, the display control unit 231 changes and displays the used character area R1. The quest button O12 is a button that displays a screen related to executing a quest. The battle button O13 is a button that displays a screen related to a battle with another user. The setting button O14 is a button that displays a screen related to setting up voice chat. In response to receiving a press of any button from player P1, the display control unit 231 displays a screen corresponding to the button on the display 4a-1.

[0067] Next, the voice chat setting screen U2 of FIG. 4 will be described. When a request for voice chat settings for activity A2 of FIG. 3 is input, the voice chat setting screen U2 of FIG. 4 is displayed. The voice chat setting screen U2 is a screen for changing voice chat settings. The voice chat setting screen U2 of FIG. 4 includes a normal state setting button O20, a special state setting button O21, and a position specification object O22. The normal state setting button O20 is a button for displaying a screen for voice chat settings in the normal state. The special state setting button O21 is a button for displaying a screen for voice chat settings in the special state. From another perspective, the game setting unit 232 changes the voice chat settings separately for the normal state and the special state.

[0068] Here, a "special state" refers to a time or state when a condition for applying sound image localization to a user is met during the execution of a quest. Examples of special states include at least when a user is in a dangerous situation, when a user designates a specific object, when a user issues an instruction to apply sound image localization at that timing, and when a user utters a keyword. The game setting unit 232 sets a condition for applying sound image localization to player P1 based on an instruction from player P1. The game setting unit 232 also sets a condition for applying sound image localization to another player P2 based on an instruction from another player P2. Also, a "normal state" refers to a time or state when a special state is not met during the execution of a quest.

[0069] The position designation object O22 is an object for changing the position designation setting. In response to receiving the selection of the position designation object O22 by the player P1, the game setting unit 232 switches the position designation setting from ON to OFF and from OFF to ON. Here, the "position designation setting" refers to a setting for outputting sound information with a sound image localized from the designated position using the sound output unit 4b-2 when the player P1 inputs sound from the input device 4c-1 while specifying a position.

[0070] 5 is a diagram showing an example of screen transition from the voice chat setting screen U2 to the normal state setting screen U3. As shown in FIG. 5, the display control unit 231 displays the normal state setting screen U3 on the display 4a in response to receiving a press of the normal state setting button O20. The normal state setting screen U3 is a screen for changing the settings of voice chat in the normal state.

[0071] For each check box disclosed herein, in response to receiving a selection of any check box from the user, the game setting unit 232 changes the setting associated with that check box from a state in which the setting is applied to a state in which the setting is not applied, or from a state in which the setting is not applied to a state in which the setting is applied.

[0072] The normal state setting screen U3 in Fig. 5 includes a sound image localization check box O30, an environmental sound check box O31, and a volume adjustment check box O32. The sound image localization check box O30 is a check box for changing settings related to sound image localization in the normal state. By turning off the sound image localization setting in the normal state and turning on the sound image localization setting in the special state, player P1 can hear sound information from another player P2 while distinguishing between the normal state and the special state.

[0073] The environmental sound check box O31 is a checkbox for changing a setting as to whether or not to transmit and acquire environmental sound along with the user's voice in the normal state. The volume adjustment check box O32 is a checkbox for changing a setting as to whether or not to adjust the volume of the environmental sound that is transmitted and acquired along with the user's voice in the normal state. In the normal state, the environmental sound is turned off or reduced, allowing player P1 to clearly hear the voice of other player P2.

[0074] 6 is a diagram showing an example of screen transition from the voice chat setting screen U2 to the special status setting screen U4. As shown in FIG. 6, the display control unit 231 displays the special status setting screen U4 on the display 4a in response to receiving a press of the special status setting button O21. The special status setting screen U4 is a screen for changing the settings of the voice chat in the special status.

[0075] The special status setting screen U4 in Fig. 6 includes a sound quality setting area R2, a user condition area R3, and a caller condition area R4. The sound quality setting area R2 is used to change settings related to the sound quality of the special status. The sound quality setting area R2 includes a sound image localization checkbox O40, an environmental sound checkbox O41, and a volume adjustment checkbox O42.

[0076] The sound image localization check box O40 is a check box for changing a setting as to whether or not sound image localization is applied in a special state. The environmental sound check box O41 is a check box for changing a setting as to whether or not environmental sound is transmitted and acquired along with the user's voice in a special state. The volume adjustment check box O42 is a check box for changing a setting as to whether or not the volume of environmental sound that is transmitted and acquired along with the user's voice is adjusted in a special state.

[0077] The self condition area R3 is an area for defining a special state of the player P1. The self condition area R3 includes a self status check box O50, a dangerous state check box O51, a specific object discovery check box O52, and a keyword setting check box O53.

[0078] The own status check box O50 is a check box for changing whether or not a special status is set in the status of player P1. When the own status check box O50 is checked, the display control unit 231 displays each of the check boxes O51 to O53 subordinate to the own status check box O50 so that they can be selected.

[0079] The danger state check box O51 is a check box for setting whether or not a situation in which the first character C1 is in danger is to be treated as a special state. The specific object discovery check box O52 is a check box for setting whether or not a situation in which the player P1 discovers a specific object is to be treated as a special state. The specific object is, for example, a specific enemy object or an item.

[0080] The keyword setting check box O53 is a check box for setting whether or not a situation in which the player P1 utters a specific keyword is to be a special state. Here, the specific keyword can be set arbitrarily by the player P1. The keyword set here may be a demonstrative such as "that" or "this," a shout such as "Ahhh" or "Whoa," or any other keyword such as a password.

[0081] The opponent condition area R4 is an area for defining the special status of the other player P2. The opponent condition area R4 includes an opponent status check box O54, an opponent manual check box O55, a danger state check box O56, a specific object detection check box O57, and a keyword setting check box O58.

[0082] The opponent status check box O54 is a check box for changing whether or not a special status is set in the status of the other player P2. When the opponent status check box O54 is checked, the display control unit 231 displays each of the check boxes O55 to O58 subordinate to the opponent status check box O54 so that they can be selected.

[0083] The other player manual check box O55 is a check box for setting whether or not a situation in which another player P2 gives an instruction at any timing is to be treated as a special state. The danger state check box O56 is a check box for setting whether or not a situation in which the second character C2 is in danger is to be treated as a special state.

[0084] The specific object discovery check box O57 is a check box for setting whether or not a situation in which another player P2 discovers a specific object is to be treated as a special state. The keyword setting check box O58 is a check box for switching whether or not to output the voice of another player P2 using a sound image localization when the other player P2 utters a specific keyword. The specific keyword is set in the same way as the keyword setting check box O53.

[0085] 7 is a diagram showing an example of screen transition from the top screen U1 to the quest setting screen U5. In response to receiving a press of the quest button O12, the display control unit 231 displays the quest setting screen U5 on the display 4a. The quest setting screen U5 is a screen for changing quest settings. The quest setting screen U5 in FIG. 7 includes a quest selection button O60, a matching condition button O61, and a matching start button O62.

[0086] The quest selection button O60 is a button for selecting a quest to be played by the player P1. In response to receiving an operation of the quest selection button O60 from the player P1, the game setting unit 232 changes the quest to be played in accordance with the result of the operation of the quest selection button O60. The matching condition button O61 is a button for specifying matching conditions. Examples of matching conditions include conditions related to the rank of the other player P2 in the game, conditions related to the setting of sound image localization, such as whether or not to apply sound image localization to the other player P2, and the like.

[0087] The matching start button O62 is a button for starting matching. In response to receiving a press of the matching start button O62 from the player P1, the game setting unit 232 starts the matching process based on the matching conditions. The game setting unit 232 specifies the setting of a first condition and a second condition. Here, the "second condition" refers to a condition for the other player P2 to enter a special state and is set by the other player P2. The second condition includes a condition related to the status of the other player P2 set by the other player P2 using the self condition area R3. The second condition also includes a condition related to the status of the player P1 set by the other player P2 using the opponent condition area R4. From another perspective, the second condition is a condition for outputting sound information to the other player P2 in a sound image localized manner when input of sound information from the player P1 is received. The sound information is an example of the second sound. That is, the game setting unit 232 sets the condition for the other player P2 to enter a special state based on the input by the other player P2.

[0088] In the matching process, the game control unit 233 matches a first user with a second user based on the first condition setting and the second condition setting, and associates them with a virtual space. As a specific example, the game control unit 233 determines whether the matching condition specified by the player P1 using the matching condition button O61 is similar to the second condition. The game control unit 233 also determines whether the matching condition specified by the other player P2 using the matching condition button O61 is similar to the first condition. The game control unit 233 matches the player P1 with the other player P2 based on these determinations. The game control unit 233 associates the matched first character C1 of the player P1 and the second character C2 of the other player P2 with a virtual space. This allows users with similar game settings to be matched, further increasing users' interest in the game.

[0089] FIG. 8 is a diagram illustrating an example of transitioning the screen from the quest setting screen U5 to the matching screen U6. In response to receiving a press of the matching start button O62, the display control unit 231 displays the matching screen U6 on the display 4a-1. The matching screen U6 is a screen related to the matching status. The matching screen U6 includes player information areas R5 and R6, a challenge button O70, and a disband button O71. The player information area R5 is an area where information about the player's character and information about the player's sound image localization settings are displayed. The player information area R6 is an area where information about the character of the other player who has been matched and the sound image localization settings of the other player who has been matched are displayed. The display control unit 231 displays information for identifying the other player P2 who has been matched in the player information area R6. In FIG. 8, players 2 and 3 have their sound image localization settings turned on, and player 4 has their sound image localization settings turned off.

[0090] Furthermore, when a user does not set a condition related to the sound image localization setting as a matching condition, the display control unit 231 may distinguishably display users who have turned on the application of sound image localization from users who have turned it off on the matching screen U6. When there are both users who apply sound image localization and users who do not apply sound image localization, the display control unit 231 may display information prompting a user who does not apply sound image localization to change the sound image localization setting, such as "Do you want to turn on the sound image localization setting?", on the display 4a-1 of the user who does not apply sound image localization. This allows the user to play the game with the setting changed to match the matched user, thereby further increasing the user's interest in the game.

[0091] The challenge button O70 is a button for starting a quest. The disband button O71 is a button for canceling matching. In response to pressing the challenge button O70, the game control unit 233 starts a quest. The game control unit 233 executes an FPS game with a play image such as that shown in FIGS. 9 to 11.

[0092] Next, a play image of an FPS game will be described with reference to Figs. 9 to 11. Fig. 9 is a diagram showing an example of a play image of an FPS game according to this embodiment. In Fig. 9, a player P1 and another player P2 cooperate to carry out a quest, and the player P1 utters a sound as audio information V1 after identifying a special position LS. The player P1 and the other player P2 are users who play the FPS game. The player P1 and the other player P2 are examples of users.

[0093] In FIG. 9 , the position identification unit 235 identifies a special position LS by the player P1 designating a terrain object in virtual space by aiming a gun. Designating a terrain object in virtual space by aiming a gun is an example of a first instruction. The audio control unit 236 accepts input of audio information V1 from the player P1. When the special position LS is identified, the audio control unit 236 controls the output of sound information S1 to the other player P2 in accordance with the positional relationship between the special position LS and a second position L2. From another perspective, while the special position LS is identified, the audio control unit 236 outputs sound information S1, which is a sound image localized from the special position LS, from the sound output unit 4b-2 in accordance with the audio information V1 from the player P1. Here, the period while the special position LS is identified may be, for example, while the player P1 is pressing a specific button, or while designating a position or object using the gun's sights or a map. Receiving input of audio information V1 from the player P1 is an example of a second instruction. Here, the content of the sound information S1 corresponds to the content of the audio information V1.

[0094] Specifically, the position identification unit 235 specifies an object in virtual space by aiming a gun, for example, by the following method. For example, when the gun sights remain at a certain position for a certain period of time, the position identification unit 235 changes the color of the sights and designates the position where the sights remained as a special position LS. For example, when the gun sights remain at a certain position and a button for identifying the special position LS is pressed and held down, the position identification unit 235 designates the position where the gun sights remained as a special position LS. For example, when the button for identifying the special position LS is pressed, the position identification unit 235 designates the position designated by the gun sights as a special position LS.

[0095] FIG. 10 is a diagram showing an example of a gameplay image of an FPS game according to this embodiment. In FIG. 10, compared to FIG. 9, a player P1 emits audio information V2 when a special position LS has not been identified. The audio control unit 236 accepts input of audio information V1 from the player P1. When a special position LS has not been identified, the audio control unit 236 controls the output of audio information S2 to another player P2 in accordance with the relationship between the first position L1 and the second position L2. From another perspective, the audio control unit 236 outputs audio information S2, which is a sound image localized from the first position L1, from the sound output unit 4b-2 in accordance with the audio information V2 of the player P1. Here, the content of the audio information S2 corresponds to the content of the audio information V2.

[0096] FIG. 11 is a diagram illustrating an example of a gameplay image of an FPS game according to this embodiment. Compared to FIG. 9, FIG. 10 illustrates a situation in which a player P1 issues audio information V3 after a special position LS has been identified. The position identification unit 235 identifies the special position LS by having the player P1 designate an enemy object in virtual space. Designating an enemy object in virtual space by aiming a gun is an example of a first instruction. The audio control unit 236 accepts input of audio information V3 from the player P1. When a special position LS has been identified, the audio control unit 236 controls the output of sound information S3 to the other player P2 in accordance with the positional relationship between the special position LS and a second position L2. From another perspective, the audio control unit 236 outputs sound information S3, which is a sound image localized from the special position LS, from the sound output unit 4b-2 in response to the audio information V3 from the player P1. Receiving the input of audio information V3 from the player P1 is an example of a second instruction. Here, the content of the sound information S3 corresponds to the content of the audio information V3.

[0097] [others] In a modified example, the special position LS may be identified by using an item. FIG. 12 is a diagram illustrating an example of a gameplay image of an FPS game according to a modified example of this embodiment. In FIG. 12, the player P1 is using a whistle item W. The whistle item W is an item that can identify the position of an enemy object by generating sound information S4 from an enemy object in virtual space. The sound information S4 is a sound that reminds the user of the cry of the enemy object. The game control unit 233 causes the first character C1 to use the whistle item W in response to an instruction from the player P1. The sound control unit 236 outputs sound information S4 associated with the enemy object from the sound output unit 4b-1 in response to an instruction from the player P1 to use the whistle item W. The sound control unit 236 controls the output of the sound information S4 to the player P1 in response to the positional relationship between the first position L1 and the position of the enemy object. From another perspective, the sound control unit 236 outputs sound information S4, which is a sound image localized from the position of the enemy object, from the sound output unit 4b-2 in response to the use of the whistle item W by the player P1. The position of the enemy object is the position of an enemy object that cannot be controlled by the operation of the player P1, and is an example of a special position. The enemy object is also an example of a non-player character. The use of the whistle item W is an example of a first instruction, since the use of the whistle item W identifies the position of the enemy object. The sound information S4 is an example of a predetermined sound. The use of the whistle item W is also an example of a second instruction, since the use of the whistle item W outputs sound information S4 that is a sound image localized from the position of the enemy object.

[0098] FIG. 13 is a diagram illustrating an example of when a special position LS is identified in FIG. 12. The first position L1 in FIG. 12 is the position of a first character C1 operated by a player P1. The second position L2 in FIG. 12 is the position of a second character C2 operated by another player P2. The position acquisition unit 234 acquires the first position L1 and the second position L2. The unexplored area A is an area that has never been the first position L1. An enemy object may be located in the unexplored area A. Upon receiving the use of the whistle item W, the position identification unit 235 identifies the position of the enemy object in the unexplored area A. The position of the enemy object in the unexplored area A is an example of a special position LS. Furthermore, in response to receiving designation of an arbitrary point on the map in FIG. 12 from the player P1, the position identification unit 235 identifies the designated point as the special position LS. From another perspective, the position identification unit 235 identifies the special position LS when the player P1 designates coordinates included in an object in the virtual space. The designation of coordinates included in an object in the virtual space is an example of a first instruction.

[0099] In the above, the use of the whistle item W has been described as an example of the first instruction and the second instruction. However, the use of the whistle item W is not limited to the use of the whistle item W, as long as the position of the enemy object is identified and a predetermined sound with a sound image localized from the position of the enemy object is output. For example, instead of using the whistle item W, another item may be used, a skill possessed by the character may be used, or a sound attributed to a terrain object may be used.

[0100] In the present embodiment, "pressing a button" and "selecting a checkbox" are examples of "object manipulation", and any mode that can accept instructions from the user may be used.

[0101] In the present embodiment, the special position LS has been described as being identified by designating a terrain object or enemy object in the virtual space with a gun, by using an item, or by designating a specific point on the map. In a modified example, the position identification unit 235 does not have to identify the special position LS by an item such as a bomb dropped by the first character C1.

[0102] Furthermore, voice chat may be used while player P1 and another player P2 simultaneously identify special positions. In this case, the position identification unit 235 identifies a certain special position (first special position) in response to a first instruction from player P1, and identifies another special position (second special position) in response to a first instruction from another player P2. In this case, the sound control unit 236 outputs sound information localized from a sound image at the first special position from the sound output unit 4b-2 of another player P2, and outputs sound information localized from a sound image at the second special position from the sound output unit 4b-1 of player P1.

[0103] In this embodiment, the information transmission / reception unit 230, the display control unit 231, the game setting unit 232, the game control unit 233, the position acquisition unit 234, the position identification unit 235 and the audio control unit 236 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the game device 3.

[0104] An aspect of the present embodiment may be a program. The program causes a computer to function as a control unit of the information processing system 1. The information processing method is an information processing method executed by the information processing system 1.

[0105] Furthermore, it may be provided in the following aspects.

[0106] (1) An information processing system having a control unit, the control unit acquiring a first position in a virtual space, where the first position is the position of a first character operated by a first user, identifying a special position in the virtual space in response to a first instruction from the first user, where the special position is a position of an object that is not subject to control regarding the movement action of the first character, and outputting a predetermined sound associated with the special position in response to a second instruction from the first user.

[0107] According to this configuration, a predetermined sound associated with a special position is output in response to a second instruction from the first user, thereby providing a technology that allows the user to recognize the status of the game in a manner that further enhances the enjoyment of the game.

[0108] (2) In the information processing system described in (1) above, the control unit acquires a second position in the virtual space, where the second position is the position of a second character operated by a second user, accepts input of the predetermined sound from the first user, and controls the output of the predetermined sound to the second user according to a positional relationship, where the positional relationship is the relationship between the first position and the second position when the special position is not specified, and is the relationship between the special position and the second position when the special position is specified.

[0109] With this configuration, the output of a predetermined sound to the second user is controlled depending on whether a special position has been identified, thereby providing a technology that can make the second user aware of the game situation in a manner that further enhances the interest of the game.

[0110] (3) In the information processing system described in (1) or (2) above, the control unit identifies the special position by the first user specifying the object in the virtual space.

[0111] According to this configuration, a special position is identified by the first user specifying an object, and a predetermined sound associated with the special position is output in response to a second instruction from the first user, thereby providing a technology that allows the user to recognize the game situation in accordance with the first user's wishes.

[0112] (4) In the information processing system described in any one of (1) to (3) above, the control unit identifies the special position by the first user specifying coordinates contained in the object in the virtual space.

[0113] According to this configuration, a special position is identified by the first user specifying coordinates contained in the object, and a predetermined sound associated with the special position is output in response to a second instruction from the first user, thereby providing a technology that allows the user to recognize the status of the game in accordance with the first user's wishes.

[0114] (5) In the information processing system described in any one of (1) to (4) above, the special position is the position of a non-player character that is not controllable by the operation of the first user, and the control unit outputs the predetermined sound associated with the non-player character in accordance with the second instruction of the first user, and controls the output of the predetermined sound to the first user in accordance with the positional relationship between the first position and the special position.

[0115] According to this configuration, a predetermined sound associated with non-play or the position of a character is output in response to a second instruction from the first user, thereby providing a technology that allows the first user to recognize the status of the game in a manner that further enhances the interest of the game.

[0116] (6) In the information processing system according to any one of (1) to (5) above, the special location is a location that has never been the first location.

[0117] With this configuration, a predetermined sound associated with a special position that has never been the first position is output, thereby providing a technology that allows the user to recognize the game situation in a manner that further enhances the interest of the game.

[0118] (7) A program for causing a computer to function as the control unit of the information processing system according to any one of (1) to (6) above.

[0119] (8) An information processing method, comprising the processes executed by the control unit of the information processing system according to any one of (1) to (6) above. Of course, this is not the case.

[0120] Finally, while various embodiments of the present disclosure have been described, they are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0121] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Information transmission and reception unit 231: Display control unit 232: Game Settings 233: Game control unit 234: Position acquisition part 235:Location specifying section 236: Audio control section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Input section 4a: Display 4b: Sound output section 4c: Input Device A: Unexplored territory C1: First character C2: Second character 221: User DB L1: 1st position L2: 2nd position L3: 3rd position LS:Special position N: Network O10: Gacha button O11: Formation button O12: Quest button O13: Battle button O14: Settings button O20: Normal state setting button O21: Special state setting button O22: Positioned object O30: Sound image localization checkbox O31: Environmental sound checkbox O32: Volume adjustment checkbox O40: Sound image localization checkbox O41: Environmental sound checkbox O42: Volume adjustment check box O50: My status checkbox O51: Danger state check box O52: Specific object detection checkbox O53: Keyword setting checkbox O54: Opponent status check box O55: Other party manual check box O56: Danger state check box O57: Specific object detection checkbox O58:Keyword setting checkbox O60: Quest selection button O61: Matching Condition Button O62: Matching start button O70: Challenge button O71: Disband button P1: Player P2: Other players R1: Character area used R2: Sound quality setting area R3: Self-condition area R4: Opponent condition area R5: Player Information Area R6: Player Information Area S1: Sound information S2: Sound information S3: Sound information S4: Sound information U1: Top screen U2: Voice chat settings screen U3: Normal state setting screen U4: Special status setting screen U5: Quest setting screen U6: Matching screen V1: Audio information V2: Audio information V3: Audio information W: Whistle item

Claims

1. An information processing system, A control unit is provided. The control unit acquiring a first position in a virtual space, wherein the first position is a position of a first character operated by a first user; identifying a special position in the virtual space in response to a first instruction from the first user, wherein the special position is a position of an object that is not subject to control regarding a movement action of the first character; controlling output of a predetermined sound to a second user different from the first user in response to a second instruction from the first user, wherein the predetermined sound is output so that the second user perceives the predetermined sound as being emitted from the special position; Information processing system.

2. 2. The information processing system according to claim 1, The control unit acquiring a second position in the virtual space, wherein the second position is a position of a second character operated by the second user; accepting input of the predetermined sound from the first user; controlling output of the predetermined sound to the second user, wherein: If the special location is not specified, outputting the predetermined sound so that the second user perceives the predetermined sound as coming from the first location; If the special location is identified, the predetermined sound is output so that the second user perceives the predetermined sound as coming from the special location. Information processing system.

3. 2. The information processing system according to claim 1, the special position is a position of the object in the virtual space designated by the first user; Information processing system.

4. 2. The information processing system according to claim 1, the special position is a coordinate position included in the object in the virtual space, which is specified by the first user; Information processing system.

5. An information processing system, A control unit is provided. The control unit acquiring a first position in a virtual space, wherein the first position is a position of a first character operated by a first user; identifying a special position in the virtual space in response to a first instruction from the first user, wherein the special position is a position of a non-player character that is not controllable by an operation of the first user; The control unit outputting a predetermined sound associated with the non-player character in response to a second instruction from the first user; controlling output of the predetermined sound to the first user in accordance with a positional relationship between the first position and the special position; Information processing system.

6. An information processing system, A control unit is provided. The control unit acquiring a first position in a virtual space, wherein the first position is a position of a first character operated by a first user; identifying a special position in the virtual space in response to a first instruction from the first user, wherein the special position is a position for an object that is not subject to control regarding a movement action of the first character, and is a location that has never been the first position; outputting a predetermined sound associated with the special position in response to a second instruction from the first user; Information processing system.

7. A program, A program for causing a computer to function as the control unit of the information processing system according to any one of claims 1 to 6.

8. An information processing method, comprising: The information processing system according to any one of claims 1 to 6 includes the processes executed by the control unit. Information processing methods.

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