Information processing system, information processing device, information processing program, and information processing method
The system enhances game motivation by sharing and filtering event logs between players, focusing on relevant shared game experiences to maintain engagement and anticipation.
Patent Information
- Application Number
- JP2021168311
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-13
- Publication Date
- 2025-12-17
- Estimated Expiration
- 2041-10-13
AI Technical Summary
Existing game history review systems do not sufficiently motivate users to play games by leveraging shared game experiences and events.
An information processing system that shares and records event logs between players in a shared virtual game space, allowing players to view events affecting the shared area and their own activities, while filtering out irrelevant information to maintain engagement.
Enhances player motivation by allowing users to recall their experiences and anticipate future events, thereby increasing attachment to the game and its shared areas.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, an information processing device, an information processing program, and an information processing method. [Background technology]
[0002] There are known mechanisms that allow users to check the execution results and history of a game executed on a game device on a mobile device. For example, in the service disclosed in Non-Patent Document 1, users can refer to the history of visiting other islands in their dreams. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] “Tanu Portal”, [online], Nintendo Co., Ltd., [Retrieved September 27, 2021], Internet,<URL:https: / / www.nintendo.co.jp / switch / acbaa / portal / index.html> Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned publicly known services, it is possible to refer to the in-game history, etc., but there is room for improvement in terms of providing the user with motivation to play the game by referring to the in-game history.
[0005] The present disclosure is directed to providing a mechanism that can give users a stronger motivation to play games. [Means for solving the problem]
[0006] An information processing system according to one embodiment includes: a game progression means for progressing a game in which the placement state of game objects placed in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area; a first log recording means for recording a first event log which is an event log based on in-game events that occur based on in-game activities by the first player in the shared area; a second log recording means for recording a second event log which is an event log based on in-game events that occur based on in-game activities by the second player in the shared area; a transmission means for transmitting at least one of an event log to be processed, which is made up of the first event log and a second area event log which is an event log based on in-game events from the second event log that affect the placement state of the shared area, and display data generated based on the event log to be processed, as output data to an information processing device associated with the first player; and an image output means for outputting an output image based on the output data received by the information processing device to a display unit.
[0007] According to this configuration, an output image is output to the display unit of the information processing device associated with the first player, reflecting in-game events that have occurred based on the in-game activity of the first player and in-game events that affect the layout of the shared area among the in-game activities of the second player. The user (first player) who sees the output image can recall his or her own experiences in the virtual game space and can learn of changes that have occurred in the shared area where he or she is playing, thereby increasing his or her attachment to the shared area. This can provide the first player (user) with a stronger motivation to play the game.
[0008] The second event log may include a second player event log, which is an event log based on in-game events that do not affect the layout of the shared area. The transmission means may transmit output data to the information processing device that does not include either the second player event log or display data generated based on the second player event log. With this configuration, by excluding in-game activities performed by the second player that the first player cannot experience in the shared area, it is possible to efficiently provide the first player with only information that strongly motivates him or her to play the game. Furthermore, the amount of data transmitted from the transmission means can be reduced.
[0009] The second event log may include a second player event log that is an event log based on in-game events that do not affect the layout state of the shared area. The image output means may be configured to output to the display unit an output image that does not include information based on the second player event log, even when the information processing device receives output data that includes the second player event log. With this configuration, by excluding, from among the in-game activities of the second player, in-game activities that the first player cannot experience in the shared area, it is possible to efficiently provide the first player with only information that will strongly motivate him to play the game.
[0010] The transmitting means may transmit at least one of the portion of the event log to be processed and the display data generated based on the portion of the event log to be processed to the information processing device. With this configuration, even if the event log to be processed includes multiple event logs, by providing only a portion of the event logs to the player rather than all of the event logs, it is possible to prevent an excessive amount of information from being provided to the user.
[0011] The in-game activity may include an action taken by the first player to acquire an in-game item. This configuration allows the first player to recall an experience of trying to acquire an in-game item in the virtual game space.
[0012] The in-game event may include the first player acquiring an in-game item. According to this configuration, the first player can remember the in-game item that he or she acquired in the virtual game space.
[0013] The information processing system may further include an independent event recording means for recording data based on an independent event, which is an in-game event that occurs independently of the in-game activity of the first player. With this configuration, not only the in-game activity of the first player but also the in-game event that occurs independently of the in-game activity of the first player can be included in the output image that is output.
[0014] The transmitting means may further transmit future event data to the information processing device, the future event data being information based on in-game events that will occur in the future independent of the first player's in-game activity. The image output means may output an output image based on both the output data and the future event data to the display unit. With this configuration, the first player can learn not only what he or she has played in the past but also information based on in-game events that will occur in the future, thereby further motivating the first player to play the game.
[0015] The transmitting means may further transmit to the information processing device past event data, which is chronological information of in-game events that have occurred in the past, independent of the in-game activity of the first player. The image output means may output to the display unit an output image based on both the output data and the past event data. According to this configuration, since the first player can check not only the content of his or her past plays but also the chronological information of in-game events, the first player can be further motivated to play the game in anticipation of future developments in the chronological information of in-game events.
[0016] The past event data may include information based on price trends of in-game items whose prices fluctuate at predetermined intervals. This configuration can motivate the first player to play the game by paying attention to price changes of the in-game items.
[0017] The game objects may be located in the virtual game space and may include in-game facilities available to the first and second players. With this configuration, information about the in-game facilities that can be experienced in the virtual game space can be included in the output image, thereby further motivating the first player to play the game.
[0018] The in-game event that affects the layout of the shared area may include an in-game event that occurs when a layout condition for a game object to be placed in the virtual game space is satisfied. With this configuration, the first player can be notified of the occurrence of an in-game event that would not occur unless the layout condition was satisfied, thereby further motivating the first player to play the game.
[0019] The information processing system may further include a deletion unit that deletes the event log to be processed or the display data from the data storage area after a storage period has elapsed. With this configuration, the event log to be processed and the display data are deleted after a predetermined storage period has elapsed, thereby avoiding resource congestion due to the storage area.
[0020] The virtual game space may include a first area in which the degree of changeability of the placement state is relatively large and a second area in which the degree of changeability of the placement state is relatively small. The first player and the second player may both be associated with the first area as a shared area. With this configuration, the first player can perform in-game activities in the second area, expanding the enjoyment of the game space, and can perform more in-game activities in the first area to which the first player is associated, thereby increasing the first player's attachment to the first area.
[0021] The information processing system includes a game device including first log recording means and second log recording means, and communication means for transmitting the first event log and the second event log to a server device, a server device including transmission means for transmitting, as display data, an output image generated based on the event log to be processed or material data for generating the output image to a portable device that is an information processing device, and a portable device including a display unit and image output means for outputting, to the display unit, the output image or an output image based on the material data. With this configuration, the game device, the server device, and the portable device each perform processing, so that an output image can be provided to a first player.
[0022] The information processing system may further include object generation means for generating at least one virtual placement object based on an event log for a unit period in real time, and placement means for placing the virtual placement object in a virtual field, which is a unit for generating an image to be displayed on the display unit. Even if a first event log for the unit period does not exist, if a second area event log for the unit period exists, the object generation means may generate at least one virtual placement object based on the second area event log. The output image may be based on the virtual field on which the virtual placement object is placed. According to this configuration, an output image of a virtual field on which a virtual placement field based on an event log selected for each unit period is placed can be output, allowing the first player to more easily understand the contents of the virtual placement object based on the event log.
[0023] The unit period may be one day. With this configuration, articles are added every day, which reduces the possibility that the first player's interest will wane.
[0024] The transmitting means may transmit the event log to be processed as output data to the information processing device associated with the first player. The image output means may generate an output image based on the received event log to be processed, and output the generated output image to a display unit. According to this configuration, by directly transmitting the event log to be processed to the information processing device associated with the first player, the output image can be provided to the first player more quickly.
[0025] An information processing device according to another embodiment includes, for a game in which the placement state of game objects placed in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, an acquisition means for acquiring a first event log which is an event log based on in-game events that occur based on in-game activities by a first player in the shared area, and a second event log which is an event log based on in-game events that occur based on in-game activities by a second player in the shared area, and a transmission means for transmitting at least one of an event log to be processed, which is made up of the first event log and a second area event log which is an event log based on in-game events from the second event log that affect the placement state of the shared area, and display data generated based on the event log to another information processing device associated with the first player, to generate an output image to be output to a display unit of the other information processing device.
[0026] An information processing program according to yet another embodiment causes a computer to execute the steps of: acquiring, with respect to a game in which the placement state of game objects placed in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, a first event log which is an event log based on in-game events that occur based on in-game activities by a first player in the shared area; and a second event log which is an event log based on in-game events that occur based on in-game activities by a second player in the shared area; and transmitting at least one of an event log to be processed, which is made up of the first event log and a second area event log which is an event log based on in-game events from the second event log that affect the placement state of the shared area, and display data generated based on the event log to another information processing device associated with the first player, in order to generate an output image to be output to a display unit of the other information processing device.
[0027] According to yet another embodiment, there is provided an information processing method executed by an information processing device. The information processing method includes the steps of: acquiring, with respect to a game in which an arrangement state of game objects arranged in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, a first event log that is an event log based on in-game events that occur based on in-game activities by the first player in the shared area; and a second event log that is an event log based on in-game events that occur based on in-game activities by the second player in the shared area; and transmitting at least one of a process-target event log including the first event log and a second area event log that is an event log based on in-game events that affect the arrangement state of the shared area, and display data generated based on the process-target event log, to another information processing device associated with the first player, in order to generate an output image to be output to a display unit of the other information processing device.
[0028] An information processing system according to yet another embodiment includes a game progression means for progressing a game in which a game setting for a shared area in a virtual game space is shared between a first player and a second player who are both associated with the shared area; a first log recording means for recording a first event log which is an event log based on in-game events that occur based on in-game activities by the first player in the shared area; a second log recording means for recording a second event log which is an event log based on in-game events that occur based on in-game activities by the second player in the shared area; a transmission means for transmitting at least one of a process target event log including the first event log and a second area event log which is an event log based on in-game events that affect game settings for the shared area among the second event logs, and display data generated based on the process target event log, as output data to an information processing device associated with the first player; The information processing device includes an image output unit that outputs an output image based on the output data received by the information processing device to a display unit.
[0029] According to this configuration, an output image is output to the display unit of the information processing device associated with the first player, reflecting in-game events that have occurred based on the in-game activity of the first player and in-game events that affect the game settings of the shared area among the in-game activities of the second player. Seeing the output image, the user (first player) can recall his or her own experiences in the virtual game space and learn of changes that have occurred in the shared area where he or she is playing, thereby increasing the user's attachment to the shared area. This can provide the user with a stronger motivation to play the game.
[0030] An information processing device according to yet another embodiment includes, for a game in which game settings for a shared area of a virtual game space are shared between a first player and a second player who are both associated with the shared area, an acquisition means for acquiring a first event log which is an event log based on in-game events that occur based on in-game activities by a first player in the shared area, and a second event log which is an event log based on in-game events that occur based on in-game activities by a second player in the shared area, and a transmission means for transmitting at least one of an event log to be processed, which is made up of the first event log and a second area event log which is an event log based on in-game events from the second event log that affect the game settings of the shared area, and display data generated based on the event log to another information processing device associated with the first player, to generate an output image to be output to a display unit of the other information processing device.
[0031] An information processing program according to yet another embodiment causes a computer to execute the steps of acquiring, with respect to a game in which game settings for a shared area of a virtual game space are shared between a first player and a second player who are both associated with the shared area, a first event log that is an event log based on in-game events that occur based on in-game activities by a first player in the shared area, and a second event log that is an event log based on in-game events that occur based on in-game activities by a second player in the shared area, and transmitting at least one of an event log to be processed that is made up of the first event log and a second area event log that is an event log based on in-game events from the second event log that affect the game settings of the shared area, and display data generated based on the event log to another information processing device associated with the first player, in order to generate an output image to be output to a display unit of the other information processing device.
[0032] According to yet another embodiment, there is provided an information processing method executed by an information processing device. The information processing method includes the steps of: acquiring, with respect to a game in which a game setting for a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, a first event log that is an event log based on in-game events that have occurred based on in-game activities by the first player in the shared area; and a second event log that is an event log based on in-game events that have occurred based on in-game activities by the second player in the shared area; and transmitting at least one of a process-target event log including the first event log and a second area event log that is an event log based on in-game events that affect the game setting for the shared area, and display data generated based on the process-target event log, to another information processing device associated with the first player, in order to generate an output image to be output to a display unit of the other information processing device. [Effects of the Invention]
[0033] According to the present disclosure, it is possible to provide a mechanism that can give users a stronger motivation to play games. [Brief explanation of the drawings]
[0034] [Figure 1] 1 is a schematic diagram showing an overall configuration of an information processing system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a schematic diagram showing a hardware configuration of a game device in the information processing system according to the present embodiment. [Figure 3] FIG. 2 is a schematic diagram showing a hardware configuration of a server device in the information processing system according to the present embodiment. [Figure 4] FIG. 2 is a schematic diagram showing a hardware configuration of a portable device of the information processing system according to the present embodiment. [Figure 5] FIG. 2 is a schematic diagram illustrating an example of a virtual game space provided in an information processing system according to the present embodiment. [Figure 6] FIG. 2 is a schematic diagram illustrating an example of a virtual game space provided in the information processing system according to the present embodiment. [Figure 7] FIG. 2 is a schematic diagram showing an example of a configuration of log data generated in the information processing system according to the present embodiment. [Figure 8] FIG. 2 is a schematic diagram showing an example functional configuration for providing in-game information based on an event log in the information processing system according to the present embodiment. [Figure 9] FIG. 10 is a diagram for illustrating a process for generating a processing target event log in the information processing system according to the present embodiment. [Figure 10] FIG. 10 is a schematic diagram showing an example of a screen relating to in-game information provided by the information processing system according to the present embodiment. [Figure 11] FIG. 10 is a schematic diagram showing another example of a screen relating to in-game information provided by the information processing system according to the present embodiment. [Figure 12]FIG. 10 is a schematic diagram showing an example of a screen layout relating to in-game information provided by the information processing system according to the present embodiment. [Figure 13] FIG. 10 is a schematic diagram showing an example of a screen for referring to past information provided by the information processing system according to the present embodiment. [Figure 14] FIG. 10 is a schematic diagram showing an example of a screen displaying details of an article object provided by the information processing system according to the present embodiment. [Figure 15] FIG. 10 is a schematic diagram showing an example of a screen for replacing article objects provided by the information processing system according to the present embodiment. [Figure 16] FIG. 10 is a diagram illustrating an example of a process of extracting an in-game event corresponding to an article object in the information processing system according to the present embodiment. [Figure 17] FIG. 2 is a schematic diagram showing an example of a functional configuration of an information processing system according to the present embodiment. [Figure 18] FIG. 2 is a schematic diagram showing an example of a data structure of display data in the information processing system according to the present embodiment. [Figure 19] FIG. 10 is a schematic diagram showing another example of a functional configuration for providing in-game information based on an event log in the information processing system according to the present embodiment. [Figure 20] 10 is a flowchart showing a processing procedure executed in the game device of the information processing system according to the present embodiment. [Figure 21] 10 is a flowchart showing a processing procedure executed in a server device of the information processing system according to the present embodiment. [Figure 22] 10 is a flowchart showing a processing procedure executed in the portable device of the information processing system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0035] The present embodiment will be described in detail with reference to the drawings, in which the same or corresponding parts are designated by the same reference numerals and description thereof will not be repeated.
[0036] [A. Overall configuration example] First, an example of the overall configuration of an information processing system 1 according to the present embodiment will be described. Fig. 1 is a schematic diagram showing the overall configuration of an information processing system 1 according to the present embodiment.
[0037] 1, information processing system 1 includes one or more game devices 100-1, 100-2, ... (hereinafter also collectively referred to as "game devices 100"), and a server device 200 connectable to one or more game devices 100 via a network 2. Information processing system 1 includes one or more mobile devices 300-1, 300-2, ... (hereinafter also collectively referred to as "mobile devices 300") connectable to server device 200 via network 2.
[0038] Each game device 100 can be connected to one or more controllers 120. The connection between the game device 100 and the controller 120 may be wireless or wired.
[0039] Each game device 100 progresses with the game in accordance with operations performed by the user on the controller 120. The game device 100 is connected to a display unit 122. The display unit 122 displays the results of the game progress made by the game device 100.
[0040] Each of the game devices 100 executes a game program to provide virtual game spaces 150-1, 150-2, ... (hereinafter also collectively referred to as "virtual game spaces 150"). A user enjoys a game by using a controller 120 to operate a character in the virtual game space 150.
[0041] The server device 200 acquires data from the game device 100 and provides the data to the game device 100. The server device 200 also mediates data exchange between the game devices 100. Furthermore, the server device 200 can process the data acquired from the game device 100 to generate in-game information and provide it to the mobile device 300.
[0042] The mobile device 300 presents to the user in-game information provided by the server device 200. The mobile device 300 is an information processing device such as a smartphone, a tablet, or a laptop computer, for example.
[0043] The process of providing in-game information will be described in detail later.
[0044] [B. Hardware configuration example] Next, an example of a hardware configuration of each device constituting information processing system 1 according to the present embodiment will be described.
[0045] (b1: game device 100) Fig. 2 is a schematic diagram showing a hardware configuration of game device 100 of information processing system 1 according to the present embodiment. As shown in Fig. 2, game device 100 is an example of a computer, and includes, as main components, one or more processors 102, memory 104, a communication unit 106, an output interface unit 108, storage 110, and a wireless communication unit 118.
[0046] Processor 102 is a processing entity for executing the processes provided by game device 100. Processor 102 reads game program 112 stored in storage 110, expands it in memory 104, and realizes the processes described below. Game program 112 includes instruction codes for realizing the processes described below.
[0047] The memory 104 is a storage device accessible by the processor 102, and is, for example, a volatile storage device such as a dynamic random access memory (DRAM) or a static random access memory (SRAM). The storage 110 is, for example, a non-volatile storage device such as a flash memory. The storage 110 may also store a system program 114 that provides libraries and the like required when the processor 102 executes the game program 112.
[0048] The storage 110 stores log data 116 that is generated by the execution of the game program 112. Details of the log data 116 will be described later.
[0049] The communication unit 106 exchanges data with the server device 200 .
[0050] The output interface unit 108 outputs a video signal and an audio signal to the display unit 122 .
[0051] The wireless communication unit 118 exchanges data with the controller 120. More specifically, the wireless communication unit 118 receives a signal corresponding to an operation performed on the controller 120 by the user.
[0052] (b2: server device 200) 3 is a schematic diagram showing a hardware configuration of server device 200 of information processing system 1 according to the present embodiment. As shown in FIG. 3, server device 200 is an example of a computer, and includes, as main components, one or more processors 202, memory 204, an operation unit 206, a display unit 208, storage 210, and a communication unit 220.
[0053] The processor 202 is a processing entity for executing the processes provided by the server device 200. The processor 202 reads an application program 212 stored in the storage 210, expands it in the memory 204, and realizes the processes described below. The application program 212 includes instruction codes for realizing the processes described below.
[0054] The memory 204 is a storage device accessible by the processor 202, and is, for example, a volatile storage device such as a DRAM or an SRAM. The storage 210 is, for example, a non-volatile storage device such as a hard disk or a solid state drive. The storage 210 may also store a system program 214 that provides libraries and the like required when the processor 202 executes the application program 212.
[0055] The operation unit 206 is a component that accepts user operations, and is configured with devices such as a keyboard and a mouse.
[0056] The display unit 208 is a component that displays the results of processing by the processor 202, and is configured, for example, with a liquid crystal display.
[0057] The communication unit 220 exchanges data between the game device 100 and the mobile device 300 via wireless signals.
[0058] (b3: portable device 300) 4 is a schematic diagram showing a hardware configuration of portable device 300 of information processing system 1 according to the present embodiment. As shown in FIG. 4, portable device 300 is an example of a computer, and includes, as main components, one or more processors 302, memory 304, an operation unit 306, a display unit 308, storage 310, and a communication unit 320.
[0059] Processor 302 is a processing entity for executing processes provided by portable device 300. Processor 302 reads application program 312 stored in storage 310 and loads it into memory 304 to realize processes as described below. Application program 312 includes instruction codes for realizing processes as described below.
[0060] The memory 304 is a storage device accessible by the processor 302, and is, for example, a volatile storage device such as a DRAM or an SRAM. The storage 310 is, for example, a non-volatile storage device such as a flash memory. The storage 310 may also store a system program 314 that provides libraries and the like required when the processor 302 executes the application program 312.
[0061] The operation unit 306 is a component that accepts user operations, and is configured with devices such as push buttons, operation levers, a touch panel, and a mouse.
[0062] The display unit 308 is a component that displays the results of processing by the processor 202, and is configured, for example, with a liquid crystal display.
[0063] The communication unit 320 exchanges data with the server device 200 via wireless signals.
[0064] (b4:Other) In this specification, the term "processor" not only refers to a processing circuit that executes processing according to instruction codes written in a program, such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU), but also includes hardwired circuits such as an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA). Hardwired circuits such as an ASIC or FPGA have pre-formed circuits corresponding to the processing to be executed. Furthermore, in this specification, "processor" also includes circuits that integrate multiple functions, such as a system on chip (SoC), and also includes a combination of a processor in the narrow sense and a hardwired circuit.
[0065] [C. Virtual Game Space] Next, an example of virtual game space 150 provided in information processing system 1 according to the present embodiment will be described.
[0066] 5 and 6 are schematic diagrams illustrating an example of a virtual game space 150 provided in information processing system 1 according to the present embodiment.
[0067] 5(A) shows an example of a virtual game space 150-1 provided by game device 100-1 and a virtual game space provided by game device 100-2. Virtual game space 150 may be configured as an island, for example.
[0068] In this specification, the term "player" encompasses both a character operated by a user in virtual game space 150 and the user operating the character. By operating a character in virtual game space 150, a user can experience as if they were actually performing various activities in virtual game space 150. Therefore, the user operating controller 120 in real space and the character in virtual game space 150 operated by the user's operation are collectively referred to as a "player."
[0069] For example, suppose that players 152-1 and 152-2 reside on an island in virtual game space 150-1, and players 152-3 and 152-4 reside on an island in virtual game space 150-2. In this manner, a shared area 154-1 associated with both players 152-1 and 152-2 is provided in virtual game space 150-1, and a shared area 154-2 associated with both players 152-3 and 152-4 is provided in virtual game space 150-2.
[0070] However, it is not necessary for player 152-1 and player 152-2 to be present in shared area 154-1 at the same time. For example, when a user operating player 152-1 plays a game, as shown in FIG. 5(B), no other players 152 are present in virtual game space 150-1, but player 152-1 can perform any in-game activity in virtual game space 150-1.
[0071] 6, player 152-1 can independently perform any in-game activity in shared area 154-1. Similarly, player 152-2 can independently perform any in-game activity in shared area 154-2.
[0072] Various game objects 156 are arranged in a shared area 154-1 of the virtual game space 150-1, and players 152-1 and 152-2 can change the arrangement of the game objects 156 as desired.
[0073] A change in the shared area 154-1 (a change in the placement of the game objects 156) caused by an in-game activity performed by one player 152 is also reflected in the shared area 154-1 in which other players 152 perform in-game activities.
[0074] Furthermore, the player 152-1 and / or the player 152-2 can arbitrarily change the game settings for the shared area 154-1 of the virtual game space 150-1. Examples of game settings include regulations (rules that are valid only in the target shared area 154) and melodies. Regulations set or restrict store opening hours and the times when the player 152 can perform in-game activities. Melodies include settings such as sound effects when the player 152 enters a store. Such game settings are shared among the players 152 who are in the same shared area 154-1.
[0075] As used herein, the term "game object" encompasses all objects placed in the virtual game space 150 that can be changed depending on the in-game activities performed by the player 152. For example, game objects include facilities and furniture. Facilities include buildings such as shops and museums. Furniture includes beds, dressers, tables, and home appliances, as well as fountains, slides, and telephone poles. In other words, furniture may include not only items placed inside buildings, but also items placed outside buildings.
[0076] As used herein, the term "in-game activity" encompasses any activity performed by a player 152 in a virtual game space 150. An "in-game activity" may correspond to an activity in the real world, such as casting a butterfly net, fishing, planting flowers, or donating captured bugs or fish (for a particular purpose, e.g., completing a particular facility such as a museum).
[0077] More specifically, game objects 156 are added, changed, or deleted depending on the content and results of the in-game activities performed by players 152-1 and 152-2. The addition, change, or deletion of game objects 156 changes the arrangement of game objects 156.
[0078] In this way, in the game, the placement state of game objects 156 placed in shared area 154-1 is shared between players 152-1 and 152-2. As an example, game objects 156 are placed in shared area 154-1 and include in-game facilities (e.g., shops, museums, etc.) available to players 152-1 and 152-2.
[0079] As used herein, the term "in-game event" encompasses any event that occurs as a result of performing an in-game activity. "In-game events" may include events that are guaranteed to occur as a result of performing an in-game activity, and events that occur with a predetermined probability. Examples of "in-game events" include catching a cabbage white butterfly, catching 10 fish, planting a flower, and completing a museum.
[0080] As used herein, the term "in-game item" encompasses objects acquired through in-game activities that are not intended to be placed in the shared area 154 of the virtual game space 150. Examples of "in-game items" include cabbage white butterflies and tuna.
[0081] That is, the in-game activity includes an action taken by the player 152 to acquire an in-game item. In this case, the in-game event includes the player 152 acquiring the in-game item.
[0082] Players 152-1 and 152-2 can engage in various pre-prepared in-game activities in the shared area 154-1 of the virtual game space 150-1 in which they reside, and similarly, players 152-3 and 152-4 can engage in various pre-prepared in-game activities in the shared area 154-2 of the virtual game space 150-2 in which they reside.
[0083] Furthermore, players 152-1 and 152-2 can move from shared area 154-1 in virtual game space 150-1 where they reside to shared area 154-2 in virtual game space 150-2. Similarly, players 152-3 and 152-4 can move from shared area 154-2 in virtual game space 150-2 where they reside to shared area 154-1 in virtual game space 150-1. Movement of players 152 between virtual game spaces 150 may be realized via server device 200 (see FIG. 1).
[0084] However, the in-game activities that the players 152-1 and 152-2 can perform are more limited in the shared area 154-2 of the virtual game space 150-2 where they do not reside than in the shared area 154-1 of the virtual game space 150-1. That is, the players 152-1 and 152-2 cannot perform all of the in-game activities that can be performed in the shared area 154-1 of the virtual game space 150-1 in the shared area 154-2 of the virtual game space 150-2. Similarly, the in-game activities that the players 152-3 and 152-4 can perform are more limited in the shared area 154-1 of the virtual game space 150-1 where they do not reside than in the shared area 154-2 of the virtual game space 150-2.
[0085] As an example of such restrictions on executable in-game activities, when player 152-1 residing in shared area 154-1 moves to another shared area 154-2, he or she can catch insects and fish, but cannot place game objects such as furniture or delete placed game objects. Furthermore, he or she cannot donate the insects or fish he or she has caught to complete a specific facility such as a museum.
[0086] In this way, both players 152-1 and 152-2 are associated with the shared area 154-1. From the perspective of players 152-1 and 152-2, the shared area 154-1 has a relatively large degree of changeability in the layout state, and the shared area 154-2 has a relatively small degree of changeability in the layout state, both of which exist in the virtual game space 150.
[0087] An event log based on an in-game event that occurred when player 152-1 moved to shared area 154-2 may also be included in the in-game information that is provided.
[0088] [D. Log Data] Next, an event log based on in-game events occurring in the virtual game space 150 is sequentially recorded as log data 116 (see FIG. 2).
[0089] Fig. 7 is a schematic diagram showing an example of the configuration of log data 116 generated in information processing system 1 according to the present embodiment. Fig. 7 shows an example of log data 116 related to virtual game space 150-1.
[0090] As shown in FIG. 7, the log data 116 includes an event log 1160-1 related to the player 152-1 and an event log 1160-2 related to the player 152-2.
[0091] The event log 1160-1 and the event log 1160-2 may be collected as a single log data 116, or each event log may exist separately. The same number of event logs 1160 as the number of players 152 associated with the shared area 154 of the virtual game space 150 will be generated.
[0092] The event log 1160 includes player events and area events. Player events refer to event logs based on in-game events that occur as a result of the associated player 152 directly performing in-game activities (however, event logs based on area events, which will be described later, are excluded).
[0093] An area event refers to an event log based on an in-game event that affects a change in the placement state of game objects 156 in the shared area 154 for an associated player 152. In other words, the event log 1160 includes event logs based on in-game events that occur based on the in-game activity of an associated player 152, and among these event logs, an event log based on an in-game event that affects some kind of change in the placement state of the shared area 154 is treated as an event log based on an area event.
[0094] Conversely, among the event logs included in the event log 1160, event logs based on in-game events that do not cause any change to the layout state of the shared area 154 are treated as event logs based on player events.
[0095] 7(A) is assigned a unique player ID 1162 to the associated player 152-1. Each entry in the event log 1160-1 includes content information 1164 of an in-game event and date and time information 1165 indicating the date and time the in-game event occurred. Each entry in the event log 1160-1 is also assigned type information 1166 to distinguish between player events and area events.
[0096] 7(B), a unique player ID 1162 is assigned to the associated player 152-2. Each entry in the event log 1160-2 includes content information 1164 of an in-game event and date and time information 1165 indicating the date and time the in-game event occurred. Each entry in the event log 1160-2 is also assigned type information 1166 to distinguish between player events and area events.
[0097] 7(B) includes an area event indicating that the museum has been completed. This area event allows other players 152 associated with the shared area 154-1 to visit the completed museum. In other words, the area event corresponds to an in-game event that affects the layout of the shared area 154.
[0098] In this way, in-game events (area events) that affect the layout of the shared area 154 include in-game events that occur when the placement conditions for the game object 156 (in this example, the museum) to be placed within the virtual game space 150 are met.
[0099] It also includes an in-game event in which a player 152 performs an in-game activity of inviting a non-player character to the shared area 154, causing the invited non-player character to live in the shared area 154 and build a building (house).
[0100] Note that, when using the event log 1160, if it is possible to determine whether each entry is a player event or an area event, there is no need to previously assign the type information 1166. In other words, the distinction between player events and area events may be made after the fact.
[0101] As described above, the information processing system 1 has a function of recording an event log 1160-1 based on in-game events that have occurred based on in-game activities by the player 152-1 in the shared area 154, and a function of recording an event log 1160-2 based on in-game events that have occurred based on in-game activities by the player 152-2 in the shared area 154. These functions are handled by the log recording unit 20, which will be described later.
[0102] [E. Providing in-game information through the mobile device 300 based on the event log] Next, a process for providing in-game information through the portable device 300 based on an event log based on in-game events occurring in the virtual game space 150 will be described.
[0103] (e1: Functional configuration example) In information processing system 1 according to the present embodiment, in-game information is provided through portable device 300 based on an event log based on in-game events occurring in virtual game space 150.
[0104] It is assumed that the account of player 152-1 in virtual game space 150-1 and the account for accessing server device 200 through mobile device 300-1 are the same or linked. In the following description, the player 152 who has the same or linked account and who is the target of providing in-game information through mobile device 300 is also referred to as the "target player."
[0105] In the following description, it is assumed that the mobile device 300 is associated with the target player.
[0106] 8 is a schematic diagram showing an example functional configuration for providing in-game information based on an event log in information processing system 1 according to the present embodiment. As shown in FIG. 8, game device 100 includes a game progression unit 10 and a log recording unit 20. Game device 100 transmits log data 116 including an event log 1160 related to the target player to server device 200.
[0107] The server device 200 includes an event log generation unit 30 and a display data generation unit 40. The event log generation unit 30 generates a processing target event log 130 from the log data 116. The display data generation unit 40 generates display data 132 from the processing target event log 130. The display data 132 is material data generated based on the processing target event log 130 to be displayed on the display unit 308 of the mobile device 300.
[0108] More specifically, the display data 132 includes text indicating the content of the target in-game event (specifying the content of the target article object) and an image indicating the target in-game event (for example, an icon of a caught fish, etc.).
[0109] The server device 200 transmits the generated display data 132 to the mobile device 300 as output data.
[0110] Portable device 300 includes an image generation unit 50 that generates an output image based on display data 132, and an image output unit 60 that outputs the generated output image to display unit 308 of portable device 300. The output image is a visual representation of in-game information.
[0111] (e2: Event log to be processed) Next, the process of generating the processing target event log 130 will be described.
[0112] Fig. 9 is a diagram for explaining the generation process of the processing target event log 130 in the information processing system 1 according to the present embodiment. Fig. 9 shows an example of the process of generating the processing target event log 130 relating to the player 152-1, where the player 152-1 is the target player.
[0113] As shown in FIG. 9, first, the event log 1160-1 related to the player 152-1 is extracted as the event log 130 to be processed.
[0114] Furthermore, from the event log 1160-2 relating to a player 152-2 different from the player 152-1, an event log corresponding to an area event is extracted as the event log 130 to be processed.
[0115] For ease of explanation, only two players 152-1 and 152-2 residing in the shared area 154-1 are shown as an example, but if more players 152-3, 152-4, ... residing in the shared area 154-1, area events will be extracted from each of the players 152-2, 152-3, 152-4, ... as the event log 130 to be processed for the player 152-1. The number of players 152 residing in the same shared area 154-1 does not necessarily have to be two, and may be any number of players equal to or greater than one.
[0116] Thus, the event log 130 to be processed for player 152-1 includes, in addition to an event log based on in-game events that have occurred based on the in-game activities of player 152-1, an event log based on in-game events that do not involve player 152-1 but that affect the placement state of game objects 156 in the shared area 154. That is, the event log 130 to be processed for player 152-1 is made up of an event log for player 152-1 (player events and area events) and an event log for player 152-2 (area events only).
[0117] Therefore, in FIG. 8, the display data 132 intended for player 152-1 and transmitted from server device 200 to mobile device 300 does not include either an event log based on player events relating to player 152-2, nor display data 132 generated based on player events relating to player 152-2.
[0118] (e3:In-game information) Next, an example of in-game information provided by information processing system 1 according to the present embodiment will be described.
[0119] In this specification, the term "in-game information" encompasses changes that have occurred or may occur in the game as a result of the player playing the game. The information processing system 1 provides the target player's in-game information in a newspaper-like format. Therefore, in the following description, for convenience, the provided in-game information may also be referred to as a "newspaper."
[0120] Fig. 10 is a schematic diagram showing an example of a screen relating to in-game information provided by information processing system 1 according to the present embodiment. As shown in Fig. 10, a title is arranged at the top of screen 350, and seasonal topics 360 are arranged below that.
[0121] Topics 360 may display both information based on in-game events that will occur in the future independent of the in-game activity of player 152 (future event data) and information based on in-game events that occurred in the past independent of the in-game activity of player 152 (past event data). Note that "independent of in-game activity" means occurring independently of in-game activity.
[0122] For example, Topics 360 may display a notification that an in-game event will begin in a predetermined period of time (e.g., a seasonal event such as a summer festival next week) or a report of an in-game event that has occurred in the past (e.g., information that cherry blossoms have bloomed).
[0123] An article object group 370 is arranged below the seasonal topics 360. The article object group 370 includes a predetermined number of article objects 372-1 to 372-7 (hereinafter also collectively referred to as "article objects 372"). The article objects 372 correspond to virtual placement objects.
[0124] As will be described later, the content of the article object 372 displayed on the screen 350 may be replaced. Therefore, the article object 372 displayed on the screen 350 may be referred to as a "top article object" to distinguish it from the article objects that are candidates for replacement.
[0125] Each article object 372 is generated by selecting a target in-game event for each unit period of real time (e.g., each day) based on the event log 1160 for the target player and the event logs for players other than the target player (however, only event logs corresponding to area events).
[0126] Note that multiple in-game events may be selected as display candidates for each unit period. In this case, as will be described later, the in-game events displayed as article objects on the screen 350 may be changeable.
[0127] The number of article objects (top article objects) to be arranged on the screen 350 is predetermined. For example, if one article object is arranged each day and a newspaper is generated every seven days the game has been played, seven article objects will be arranged on the screen 350. The article objects may be arranged in a predetermined order. That is, when seven article objects are accumulated, one newspaper is generated. Note that the number of article objects to be arranged on the screen 350 is not limited to seven, and any number can be set.
[0128] In this way, if the unit period of real time is one day, the information processing system 1 generates one top story object based on the event log for one day.
[0129] The article object introduces events and movements that occurred in the shared area 154-1 related to the target player by introducing in-game events that occurred in a corresponding unit period (e.g., one day). As an example, the article object includes the date on which the target in-game event occurred, text indicating the content of the target in-game event, and an image indicating the target in-game event.
[0130] When any of the article objects 372-1 to 372-7 arranged on the screen 350 is selected, details of the selected article object may be displayed.
[0131] Below the article object group 370, a price log 380 is arranged. The price log 380 shows time-series information on the selling prices of specific in-game items in the virtual game space 150. The selling prices of specific in-game items change randomly twice a day (in the morning and afternoon). That is, an in-game event that determines the buying and selling prices of specific in-game items is executed independently of the in-game activity of the player 152. The change in the selling prices over time is displayed in the price log 380.
[0132] The price log 380 displays chronological information on prices for the week including the date corresponding to the latest article object among the article objects displayed on the screen 350. The price log 380 displays past prices that can be referenced at the time the screen 350 is displayed. In this way, the price log 380 displays information based on the transition of prices of in-game items whose prices fluctuate at predetermined intervals. In other words, the price log 380 corresponds to information (past event data) based on in-game events that occurred in the past, independent of the in-game activities of the player 152.
[0133] Information processing system 1 records data based on in-game events that will occur in the future independent of the in-game activity of player 152, and data based on in-game events that have occurred in the past independent of the in-game activity of player 152. The data based on the independent events is processed to generate content to be displayed in topics 360 and price log 380.
[0134] The content displayed in topics 360 may include both information based on in-game events that will occur in the future (future event data) and information based on in-game events that have occurred in the past (past event data). On the other hand, the content displayed in price log 380 includes information based on in-game events that have occurred in the past (past event data). In this way, data based on independent events includes at least one of future event data and past event data.
[0135] Below the price log 380, a past reference button 390 for referencing past newspapers is provided.
[0136] Fig. 11 is a schematic diagram showing another example screen relating to in-game information provided by information processing system 1 according to the present embodiment. Screen 350A shown in Fig. 11 shows a state in which four article objects have been generated and arranged since the start of newspaper generation. That is, only four article objects 372-1 to 372-4 are arranged on screen 350A. In areas where no article objects are arranged, blank objects 374 are arranged in the spaces where they would be arranged.
[0137] It is not necessary to place the blank object 374. If the blank object 374 is not placed, the area where no article object 372 is placed may be left blank. Alternatively, the area where no article object 372 is placed may be excluded from the display area of the screen 350. In this case, the length of the screen 350 may change depending on the number of article objects 372.
[0138] 12 is a schematic diagram showing an example of a screen layout related to in-game information provided by information processing system 1 according to the present embodiment. As shown in FIGS. 12(A) and 12(B), virtual fields 358A and 358B, which are screen layouts, are units for generating output images to be displayed on display unit 308 of portable device 300. In virtual field 358A and virtual field 358B, a predetermined number of areas 359 are defined in which article objects are arranged. In each of areas 359, the order in which article objects are arranged is predetermined (the numbers in virtual field 358 indicate the order of arrangement).
[0139] When the conditions for generating a new newspaper are met, the server device 200 selects one of the multiple virtual field candidates and places the article object in it. Note that the virtual fields are not limited to those shown in Figures 11(A) and 11(B), and any virtual field can be used. Also, any number of virtual fields is acceptable.
[0140] Furthermore, the number and extent of areas to be placed on the virtual field may be determined dynamically.
[0141] When an article object is placed in a virtual field, the size of the area where the article object is placed is fixed (does not change). However, if a predetermined condition is met, the size of the area may be changed as needed after placement. Furthermore, the layout may be changed each time an article object is added. In this case, one or more layouts may be prepared in advance for each number of article objects to be placed.
[0142] Fig. 13 is a schematic diagram showing an example of a screen for referring to past information provided by information processing system 1 according to the present embodiment. As shown in Fig. 13, buttons 3511 to 3516 for displaying newspapers generated in the past are displayed on screen 351.
[0143] Each of the buttons 3511 to 3516 indicates the period of the article object contained in the associated newspaper. When any of the buttons 3511 to 3516 is selected, the corresponding past newspaper is displayed.
[0144] The "Summer Special Edition" assigned to button 3514 is a newspaper in which a predetermined number of article objects are extracted from article objects included in newspapers generated for each predetermined period (for example, every three months). In this way, unlike regular newspapers, a different newspaper may be generated for each predetermined period.
[0145] Fig. 14 is a schematic diagram showing an example of a screen displaying details of an article object provided by the information processing system 1 according to the present embodiment. As shown in Fig. 14, a screen 352 is an example showing details of an article object 372-4 (see Figs. 10 and 11).
[0146] More specifically, a detailed article object 378 showing details of the article object 372-4 is displayed on the screen 352. Article object candidates 3720 corresponding to other in-game events that occurred within the same unit time period as the in-game event corresponding to the selected article object 372-4 are also displayed on the screen 352. In other words, all of the article object candidates 3720 are based on other in-game events that occurred on the date (October 4th) on which the in-game event corresponding to the article object 372-4 occurred.
[0147] Note that while FIG. 14 shows article object candidates 3720 consisting of four article objects each corresponding to another in-game event, more or fewer article objects may be displayed.
[0148] The screen 352 has an article object replacement button 3520 arranged thereon.
[0149] Fig. 15 is a schematic diagram showing an example of a screen for replacing article objects provided by information processing system 1 according to the present embodiment. When replacement button 3520 in Fig. 14 is selected, a screen 353 shown in Fig. 15 is displayed.
[0150] As shown in FIG. 15, the screen 353 has arranged thereon article objects 3721 to 3725, each corresponding to an in-game event that occurred within the same unit period as the in-game event corresponding to the selected article object 372-4.
[0151] Of the article objects 3721 to 3725, the one selected as the article object 372-4 to be displayed in the newspaper is given a selected mark 3531. The user selects another article object to be displayed in the newspaper. Then, a new selection mark 3532 is given to the selected article object.
[0152] When the reflect button 3530 is selected, the article object to which the new selection mark 3532 is added is newly selected as the article object 372-4 to be displayed in the newspaper. In other words, the content of the article object displayed in the newspaper is changed or updated.
[0153] Note that the article objects 372 may be replaced as shown in Fig. 15 for both the newspaper being created and the already created newspaper, or only for one of them. Furthermore, the article object 372 replacement process shown in Fig. 15 does not have to be adopted. In this case, the article objects 372 are maintained in the state in which they were initially arranged.
[0154] (e4: Extraction process of in-game events corresponding to article objects) Next, an example of a process for extracting an in-game event (event log) corresponding to an article object will be described.
[0155] FIG. 16 is a diagram illustrating an example of a process of extracting an in-game event corresponding to an article object in information processing system 1 according to the present embodiment.
[0156] As shown in FIG. 16, the event log 130 to be processed includes date information 1301 indicating the date on which the in-game event occurred, content information 1302 of the in-game event, and additional information 1303 of the corresponding in-game event.
[0157] A score 1304 and a rank 1305 are calculated for each in-game event (an event log based on an in-game event) that is an entry in the event log 130 to be processed. The score 1304 is a value calculated according to the corresponding in-game event, and is used as a criterion for selecting an object to be extracted as an article object. In other words, the score 1304 is an example of a priority.
[0158] The ranking 1305 is assigned in descending order of the calculated score 1304 of each entry. In the example shown in Fig. 16, the top five entries are selected.
[0159] The score 1304 is calculated based on the content of the in-game event according to a predetermined standard. For example, a larger value may be calculated as the score for an in-game event that occurs relatively infrequently. Also, a larger value may be calculated as the score for an in-game event that is more memorable to the player.
[0160] The calculation of the score 1304 may reflect parameters such as the number of insects or fish caught, i.e., the more insects or fish caught, the higher the score.
[0161] If multiple in-game events reach the highest score 1304, the superiority may be determined based on the parameters described above, or if the parameters cannot be referenced, the superiority may be determined randomly.
[0162] If the selected in-game event is the same as the in-game event selected as the top article object in the immediately preceding unit period (for example, one day ago), the second-ranked in-game event may be selected as the top article object.
[0163] For the text indicating the content of the in-game event, multiple patterns may be prepared in advance, and the pattern to be used may be determined randomly. In this case, a pattern different from the pattern selected for the same in-game event within the same article (for example, seven articles) may be selected. In other words, it may be possible to avoid the same pattern being selected for the same in-game event consecutively.
[0164] In this way, not all event logs contained in the event log 130 to be processed are transmitted to the mobile device 300, but only a portion of the event log 130 to be processed (see FIG. 19(B)), or display data 132 (see FIG. 8) generated based on a portion of the event log 130 to be processed, may be transmitted to the mobile device 300.
[0165] Here, even if the event log 130 to be processed does not contain an event log 1160-1 based on the in-game events of the player 152-1 during the unit period to be processed, if an event log based on the area events of the player 152-2 exists, an article object will be generated based on the area events of the player 152-2.
[0166] [F. Functional Configuration] Next, an example of a functional configuration for information processing system 1 according to the present embodiment to realize the above-described processing will be described.
[0167] 17 is a schematic diagram showing an example of the functional configuration of an information processing system 1 according to the present embodiment. As shown in FIG. 17, the game progression unit 10 progresses the game in accordance with a game program 112.
[0168] The log recording unit 20 sequentially records an event log 1160 related to each player 152 while referring to the game progress made by the game progression unit 10, and adds this to the log data 116 (see FIG. 7).
[0169] The event log generation unit 30 generates a processing target event log 130 for the target player from the log data 116 in accordance with the designation of the player ID unique to the target player (see FIG. 9). Note that if type information 1166 for distinguishing between player events and area events is not assigned to each entry included in the event log 1160, the event log generation unit 30 may determine whether each entry is a player event or an area event.
[0170] The display data generation unit 40 generates display data from the processing target event log 130. More specifically, the display data generation unit 40 includes an article object selection unit 41, an article object generation unit 42, a virtual field update unit 43, a virtual field selection unit 44, a data storage unit 45, a data transmission unit 46, and a data management unit 47.
[0171] The article object selection unit 41 refers to the score calculation definition 410 and selects one or more in-game events to be the target of the article object from among the in-game events included in the event log 130 to be processed related to the target player (see FIG. 16). The score calculation definition 410 includes a definition for calculating a score corresponding to the in-game event.
[0172] The article object generation unit 42 generates article object data 48 corresponding to the in-game event selected by the article object selection unit 41. The article object data 48 is made up of data for outputting the article object 372 shown in FIG. 10 and the like.
[0173] In this way, the article object generation unit 42 generates the article object 372, which is a virtual placement object, based on an event log for a unit period of real time out of event logs about in-game events that have occurred based on in-game activities in the virtual game space 150. At this time, the article object generation unit 42 may generate the article object 372 based on an event log determined based on the priority (score 1304) set for each event out of the event logs. Alternatively, the article object generation unit 42 may generate the article object 372 randomly without using the priority.
[0174] More specifically, the article object generation unit 42 determines text corresponding to an in-game event by referring to the text pattern 420, and determines or generates an image corresponding to the in-game event by referring to the image dataset 422. The text pattern 420 includes one or more text patterns prepared in advance for each in-game event. The image dataset 422 includes one or more images prepared in advance for each in-game event.
[0175] The article object data 48 includes date information indicating the date on which the target in-game event occurred, an image indicating the target in-game event, and text indicating the content of the target in-game event.
[0176] The virtual field update unit 43 places article object data 48 in the virtual field. The data storage unit 45 stores display data 132 that the virtual field update unit 43 is currently updating or that is past. Here, the "currently updating" display data 132 refers to the latest article object 372, and corresponds to a state in which article object data 48 is not placed in the entire area of the corresponding virtual field. The "past" display data 132 refers to article objects 372 other than the latest, and corresponds to a state in which article object data 48 is placed in the entire area of the corresponding virtual field. The "past" display data 132 refers to newspapers that have already been generated.
[0177] More specifically, when a predetermined condition is satisfied (for example, when article object data 48 based on an in-game event that occurred on a new date exists), the virtual field update unit 43 assigns the article object data 48 to the virtual field currently being updated or a newly selected virtual field. By assigning the article object data 48 to the virtual field, display data 132 is generated. In this way, the virtual field update unit 43 arranges the article object data 48 (virtual arrangement object) in the virtual field, which is a unit for generating an image to be displayed on the display unit 308 of the portable device 300.
[0178] In response to a request from the virtual field update section 43, the virtual field selection section 44 refers to the virtual field definition 440 and selects the screen layout of the virtual field in which the article object data 48 is to be arranged.
[0179] That is, when article object data 48 is assigned to all areas of the virtual field, a new virtual field is generated. Article object data 48 is assigned to each area of the newly generated virtual field. In this way, the virtual field update unit 43 saves the virtual field together with the article object data 48 as past display data 132 (past objects) based on the fact that a reference number (e.g., seven) of article object data 48 (virtually placed objects) have been arranged in the virtual field. Furthermore, the virtual field selection unit 44 generates a new virtual field based on the fact that a reference number (e.g., seven) of article object data 48 have been arranged in the virtual field.
[0180] When the number of article object data 48 placed in the virtual field is less than the reference number, the virtual field update unit 43 places blank object data corresponding to the number of blank objects 374 that does not reach the reference number in the virtual field. When placing new article object data 48 in the virtual field, the virtual field update unit 43 places the article object data 48 in the position of the blank object data. By performing such processing of placing the blank object data and updating the placement of the blank object data with the article object data 48, a newspaper in the process of being created can be displayed as shown in FIG. 11.
[0181] Note that the blank object data placed in the virtual field is maintained as is unless it is updated by the article object data 48. In other words, when at least one article object data 48 is placed in the virtual field, the virtual field update unit 43 maintains the position of the blank object until a reference number of article object data 48 are placed in the virtual field.
[0182] Furthermore, the size of each area may differ depending on the selected virtual field. In this case, the article object generation unit 42 may generate article object data 48 with different content based on the size of the area in which the virtual placement object is placed. Here, "different content" means that the size of the image or the length of the text may be changed depending on the size of the area in which it is placed.
[0183] The virtual field update unit 43 changes the article object data 48 (top article object) arranged in the display data 132 being updated or the past display data 132 in response to a user operation (see FIG. 15).
[0184] That is, even after the article object data 48 (top article object) is placed in the virtual field currently being updated, the virtual field update unit 43 places, in the virtual field, based on a user operation, another article object data 48 generated based on an event included in the event log for the same unit period as the article object data 48, in place of the article object data 48. Furthermore, even after the virtual field is saved as a past field, the virtual field update unit 43 places, in the virtual field, based on a user operation, another article object data 48 generated based on an event included in the event log for the same unit period as the virtual placement object, in place of the article object data 48 placed as the top article object.
[0185] The data transmission unit 46 transmits a part of the display data 132 stored in the data storage unit 45 in response to a request from the image generation unit 50 or when a predetermined condition is satisfied.
[0186] When the storage period of display data 132 stored in data storage unit 45 exceeds a predetermined value, data management unit 47 deletes display data 132 whose storage period has exceeded the predetermined value. Note that, in the case where the processing target event log 130 is also stored in data storage unit 45, data management unit 47 also deletes processing target event log 130 when the storage period exceeds the predetermined value.
[0187] In this way, the data management unit 47 deletes the event log 130 to be processed or the display data 132 from the data storage area after the storage period has elapsed.
[0188] FIG. 18 is a schematic diagram showing an example of the data structure of display data 132 in information processing system 1 according to the present embodiment. FIG. 18 shows an example of the data structure of a portion corresponding to article object group 370 (FIGS. 10 and 11) as part of display data 132. As shown in FIG. 18, display data 132 includes a virtual field ID 1321 for specifying a virtual field in which to place an article object, and area definitions 1322-1, 1322-2, ... that define the content to be displayed in each area of the virtual field. Each of the area definitions 1322-1, 1322-2, ... includes a date 1323 corresponding to the article object and information on article object data 48. Each of the article object data 48 includes text indicating the content of a target in-game event and an image indicating the target in-game event.
[0189] The text included in each piece of article object data 48 may be message specification information for referencing a pre-prepared message table to support multiple languages. For example, instead of the text itself, such as "I caught a cabbage white butterfly," as shown in FIG. 7A, an ID or a numerical value indicating the content, such as "I caught a cabbage white butterfly," is used to record the event log. When generating article object data 48, text corresponding to the ID or numerical value included in the corresponding event log is obtained from server device 200 or the like. In this case, by previously preparing text in multiple languages in association with the ID or numerical value in server device 200, portable device 300 can obtain text corresponding to the display language of portable device 300.
[0190] Furthermore, the image included in each article object data 48 may be the image data itself, or may be image designation information for identifying image data placed in an area accessible by the mobile device 300.
[0191] In addition, the display data 132 may include not only article object data corresponding to the article object displayed as the top article of each day, but also one or more article object data corresponding to one or more article objects that can be changed as the top article.
[0192] 17 again, image generation unit 50 acquires display data 132 stored in data storage unit 45 of display data generation unit 40 in response to a user operation or the like. Image generation unit 50 generates output image 52 from the acquired display data 132. Output image 52 is an image to be displayed on display unit 308 of portable device 300, and is generated by rendering display data 132.
[0193] If multiple pieces of past display data 132 (newspapers generated in the past) are stored, the mobile device 300 accepts a selection from the user as shown in Fig. 13. The data transmission unit 46 transmits the display data 132 corresponding to the user's selection to the image generation unit 50.
[0194] In this way, when there are multiple pieces of past display data 132, the image generating unit 50 generates the output image 52 based on the display data 132 specified by the user.
[0195] The image output unit 60 outputs the output image 52 to the display unit 308 of the portable device 300 .
[0196] The functional configuration is not limited to the example shown in FIG. 8, and the division of functions among game device 100, server device 200, and mobile device 300 may be modified as desired.
[0197] FIG. 19 is a schematic diagram showing another example of a functional configuration for providing in-game information based on an event log in information processing system 1 according to the present embodiment.
[0198] 19(A) shows an example of a functional configuration in which server device 200 generates display data 133. Display data 133 is image data generated based on processing target event log 130 to be displayed on display unit 308 of portable device 300. In other words, display data 133 includes an output image generated by image generation unit 50.
[0199] More specifically, the game device 100 includes a game progression unit 10 and a log recording unit 20. The game device 100 transmits to the server device 200 log data 116 including an event log 1160 related to the target player.
[0200] The server device 200 includes an event log generating unit 30, a display data generating unit 40, and an image generating unit 50. The server device 200 transmits the generated display data 133 to the mobile device 300 as output data.
[0201] The portable device 300 includes an image output unit 60 that outputs the display data 133 to a display unit 308 of the portable device 300. The image output unit 60 displays an output image based on the display data 133 received by the portable device 300 on the display unit 308.
[0202] 19(B) shows an example of the functional configuration of the server device 200 when it generates the processing target event log 130. More specifically, the game device 100 includes a game progression unit 10 and a log recording unit 20. The game device 100 transmits log data 116, which includes an event log 1160 related to the target player, to the server device 200.
[0203] The server device 200 includes an event log generation unit 30. The server device 200 transmits the generated event log 130 to be processed to the mobile device 300 as output data.
[0204] The portable device 300 includes a display data generation unit 40, an image generation unit 50, and an image output unit 60. The image output unit 60 outputs to the display unit 308 an output image based on the processing target event log 130 received by the portable device 300.
[0205] 19(C) shows an example of the functional configuration of the game device 100 when it generates the event log 130 to be processed. More specifically, the game device 100 includes a game progression unit 10, a log recording unit 20, and an event log generation unit 30. The game device 100 transmits the event log 130 to be processed to the mobile device 300 as output data.
[0206] Portable device 300 includes display data generation unit 40, image generation unit 50, and image output unit 60. Image output unit 60 generates an output image based on processing target event log 130 received by portable device 300, and outputs the generated output image to display unit 308.
[0207] 19(D) shows an example functional configuration in which the mobile device 300 generates the processing target event log 130. More specifically, the game device 100 includes a game progression unit 10 and a log recording unit 20. The game device 100 transmits log data 116 to the mobile device 300 as output data.
[0208] Portable device 300 includes an event log generator 30, a display data generator 40, an image generator 50, and an image output unit 60. Image output unit 60 outputs an output image based on log data 116 received by portable device 300 to display unit 308.
[0209] For example, when outputting an output image directed to player 152-1 to display unit 308, portable device 300 receives log data 116 including an event log based on player events of player 152-2. However, image output unit 60 outputs an output image to display unit 308 that does not include information based on the event log based on player events related to player 152-2.
[0210] Figures 8 and 19(A) to (D) show several implementation forms for realizing the provision of in-game information through the mobile device 300 based on the event log, but the present invention is not limited to these implementation forms and any implementation form can be adopted.
[0211] For example, all functions may be implemented in the game device 100. In this case, the game device 100 generates and outputs an output image based on the log data 116 recorded in the log recording unit 20.
[0212] 7, the server device 200 may have only the article object selection unit 41 of the display data generation unit 40, in addition to the event log generation unit 30. In this case, the functions of the display data generation unit 40 other than the article object selection unit 41 are implemented in the portable device 300. In other words, the server device 200 may perform up to the process of selecting an in-game event for which article object data 48 should be generated, and the portable device 300 may perform the subsequent processes required for generating and outputting an output image.
[0213] [G. Processing Procedures] Next, an example of a processing procedure for information processing system 1 according to the present embodiment to realize the above-described processing will be described.
[0214] 20 is a flowchart showing a processing procedure executed in game device 100 of information processing system 1 according to the present embodiment. Each step shown in FIG. 20 is typically realized by processor 102 of game device 100 executing game program 112.
[0215] 20, the game device 100 progresses with the game in response to a user operation (step S100). The game device 100 determines whether or not an in-game event has occurred based on the in-game activity of the player 152 (step S102). If an in-game event has occurred based on the in-game activity of any player 152 (YES in step S102), the game device 100 records an event log based on the in-game event together with the player ID of the player who caused the in-game event (step S104).
[0216] If no in-game event has occurred based on the in-game activity of any player 152 (NO in step S102), the process of step S104 is skipped.
[0217] It is determined whether an in-game event related to all players 152 associated with the shared area 154 has occurred in the shared area 154 of the virtual game space 150 (step S106). If an in-game event related to all players 152 associated with the shared area 154 has occurred (YES in step S106), the game device 100 records an event log based on the in-game event that has occurred (step S108).
[0218] If no in-game event has occurred that relates to all players 152 associated with the shared area 154 (NO in step S106), the process of step S108 is skipped.
[0219] The game device 100 determines whether or not an instruction to end the game has been given (step S110). If an instruction to end the game has not been given (NO in step S110), the processing from step S100 onwards is repeated.
[0220] On the other hand, when an instruction to end the game progress is given (YES in step S110), game device 100 determines whether or not server device 200 has requested transmission of log data 116 (step S112).
[0221] When server device 200 requests transmission of log data 116 (YES in step S112), game device 100 transmits log data 116 to server device 200 (step S114), and the process then ends.
[0222] If there is no request from server device 200 to transmit log data 116 (NO in step S112), the process of step S112 is skipped, and the process then ends.
[0223] 21 is a flowchart showing a processing procedure executed in server device 200 of information processing system 1 according to the present embodiment. Each step shown in FIG. 21 is typically realized by processor 202 of server device 200 executing application program 212.
[0224] 21, server device 200 determines whether or not a condition for acquiring log data 116 is met (step S200). The condition for acquiring log data 116 includes, for example, that data communication with a target game device 100 is possible and that a predetermined time has elapsed since log data 116 was acquired from that game device 100.
[0225] If the condition for acquiring log data 116 is met (YES in step S200), server device 200 acquires log data 116 from game device 100 (step S202). At this time, server device 200 may request game device 100 to transmit log data 116.
[0226] The server device 200 generates a processing target event log 130 for the target player from the acquired log data 116 in accordance with the player ID unique to the target player (step S204).
[0227] If the condition for acquiring log data 116 is not met (NO in step S200), the processes of steps S202 and S204 are skipped.
[0228] Next, the server device 200 determines whether or not an update condition for the display data 132 is met (step S206). The update condition for the display data 132 includes, for example, that a unit period or more has elapsed since the previous update (or generation) of the display data 132.
[0229] If the update condition for the display data 132 is met (YES in step S206), the server device 200 extracts in-game events that occurred within the unit period from among the in-game events included in the event log 130 to be processed related to the target player (step S208), and calculates a score for each of the extracted in-game events that occurred within the unit period (step S210).The server device 200 then ranks the in-game events that occurred within the target unit period based on the calculated scores (step S212), and selects an in-game event that will become the top article object and an in-game event that will become a reserve article object for the target unit period (step S214).
[0230] Next, the server device 200 generates article object data 48 corresponding to the selected in-game event (step S216). The server device 200 determines whether the article object data 48 has been assigned to all areas of the virtual field of the latest display data 132 (step S218).
[0231] If article object data 48 has been assigned to all areas of the virtual field of the latest display data 132 (YES in step S218), the server device 200 saves the latest display data 132 as past display data 132 (step S220) and generates a new virtual field (step S222). The screen layout of the new virtual field may be determined randomly or according to a predetermined rule. The server device 200 assigns article object data 48 corresponding to the top article object to the first area of the newly generated virtual field (step S224). Furthermore, it assigns blank object data corresponding to blank objects to the remaining areas (step S226).
[0232] If the article object data 48 is allocated to only a part of the area of the virtual field of the latest display data 132 (NO in step S218), the server device 200 allocates the article object data 48 corresponding to the top article object to the empty area of the latest display data 132 (step S228). At this time, the blank object data allocated to the article object data 48 is updated with the article object data 48.
[0233] By the above processing, the generation or update of the display data 132 is completed.
[0234] If the update condition for the display data 132 is not met (NO in step S206), the processes of steps S210 to S228 are skipped.
[0235] Next, the server device 200 determines whether or not the mobile device 300 has requested transmission of the display data 132 (step S230).
[0236] When the mobile device 300 requests transmission of the display data 132 (YES in step S230), the server device 200 transmits the specified display data 132 to the mobile device 300 (step S232). Here, the server device 200 adds information for displaying seasonal topics 360 and a price log 380 (see FIG. 10 for both) to the display data 132 as necessary.
[0237] That is, the server device 200 may transmit to the mobile device 300 information based on in-game events that will occur in the future independent of the in-game activity of the player 152 (future event data), and information based on in-game events that occurred in the past independent of the in-game activity of the player 152 (past event data).
[0238] If the transmission of display data 132 has not been requested by portable device 300 (NO in step S230), the process of step S232 is skipped.
[0239] Next, the server device 200 determines whether or not a change in the display data 132 has been requested by the mobile device 300 (step S234).
[0240] When the mobile device 300 requests a change in the display data 132 (YES in step S234), the server device 200 changes the article object data 48 assigned to the area of the virtual field in response to the request (step S236). That is, the server device 200 changes the article object displayed as the top article in response to the request from the mobile device 300.
[0241] If a change in display data 132 has not been requested by portable device 300 (NO in step S234), the process of step S236 is skipped.
[0242] Next, the server device 200 determines whether the deletion condition is satisfied for the stored past display data 132 (step S238).
[0243] If the deletion condition is met for any of the stored past display data 132 (YES in step S238), the server device 200 deletes the display data 132 for which the deletion condition is met (step S240). Note that the server device 200 may also delete the corresponding event log 130 to be processed.
[0244] If the deletion condition is not met for any of the stored past display data 132 (NO in step S238), the process of step S240 is skipped.
[0245] 22 is a flowchart showing a processing procedure executed in portable device 300 of information processing system 1 according to the present embodiment. Each step shown in FIG. 22 is typically realized by processor 302 of portable device 300 executing application program 312.
[0246] 22, portable device 300 acquires display data 132 from server device 200 or game device 100 in response to a user operation (step S300). Portable device 300 generates output image 52 from acquired display data 132 (step S302). Portable device 300 displays generated output image 52 on display unit 308 (step S304).
[0247] When the server device 200 transmits to the mobile device 300 information based on in-game events that will occur in the future independent of the in-game activities of the player 152 (future event data) and information based on in-game events that occurred in the past independent of the in-game activities of the player 152 (past event data), an output image 52 based on the future event data and / or the past event data is displayed on the display unit 308 in addition to the display data 132.
[0248] [H. Other Forms] In the above explanation, an example of a configuration has been described in which each game device 100 provides a virtual game space 150, but a server device may provide a common virtual game space 150, and multiple shared areas 154 may be prepared in the common virtual game space 150, each of which is associated with one or multiple players 152.
[0249] In the above explanation, the process of changing the top article object in response to a user operation (see FIG. 15 ) has been described as an example of a configuration realized by processing in the display data generation unit 40 (virtual field update unit 43), but the present invention is not limited to this and may be realized by processing in the image generation unit 50. In this case, the image generation unit 50 acquires material data including the replacement candidate article objects 372 in addition to the top article object, and collects the necessary material data in response to a user operation to generate an acquired image. Furthermore, the display data generation unit 40 and the image generation unit 50 may work together to realize the process of changing the top article object in response to a user operation.
[0250] [I. Advantages] In information processing system 1 according to the present embodiment, article objects 372 are output not only for in-game events that have occurred based on the in-game activity of the target player, but also for in-game events that have caused changes in the layout of shared area 154 due to the in-game activity of players other than the target player. This allows the target player (user) to know, via mobile device 300 or the like, that other players residing in the same shared area 154 have changed the layout of shared area 154 (for example, a new building has been constructed) while the target player (user) was not playing the game. Such information further motivates the user to play the game.
[0251] In the information processing system 1 according to the present embodiment, what the player experienced in the virtual game space 150 and events that occurred in the shared area 154 are output in the form of one or more article objects arranged in the virtual field. By adopting such an output format, it becomes easier for the user to check various past records.
[0252] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0253] 1 Information processing system, 2 Network, 10 Game progress section, 20 Log recording section, 30 Event log generation section, 40 Display data generation section, 41 Article object selection section, 42 Article object generation section, 43 Virtual field update section, 44 Virtual field selection section, 45 Data storage section, 46 Data transmission section, 47 Data management section, 48 Article object data, 50 Image generation section, 52 Output image, 60 Image output section, 100 Game device, 102, 202, 302 Processor, 104, 204, 304 Memory, 106, 220, 320 Communication section, 108 Output interface section, 110, 210, 310 Storage, 112 Game program, 114, 214, 314 System program, 116 Log data, 118 Wireless communication section, 120 Controller, 122, 208, 308 Display section, 130 Processing target event log, 132, 133 Display data, 150 Virtual game space, 152 Player, 154 Shared area, 156 Game object, 200 Server device, 206, 306 Operation unit, 212, 312 Application program, 300 Portable device, 350, 350A, 351, 352, 353 Screen, 358A, 358B Virtual field, 359 Area, 360 Topics, 370 Article object group, 372, 3721 to 3725 Article object, 374 Blank object, 378 Detailed article object, 380 Price log, 390 Past reference button, 410 Score calculation definition, 420 Text pattern, 422 Image dataset, 440 Virtual field definition, 1160 Event log, 1162 Player ID, 1163 Area ID, 1164 Content information, 1165 date and time information, 1166 type information, 1301 date information, 1302 content information, 1303 additional information, 1304 score, 1305 ranking, 1321 virtual field ID, 1322 area definition, 1323 date, 3511 to 3516 buttons, 3520 swap button, 3530 reflect button, 3531 selected mark, 3532 new selection mark, 3720 article object candidate.
Claims
1. a game progression means for progressing a game in which the arrangement state of game objects arranged in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area; a first log recording means for recording a first event log that is an event log based on in-game events that occur based on in-game activities by the first player in the shared area; a second log recording means for recording a second event log that is an event log based on in-game events that occur based on in-game activities by the second player in the shared area; a transmitting means for transmitting, as output data to an information processing device associated with the first player, at least one of a processing target event log including the first event log and a second area event log that is an event log based on an in-game event that affects a change in the layout state of the shared area among the second event logs, and display data generated based on the processing target event log, regardless of whether the first player is currently playing the game; an image output unit that outputs an output image based on the output data received by the information processing device to a display unit;
2. the second event log includes a second player event log that is an event log based on an in-game event that does not affect the layout state of the shared area; 2. The information processing system according to claim 1, wherein the transmitting means transmits the output data that does not include either the second player event log or the display data generated based on the second player event log to the information processing device.
3. the second event log includes a second player event log that is an event log based on an in-game event that does not affect the layout state of the shared area; 2. The information processing system according to claim 1, wherein the image output means outputs the output image not including information based on the second player event log to the display unit even when the information processing device receives the output data including the second player event log.
4. An information processing system according to any one of claims 1 to 3, wherein the transmitting means transmits at least one of a portion of the event log to be processed and the display data generated based on the portion of the event log to be processed to the information processing device.
5. The information processing system according to claim 1 , wherein the in-game activity includes an action taken by the first player to acquire an in-game item.
6. The information processing system according to claim 5 , wherein the in-game event includes the first player acquiring the in-game item.
7. The information processing system according to any one of claims 1 to 6, further comprising an independent event recording means for recording data based on an independent event, which is an in-game event that occurs independently of the in-game activity of the first player.
8. the transmitting means further transmits to the information processing device future event data, the future event data being information based on the in-game event that will occur in the future independent of the in-game activity of the first player; 8. The information processing system according to claim 7, wherein the image output means outputs the output image based on both the output data and the future event data to the display unit.
9. the transmitting means further transmits to the information processing device past event data, which is time-series information of in-game events that have occurred in the past, independent of the in-game activity of the first player; 9. The information processing system according to claim 7, wherein the image output means outputs the output image based on both the output data and the past event data to the display unit.
10. The information processing system according to claim 9 , wherein the past event data includes information based on price trends of in-game items whose prices fluctuate at predetermined intervals.
11. The information processing system according to any one of claims 1 to 10, wherein the game objects are arranged in the virtual game space and include in-game facilities available to the first player and the second player.
12. An information processing system according to any one of claims 1 to 11, wherein the in-game event that affects the placement state of the shared area includes an in-game event that occurs when the game object satisfies placement conditions for being placed in the virtual game space.
13. 13. The information processing system according to claim 1, further comprising a deletion unit that deletes the event log to be processed or the display data from the data storage area after a storage period has elapsed.
14. the virtual game space includes a first area in which the degree of change of the arrangement state is relatively large, and a second area in which the degree of change of the arrangement state is relatively small, The information processing system according to any one of claims 1 to 13, wherein the first area is associated with both the first player and the second player as the shared area.
15. a game device including the first log recording means and the second log recording means, and also including a communication means for transmitting the first event log and the second event log to a server device; the server device including the transmission means for transmitting, as the display data, the output image generated based on the event log to be processed or material data for generating the output image to the portable device that is the information processing device; The information processing system according to any one of claims 1 to 14, comprising the portable device having the display unit and the image output means for outputting the output image or the output image based on the material data to the display unit.
16. an object generating means for generating at least one virtual placement object based on the event log in a unit period of real time; further comprising: placement means for placing the virtual placement object in a virtual field, which is a unit for generating an image to be displayed on the display unit; the object generating means generates at least one of the virtual placement objects based on the second area event log in the unit period even when the first event log in the unit period does not exist, if the second area event log in the unit period exists; 16. The information processing system according to claim 1, wherein the output image is based on the virtual field on which the virtual placement object is placed.
17. The information processing system according to claim 16 , wherein the unit period is one day.
18. the transmitting means transmits the event log to be processed as the output data to an information processing device associated with the first player; The information processing system according to any one of claims 1 to 17, wherein the image output means generates the output image based on the received event log to be processed, and outputs the generated output image to the display unit.
19. an acquisition means for acquiring, with respect to a game in which a placement state of game objects placed in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, a first event log that is an event log based on in-game events that have occurred based on in-game activities by the first player in the shared area, and a second event log that is an event log based on in-game events that have occurred based on in-game activities by the second player in the shared area; an information processing device comprising: a transmission means for transmitting at least one of a process target event log including the first event log and a second area event log which is an event log based on an in-game event that affects a change in the layout state of the shared area among the second event logs, and display data generated based on the process target event log to another information processing device associated with the first player, in order to generate an output image to be output to a display unit of the other information processing device, regardless of whether the first player is playing the game.
20. On the computer, acquiring, with respect to a game in which a placement state of game objects placed in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, a first event log that is an event log based on in-game events that have occurred based on in-game activities by the first player in the shared area, and a second event log that is an event log based on in-game events that have occurred based on in-game activities by the second player in the shared area; an information processing program that causes a computer to execute a step of transmitting at least one of an event log to be processed, the event log including the first event log and a second area event log that is an event log based on an in-game event that affects a change in the layout state of the shared area among the second event logs, and display data generated based on the event log to the other information processing device associated with the first player, to the other information processing device, regardless of whether the first player is playing the game.
21. An information processing method executed by an information processing device, acquiring, with respect to a game in which a placement state of game objects placed in a shared area of a virtual game space is shared between a first player and a second player who are both associated with the shared area, a first event log that is an event log based on in-game events that have occurred based on in-game activities by the first player in the shared area, and a second event log that is an event log based on in-game events that have occurred based on in-game activities by the second player in the shared area; an information processing method comprising a step of transmitting at least one of an event log to be processed, the event log including the first event log and a second area event log that is an event log based on an in-game event that affects a change in the layout state of the shared area among the second event logs, and display data generated based on the event log to the other information processing device associated with the first player, to the other information processing device, regardless of whether the first player is playing the game, in order to generate an output image to be output to a display unit of the other information processing device.
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