Program, system, and method
The game system improves entertainment value by determining outcomes based on object possession duration and collaborative acquisition, enhancing player engagement and gameplay dynamics.
Patent Information
- Application Number
- JP2023170328
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2026-02-16
- Estimated Expiration
- 2043-09-29
AI Technical Summary
Existing battle games lack mechanisms to enhance entertainment value and player engagement.
A game system where the outcome is determined based on the duration a player maintains possession of virtual objects, with increased progression rate when a collaborator performs the acquisition operation together.
Enhances player interest and engagement by introducing a dynamic element that rewards collaboration and prolongs gameplay duration.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a system, and a method. [Background technology]
[0002] Conventionally, there have been known battle games in which multiple characters compete against each other on a field. One example of such a game is a method in which the winner is determined based on the number of points acquired within a time limit (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6265432 [Patent Document 2] Patent No. 7079531 Summary of the Invention [Problem to be solved by the invention]
[0004] The present invention aims to improve the entertainment value. [Means for solving the problem]
[0005] In order to solve the above problem, a program according to the present invention causes a computer to determine the outcome of a game based on a duration of time during which a player maintains possession of a predetermined number of objects placed in a virtual space; When the duration of an acquisition operation performed by a player on the object reaches a predetermined acquisition time, the computer allows the player to possess the object, and when the player is performing the acquisition operation on the same object together with a collaborator, the computer increases the rate at which the duration progresses. . [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a diagram illustrating an overview of a system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram of a game server. [Figure 3] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 4] FIG. 2 is a functional block diagram of a game server. [Figure 5] FIG. 10 is a diagram illustrating an example of a field. [Figure 6] 10 is an example of a play screen in which an avatar faces another avatar. [Figure 7] 10 is an example of a game screen in which an avatar faces a standard jewel. [Figure 8] FIG. 10 shows the procedure for placing jewels over time. [Figure 9] FIG. 10 is a diagram showing the procedure for placing jewels according to the viewer's instructions. [Figure 10] FIG. 10 is a diagram showing the procedure for placing mega jewels. [Figure 11] FIG. 10 is a diagram illustrating a method for obtaining jewels. [Figure 12] 10 is a flowchart of a measurement process. [Figure 13] 10 is a flowchart of a win / loss determination process. DETAILED DESCRIPTION OF THE INVENTION
[0008] A system 1 according to an embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention can be realized, and the scope of the present invention is not limited to the scope of the described embodiment. Therefore, the present invention can be implemented by adding various modifications to the embodiment.
[0009] [System 1 Overview] FIG. 1 is a diagram illustrating an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Note that while four user terminals 20 are illustrated in FIG. 1, examples of the user terminals 20 included in the system 1 are not limited to this. The game server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. Specific examples of the communication network 2 are not particularly limited, and may include, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.
[0010] The system 1 is an online game system that provides an online game realized on a user terminal 20 by mutual communication between a game server 10 and the user terminal 20. The system 1 according to this embodiment provides a so-called "GvG (group battle)" in which multiple players belong to one of two groups and compete against each other. In other words, the system 1 according to this embodiment provides an online game in which multiple players belonging to the same group cooperate to compete against multiple players belonging to another group.
[0011] More specifically, the game according to this embodiment progresses as a plurality of avatars each take action on the field F. That is, in the game according to this embodiment, a plurality of avatars are divided into two groups and compete against each other. In this embodiment, an example in which a total of 12 people (i.e., 6 people vs. 6 people) compete against each other is described, but the number of players (avatars) that can participate in one game is not limited to this. Hereinafter, in a group competition, a group to which a plurality of players (avatars) belong will be referred to as a "team."
[0012] An avatar is, for example, a 3D object with a three-dimensional shape having three-dimensional coordinates. An avatar is an example of a character that is an alter ego of a player that operates within a game field (virtual space). However, specific examples of characters are not limited to human-shaped avatars, and may also be animals, monsters, robots, etc.
[0013] Specific examples of the game are not limited to the examples mentioned above. As another example, some of the avatars making up the group may be NPCs (Non-Player Characters). As another example, the game may be a "PvP" game in which two avatars compete one-on-one. As yet another example, the game may be an offline game in which one avatar competes against one NPC. In this case, the game server 10 may be omitted. Furthermore, the game is not limited to a mode in which avatars are operated on a field F.
[0014] Furthermore, the system 1 is a game distribution system that provides so-called "game distribution," in which images of an online game being executed on a user terminal 20 (hereinafter referred to as "game images") are viewed by users of other user terminals 20. Game distribution includes, for example, "real-time distribution," in which game images are viewed in parallel with the execution of an online game, and "recorded distribution," in which recorded images are viewed after the online game has ended.
[0015] Hereinafter, a user terminal 20 that plays a game may be referred to as a "play terminal 20," and a user terminal 20 that views game images may be referred to as a "viewing terminal 20." Furthermore, a user that operates a play terminal 20 may be referred to as a "player," and a user that operates a viewing terminal 20 may be referred to as a "viewer."
[0016] [Game Server 10 Configuration] The game server 10 realizes an online game by synchronizing game data (for example, field data, avatar data, jewel data, count data, etc., which will be described later) of each of the multiple play terminals 20. The game server 10 also realizes game distribution by acquiring game images from the play terminals 20 and providing the acquired game images to the viewing terminals 20. Note that the server that realizes the online game and the server that realizes the game distribution are not limited to operating on the same hardware, and may operate on different hardware. However, the server that realizes the online game and the server that realizes the game distribution operate in cooperation with each other, as will be described later.
[0017] FIG. 2 is a hardware configuration diagram of the game server 10. The game server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in FIG. 2, the game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the game server 10 is connected to a communication bus 19.
[0018] The processor 11 performs the processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.
[0019] The memory 12 temporarily stores the server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0020] The storage 13 permanently stores the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the game server 10 as an external storage device instead of being built into the game server 10. With this configuration, for example, in a situation where multiple user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.
[0021] The input / output interface 14 is an interface for connecting external devices such as a monitor, input device (e.g., keyboard, pointing device), external storage device, speaker, camera, microphone, sensor, etc. to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other terminals.
[0022] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0023] [Configuration of user terminal 20] The user terminal 20 is realized as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.
[0024] Fig. 3 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0025] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the game server 10. The storage 23 also stores a terminal program 23P.
[0026] Monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1, for example. Monitor 31 is a display device (display unit) that displays images or videos. Camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing monitor 31. Camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to monitor 31) and captures an image of the surroundings.
[0027] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.
[0028] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0029] The operation device 42 accepts input (operation) of commands by the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. In other words, the monitor 31 according to this embodiment is a touch panel display unit. As another example, the user terminal 20 may be provided with a controller equipped with buttons, an operation stick, etc. as the operation device 42.
[0030] [Game Server 10 Functional Block Diagram] 4 is a functional block diagram of the game server 10. As shown in FIG. 4, the server program 13P loaded into the memory 12 causes the game server 10 (computer) to function as game progression means 110, arrangement means 120, counting means 130, measurement means 140, storage means 150, determination means 160, and distribution means 170. The processes of the game progression means 110, arrangement means 120, counting means 130, measurement means 140, and storage means 150 are executed in parallel during the game. The process of the determination means 160 is executed after the game has ended. Furthermore, the distribution means 170 is executed during the game (in-game) and after the game has ended (out-game).
[0031] The game progression means 110 synchronizes and progresses the game across multiple play terminals 20. More specifically, the game progression means 110 transmits game data necessary for game progression to all play terminals 20 participating in the game. The game progression means 110 also causes the game data to be shared among the multiple play terminals 20 participating in the game. In other words, the game progression means 110 transmits game data received from one play terminal 20 to all other play terminals 20. This allows the game to progress synchronized across all play terminals 20. The processing executed by the game progression means 110 is an example of a game progression step.
[0032] The game progression means 110, for example, develops a field F shown in FIG. 5 in the memory 22 of each of the multiple play terminals 20. More specifically, the game progression means 110 transmits field data indicating field F to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P develops the field data received from the game server 10 via the communication IF 25 in the memory 22. Field F is a virtual space in which the avatars of players participating in the game can move.
[0033] FIG. 5 is a diagram showing an example of a field F. The field F includes terrain (e.g., plains, woods, hills, mountains, rivers, and oceans) and fixed objects (e.g., trees, bridges, and buildings). In addition, a plurality of avatars α1, α2, β1, β2, . . . and a plurality of jewels 51, 52, and 53 are arranged in the field F. A game may be provided with a plurality of fields F having different sizes and layouts. The field F on which the game is executed may be selected by the player who hosts the game, or may be selected randomly by the game server 10.
[0034] In this embodiment, an example will be described in which multiple avatars are divided into teams α and β and compete against each other. Hereinafter, avatars belonging to team α (first group) will be referred to as avatars α1, α2, . . . (first characters), and avatars belonging to team β (second group) will be referred to as avatars β1, β2, . . . (second characters). Note that for the sake of simplicity, four avatars α1, α2, β1, β2 are shown in FIG. 5, but the number of avatars participating in the game is not limited to this.
[0035] The jewels 51 to 53 are items (objects) that determine the outcome of the game. That is, the jewels 51 to 53 are distinguished from recovery items that restore the avatar's physical strength, attack items that attack other avatars, etc. The jewels 51 to 53 are placed on the field F by placement means 120, which will be described later.
[0036] 6 and 7 are displayed synchronously on the monitor 31 of each of the play terminals 20A. Note that the screens displayed on the monitors 31 of the multiple play terminals 20A are not necessarily the same. That is, the monitor 31 of each of the multiple play terminals 20A displays a screen that depicts the field F that constitutes the game, taken from a viewpoint centered around the avatar of the corresponding player.
[0037] Here, "the game progression means 110 causes the play terminal 20 to display a screen" means that the game progression means 110 instructs the terminal program 23P of the play terminal 20 to display a screen. Instructing to display a screen may mean, for example, sending screen data for a screen to be displayed on the monitor 31, or sending information to be displayed on the screen (for example, numerical values, icons, images). In the following, these processes will be omitted. The same applies to the other control means.
[0038] Furthermore, the game progression means 110 causes the avatar to move on the field F in accordance with the player's operations on the play terminal 20. More specifically, the game progression means 110 causes the avatar to move on the field F, obtain or use items (e.g., jewels 51 to 53), and attack other avatars. Specific movements of the avatar will be described later with reference to Figures 7 and 8 onwards.
[0039] Here, the terminal program 23P of the play terminal 20 receives, via the operation device 42, an operation by the player instructing the avatar to move. The terminal program 23P then transmits avatar data indicating the avatar's movements instructed by the player to the game server 10. The game server 10 progresses the game based on the received avatar data, and transmits game data indicating the results to all play terminals 20. The terminal program 23P progresses the game on that play terminal 20 (i.e., updates the state of the avatar on the field F developed in its own memory 22) based on the received game data. These processes will be omitted below. The same applies to other control means.
[0040] In the above process, there is a possibility that the feeling of playing may be impaired due to a time lag caused by communication between the game server 10 and the play terminal 20. Therefore, the terminal program 23P that has received an instruction to move the avatar may predict the outcome of the game and move the avatar in parallel with transmitting the avatar data to the game server 10. Then, the terminal program 23P may later correct (roll back) the movement of the avatar based on the game data received from the game server 10.
[0041] The game progression means 110 also switches the state of the avatar between a alive state (first state) and a dead state (second state). The alive state is the state of an avatar that can move on the field F. The dead state is the state of an avatar that cannot move on the field F. At the start of the game, the game progression means 110 places all avatars participating in the game on the field F in an alive state. The game progression means 110 also switches, for example, an avatar whose vitality has been reduced to 0 by an attack from an avatar belonging to the opposing team from the alive state to the dead state. Furthermore, the game progression means 110 switches, for example, an avatar that has been switched to the dead state for a predetermined time, or an avatar that has been revived by an ally avatar, from the dead state to the alive state.
[0042] Furthermore, the game progression means 110 controls the start and end of the game. For example, the game progression means 110 starts the game when six players have been matched to each of teams α and β. The game progression means 110 also ends the game when the started game satisfies a predetermined end condition. The end condition of the game will be described later with reference to FIG. 6 and subsequent figures.
[0043] The placement means 120 places jewels 51 to 53 on the field F. More specifically, the placement means 120 transmits jewel data indicating the types and positions of the placed jewels 51 to 53 to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P of the play terminal 20 places the jewels 51 to 53 indicated by the jewel data received from the game server 10 on the field F expanded in the memory 22.
[0044] Jewels 51 to 53 include standard jewels 51, mega jewels 52, and death jewels 53. Standard jewels 51 are jewels to which X (e.g., X=1) points are assigned. Mega jewels 52 are jewels to which Y times the points of standard jewels 51 (e.g., Y=5) are assigned. Death jewels 53 are jewels that appear when an avatar is in a dead state. Death jewels 53 are jewels to which 1 / Z times the points of the jewels possessed by the deceased avatar (e.g., Z=2) are assigned. However, the specific values of X, Y, and Z are not limited to the examples given above.
[0045] That is, the placement means 120 can place multiple types of jewels 51 to 53 with different assigned points. However, the types of jewels 51 to 53 are not limited to the three mentioned above. A specific method by which the placement means 120 places the jewels 51 to 53 on the field F will be described later with reference to FIGS. 8 to 10. The process executed by the placement means 120 is an example of a placement step.
[0046] The counting means 130 counts (accumulates) the points assigned to the jewels 51 to 53 acquired by each avatar. The points counted for each avatar are referred to as "acquired points." The counting means 130 counts up the acquired points when the avatar acquires a jewel 51 to 53, and counts down the acquired points when the avatar loses a jewel 51 to 53. The counting means 130 also counts total points α (first value) which is the sum of the acquired points of avatars α1, α2, ... belonging to team α, and total points β (second value) which is the sum of the acquired points of avatars β1, β2, ... belonging to team β.
[0047] More specifically, the counting means 130 transmits count data indicating the counted acquired points and total points to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P of the play terminal 20 displays the acquired points and total points indicated by the count received from the game server 10 on a game screen (FIGS. 6 and 7) described below. The conditions for acquiring and losing jewels 51 to 53 by the avatar will be described later with reference to FIG. 11. The process executed by the counting means 130 is an example of a counting step.
[0048] Furthermore, the counting means 130 counts (accumulates) the points acquired by each player (avatar) participating in the game. The counting means 130 adds predetermined points to the points acquired by the avatar, depending on, for example, the number and type of jewels 51 to 53 acquired by the avatar, the damage inflicted by the avatar on other avatars, the time the avatar remained alive during the game, etc.
[0049] The measurement means 140 measures the duration for which the total points α of team α counted by the counting means 130 are maintained above a threshold (e.g., 12). The measurement means 140 also measures the duration for which the total points β of team β counted by the counting means 130 are maintained above a threshold. A method for measuring the duration by the measurement means 140 will be described later with reference to FIG. 12. However, the threshold is not limited to the above-mentioned example. The threshold may be changeable as appropriate depending on, for example, the number of avatars belonging to teams α and β, the game time limit, the settings of the player who hosted the game, etc. The processing performed by the measurement means 140 is an example of a measurement step.
[0050] The storage means 150 associates the longest duration among the durations for which the measurement means 140 stopped measuring midway with the time at which the longest duration was achieved for each of teams α and β, and stores them in the memory 22. The process executed by the storage means 150 is an example of a storage step.
[0051] The determination means 160 determines the outcome of the game. The determination means 160 determines which of the teams α and β has won the game. More specifically, the determination means 160 determines the outcome of the game based on the duration of time that a player maintains possession of a predetermined number of jewels 51 to 53 placed on the field F. A specific method for determining the outcome of the game will be described later with reference to FIG. 13. The determination means 160 may also determine the player who performed the most well in the game (MVP). The process executed by the determination means 160 is an example of a determination step.
[0052] The distribution means 170 distributes game images of a game being executed on the play terminal 20 to the viewing terminal 20 (hereinafter referred to as "game distribution"). As one example, the distribution means 170 may receive game images from the play terminal 20 via the communication IF 15, and transmit the game images to the viewing terminal 20 via the communication IF 15. As another example, the distribution means 170 may generate image data for the play terminal 20 based on game data collected by the game progression means 110, and transmit the generated image data to the viewing terminal 20 via the communication IF 15. The processing performed by the distribution means 170 is an example of a distribution step.
[0053] The game images are still images or moving images (video) displayed on the monitor 31 of the play terminal 20. The game images may also include images captured by the cameras 33 and 34 of the play terminal 20. Furthermore, the game images may also include sound picked up by the microphone 35 of the play terminal 20 and sound output from the speaker 36 of the play terminal.
[0054] [Basic avatar movements] The play screen displayed on the monitor 31 of the play terminal 20 and the basic movements of the avatars will be described with reference to Figures 6 and 7. Figure 6 shows an example of a play screen in which an avatar α1 faces another avatar β1. Figure 7 shows an example of a play screen in which an avatar α1 faces a standard jewel 51.
[0055] The following description will be given using a play terminal 20 operating an avatar α1 as an example, but the same applies to other play terminals 20 participating in the game. A user operating the avatar α1 through a play terminal 20 is a "player." A person operating an avatar other than the avatar α1 belonging to team α is a "cooperator." A person operating an avatar belonging to team β is an "opponent." A cooperator and an opponent may be a user operating a play terminal 20, or may be the server program 13P or the terminal program 23P.
[0056] First, the game progression means 110 displays the play screen shown in Fig. 6 or 7 on the monitor 31 of the play terminal 20. The play screen includes an overhead image 60 captured by a virtual camera looking down on the avatar α1 from diagonally above (typically, from above and behind) on the field F. The virtual camera moves to follow the movement of the avatar α1. In other words, as the avatar α1 moves on the field F, the overhead image 60 displayed on the monitor 31 also changes.
[0057] The game progression means 110 also displays a remaining timer 61, a mini map 62, a vitality gauge 63, an attack icon 64, an acquisition icon 65, avatar icons 66A to 66F, 67A to 67F, and total counters 68 and 69 on the play screen.
[0058] The remaining timer 61 displays the time remaining until the end of the game. That is, the game progression means 110 starts counting down a predetermined time limit (for example, 30 minutes) when the game starts. Then, the game progression means 110 displays the remaining time of the time limit on the remaining timer 61.
[0059] The minimap 62 shows the situation around the avatar α1 on the field F (for example, the terrain, the positions and orientations of other avatars, the positions of items, the positions of jewels 51 to 53, the total number of jewels 51 to 53 on the field F, and the positions of enemy characters).
[0060] The vitality gauge 63 indicates the maximum vitality and remaining vitality of the avatar α1. The attack icon 64 is an icon for instructing the avatar α1 to attack another avatar that has come within a predetermined distance. That is, as shown in FIG. 6, when the attack icon 64 is tapped while the avatar α1 is in close proximity to the avatar β1, the avatar α1 attacks the avatar β1. Then, damage calculated taking into account the attack power and defensive power of the avatar α1 is subtracted from the vitality of the avatar β1. On the other hand, when the avatar α1 is attacked by the avatar β1, the calculated damage is subtracted from the remaining vitality indicated by the vitality gauge 63. Then, the game progression means 110 switches the avatar α1, whose remaining vitality has reached 0, from the alive state to the dead state.
[0061] Attacks include physical attacks using weapons, magical attacks, and attacks using items. The distance (i.e., range) between avatars α1 and β1 at which an attack can be performed varies depending on the type of attack. Furthermore, attacks are not limited to those that reduce the avatar's stamina, but may also include those that temporarily render the avatar unable to act (stunned), or those that restrict the avatar's actions (for example, slowing down its movement speed).
[0062] The acquisition icon 65 is an icon for instructing the acquisition of jewels 51 to 53. As shown in FIG. 7, when the avatar α1 enters a predetermined range (hereinafter referred to as the "acquirable range") that includes the jewel 51, the acquisition icon 65 is displayed on the play screen. On the other hand, as shown in FIG. 6, when the avatar α1 leaves the acquireable range of the jewel 51, the acquisition icon 65 is removed from the play screen. Then, when the acquisition icon 65 is pressed and held while the avatar α1 is in the acquireable range of the jewel 51, the avatar α1 acquires the jewel 51. A specific method for the avatar α1 to acquire the jewel 51 will be described later with reference to FIG. 11. The player's operation of pressing and holding the acquisition icon 65 is an example of an acquisition operation.
[0063] Furthermore, while the acquisition operation is being performed, the game progression means 110 causes the avatar α1 to perform an acquisition action to acquire the jewels 51 to 53 (for example, a pose with both hands pointed toward the jewels 51 to 53). Furthermore, while the acquisition icon 65 is being pressed, the game progression means 110 restricts (prohibits) the avatar α1 from performing actions other than the acquisition action (for example, movement, attacking other avatars, and using items).
[0064] Avatar icons 66A to 66F are icons representing each of the multiple avatars belonging to team α. Avatar icons 66A to 66F also display the current number of points acquired by the corresponding avatar. The display manner of avatar icons 66A to 66F may change depending on the status of the corresponding avatar (e.g., alive or dead). For example, when avatar α1 is dead, the corresponding avatar icon 66A may be grayed out. Avatar icons 67A to 67F are icons representing each of the multiple avatars belonging to team β. The avatar icons 67A to 67F share the same role as the avatar icons 66A to 66F.
[0065] The total points of teams α and β are displayed on the total counters 68 and 69. Furthermore, the remaining points until the total points of teams α and β reach the threshold are displayed above the total counters 68 and 69.
[0066] [Jewel 51-53 placement rules] The rules for arranging jewels 51 to 53 by arrangement means 120 will be described with reference to Figures 8 to 10. Figure 8 is a diagram showing the procedure for arranging jewels 51 over time. Figure 9 is a diagram showing the procedure for arranging jewels 51 according to instructions from a viewer. Figure 10 is a diagram showing the procedure for arranging mega jewels 52.
[0067] First, as shown in Fig. 5, the placement means 120 places standard jewels 51 at one or more (typically, multiple) positions at the start of the game. The number and positions of the standard jewels 51 at the start of the game may be predetermined or may be determined randomly. However, it is desirable to place the standard jewels dispersedly on the field F so as not to create a sense of unfairness between teams α and β.
[0068] 8, the placement means 120 places additional standard jewels 51 on the field F according to the time elapsed since the start of the game. For example, when 30 seconds have passed since the start of the game, the placement means 120 places the standard jewels 51 at four locations randomly selected from five candidate locations A, B, C, D, and E shown in FIG. 8(A). For example, when 60 seconds have passed since the start of the game, the placement means 120 places the standard jewels 51 at three locations randomly selected from four candidate locations F, G, H, and I shown in FIG. 8(B). For example, when 120 seconds have passed since the start of the game, the placement means 120 places the standard jewels 51 at two locations randomly selected from four candidate locations J, K, L, and M shown in FIG. 8(C).
[0069] Thereafter, standard jewels 51 are added to the field F in the same manner every time a predetermined time period has elapsed. However, the timing at which the standard jewels 51 are added, the number of candidate positions, and the number of standard jewels 51 to be added are not limited to the above example. Furthermore, the method of determining the position at which to place the standard jewel 51 from among multiple candidate positions may be random, may be a position with a small number of avatars in the vicinity, or may be a position with a small number of other jewels 51 to 53 in the vicinity.
[0070] Furthermore, the placement means 120 may place a standard jewel 51 at a position on the field F designated by a viewer when a predetermined time has elapsed since the start of the game. For example, as shown in FIG. 9, assume that four viewing terminals 20A to 20D are viewing a game image. When a predetermined time has elapsed since the start of the game, the placement means 120 displays a field image 54 shown in FIG. 9 on the monitors 31 of the viewing terminals 20A to 20D. The field image 54 includes a plurality of candidate positions N, O, P, and Q set on the field F. The candidate positions N, O, P, and Q may be determined in advance or may be selected randomly. Furthermore, the locations and number of the candidate positions N, O, P, and Q are not limited to those shown in the example of FIG. 9.
[0071] Next, the placement means 120 causes each of the multiple viewers to specify one of the multiple candidate positions N, O, P, and Q through the viewing terminals 20A to 20D. In this embodiment, it is assumed that candidate position Q is specified by the viewing terminal 20A, candidate position N is specified by the viewing terminal 20B, candidate position P is specified by the viewing terminal 20C, and candidate position P is specified by the viewing terminal 20D. Next, the placement means 120 selects one of the multiple viewing terminals 20A to 20D by lottery (for example, the viewing terminal 20A). Then, the placement means 120 places the standard jewel 51 at candidate position Q specified through the viewing terminal 20A selected by lottery. As another example, the placement means 120 may place the standard jewel 51 at candidate position P, which is specified by the most viewing terminals 20C and 20D among the multiple candidate positions N, O, P, and Q.
[0072] However, the specific method for placing the standard jewels 51 is not limited to the above example. As another example, the placing means 120 may place the standard jewels 51 at a predetermined position at a predetermined timing. As yet another example, when team α becomes more advantageous than team β, the placing means 120 may place the standard jewels 51 near the avatars β1, β2, ... belonging to the disadvantaged team β. Note that the above-mentioned method for placing the standard jewels 51 can also be applied to the mega jewels 52.
[0073] The placement means 120 may or may not place the mega jewel 52 on the field F at the start of the game. Alternatively, the placement means 120 may place the mega jewel 52 when a predetermined time has elapsed since the start of the game. First, the placement means 120 sets, for example, a plurality of candidate areas R, S, and T indicated by dashed lines in FIG. 10 on the field F. The placement means 120 also counts the number of avatars placed in each of the candidate areas R, S, and T. Then, the placement means 120 places the mega jewel 52 in the candidate area S with the fewest number of avatars. The placement means 120 may place the mega jewel 52, for example, at the center of the candidate area S.
[0074] The number and positions of candidate regions R, S, and T are not limited to the example in Figure 10. The shapes of candidate regions R, S, and T are not limited to perfect circles, but may be ovals, rectangles, or other shapes. The areas of candidate regions R, S, and T may be the same or different. For example, the areas of candidate regions in the center and on the outer edge of field F may be different. However, the specific method for arranging mega jewels 52 is not limited to the example described above. The method for arranging mega jewels 52 described above can also be applied to standard jewels 51.
[0075] Furthermore, the placement means 120 may issue a notification to all play terminals 20 participating in the game before placing the mega jewel 52 and at the time when the mega jewel 52 is placed. That is, the placement means 120 may cause the monitor 31 of the play terminal 20 to display a message saying "Event occurring soon!" before placing the mega jewel 52 (for example, one minute before). Furthermore, the placement means 120 may cause the monitor 31 of the play terminal 20 to display a message saying "Mega jewel appears!" at the time when the mega jewel 52 is placed.
[0076] Furthermore, when the avatar is in a dead state, the placing means 120 places a death jewel 53 on the field F. More specifically, the placing means 120 places the death jewel 53 at the position of the dead avatar on the field F. The placing means 120 may place the death jewel 53 at a predetermined position, a random position, or a position determined by the method of FIGS. 8 to 10. The placing means 120 may also distribute (1 / Y) death jewels 53, which are the number of points acquired by the avatar at the time of death, across the field F. In this case, the points assigned to the death jewels 53 may be the same as those assigned to the standard jewels 51.
[0077] [Rules for obtaining Jewel 51] The procedure by which avatar α1 obtains jewel 51 will be described with reference to FIG. 11. FIG. 11 is a diagram for explaining a method for obtaining jewel 51. Note that the method for obtaining other jewels 52 and 53 is similar. The method for other avatars to obtain jewels 51 to 53 is also similar. Note that, from the perspective of avatar α1, other avatars belonging to the same team α are referred to as "ally avatars," and avatars belonging to opposing team β are referred to as "opponent avatars."
[0078] An obtainable range and an obtainable time are set for the jewel 51. The obtainable range is, for example, a circle centered on the jewel 51. However, the shape of the obtainable range may be an oval, a rectangle, or another shape. The size of the obtainable range for the jewels 51 to 53 may differ. For example, the obtainable range may be set smaller for the jewels 51 to 53 that have more obtainable points. The obtainable time is the duration of the obtainment operation required to obtain the jewel 51. The obtainable times for the jewels 51 to 53 may differ. For example, the obtainable time may be set longer for the jewels 51 to 53 that have more obtainable points.
[0079] As shown in FIG. 11(A), the counting means 130 measures the duration that the avatar α1, who has entered the obtainable range of the jewel 51, continues the obtainment action (i.e., long press on the obtain icon 65). At this time, the counting means 130 may display an indicator 51A indicating the duration of the obtainment action of the avatar α1 above the jewel 51. Then, when the duration reaches the obtainment time (e.g., 10 seconds), the counting means 130 causes the avatar α1 to obtain the jewel 51. Furthermore, the jewel 51 obtained by the avatar α1 disappears from the field F.
[0080] On the other hand, if the avatar α1 stops the acquisition operation before the duration reaches the acquisition time, the counting means 130 stops measuring the duration. Also, the counting means 130 counts back the duration measured up to that point as time passes. Also, if the avatar α1 resumes the acquisition operation, the counting means 130 resumes measuring the duration from the middle (i.e., resumes measuring from the duration that was counted back).
[0081] 11(B), when multiple avatars α1 and β1 belonging to different teams α and β enter the obtainable range of the same jewel 51 and perform the obtainment action, the counting means 130 measures the duration of the obtainment action of the avatars α1 and β1 separately. At this time, the counting means 130 may display indicators 51A and 51B indicating the duration of the obtainment action of each of the avatars α1 and β1 above the jewel 51. Then, when the duration of the avatar α1 reaches the obtainment time first, the counting means 130 causes the avatar α1 to obtain the jewel 51. On the other hand, when the duration of the avatar β1 reaches the obtainment time first, the counting means 130 causes the avatar β1 to obtain the jewel 51.
[0082] Furthermore, as shown in FIG. 11(C), when multiple avatars α1 and α2 belonging to the same team α enter the obtainable range of the same jewel 51 and perform the obtainment action, the counting means 130 increases the progression speed of the duration compared to when only avatar α1 enters the obtainable range of the jewel 51. For example, if there are two avatars entering the obtainable range of the same jewel 51, the progression speed can be doubled, and if there are three avatars, the progression speed can be tripled. Then, when the measured duration reaches the obtainment time, the counting means 130 allows avatar α1 (hereinafter referred to as "voter") that started the obtainment action first to obtain the jewel 51.
[0083] 11(D), when avatar α1, who is a voter and has entered the obtainable range of the same jewel 51, stops obtaining the jewel, counting means 130 switches the voter from avatar α1 to avatar α2 and restores the rate at which the duration progresses. Then, when avatar α1 resumes obtaining the jewel before the duration reaches the obtainment time, counting means 130 increases the rate at which the duration progresses while leaving avatar α2 as the voter.
[0084] When the avatar α1 acquires a jewel 51, the counting means 130 adds (counts up) the points assigned to the jewel 51 to the acquired points of the avatar α1. The counting means 130 also adds (counts up) the points newly acquired by the avatar α1 to the total points α. On the other hand, when the avatar α1 is switched to the death state, the counting means 130 sets (counts down) the acquired points of the avatar α1 to 0. The counting means 130 also subtracts (counts down) the acquired points lost by the avatar α1 from the total points α.
[0085] [Measuring rules for maintenance time] The procedure for measuring the duration of time by the measurement means 140 will be described with reference to Fig. 12. Fig. 12 is a flowchart of the measurement process. The measurement means 140 executes the measurement process shown in Fig. 12 in response to any one of the avatars belonging to team α obtaining the jewel 51. The same applies when any one of the avatars belonging to team β obtains the jewel 51.
[0086] First, the measurement means 140 determines whether the total points α of team α are equal to or greater than a threshold value (S11). The measurement means 140 also determines whether the total points α of team α are greater than the total points β of team β (S12). If the measurement means 140 determines that the total points α are equal to or greater than the threshold value and greater than the total points β (S11: Yes & S12: Yes), it starts measuring the maintenance time (S13).
[0087] On the other hand, if the measurement means 140 determines that the total points α is less than the threshold value or that the total points α is equal to or less than the total points β (S11: No / S12: No), it ends the measurement process without executing the processes from step S13 onwards (i.e., without starting to measure the maintenance time). In this case, the game progression means 110 continues to progress the game.
[0088] Next, the measurement means 140 determines whether the maintenance time of team α, which started in step S13, has reached a threshold time (e.g., 30 seconds) (S14). The measurement means 140 may count down the maintenance time from the threshold time, or may count up the maintenance time from 0. Then, the game progression means 110 may display the current value of the maintenance time measured by the measurement means 140 on the game screen of the play terminal 20 participating in the game.
[0089] Then, when the measurement means 140 determines that the maintenance time of team α has reached the threshold time (S14: Yes), it notifies the game progression means 110 and the determination means 160 that the maintenance time of team α has reached the threshold time, and ends the measurement process. As a result, the game progression means 110 ends the game without waiting for the time limit to elapse. In addition, the determination means 160 executes the win / loss determination process shown in FIG.
[0090] Furthermore, while the duration of team α reaches the threshold time (S14: No), the measurement means 140 determines whether the total points α has fallen below the threshold (S15) and whether the total points α has become equal to or less than the total points β (S16). The total points α may fall below the threshold, for example, when an avatar belonging to team α switches to a death state, resulting in the countdown of the total points α by the points acquired by that avatar. The total points α may fall below the total points β, for example, when an avatar belonging to team β acquires additional jewels 51 to 53.
[0091] Then, if the measurement means 140 determines that the total points α have decreased below the threshold (S15: Yes) or that the total points α have become equal to or less than the total points β (S16: Yes) before the maintenance time of team α reaches the threshold time (S14: No), it terminates the measurement of the maintenance time that started in step S13 (S17).
[0092] Furthermore, if the measurement means 140 stops measuring the maintenance time midway (S17), the storage means 150 compares the maintenance time of team α stored in the memory 22 with the maintenance time measurement stopped in step S17 (S18). Then, if the maintenance time measurement stopped in step S17 is longer than the maintenance time of team α stored in the memory 22 (S18: Yes), the storage means 150 stores the maintenance time measurement stopped in step S17 and the achievement time (execution time of step S17) in association with each other in the memory 22 (S19), and ends the measurement process. On the other hand, if the maintenance time measurement stopped in step S17 is shorter than the maintenance time of team α stored in the memory 22 (S18: No), the storage means 150 ends the measurement process without executing the process of step S19.
[0093] In step S19, the storage means 150 overwrites the maintenance time and achievement time already stored in the memory 22 with the maintenance time and achievement time for which measurement was stopped in step S17. That is, the memory 22 stores, in association with each other, the longest maintenance time α of team α's maintenance times for which measurement was stopped during the game and the achievement time α at which the longest maintenance time was achieved. Similarly, the memory 22 stores, in association with each other, the longest maintenance time β of team β's maintenance times for which measurement was stopped during the game and the achievement time β at which the longest maintenance time was achieved. In this case, the game progression means 110 continues to progress the game.
[0094] [Winning and Losing Rules] The procedure for determining the outcome of a game by the determination means 160 will be described with reference to Fig. 13. Fig. 13 is a flowchart of the win / loss determination process. The determination means 160 executes the win / loss determination process shown in Fig. 13 when the maintenance time of one of teams α and β reaches a threshold time, or when the elapsed time since the start of the game reaches a time limit.
[0095] First, the determination means 160 determines whether the game has ended because the maintenance time of team α or team β measured by the measurement means 140 has reached a threshold time (S21). Then, if the determination means 160 determines that the maintenance time of team α has reached the threshold time first (S21: Yes), it determines that team α has won (S22). On the other hand, if the determination means 160 determines that the maintenance time of team β has reached the threshold time first (S21: Yes), it determines that team β has won (S22).
[0096] Furthermore, when the determination means 160 determines that the game ended without the maintenance times of teams α and β reaching the threshold time (S21: No), it compares the longest maintenance times α and β stored in the memory 22 (S23). When the determination means 160 determines that the longest maintenance time α is longer than the longest maintenance time β (S23: Yes), it determines that team α has won (S24). On the other hand, when the determination means 160 determines that the longest maintenance time β is longer than the longest maintenance time α (S23: Yes), it determines that team β has won (S24).
[0097] Furthermore, when the determination means 160 determines that the longest maintenance times α and β stored in the memory 22 are the same (S23: No), it compares the achievement times α and β stored in the memory 22 (S25). Then, when the determination means 160 determines that the achievement time α is earlier than the achievement time β, it determines that team α has won. On the other hand, when the determination means 160 determines that the achievement time β is earlier than the achievement time α, it determines that team β has won.
[0098] Furthermore, the determining means 160 may determine the ranking of the 12 players who participated in the game for each of a plurality of divisions. Specific examples of divisions include points acquired at the end of the game, the cumulative number of points acquired during the game, the number of times an ally avatar helped acquire jewels, the number of opponent players defeated, the number of points lost by defeating opponent players, and the cumulative amount of damage inflicted on opponent players.
[0099] Furthermore, the determination means 160 may determine an MVP from among the 12 players who participated in the game. First, the determination means 160 determines the player with the most points as the MVP. Furthermore, when multiple players have acquired the most points, the determination means 160 determines a player on the winning team as the MVP. Furthermore, when multiple players belonging to the same team have acquired the most points, the determination means 160 determines as the MVP the player with the most points at the end of the game, the player with the most accumulated points, the player with the fewest death states, or the player with the most first place wins in each division. However, the method of determining the MVP is not limited to the above-mentioned example.
[0100] [Effects of the embodiment] According to the above embodiment, the victory of team α is determined when the time during which the total points α is maintained above the threshold reaches the threshold time. This makes it possible to provide a game in which players belonging to losing team β are less likely to feel a sense of unfairness, compared to when the victory or defeat is determined based on the number of points at the moment the game ends. As a result, the enjoyment of the game is improved.
[0101] Furthermore, according to the above embodiment, if the time limit has elapsed before the maintenance times of teams α and β reach the threshold time, the outcome of the game is determined based on the length of the longest maintenance times α and β and the earliest achievement times α and β, so that the outcome of the game can be determined reliably. Furthermore, since the maintenance time is measured only while the total points α is greater than the total points β, it is possible to prevent the maintenance times of teams α and β from reaching the threshold time at the same time, and also to prevent the achievement times α and β from becoming the same. This makes it possible to reliably determine the outcome of the game.
[0102] However, the method of determining the win or loss when it is determined that the maintenance times α and β have not reached the threshold times is not limited to the example of steps S23 to S25. As another example, it may be determined that the team with the greater total points α and β at the end of the game wins. As another example, the determination means 160 may determine that the team with the greater accumulated number of total points α and β during the game wins. As another example, the determination means 160 may determine that the team with the longer accumulated time during which the total points α and β are equal to or greater than the threshold times wins.
[0103] As yet another example, the game progression means 110 may hold an overtime game when the time limit is reached and the total points α and β are equal and equal to or greater than a threshold. Alternatively, the game progression means 110 may end the overtime game when a difference occurs between the total points α and β (for example, when team α gains a point or team β loses a point). The determination means 160 may then determine that the team with the higher total points wins.
[0104] Furthermore, according to the above embodiment, when an avatar that has acquired points switches to a death state, the avatar loses the acquired points. This counts down the total points α and β, so even if there is a large difference in the total points α and β in the early stages of the game, there is ample opportunity for a comeback. As a result, motivation to continue playing the game until the end can be maintained.
[0105] Furthermore, according to the above embodiment, the avatar can acquire the jewels 51 to 53 by having the avatar continue the acquisition action for the acquisition time. This increases the difficulty of acquiring the jewels 51 to 53 compared to having the avatar acquire the jewels 51 to 53 by performing an instantaneous acquisition action. As a result, the sense of unfairness due to the location of the jewels 51 to 53 is reduced.
[0106] Furthermore, according to the above embodiment, when multiple avatars belonging to the same team cooperate to perform an acquisition action, the progression speed of the duration increases. This allows for a cooperative game in which teams cooperate closely. Furthermore, when multiple avatars belonging to different teams perform an acquisition action for the same jewels 51 to 53, the duration is measured individually. Therefore, a cooperative game in which teams cooperate closely, for example, can be realized in which the roles of acquiring jewels 51 to 53 and defeating avatars on the opposing team are shared within the team.
[0107] Furthermore, according to the above embodiment, by placing additional jewels 51-52 as time passes or by placing mega jewels 52 or death jewels 53 in addition to the standard jewels 51, a team that is currently at a disadvantage can have a chance to turn the game around. Also, by placing jewels 51-52 in areas with few avatars, the sense of unfairness caused by the locations of the jewels 51-52 is reduced. Furthermore, by placing jewels 51-52 in locations specified by the viewer, the viewer can feel like they are participating in the game, which can motivate them to watch the game images.
[0108] [Other embodiments] The game progression means 110 may restore the stamina of each avatar participating in the game every time a predetermined time has elapsed. As one example, the predetermined time and the restoration amount may be the same for all avatars. As another example, the avatar with less remaining stamina may have a shorter predetermined time and a larger restoration amount. This allows avatars with less remaining stamina to participate in the game again. As yet another example, the avatar with more acquired points may have a longer predetermined time and a smaller restoration amount. This facilitates the increase and decrease of acquired points, as avatars with more acquired points are more likely to die.
[0109] Furthermore, the game progression means 110 may change (decrease) the movement speed of the avatar depending on the number of acquired points. More specifically, the game progression means 110 may slow down the movement speed of an avatar that has more acquired points. For example, if the movement speed at 0 points is 100%, then it may be 80% at 3 points, 70% at 5 points, and 0.5% at 10 points or more. This makes it easier to capture (attack) avatars with many acquired points, thereby facilitating the increase and decrease of acquired points.
[0110] Furthermore, the game progression means 110 may cause an enemy character (e.g., a monster) to appear on the field F at the start of the game or during the game. The enemy character attacks an avatar that is nearby, without distinguishing between teams α and β. Alternatively, the enemy character may attack an avatar that has acquired the most points preferentially. On the other hand, by defeating an enemy character, an avatar can obtain an item that is advantageous in the game (e.g., by increasing the speed at which the acquisition action continues, or by temporarily slowing the movement speed of an avatar on the opposing team). Furthermore, the determination means 160 may determine a ranking of the number of enemy characters defeated.
[0111] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to one executed by a single device, but may be shared and executed by multiple devices. Furthermore, the division of roles between the game server 10 and the user terminal 20 is not limited to the example described above. That is, part of the processing of the game server 10 may be executed by the user terminal 20, or part of the processing of the user terminal 20 may be executed by the game server 10.
[0112] Furthermore, some or all of the means implemented by the program can be implemented by hardware such as an integrated circuit. Furthermore, the program may be provided recorded on a non-transitory recording medium that can be read by a computer. Examples of recording media include hard disks, SD cards, DVDs, and servers on the Internet. [Explanation of symbols]
[0113] 1...system, 2...communication network, 10...game server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 19,29...communication bus, 20...user terminal, 23P...terminal program, 31...monitor, 33,34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...operation device, 51...standard jewel, 51A, 51B... indicator, 52... mega jewel, 53... death jewel, 54... field image, 60... bird's-eye view image, 61... remaining timer, 62... mini map, 63... health gauge, 64... attack icon, 65... acquisition icon, 66, 67... avatar icon, 68, 69... total counter, 110... game progression means, 120... placement means, 130... counting means, 140... measurement means, 150... storage means, 160... determination means, 170... distribution means
Claims
1. causing the computer to determine the outcome of the game based on the duration of time that the player maintains possession of a predetermined number of objects placed in the virtual space; The computer when a duration of a capture operation performed by a player on the object reaches a predetermined capture time, the object is possessed by the player; The program increases the rate at which the duration progresses when the player is performing the acquisition operation together with a collaborator for the same object.
2. A computer is configured to: counting a first value corresponding to the number of the objects acquired by the player of the game and a second value corresponding to the number of the objects acquired by an opponent of the player; measuring a duration during which the first value is maintained at or above a threshold; determining that the player has won when the sustained time reaches a threshold time; The computer The player can be switched between a first state in which the player can move in the field and a second state in which the player cannot move in the field, a program that counts down the first value when the player is switched to the second state;
3. A computer is configured to: counting a first value corresponding to the number of the objects acquired by the player of the game and a second value corresponding to the number of the objects acquired by an opponent of the player; measuring a duration during which the first value is maintained at or above a threshold; determining that the player has won when the sustained time reaches a threshold time; The program causes the object to be additionally placed in the field according to the time that has elapsed since the start of the game.
4. a determination means for determining whether or not a player has won a game based on the duration of time the player has maintained possession of a predetermined number of objects placed in the virtual space; a counting means for allowing the player to possess the object when a duration of a capture operation performed by the player on the object reaches a predetermined capture time; The counting means increases the rate at which the duration progresses when the player is performing the acquisition operation together with a collaborator for the same object.
5. A counting means for counting a first value corresponding to the number of objects acquired by a player of the game among a plurality of objects placed on a game field in a virtual space, and a second value corresponding to the number of objects acquired by an opponent of the player; a measuring means for measuring a duration during which the first value is maintained at or above a threshold; a determination means for determining that the player has won when the maintained time reaches a threshold time, the player is switchable between a first state in which the player can move within the field and a second state in which the player cannot move within the field; The counting means counts down the first value when the player is switched to the second state.
6. A counting means for counting a first value corresponding to the number of objects acquired by a player of the game among a plurality of objects placed on a game field in a virtual space, and a second value corresponding to the number of objects acquired by an opponent of the player; a measuring means for measuring a duration during which the first value is maintained at or above a threshold; a determination means for determining that the player has won when the maintained time reaches a threshold time; and an arrangement means for additionally arranging the object within the field in accordance with the elapsed time since the start of the game.
7. a determination step of determining whether or not the player has won the game based on the duration of time the player has maintained possession of a predetermined number of objects placed in the virtual space; a counting step of allowing the player to possess the object when a duration of a capture operation performed by the player on the object reaches a predetermined capture time, In the counting step, the progress speed of the duration is increased when the player is performing the acquisition operation together with a collaborator for the same object.
8. A counting step of counting a first value corresponding to the number of objects acquired by a player of the game among a plurality of objects placed on a game field in a virtual space, and a second value corresponding to the number of objects acquired by an opponent of the player; a measuring step of measuring a duration during which the first value is maintained at or above a threshold; a determining step of determining that the player has won when the maintained time reaches a threshold time, the player is switchable between a first state in which the player can move within the field and a second state in which the player cannot move within the field; The method, wherein the counting step counts down the first value when the player is switched to the second state.
9. A counting step of counting a first value corresponding to the number of objects acquired by a player of the game among a plurality of objects placed on a game field in a virtual space, and a second value corresponding to the number of objects acquired by an opponent of the player; a measuring step of measuring a duration during which the first value is maintained at or above a threshold; a determining step of determining that the player has won when the maintained time reaches a threshold time; and an arrangement step of additionally arranging the object within the field according to the time that has elapsed since the game started.
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