Program and information processing system

By varying an index value and reflecting adverse events in the game, the cooperative gameplay experience is enhanced, addressing the issue of diminished interest due to unequal contributions among players.

JP7796628B2Active Publication Date: 2026-01-09COLOPL
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Patent Information

Application Number
JP2022189820
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-29
Publication Date
2026-01-09
Estimated Expiration
2042-11-29

AI Technical Summary

Technical Problem

In games where multiple players cooperate, the interest of the game may diminish if some players are unable to contribute to achieving the goal, leading to a decrease in entertainment value.

Method used

Implement event control means to vary an index value and perform predetermined control that is advantageous for achieving the event, reflecting adverse events in the index value fluctuation, and provide programs to enhance cooperation among players.

Benefits of technology

Improves the entertainment value of the game by ensuring all players contribute effectively, enhancing the cooperative experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance fun of a game.SOLUTION: A program allows a computer to function as: event control means controlling an event that multiple players perform in cooperation; and advantage control means performing predetermined control that becomes advantageous to attainment of an event when an index value satisfied a specific condition by varying the index value. The index value is common among multiple players. The advantage control means reflects a disadvantageous event occurring for at least one player in an event on variation in the index value.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, games in which a plurality of players cooperate to progress through the game are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5485438 Summary of the Invention [Problem to be solved by the invention]

[0004] In a game in which multiple players cooperate, there is a risk that the interest of the game may be diminished if some players are unable to contribute to achieving the goal.

[0005] The present invention has been made in view of the above circumstances, and has as its object to improve the entertainment value of games. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, event control means for controlling an event in which a plurality of players cooperate; an advantage control means for varying an index value and performing predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Make the computer function as the index value is common to a plurality of players, the advantage control means reflects an adverse event occurring to at least one player in the event in a fluctuation of the index value; Programs are offered. [Effects of the Invention]

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of a game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system. [Figure 3] FIG. 10 is a diagram illustrating an example of a display screen showing a game space. [Figure 4] FIG. 3 is a diagram illustrating a control process according to the first embodiment. [Figure 5] 4 is a flowchart illustrating an example of processing according to the first embodiment. [Figure 6] FIG. 10 is a diagram schematically illustrating a control process in the second embodiment. [Figure 7] 10 is a flowchart illustrating an example of processing according to the second embodiment. [Figure 8] FIG. 10 is a diagram schematically illustrating a control process in a third embodiment. [Figure 9] 10 is a flowchart illustrating an example of processing according to a third embodiment. [Figure 10] FIG. 10 is a diagram schematically illustrating a control process in a fourth embodiment. [Figure 11] 10 is a flowchart illustrating an example of processing according to a fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <Game system hardware configuration> As shown in FIG. 1, a game system 1 serving as an information processing system according to this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user (game player) uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, a pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitance type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional configuration of the game system> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 20 side. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 20 side and the program that is executed on the terminal device 10 side.

[0034] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects such as a character controllable by a user (hereinafter also referred to as a "controllable character" or a "player character") and items equipped by the character (for example, clothes, accessories, clubs, or mascot characters) are placed. The game information 222 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the game space, and the placement position, size, color, and shape of non-player character (NPC) objects. Hereinafter, a character object placed in the game space may also be simply referred to as a "character."

[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about objects such as playable characters, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment. Information about objects includes information about parameters related to objects such as characters.

[0036] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.

[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10, etc. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information 222 or user information 223. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records in the game information 222 or user information 223.

[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out game information 222 or user information 223 in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or user information 223 in accordance with instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game in accordance with instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each of the terminal devices 10. Specifically, the synchronization processing unit 214 simultaneously transmits operation information received from the terminal devices 10 corresponding to each account within a predetermined period (for example, one frame) to each of the terminal devices 10 at predetermined intervals. The operation information is information related to operations input to the terminal devices 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.

[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] The game information 122 includes the same information as the game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.

[0046] The user information 123 is data relating to the account of the user who uses the terminal device 10, and includes information similar to the above-mentioned user information 223 of the server 20. Therefore, a description of the user information 123 will be omitted here.

[0047] The control unit 110 executes a game program 121 stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0048] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0049] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. A specific example will be described below.

[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, synchronization data for supporting the multiplay function, and the like from the server 20. The synchronization data includes, for example, synchronization instruction data for instructing each terminal device 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0052] The transmitting / receiving unit 112 transmits operation information relating to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information relating to an operation input by another user on another terminal device 10.

[0053] The game progression unit 113 executes various processes related to the progression of the game. Specific examples will be explained below.

[0054] The game progression unit 113 defines the game space based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects within the game space, and controls the objects to perform predetermined actions.

[0055] The game progression unit 113 defines a virtual camera for specifying an area of ​​the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.

[0056] The position and orientation of the virtual camera can be determined appropriately for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that act based on the operation of each user and characters (e.g., non-player characters, enemy characters, etc.) that act based on the game programs 121, 221.

[0057] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0058] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.

[0059] The display control unit 114 generates an image that depicts the area of ​​the game space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0060] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the game system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the game system 1 does not have to be realized by multiple devices connected via a network.

[0061] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing described below by executing a game program stored in the game system 1. However, at least a part of the processing described below that is performed by the processor 11 may be performed by a processor other than the processor 11. Also, at least a part of the processing described below that is performed by the processor 21 may be performed by a processor other than the processor 21. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0062] The following description will be given taking as an example a case where the configuration according to this embodiment is applied to a game that uses a multi-play function, in other words, a game in which multiple players cooperate. Specifically, the description will be given taking as an example a case where the configuration according to this embodiment is applied to a role-playing game. However, the configuration according to this embodiment can also be applied to games other than these games (for example, sports games, games in which players compete against each other, etc.). Furthermore, the configuration according to this embodiment can be applied not only to games but also to applications (in other words, services) that provide a virtual space in which objects related to each user exist.

[0063] In this embodiment, the game progression unit 113 functions as an event control means that controls an event in which multiple players cooperate, and as an advantage control means that varies an index value common to multiple players and performs predetermined control that becomes advantageous for achieving the event when this index value satisfies certain conditions. The game progression unit 113 as an advantage control means is configured to reflect an unfavorable event that occurs to at least one player in an event in the variation of the index value.

[0064] Here, an "event" may be, for example, a battle (in other words, a match) or an event aiming to conquer a predetermined stage (e.g., a dungeon, etc.). An event can also be called a quest. In the game of this embodiment, a battle event is provided as an event in which multiple players form a team and cooperate to defeat a set enemy. Furthermore, "achieving the event" means achieving the goal of the event, which in this embodiment refers to defeating a predetermined enemy. Note that an event in which multiple players cooperate may also be an event in which players who happen to be present at the same time cooperate to achieve a predetermined goal (e.g., defeat an enemy) without forming a team. Furthermore, an event in which multiple players cooperate may also be one that can be performed by a single player alone.

[0065] Furthermore, each player controls their own character to progress through the event. That is, in the game of this embodiment, "multiple players cooperate to carry out an event (in other words, form a team)" can also be rephrased as "multiple players' characters cooperate to carry out an event." Note that the characters who cooperate to carry out an event may include non-player characters (in other words, characters controlled by a computer). In other words, "multiple players" may include virtual players who operate non-player characters (in other words, other users who operate non-player characters from the perspective of a user who controls a character teamed with a non-player character). Also, multiple characters that make up a team may be operated by a single player. Note that, hereinafter, a player's character will also be referred to as a player.

[0066] The "index value" can also be said to be a value involved in the achievement of an event. In this embodiment, when the index value satisfies a specific condition, a predetermined event advantageous to the team occurs (in other words, a predetermined effect is obtained). In this embodiment, the "index value" is a value involved in the activation of an action performed by multiple players in cooperation with each other. In this embodiment, a display corresponding to the index value (specifically, a gauge 80, described later) is displayed on the display unit 18 while the event is in progress so that the index value can be recognized (in other words, visible) by the user. Note that the index value may be used only for calculations within the control program and not be shown to the user by the gauge 80 or the like. The index value is common to multiple players (in other words, teams).

[0067] Furthermore, the "specific condition" may be, for example, the index value reaching a certain predetermined value. Specifically, for example, the index value (in other words, the gauge 80) may be configured to increase (in other words, accumulate) upon a predetermined trigger, and when the index value reaches a predetermined value (for example, a maximum value), the specific condition may be satisfied. Note that the index value (in other words, the gauge 80) does not have to increase. For example, the index value may decrease from an initial value upon a predetermined trigger, and when the index value reaches a predetermined value (for example, a lower limit value), the specific condition may be satisfied. That is, in the following description, an increase (in other words, an increase) in the index value may also be interpreted as a decrease (in other words, a drop) in the index value.

[0068] Furthermore, "predetermined control that is advantageous to the achievement of an event" includes, for example, control that causes an event that brings the player closer to achieving the event (in other words, control that brings the player closer to achieving the event). The predetermined control may be, for example, control that activates an action that brings the player closer to achieving the event. Specifically, the predetermined control may be control that causes one or more players to launch an attack in a battle event. The predetermined control may also be control that varies the parameters of a player so that the player approaches the achievement of the event. Specifically, the predetermined control may be control that increases the attack power, defense power, or speed (e.g., movement speed or attack speed) of one or more players, or control that increases the hit points (HP), magic points (MP), skill points, etc. (specifically, increases recovery or upper limit values) of one or more players. The predetermined control may also be control that varies the parameters of an enemy so that the player approaches the achievement of the event. Specifically, the predetermined control may be a control that reduces the attack power, defense power, or speed (movement speed or attack speed) of one or more enemies, or a control that reduces hit points, magic points, or skill points. The predetermined control may also be a control that brings about a status change that improves the abilities of one or more players, or a control that brings about a status change (so-called abnormal status) that reduces the abilities of one or more enemies. That is, the predetermined control may be a control that activates an action performed by multiple players cooperatively, a control that changes the parameters or status of one or more players, or a control that changes the parameters or status of one or more enemies. In other words, the predetermined control may be a control that applies a so-called buff or debuff to a player or an enemy. The increase in various parameters or the change in status may be applied to a weaker player on a team. The predetermined control may also be a control that changes an environment where a player or an enemy is located to an environment advantageous to the player.

[0069] Furthermore, an "adverse event" includes, for example, an event that brings about a situation that makes it difficult to achieve an event. Specifically, an "adverse event" may be, for example, one or more players being attacked by an enemy in a battle event. Also, an "adverse event" may be, for example, a player falling into an abnormal state (specifically, for example, being unable to act). Also, an "adverse event" may be, for example, an environment where a player or an enemy is located changing into an environment that is disadvantageous to the player.

[0070] Furthermore, "reflecting an adverse event in fluctuations in the index value" may mean, for example, increasing or decreasing the index value when an adverse event occurs, or changing the degree or manner of increase or decrease (for example, increasing the rate of increase).

[0071] Next, specific control by the game progression unit 113 will be described in detail using a battle event as an example. In particular, four examples (Examples 1 to 4) will be described below for a case in which an event is executed in which multiple players form a team and cooperate to launch an attack against a set enemy to defeat the enemy. FIG. 3 is a diagram showing an example of a display screen for such an event. As shown in FIG. 3, in response to an instruction from the game progression unit 113, the display control unit 114 causes the display unit 18 to display an image of a game space in which multiple players (in other words, player characters) 60 forming a team face off against an enemy 70. In addition, in response to an instruction from the game progression unit 113, the display control unit 114 causes the display unit 18 to display a gauge 80 as a display (in other words, a UI) corresponding to an index value. In this event, the operation reception unit 111 receives an operation to attack the enemy 70 (in other words, to inflict damage), and the game progression unit 113 progresses the game based on the operation. Furthermore, when the index value reaches a predetermined value (specifically, the maximum value) (in other words, when the gauge 80 accumulates by a predetermined amount), the game progression unit 113 executes a simultaneous attack by multiple players 60 against the enemy 70. Note that the gauge 80 does not have to have a one-to-one correspondence with the index value. In other words, the gauge 80 does not have to clearly indicate the current accumulated amount of the index value.

[0072] Note that the multiple players constituting a team have different predetermined parameters. However, the multiple players constituting a team do not necessarily have to have different predetermined parameters. Examples of players having different predetermined parameters include different ranks of the players, different ranks of the players' characters, and different stats of the players' characters, such as attack power, defense power, speed (e.g., movement speed or attack speed), hit points, magic points, or skill points. In other words, "player parameters" may be parameters set for the characters owned by the players (in other words, controlled in events), or may be parameters set for the players themselves (e.g., independent of the characters). Note that "player parameters" may be parameters calculated by comprehensively assessing various parameters of the player's characters, such as attack power, defense power, speed, hit points, magic points, or skill points (in other words, based on multiple parameters). Furthermore, "player parameters" may be parameters indicating the player's ability. Furthermore, "player parameters" may be parameters relating to the player's play history, such as the number of times the player has played a game (specifically, for example, an event), the amount of time the player has played the game, or the frequency with which the player plays the game. Furthermore, "player parameters" may not be explicitly shown to the player (in other words, parameters that the player himself can confirm), but may be parameters used internally. Note that rank can be said to indicate the proficiency of a user or character, and can also be said to indicate a relative position among users. Rank includes what is commonly called a level in general games.

[0073] Note that in the present embodiment, the game progression unit 113 reflects an adverse event in the fluctuation of the index value so that a specific condition is more likely to be met when an adverse event occurs to a second player 60 whose predetermined parameter is lower than that of the first player 60, than when the adverse event occurs to the first player 60. Here, the first player 60 and the second player 60 may be players who are on the same team (in other words, playing an event together), or may be completely unrelated players. In other words, for the first player 60 and the second player 60 who are on the same team, the adverse event may be reflected in the fluctuation of the index value so that a specific condition is more likely to be met when an adverse event occurs to the second player 60 whose predetermined parameter is relatively low, than when the adverse event occurs to the first player 60 whose predetermined parameter is relatively high. Furthermore, for a first player 60 belonging to a first team performing a certain event and a second player 60 belonging to a second team performing the certain event (i.e., a team different from the first team), the disadvantageous event may be reflected in fluctuations in the index value so that a specific condition is more likely to be met when an disadvantageous event occurs to the second player 60 whose predetermined parameter is relatively low than when the disadvantageous event occurs to the first player 60 whose predetermined parameter is relatively high. In other words, the game progression unit 113 performs control so that a specific condition is more likely to be met when an disadvantageous event occurs to a player whose predetermined parameter is relatively low, but the internal processing does not have to perform this control using the predetermined parameters of multiple players (although it is also possible to perform this control in this way), and may perform this control using the predetermined parameter of a single player, for example. Furthermore, with regard to this control, when a predetermined parameter of a player to whom an unfavorable event has occurred has not reached a predetermined value, the game progression unit 113 can also be said to reflect the unfavorable event in the fluctuation of the index value so that a specific condition is more likely to be satisfied than when the predetermined parameter has reached the predetermined value. Here, the predetermined value may be set for each event.Furthermore, the predetermined value may be a fixed value regardless of the relationship with other players on the team, or may be different (in other words, determined relatively) depending on the relationship with other players on the team, etc. In Examples 1 and 2 shown below, the likelihood of an index value accumulating when an event unfavorable to the player 60 occurs is higher when the predetermined parameter of the player 60 is equal to or less than a predetermined value than when it exceeds the predetermined value (specifically, the amount accumulated each time an unfavorable event occurs is larger or the rate at which it accumulates is faster), and as a result, when an event unfavorable to the second player 60 whose predetermined parameter is relatively low occurs, a specific condition is more likely to be satisfied.

[0074] Furthermore, the control by the game progression unit 113 in this embodiment can also be rephrased as follows: The game progression unit 113 performs control such that a team is more advantageous when a second character operated by a player or another player, whose first parameter has a second value that is lower than the first value, is adversely affected by a first amount, compared to when a first character operated by a player and whose first parameter (i.e., player parameter) has a first value is adversely affected by a first amount.

[0075] Example 1 4 and 5 show one example of a control form of the game progression unit 113. In this Example 1, the game progression unit 113 is configured to reflect the disadvantageous event in the fluctuation of the index value so that a specific condition is more likely to be met when an disadvantageous event occurs to an arbitrary second player 60B whose predetermined parameter is lower than that of the first player 60A than when an disadvantageous event occurs to an arbitrary first player 60A.

[0076] In this embodiment, the game progression unit 113 increases the index value (in other words, the gauge 80) when an unfavorable event occurs for each player 60, such as receiving damage (in other words, being attacked by an enemy). Specifically, when any player 60 receives damage, the game progression unit 113 calculates a coefficient by dividing the amount of damage by the maximum hit points. The game progression unit 113 then determines the amount of increase in the index value by multiplying the calculated coefficient by the base value. The game progression unit 113 then increases the index value by the determined increase amount. Note that here, the base value is set to a fixed value (for example, 10) regardless of the player.

[0077] The control performed by the game progression unit 113 will be described with reference to FIG. 4. Here, the first player 60A (specifically, the character of the first player 60A) has a defensive power of 10,000, and the second player 60B (specifically, the character of the second player 60B) has a defensive power of 5,000. In other words, the second player 60B has a lower defensive power than the first player 60A. Therefore, if the first player 60A and the second player 60B receive the same attack from an enemy, the second player 60B will receive a greater amount of damage. Specifically, for example, if the same attack is received, the amount of damage for the first player 60A will be 1,000, while the amount of damage for the second player 60B will be 2,000. In other words, when a player with low defensive power receives an attack from an enemy, the coefficient is larger and the increase in the index value is greater than when a player with high defensive power receives an attack from an enemy. In other words, in this embodiment, when a player with low defensive power as a predetermined parameter is attacked, the index value is more likely to reach the predetermined value than when a player with high defensive power is attacked.

[0078] Furthermore, the first player 60A has a maximum hit point of 10,000, and the second player 60B has a maximum hit point of 5,000. That is, the second player 60B has a lower maximum hit point than the first player 60A. Therefore, if the first player 60A and the second player 60B receive an attack with the same amount of damage from an enemy, the coefficient will be larger and the index value will increase more when the second player 60B receives the attack than when the first player 60A receives the attack. In other words, in this embodiment, the index value is more likely to reach a predetermined value when a player with a low maximum hit point as a predetermined parameter receives the attack than when a player with a high maximum hit point receives the attack.

[0079] A specific method for calculating the index value will be described below, taking as an example a case where the first player 60A and the second player 60B are each subjected to a specific attack from an enemy. If the first player 60A receives 1000 damage from the specific attack, the coefficient is determined to be 0.1 (=1000 / 10000). Therefore, in this case, 1 point, calculated by multiplying the coefficient 0.1 by the base value 10, is added to the index value. On the other hand, if the second player 60B receives 2000 damage from the specific attack, the coefficient is determined to be 0.4 (=2000 / 5000). Then, 4 points, calculated by multiplying the coefficient 0.4 by the base value 10, are added to the index value. Note that the maximum index value may be, for example, 100 points. When the index value reaches 100 points, the game progression unit 113 may launch a simultaneous attack on the enemy 70 by multiple players (e.g., all members of the team) to inflict damage on the enemy 70.

[0080] That is, the game progression unit 113 increases the index value more greatly so that the index value approaches the maximum value (for example, so that a simultaneous attack by the entire team is launched when the index value reaches the maximum value) so that a specific condition is more likely to be met when the second player 60B, who is relatively weak (in other words, with a low predetermined parameter), receives damage from the enemy 70 than when the first player 60A, who is relatively strong (in other words, with a high predetermined parameter), receives damage from the enemy 70. In other words, in this embodiment, the amount by which the index value is added varies depending on the strength of the player 60.

[0081] The above processing is shown in a flowchart in FIG. 5. As shown in the figure, the game progression unit 113 determines whether any player 60 making up a team has received damage from an attack by an enemy 70 during an event (Step S101). If the player 60 has received damage (YES in Step S101), the game progression unit 113 calculates the increase (addition) in the index value corresponding to the damaged player 60 according to the calculation method described above (Step S102). The calculated increase is then added to the current index value (Step S103).

[0082] In the first embodiment, a player with a lower defensive power or maximum hit points, i.e., a weaker player, receives damage from an enemy, which increases the coefficient and the amount of increase in the index value. Furthermore, depending on the type of game (e.g., an action RPG), weaker players are more likely to receive damage, which increases the index value. According to the first embodiment, when an event disadvantageous to a weak player occurs, the index value is more likely to accumulate than when an event disadvantageous to a strong player occurs, and even weak players can contribute to the team. Therefore, problems such as a weak player putting a team at a disadvantage in the game, a team being disbanded when a weak player joins the team, or a weak player feeling that they are not contributing to the team can be solved, thereby improving the enjoyment of the game.

[0083] Example 2 6 and 7 show another example of the control form of the game progression unit 113. In this Example 2 as well, the game progression unit 113 is configured to reflect the disadvantageous event in the fluctuation of the index value so that a specific condition is more likely to be fulfilled when an disadvantageous event occurs to an arbitrary second player 60B whose predetermined parameter is lower than that of the first player 60A than when an disadvantageous event occurs to an arbitrary first player 60A.

[0084] In the second embodiment, the index value (i.e., the gauge 80) is automatically increased over time (i.e., as the event progresses). Here, the index value is normally increased over time at a rate of 1 point per second by default.

[0085] In the second embodiment, the statuses of the first player 60A and the second player 60B and the damage received from the enemy will be described as being the same as in the first embodiment. In the second embodiment, the coefficients will be calculated by the same calculation as in the first embodiment. That is, similar to the first embodiment, when the first player 60A receives a specific attack from the enemy 70 and receives 1000 damage, the coefficient will be 0.1. Similarly to the first embodiment, when the second player 60B receives a specific attack from the enemy 70 and receives 2000 damage, the coefficient will be 0.4.

[0086] In this embodiment, the game progression unit 113 increases the rate at which the index value (in other words, the gauge 80) increases when an unfavorable event occurs for each player 60, such as receiving damage (in other words, being attacked by an enemy). Specifically, when any player 60 receives damage, the game progression unit 113 calculates a coefficient by dividing the amount of damage by the maximum hit points. Then, the game progression unit 113 multiplies the current increase in the index value per unit time (for example, the default 1 point) by (1 + coefficient) to determine a new increase, and updates the increase.

[0087] In other words, if the index value is increasing by 1 point per second and first player 60A is hit by a specific attack from enemy 70 and receives 1000 damage, the game progression unit 113 will increase the index value increase by 1.1 points (= 1 × (1 + 0.1)) per second, as shown in Figure 6(b). In other words, the game progression unit 113 accelerates the rate at which the index value increases.

[0088] On the other hand, if the index value is increasing by 1 point per second and the second player 60B is hit by a specific attack from the enemy 70 and receives 2000 damage, the game progression unit 113 will increase the index value increase by 1.4 points (= 1 × (1 + 0.4)) per second, as shown in Figure 6(c). In other words, the game progression unit 113 accelerates the rate at which the index value increases so that the index value accumulates more quickly than in the case of the first player 60A.

[0089] That is, in Example 2, the game progression unit 113 accelerates the rate of increase of the index value more significantly when the relatively weaker second player 60B receives damage from the enemy 70, so that a specific condition is more likely to be met than when the relatively strong first player 60A receives damage from the enemy 70, thereby shortening the time it takes for the index value to reach its maximum value (for example, so that a simultaneous attack by the entire team is launched once the index value reaches its maximum value). This allows for the same effects as in Example 1 to be achieved.

[0090] The above processing is shown in a flowchart in FIG. 7. As shown in the figure, the game progression unit 113 automatically increases the index value over time at a predetermined rate during an event (Step S201). The game progression unit 113 also determines whether any player 60 constituting the team has received damage from an attack by an enemy 70 (Step S202). If the player 60 has received damage (YES in Step S202), the game progression unit 113 calculates and updates the increase in the index value per unit time as described above (Step S203). In other words, the game progression unit 113 accelerates the increase in the index value in accordance with the parameters of the player 60 who has received damage.

[0091] As described above, in Examples 1 and 2, for a player with a low parameter of at least one of defensive power or maximum hit points, the likelihood of accumulating index values ​​increases when an unfavorable event occurs (specifically, the amount of addition of index values ​​or the increase in the rate of increase of index values ​​increases relatively large). Also, in Examples 1 and 2, the greater the damage the player receives, the more likely the index values ​​are to be accumulated (specifically, the amount of addition of index values ​​or the increase in the rate of increase of index values ​​increases large).

[0092] Example 3 8 and 9 show yet another example of the control form of the game progression unit 113. In this example, the game progression unit 113 performs predetermined control that generates an effect according to the difference in a specific parameter between multiple players constituting a team (in other words, control that is advantageous for achieving an event). Note that in Example 3, when a specific condition is met during an event in which multiple players cooperate (for example, when an index value reaches a specific value), the game progression unit 113 can also be said to perform predetermined control that generates an effect according to the difference in the value of a specific parameter between a first player whose specific parameter has a first value and a second player whose specific parameter has a second value.

[0093] In addition, in the third embodiment, a process executed when the index value reaches a maximum value will be described. Here, the index value may be accumulated, for example, by the control mode of the first or second embodiment, or may be accumulated by another control mode.

[0094] In Example 3, multiple players 60 constituting a team, specifically a first player 60A, a second player 60B, a third player 60C, and a fourth player 60D, have specific parameters of attack power of 10,000, 1,000, 5,000, and 4,000, respectively. When the index value reaches its maximum value, that is, when all players launch a simultaneous attack against an enemy 70, the game progression unit 113 performs predetermined control by referring to the specific parameters (here, attack power) of each player 60A, 60B, 60C, and 60D. Specifically, the game progression unit 113 calculates the sum of the attack powers of all players (10,000 + 1,000 + 5,000 + 4,000 = 20,000) and determines the basic effect of the simultaneous attack based on the calculation result. Specifically, the game progression unit 113 determines the amount of damage to inflict on the enemy in a simultaneous attack based on the calculation result. More specifically, the game progression unit 113 determines the sum of the attack powers of all players as the basic damage amount of the simultaneous attack (in other words, the basic effect). The game progression unit 113 also applies a correction to the basic effect.

[0095] Here, in Example 3, the method of applying a correction to the basic effect is to calculate the difference between the attack power of 10,000 of the player (here, the first player 60A) with the highest attack power as a specific parameter and the attack power of 1,000 of the player (here, the second player 60B) with the lowest attack power, and add this difference of 9,000 to the basic damage amount of 20,000, which is the basic effect. In other words, the game progression unit 113 activates a simultaneous attack with a damage amount of 29,000, which is the corrected final effect. In other words, in Example 3, the game progression unit 113 controls the control so that the greater the difference in the specific parameter between the players constituting the team, the greater the degree of advantage of the control that is advantageous for achieving the event (here, the amount of damage inflicted on the enemy 70). In other words, the game progression unit 113 applies a correction to the basic effect of the control that is advantageous for achieving the event, based on the difference between the maximum and minimum values ​​of the specific parameter for the players constituting the team. According to this type of control, the greater the disparity between players, the greater the final effect that can be obtained, and it is possible to solve problems such as a weak player on a team putting the game at a disadvantage, or the team being disbanded when a weak player joins, or the weak player feeling that he is not contributing to the team, thereby improving the enjoyment of the game.

[0096] The above process is shown in a flowchart in FIG. 9. As shown in the figure, the game progression unit 113 determines whether the index value has reached its maximum value (Step S301). If the index value has reached its maximum value (YES in Step S301), the game progression unit 113 determines a basic effect (specifically, the sum of the attack powers; in this case, 20,000) by referring to the attack powers of each player 60A, 60B, 60C, and 60D (Step S302). Next, the game progression unit 113 calculates a correction value (here, 9,000) based on the difference between the maximum value (here, the attack power of the first player 60A) and the minimum value (here, the attack power of the second player 60B) of the attack power, which is a specific parameter (Step S303). Next, the game progression unit 113 adds this correction value to the basic effect (here, 20,000) to determine a final effect (here, the amount of damage, 29,000) (Step S304). The correction value may be a predetermined coefficient or the like, and for example, the basic effect may be multiplied by the correction value.

[0097] In the third embodiment, the correction of the basic effect was described using an example in which a specific value as the basic effect is changed by a correction value. In other words, in the third embodiment, the game progression unit 113 imparts an additional effect (9000 damage) to a basic effect (specifically, 20000 damage). Here, the basic effect and the additional effect are of the same type (specifically, related to the amount of damage inflicted on the enemy). However, the basic effect and the additional effect may be of different types. Specifically, for example, if a simultaneous attack inflicts 20000 damage on the enemy as the basic effect, and the difference between the maximum and minimum values ​​of a specific parameter of the player is equal to or greater than a predetermined value, an additional effect that inflicts a predetermined abnormal status on the enemy may be imparted. Furthermore, as described above, the basic effect may be one that changes the parameters or status of the player or the enemy. In this case, the additional effect may, for example, increase the degree of change in the parameter or status (e.g., increase the effect amount) or may extend the time during which the parameter or status changes (in other words, increase the effect duration). Furthermore, the correction of the basic effect may not be a correction that adds an additional effect to the basic effect, but may be a correction that changes the basic effect into another effect.

[0098] When amending a basic effect to add an additional effect, the game progression unit 113 may activate the basic effect and the additional effect separately, or may activate a final effect that combines the basic effect and the additional effect all at once. For example, in an example where the basic effect inflicts 20,000 damage and the additional effect inflicts 9,000 damage, an attack that inflicts 20,000 damage and an attack that inflicts 9,000 damage may be activated separately, or a single attack that inflicts 29,000 damage may be activated.

[0099] Example 4 10 and 11 show yet another example of the control form of the game progression unit 113. In this Example 4, the game progression unit 113 is configured to perform predetermined control (in other words, control that is advantageous to completing the event) to generate an effect corresponding to the difference between the value of a specific parameter of a player, among multiple players cooperating to participate in an event, whose specific parameter has not reached a specific value, and the specific value (in other words, a reference value). Note that in Example 4, when a specific condition is met during an event in which multiple players cooperate (for example, when an index value reaches a specific value), the game progression unit 113 can also be said to generate an effect corresponding to the difference between the value of a specific parameter of a player (for example, a parameter associated with a character) and the specific value.

[0100] In addition, in the fourth embodiment, a process executed when the index value reaches a maximum value will be described. Here, the index value may be accumulated, for example, by the control mode of the first or second embodiment, or may be accumulated by another control mode.

[0101] In Example 4, multiple players 60 constituting a team, specifically a first player 60A, a second player 60B, a third player 60C, and a fourth player 60D, have specific parameters of attack power of 10,000, 1,000, 5,000, and 4,000, respectively. When the index value reaches its maximum value, that is, when all players launch a simultaneous attack against an enemy 70, the game progression unit 113 performs predetermined control by referencing the specific parameter (here, attack power) of each player 60A, 60B, 60C, and 60D. Specifically, the game progression unit 113 calculates the sum of the attack powers of all players (10,000 + 1,000 + 5,000 + 4,000 = 20,000) and determines the basic effect of the simultaneous attack based on the calculation result. Specifically, the game progression unit 113 determines the amount of damage to inflict on the enemy in a simultaneous attack based on the calculation result. More specifically, the game progression unit 113 determines the sum of the attack powers of all players as the basic damage amount of the simultaneous attack (in other words, the basic effect). The game progression unit 113 also applies a correction to the basic effect.

[0102] Here, in Example 4, the method of applying a correction to the basic effect is to calculate the sum of the differences between the attack power of players whose attack power as a specific parameter does not meet the recommended value as a specific value and the recommended value, and add this sum to the basic damage amount of 20,000, which is the basic effect. Specifically, here, the recommended value is set to 7,000, and for players whose attack power does not meet this recommended value of 7,000, i.e., the second player 60B, the third player 60C, and the fourth player 60D, the sum of the differences between their attack power and the recommended value (6,000 + 2,000 + 3,000 = 11,000) is calculated, and this sum, 11,000, is added to the basic damage amount of 20,000. In other words, the game progression unit 113 performs a correction by adding a damage amount of 11,000 as an additional effect to the damage amount of 20,000 of the basic effect, and activates a simultaneous attack with a damage amount of 31,000, which is the corrected final effect. That is, in the fourth embodiment, the game progression unit 113 applies a correction to the basic effect of the control that is advantageous for achieving the event, according to the difference between the basic effect and the recommended value of a specific parameter of a player constituting the team. Note that the basic effect can also be said to be an effect that is activated even if the specific parameter of a player constituting the team has reached the recommended value. According to this control mode, even if there is a player on the team whose specific parameter does not meet the recommended value, all players can contribute to the team. Note that the recommended value may be set, for example, for each event (in other words, according to the stage, etc.). Note that in the fourth embodiment, the game progression unit 113 may not apply a correction to the basic effect (in other words, not provide an additional effect) if the specific parameter of the player has reached the recommended value. Note that the correction of the basic effect in the fourth embodiment can be considered similar to the correction of the basic effect in the third embodiment. That is, for example, the correction of the basic effect may not provide an additional effect to the basic effect, but may change the basic effect to another effect.

[0103] The above process is shown in a flowchart in FIG. 11. As shown in the figure, the game progression unit 113 determines whether the index value has reached its maximum value (Step S401). If the index value has reached its maximum value (YES in Step S401), the game progression unit 113 references the attack power of each player 60A, 60B, 60C, 60D to determine a basic effect (in other words, the sum of the attack powers; in this case, 20,000) (Step S402). Next, the game progression unit 113 calculates a correction value (in this case, 11,000) based on the difference from the recommended value of the attack power, which is a specific parameter (Step S403). Next, the game progression unit 113 adds this correction value to the basic effect (in this case, 20,000) to determine a final effect (in this case, the amount of damage, 31,000) (Step S204).

[0104] Although one example of the control mode by the game progression unit 113 has been described above in relation to four examples, such control mode may also involve the following control. That is, in the game of this embodiment, when one player on a team is unable to act in the game (for example, when their hit points reach 0), simultaneous attacks by the team may be restricted. Specifically, restrictions may be imposed, such as preventing or making it difficult for the index value to accumulate, preventing simultaneous attacks even when the index value reaches a predetermined value, or significantly reducing the amount of damage inflicted on enemies by simultaneous attacks. In other words, when a specific player among multiple players cooperating to participate in an event is unable to act, it may be made difficult (including impossible) to satisfy a specific condition related to the index value. Furthermore, when a specific player among the multiple players is unable to act, a specific control that is advantageous for completing an event and that is executed when a specific condition related to the index value is satisfied may be reduced in degree of advantage, or the specific control may not be executed even if the specific condition is satisfied. With this configuration, a player who is able to revive an incapacitated ally (for example, a player controlling a character such as a healer) is encouraged to work together as a team to revive a weaker player, creating a gameplay that allows the entire team to aim to achieve an event.

[0105] Furthermore, as a performance effect when performing predetermined control that is advantageous for achieving an event (for example, a performance effect when performing a simultaneous attack), the display control unit 114 may, in response to instructions from the game progression unit 113, cause the display unit 18 to display an image showing a weaker player on a team (in other words, a player with a low predetermined parameter) attacking on behalf of the entire team. As such a performance effect, in response to instructions from the game progression unit 113, the display control unit 114 may, in response to instructions from the game progression unit 113, cause the display unit 18 to display an image in which the weaker player stands out more than the stronger players (for example, stands out more flashily). This can give the impression that the weaker player is contributing to the team.

[0106] The present invention is not limited to the above-described embodiments and can be implemented in various modifications without departing from the spirit and scope of the present invention. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes, such as the various determination processes shown in each flowchart, may not exist. In other words, the process flow and specific determination processes may differ from those exemplified in this specification.

[0107] <Additional Notes> The matters described in the above embodiment can also be described as follows:

[0108] (Appendix 1) event control means (e.g., game progression unit 113) that controls events in which multiple players cooperate; an advantage control means (for example, the game progression unit 113) that varies an index value and performs predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Make the computer function as the index value is common to a plurality of players, the advantage control means reflects an adverse event occurring to at least one player in the event in a fluctuation of the index value; program. With this configuration, an unfavorable event that occurs to a player is reflected in the fluctuation of the index value, and when the index value meets a specific condition, predetermined control that is advantageous for achieving the event is performed. Therefore, even for example, even a weak player can contribute to achieving the event by performing advantageous control based on the occurrence of an unfavorable event. Therefore, the enjoyment of the game is improved.

[0109] (Appendix 2) the predetermined control is to activate an action to be performed by a plurality of players in cooperation with each other, or to change parameters of a plurality of players; The program described in Appendix 1. This configuration not only provides the same effect as in Supplementary Note 1, but also strengthens the impression that an unfavorable event that occurs to a player is connected to an advantage for the team, further increasing the interest of the game.

[0110] (Appendix 3) the advantageous control means (for example, the game progression unit 113) reflects the disadvantageous event in the fluctuation of the index value so that the specific condition is more likely to be satisfied when the disadvantageous event occurs to a second player whose predetermined parameter is lower than that of the first player than when the disadvantageous event occurs to a first player; The program described in Appendix 1. With this configuration, when an event that is disadvantageous to a weaker player occurs, it is easier for the specific condition to be satisfied than when an event that is disadvantageous to a stronger player occurs, making it easier for the weaker player to contribute to the achievement of the event. Therefore, problems such as the presence of a weak player on a team putting the game at a disadvantage, the team being disbanded when a weak player joins, or the weak player feeling that they are not contributing to the team can be solved, and the enjoyment of the game can be improved.

[0111] (Appendix 4) The advantage control means (for example, the game progression unit 113) performing the predetermined control to generate an effect according to a difference in a specific parameter related to each player among a plurality of players who cooperate to participate in the event; 10. The program according to any one of appendices 1 to 3. With this configuration, it is possible to configure the game so that the greater the disparity between players, the greater the final effect that can be obtained, and this solves problems such as the presence of a weak player on a team putting the game at a disadvantage, the team being disbanded when a weak player joins, or the weak player feeling that he is not contributing to the team, thereby increasing the interest of the game.

[0112] (Appendix 5) The advantage control means (for example, the game progression unit 113) performing the predetermined control to generate an effect according to the difference between the value of a specific parameter of a player who has not reached a specific value and the specific value, among a plurality of players who cooperate to participate in the event; 10. The program according to any one of appendices 1 to 3. With this configuration, even a player whose specific parameter does not reach a specific value can contribute to achieving the event.

[0113] (Appendix 6) event control means (e.g., game progression unit 113) that controls events in which multiple players cooperate; an advantage control means (for example, the game progression unit 113) that varies an index value and performs predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Equipped with the index value is common to a plurality of players, the advantage control means reflects an adverse event occurring to at least one player in the event in a fluctuation of the index value; Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0114] 1 Game system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touch screen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Storage unit

Claims

1. event control means for controlling an event in which a plurality of players cooperate; an advantage control means for varying an index value and performing predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Make the computer function as the index value is common to a plurality of players, The advantageous control means reflecting an adverse event occurring to at least one player in the event in fluctuations of the index value; performing the predetermined control to generate an effect according to a difference in a specific parameter related to each player among a plurality of players who cooperate to participate in the event; program.

2. event control means for controlling an event in which a plurality of players cooperate; an advantage control means for varying an index value and performing predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Make the computer function as the index value is common to a plurality of players, The advantageous control means reflecting an adverse event occurring to at least one player in the event in fluctuations of the index value; performing the predetermined control to generate an effect according to the difference between the value of a specific parameter of a player who has not reached a specific value and the specific value, among a plurality of players who cooperate to participate in the event; program.

3. event control means for controlling an event in which a plurality of players cooperate; an advantage control means for varying an index value and performing predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Equipped with the index value is common to a plurality of players, The advantageous control means reflecting an adverse event occurring to at least one player in the event in fluctuations of the index value; performing the predetermined control to generate an effect according to a difference in a specific parameter related to each player among a plurality of players who cooperate to participate in the event; Information processing system.

4. An event control means for controlling an event in which multiple players cooperate; an advantage control means for varying an index value and performing predetermined control that is advantageous for achieving the event when the index value satisfies a specific condition; Equipped with the index value is common to a plurality of players, The advantageous control means reflecting an adverse event occurring to at least one player in the event in fluctuations of the index value; performing the predetermined control to generate an effect according to the difference between the value of a specific parameter of a player who has not reached a specific value and the specific value, among a plurality of players who cooperate to participate in the event; Information processing system.

Citation Information

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