Information processing device, information processing method, and program

The information processing device and method enhance multiplayer game cooperation by using second user operations to notify first users of hidden on-field object results, improving collaborative gameplay.

JP7824555B2Active Publication Date: 2026-03-05MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-01-14
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

In multiplayer games, it is challenging to encourage cooperation between users when on-field objects' results are undeterminable on the screen, hindering collaborative gameplay.

Method used

An information processing device and method that displays a first screen for a first user and a second screen for a second user, where the second user's operation on hidden on-field objects notifies the first user of results through a lighting spot and display icons, facilitating cooperative play.

Benefits of technology

Enhances cooperative gameplay by allowing second users to inform first users about hidden on-field object results, promoting collaboration and gameplay progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To encourage cooperation among users when the plurality of users cooperatively plays a game that is progressed while using a result brought about by objects in a field.SOLUTION: A first screen showing a part corresponding to the position of a first object that a first user can operate in a field of a game is displayed at a first terminal. When the first user performs predetermined operation for a field object arranged on the field through the first terminal, a result corresponding to the field object is granted to the first user. A second screen showing at least part of the field is displayed at a second terminal that a second user that is not selected as a granting object for a result uses. When operation of the second user for the field object arranged in a state that a result cannot be discriminated at least on the first screen satisfies a predetermined condition, information on the result corresponding to the field object for which the predetermined condition is satisfied is reported to the first user.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] In games played by controlling a character, the user, who is the player, can, for example, move the controlled character around a field in the game, in order to obtain items placed on the field or receive certain effects from gimmicks that exist on the field.

[0003] Objects such as items and effect-activating gimmicks (hereinafter also referred to as on-field objects) may be displayed in the form of treasure chests or may be hidden, and may be placed on the field in a manner that makes it difficult to know what they are or what their effects are. In other words, under normal circumstances, it may be difficult or impossible to determine the results brought about by on-field objects on the screen.

[0004] On the other hand, in the games described in Patent Documents 1 and 2, when a playable character approaches an on-field object that is placed in a hidden state, a display image, sound, vibration, or the like is output to notify the user of the presence of the object, allowing the user to recognize that an on-field object exists around the position of the user's character on the field. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-152508 [Patent Document 2] Japanese Patent Application Laid-Open No. 2006-247248 Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, some games are multiplayer games that can be played by multiple users simultaneously. In such games, for example, users can cooperate or collaborate with each other in using the above-mentioned on-field objects to progress through the game more advantageously. As a result, cooperative play (multiplayer) by multiple users is encouraged, and more users can play the game.

[0007] Therefore, an object of the present invention is to provide an information processing device, information processing method, and program that can encourage cooperation between users when multiple users play a game together in which objects are placed on a field and the results obtained cannot be determined on the screen. [Means for solving the problem]

[0008] An information processing device according to one embodiment of the present inventor comprises: a first display control unit that causes a first terminal to display a first screen showing a portion of a game field that corresponds to the position of a first object that can be operated by a first user; a result granting unit that grants a result corresponding to an on-field object to the first user when the first user performs a predetermined operation on the on-field object placed on the field through the first terminal; a second display control unit that causes a second screen that shows at least a portion of the field on a second terminal used by a second user who is not eligible to receive a result; and an information notification unit that, when a predetermined condition is met by an operation by the second user on an on-field object that is placed in a state where the result cannot be determined at least on the first screen, notifies the first user of information related to the result corresponding to the on-field object for which the predetermined condition is met. [Effects of the Invention]

[0009] According to one aspect of the present invention, it is possible to provide an information processing device, an information processing method, and a program that can encourage cooperation between users when multiple users play a game that progresses by utilizing the results brought about by objects on the field. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 shows the entire area in the game. [Figure 2] FIG. 10 is a diagram showing an example of a game play screen, showing an example of the first screen. [Figure 3] FIG. 10 is a diagram showing an example of a game play screen, showing an example of a second screen. [Figure 4] This is a diagram showing an example of a game play screen, where the right diagram shows the first screen on which display icons are displayed, and the left diagram shows the second screen on which display icons are displayed (part 1). [Figure 5] This is a diagram showing an example of a game play screen, where the right diagram shows the first screen on which display icons are displayed, and the left diagram shows the second screen on which display icons are displayed (part 2). [Figure 6] 1 is a conceptual diagram illustrating an information processing device and a user terminal according to an embodiment of the present invention. [Figure 7] FIG. 2 is a diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram illustrating an example of area information. [Figure 9] FIG. 10 is a diagram illustrating an example of object information. [Figure 10] FIG. 10 is a diagram showing an example of first user information. [Figure 11] FIG. 10 is a diagram showing an example of second user information. [Figure 12] FIG. 10 is a diagram showing a first screen on which information about a first user is displayed together with display icons. [Figure 13] FIG. 10 is a diagram showing the first screen after it becomes possible to accept a release operation. [Figure 14] FIG. 10 shows screen transitions before game play begins. [Figure 15] FIG. 10 is a diagram showing the flow of information processing flow on the side of a first user among information processing flows relating to game play (part 1). [Figure 16] FIG. 10 is a diagram showing the flow of information processing flow on the first user side among information processing flows related to game play (part 2). [Figure 17] FIG. 10 is a diagram showing the flow of information processing on the side of a second user, among information processing flows relating to game play. DETAILED DESCRIPTION OF THE INVENTION

[0011] The information processing device, information processing method, and program of the present invention will be described below with reference to a preferred embodiment (hereinafter referred to as the present embodiment) shown in the accompanying drawings. Note that the embodiment described below is merely one specific example given to facilitate understanding of the present invention and does not limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0012] Furthermore, the screen examples shown in the drawings referenced in the following explanation are merely examples, and the screen configuration, content of the information displayed on the screen, and GUI (Graphical User Interface), etc. can be freely designed and changed as appropriate according to the content of the information processing, system design specifications, and user preferences, etc.

[0013] [About the game related to this embodiment] A game that can be played through an information processing device according to this embodiment (hereinafter simply referred to as "game") will be described with reference to Figures 1 to 5. Figure 1 is a diagram showing the entire area within the game. Figures 2 to 5 are examples of game play screens, and more specifically, are diagrams showing the first and second screens described below.

[0014] A game is content that a user plays while viewing a game screen on a gameplay device, specifically an online game that uses data communications. Online games may include browser games that use a web browser and social games provided on social networking services (SNS). Online games may also include games that can be played by downloading dedicated application software, such as mobile games. Online games may also include regularly updated online games, such as play-by-web (PBW). There are no particular limitations on the genre (classification) of games.

[0015] Users can play the game by selecting either a solo play mode for one user or a cooperative play mode (multi-play mode) for multiple users. A user who selects the solo play mode operates an in-game object (hereinafter referred to as a first object J1) as the first user. In other words, the first user is a user who can operate the first object J1 in the game.

[0016] The first object J1 is a controlled medium that moves on a field set within the area shown in Fig. 1 in response to an operation by the first user. The appearance (display image) of the first object J1 is not particularly limited and can be set arbitrarily depending on the content of the game, but in the following, the first object J1 is assumed to be a humanoid character.

[0017] A game area is a space within the game that is set up for the purpose of clearing, and there are one or more of these in the game. A field is the terrain set up for each area, and is a two-dimensional area such as a floor, ground, or water surface.

[0018] Game parameters are set for the first user in association with the first user. The parameters set for the first user are values ​​and statuses that the first user manages as the first user progresses through the game, and include, for example, ability values ​​such as stamina, hunger, attack power, and movement speed of the first object J1 operated by the first user, display size, and other characteristics and character attributes related to the progress of the game.

[0019] The parameters change (are updated) in conjunction with the progress of the game, specifically, the movement and state changes of the first object J1. For example, when the first object J1 moves on the field or is affected by an enemy character E on the field (specifically, an attack, an obstruction, etc.), the first object J1's stamina, which is one of the parameters, decreases. Furthermore, when the first object J1 obtains a stamina recovery item as an effect of an on-field object F, which will be described later, the stamina increases (recovers). Note that the parameters do not necessarily have to change in conjunction with the movement and state changes of the first object J1, and may change based on, for example, an operation performed by the first user.

[0020] The first user performs a movement operation to move the first object J1 on the field while viewing a first screen G1 displayed on the first user's own terminal (hereinafter referred to as the first terminal). The first screen G1 is a screen that displays a portion of the field, specifically a certain range including the current position of the first object J1 (the area surrounded by a dashed line in FIG. 1), as shown in FIG.

[0021] The operation of moving the first object J1 is not particularly limited, but examples thereof include an operation performed using a direction key of a controller (not shown), a touch operation performed on a touch panel on which the first screen G1 is displayed, an operation by voice input, an operation performed by analyzing the user's brain waves, etc. In this embodiment, as shown in Fig. 2, the operation of moving the first object J1 by the first user is an operation of touching the first object J1 on the first screen G1 and dragging it to the destination.

[0022] When the first user performs a movement operation, the first object J1 moves on the field in accordance with the movement operation, and the part of the field displayed on the first screen G1 changes accordingly, allowing the first user to check the area of ​​the field that includes the first object J1 after it has moved on the first screen G1.

[0023] 2 is a screen showing a part of the field as viewed from directly above, but is not limited to this. The first screen G1 may be a screen showing a part of the field as viewed from any line-of-sight angle (view angle), and the angle may be freely changeable by the first user.

[0024] Note that one first user may be able to operate only one first object J1, or two or more first objects J1. When the first user operates two or more first objects J1, it is preferable that the first object J1 to be operated can be switched as appropriate. In this case, it is preferable that a portion of the field displayed on the first screen G1 be switched in conjunction with the switching of the first object J1 to be operated. Furthermore, when the first user operates two or more first objects J1, parameters are set for each first object J1, and the parameters of each first object J1 correspond to the first user. In the following, unless otherwise specified, it is assumed that one first user operates one first object J1.

[0025] The first user can clear an area when the clearing condition for that area is met, such as when the first object J1 reaches a predetermined position on the field or when a predetermined enemy character that appears on the field is defeated. When the first user clears an area, the first user moves to the next area and moves the first object J1 on the field set in the next area.

[0026] In each area of ​​the field, there are areas where the first object J1 can move (gray areas in FIG. 1) and areas where the first object J1 cannot move due to the presence of obstacles, etc. (white areas in FIG. 1). In other words, the first user can move the first object J1 within the movable range in the field, while being subject to movement restrictions imposed by obstacles, etc.

[0027] In this embodiment, the multiple areas include an area in which the first object J1 can move within the field, which is divided into a specific area and a non-specific area. The specific area is an area that the first object J1 cannot enter initially and becomes movable only when specific conditions are met, and in the field shown in FIG. 1, this corresponds to the area surrounded by a dashed line frame. The specific condition is a rule set as a condition for entering the specific area, and includes, for example, performing an operation for entering the specific area during game play or using an item for entering the specific area. The content of the specific condition may be determined in advance, or may be changed (reviewed) as appropriate after being determined. The non-specific area is an area other than the specific area, and is an area in which the first object J1 can move from the beginning.

[0028] In the field of each area, an enemy character E appears as a specific object in the area in which the first object J1 can move, as shown in Fig. 1. The enemy character E is an object different from the first object J1 and the on-field object F, and for example, moves in the area in the field in which the first object J1 can move or stands still at a predetermined position in the field, attacking the first object J1 and interfering with the game play of the first user.

[0029] Furthermore, on the field, on-field objects F are arranged according to a certain rule or randomly, as shown in Fig. 1. The on-field objects F are in-game objects that bring about results to the first user according to their types.

[0030] Examples of the results brought about by the on-field object F (hereinafter also referred to as results according to the on-field object F) include the following (a) to (e). (a) The result of granting the first user an item that can be used in the game. (b) A result of invoking a predetermined effect, such as changing a parameter corresponding to the first user or changing the state on the field (for example, the number of enemy characters, etc.). (c) The result of making an object that supports or obstructs the first object J1 appear on the field. (d) For example, the result of generating an event to clear an area, such as the appearance of a boss enemy. (e) A "lose" result where you do not receive any items or effects.

[0031] The result according to the on-field object F is given to the first user when the first user performs a predetermined operation (hereinafter referred to as a release operation) on the on-field object F. The release operation is an operation performed by the first user through the first terminal while playing the game, and corresponds to, for example, an operation of moving the first object J1 to the vicinity of the position of the on-field object F, an operation of hitting or shooting the on-field object F from the first object J1, or an operation of tapping on the display location of the on-field object F on the screen.

[0032] In this embodiment, restrictions are imposed on the release operation, and the first user can perform the release operation under those restrictions. The restrictions on the release operation include, for example, restricting the release operation until a predetermined time has passed since the previous operation, restricting the release operation until a predetermined number of enemy characters or more have been defeated since the previous operation, or requiring the first user to pay a certain amount of in-game currency for the release operation.

[0033] The on-field object F is placed on the field in a manner that makes it impossible to determine its result at least on the first screen G1, as shown in Figure 1. "Placed in a manner that makes it impossible to determine its result at least on the first screen G1" means, for example, that the object F is placed in a manner that makes it impossible to determine its result from its appearance because it has the appearance of a treasure chest or the like, that the object is placed in an invisible state (hidden state) or in a state that is difficult to see like a hidden item until the conditions for its appearance are met, that the object is placed on a field that is set as a dark place and therefore difficult to see, or that the object is placed outside the part of the field that is displayed on the first screen G1 and therefore cannot be seen on the first screen G1, etc.

[0034] In the single play mode, when the first user performs a release operation on an on-field object F, the first user is given a result according to that on-field object F and can know the content of that result.

[0035] Next, the cooperative play mode will be explained. In the cooperative play mode, multiple users play together in the same area at the same time (i.e., within the same period). In the cooperative play mode, each of the multiple users selects a role at the start of play, specifically, either the "role of the first user" or the "role of the second user."

[0036] As described above, the role of the first user is to operate (pilot) the first object J1 that moves on the field to progress through the game. The role of the second user is to watch the first user's play, that is, the movement of the first object J1 on the field, and assist the first user. Assisting the first user means playing the game from a different perspective than the first user and supporting the first user's play as they aim to clear the area through operations different from those of the first user (more specifically, operations of the second object J2, which will be described later), thereby allowing the game to progress to an advantage for the first user.

[0037] In the cooperative play mode, a minimum required number of first users (lower limit) is determined in advance, and cooperative play of the game can begin only when the number of users who have selected the role of first users is equal to or greater than the lower limit. On the other hand, there is no lower limit for the number of second users, and as long as the number of first users is equal to or greater than the lower limit, cooperative play of the game can begin with any number of second users, for example, even if there is no second user. The maximum number of participants in cooperative play of the game for each of the first user and the second user is not particularly limited, and may be set, for example, based on the game specifications.

[0038] In this embodiment, multiple users can select roles as first users and play in one area. In this case, as shown in Fig. 1, a first object J1 for each first user exists on the field, and each first user operates their own first object J1 (i.e., a first object J1 associated with each first user). Note that multiple first users may cooperate to clear the same area, may compete with each other in the same area, or may be divided into multiple teams and play against each other in the same area.

[0039] A user who selects the role of the second user in the cooperative play mode mainly watches (spectates) the play of the first user through the second screen G2 displayed on the user's own device (hereinafter referred to as the second device) during game play. Furthermore, during game play, the second user does not operate the first object J1 that moves on the field, but instead operates the second object J2.

[0040] The second object J2 is an in-game object that can be controlled by the second user, and during cooperative play, can move within the area where the first object J1 controlled by the first user is located. In this embodiment, the range within the field in which the second object J2 can move is different from the range in which the first object J1 can move.

[0041] Specifically, the second object J2 is a character based on an air vehicle such as a UAV (Unmanned Aerial Vehicle), and can move (fly) on the field. Strictly speaking, the first object J1 and the second object J2 exist on different layers in the same area, and the layer on which the second object J2 can move is higher than the layer on which the first object J1 can move, and more specifically, the second object J2 is located in the space above the field (i.e., the sky above the field) that is virtually set as the in-game space.

[0042] As described above, the second object J2 can move throughout the entire field, even in areas where the first object J1 cannot move. For example, the first object J1 cannot move in areas of the field where obstacles are placed due to the constraints imposed by the obstacles, whereas the second object J2 is not restricted in its movement by the obstacles. Furthermore, in a field that includes a specific area, the range in which the first object J1 can move and the range in which the second object J2 can move are different until a specific condition is met. In other words, the first object J1 cannot move in the specific area until the specific condition is met, but the second object J2 can move freely above the specific area regardless of whether the specific condition is met.

[0043] The operation of the second object J2 (hereinafter also referred to as a flight operation) is not particularly limited, and examples thereof include an operation performed using a direction key of a controller (not shown), a touch operation performed on a touch panel on which the second screen G2 is displayed, an operation by voice input, and an operation performed by analyzing the user's brain waves. In this embodiment, as shown in Fig. 3, the flight operation by the second user is an operation of touching the second object J2 on the second screen G2 and dragging it to a destination.

[0044] 3, the second screen G2 displays a bird's-eye view of a portion of the field where the first object J1, controlled by the first user who is playing together with the second user, is located, corresponding to the position of the second object J2. When the second user performs a flight operation, the second object J2 moves (flies) above the field in accordance with the operation, and the portion of the field displayed on the second screen G2 changes accordingly. This allows the second user to check, on the second screen G2, a portion of the field corresponding to the current position of the second object J2, specifically, a certain range including the projection position of the second object J2 onto the field.

[0045] Note that the number of second objects J2 that a single second user can operate may be one or more. When the second user operates two or more second objects J2, it is preferable that the second object J2 to be operated can be switched as appropriate. In this case, it is preferable that the part of the field displayed on the second screen G2 be switched in accordance with the switching of the second object J2 to be operated. In the following, unless otherwise specified, it is assumed that one second user operates one second object J2.

[0046] 3 is a screen in which a part of the field is viewed from directly above, but is not limited to this. The second screen G2 may be a screen in which a part of the field is viewed from any line of sight angle (view angle), and the angle may be freely changeable by the second user.

[0047] Note that the second screen G2 may display either a portion of the field or the entire field. For example, when the second user performs a zoom-in operation on the second screen G2, a portion of the field may be enlarged and displayed on the second screen G2 at a magnification corresponding to the amount of the operation. Conversely, when the second user performs a zoom-out operation on the second screen G2, a portion or the entire field may be reduced and displayed on the second screen G2 according to the amount of the operation. By enlarging or reducing the portion of the field displayed on the second screen G2 in this way, it is possible to give the second user, who is viewing the field from above through the second screen G2, the impression (visual effect) that the altitude of the field of view has increased or decreased.

[0048] As described above, in this embodiment, the range in which the second object J2 can move (the sky above the field) in each area is different from the range in which the first object J1 can move (the ground of the field). By moving the second object J2 above the field, the second user can check each area in the field on the second screen G2 and find the location where the first object J1 is located.

[0049] On the other hand, the second object J2 cannot defeat the enemy character E on the field, and is not affected (specifically, attacked, hindered, etc.) by the enemy character E. In other words, the second user does not perform an attack operation on the enemy character E, and parameters such as stamina that change in response to the action of the enemy character E are not set for the second user.

[0050] Furthermore, the second object J2 cannot use (enjoy) the results according to the on-field object F. In other words, the second user does not perform a release operation on the on-field object F, and therefore the results according to the on-field object F are not given to the second user. Instead, the second user can notify the first user of information about the results according to the on-field object F when a predetermined condition (hereinafter referred to as a notification condition) is satisfied by performing a predetermined operation on the on-field object F.

[0051] More specifically, as shown in the left diagram of Fig. 4, an illumination spot LS placed directly below the second object J2 is displayed on the second screen G2. The illumination spot LS is a circular or elliptical object (area) displayed according to the game settings in which light is irradiated onto the field from the second object J2 directly below the second object J2, and is constantly displayed on the second screen G2 during cooperative play.

[0052] Furthermore, the location of the lighting spot LS on the field changes in conjunction with the movement of the second object J2. When the second user performs a flight operation and moves (flies) the second object J2 on the field so that the lighting spot LS overlaps with the on-field object F, information regarding the result corresponding to the on-field object F is notified to the first user.

[0053] More specifically, when a certain on-field object F (hereinafter referred to as the target object) overlaps with the lighting spot LS, a display icon IC shown in Figures 4 and 5 is displayed on the first screen G1. The display icon IC is a display object corresponding to the type of result according to the target object, and more specifically, is an object identification mark set for each type of result as an object suggesting the result according to the target object. The display icon IC shown in FIGS. 4 and 5 suggests that the result according to the target object is "the granting of an important item (for example, a key, etc.)."

[0054] The display position of the display icon IC is not particularly limited, but for example, while a target object is positioned within the range displayed on the first screen G1 in the field, the display icon IC may be displayed at a position corresponding to the target object on the first screen G1, or more specifically, at a position around the target object, as shown in the right diagram of Figure 4.

[0055] Furthermore, while a target object is positioned outside the area displayed on the first screen G1 during a field play, the display icon IC may be displayed near the outer edge of the first screen G1, as shown in the right diagram of FIG. 5. In this case, the display position of the display icon IC is preferably determined based on the positional relationship between the target object's position on the field and the portion displayed on the first screen G1. Specifically, the display position of the display icon IC may be determined so that the target object's position as viewed from the portion displayed on the first screen G1 on the field and the display position of the display icon IC on the first screen G1 are in the same orientation. In this case, as shown in the right diagram of FIG. 5, a direction indicating object IJ, such as an arrow indicating the direction in which the target object is located, may be displayed together with the display icon IC.

[0056] Furthermore, when the first user performs a movement operation to move the first object J1 on the field, the positional relationship between the placement position of the target object and the part displayed on the first screen G1 changes accordingly. In this case, it is preferable to switch the display position of the display icon IC on the first screen G1 based on the change in the positional relationship.

[0057] As described above, the display icon IC is displayed on the first screen G1 in response to the flight operation of the second user, and the second user can inform the first user of the result according to the target object that cannot be distinguished on the first screen G1, thereby assisting the first user in playing the game. This activates cooperative play between the first user and the second user, and as a result, it is possible to promote cooperative play.

[0058] In this embodiment, two or more users can select the role of a second user and play cooperatively. In this case, a second object J2 for each second user exists above the field, and each second user operates their own second object J2 (i.e., a second object J2 associated with each second user). Furthermore, each of the two or more second users may assist the same first user or different first users in cooperative play.

[0059] In addition, in this embodiment, during the period in which the display icon IC is displayed on the first screen G1, the display icon IC may also be displayed on the second screen G2 in the same manner as the display on the first screen G1, as shown in Figures 4 and 5. In this case, the second user can see the display icon IC and realize that information related to the result corresponding to the target object has been notified to the first user.

[0060] [About the information processing device of this embodiment and each user's terminal] Next, the information processing device and each user's terminal according to this embodiment will be described with reference to Figure 6. In the following description, we will assume a situation in which two first users and two second users, a total of four users, are playing the same area of ​​a game together. However, the content described below is not limited to the above situation and can also be applied to cases in which there is at least one first user and one second user.

[0061] A first user possesses a first terminal 11 as a gaming terminal, and a second user possesses a second terminal 12 as a gaming terminal. In Fig. 6, the terminals possessed by users A and B who are first users correspond to the first terminal 11, and the terminals possessed by users C and D who are second users correspond to the second terminal 12.

[0062] The first terminal 11 and the second terminal 12 are each a client terminal, and specifically, are configured by a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television set capable of inputting information, a wearable terminal, or the like. The first terminal 11 and the second terminal 12 are each communicably connected to the server 10 via a communication network 14, as shown in Fig. 6. The communication network 14 is, for example, a communication line network consisting of the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), or the like.

[0063] The server 10 is an example of an "information processing device" of the present invention and is a computer that generates, transmits, and receives data necessary for game progress and executes various information processing related to game progress. More specifically, in this embodiment, the server 10 is an SNS server. The server 10 may be configured as a single computer or as multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to game progress (excluding information input and display) are executed by the server 10, so that the first terminal 11 and the second terminal 12 only need to input information to be transferred to the server 10 and output information distributed from the server 10.

[0064] 6, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The processor 21 may be configured by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0065] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0066] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured with an external computer (e.g., a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0067] Furthermore, a program for an operating system (OS) and an information processing program for game progression are installed as software on the server 10. These programs correspond to the "programs" of the present invention and are programs for controlling the server 10, which is a computer. In other words, when executed by the processor 21, the server 10 functions as the information processing device of the present invention.

[0068] The program may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.

[0069] During game play, the server 10 executes the above program to generate display control data for the first screen G1 and transmit it to the first terminal 11 of each of the first users A and B, and generates display control data for the second screen G2 and transmits it to the second terminal 12 of each of the second users C and D.

[0070] The server 10 also receives a movement operation on the first object J1 of each first user A, B from each of the first users A, B. In this case, the server 10 executes a process of moving the first object J1 corresponding to the first user who performed the movement operation on the field. The server 10 then generates display control data for displaying the first screen G1 and the second screen G2 that reflect the position of the first object J1 after the movement, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0071] The server 10 also receives flight operations from each of the second users C and D for the second object J2 of each second user. In this case, the server 10 executes a process of moving (flying) the second object J2 corresponding to the second user who performed the flight operation above the field. The server 10 then generates display control data for displaying the second screen G2 that reflects the position of the second object J2 after the movement, and transmits the generated display control data to the second terminal 12.

[0072] Furthermore, when one second user operates the second object J2 and the lighting spot LS overlaps with the on-field object F (target object), the server 10 determines that the operation by the second user satisfies the notification condition. Then, the server 10 generates display control data for displaying a display icon IC suggesting a result corresponding to the target object on the first screen G1 and the second screen G2 in the above-described manner, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0073] The first terminal 11 on which the display icon IC is displayed (i.e., the first terminal 11 on which the display icon IC appears on the first screen G1) may be the first terminal 11 of both first users A and B, or may be only the first terminal 11 of the first user designated by the second user who performed the operation that satisfies the notification condition. Similarly, the second terminal 12 on which the display icon IC is displayed (i.e., the second terminal 12 on which the display icon IC appears on the second screen G2) may be the second terminal 12 of both second users C and D, or may be only the second terminal 12 of the second user who performed the operation that satisfies the notification condition.

[0074] [Functions of the information processing device of this embodiment] Explaining the configuration of the server 10 from a structural perspective, as shown in Fig. 7, the server 10 has an operation reception unit 31, a game processing unit 32, a result assignment unit 33, a memory unit 34, a display control unit 35, and an information notification unit 36. Of these functional units, the memory unit 34 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between various hardware devices that make up the server 10 and programs installed on the server 10. Each functional unit will be described in detail below.

[0075] (Operation reception section) The operation reception unit 31 receives operations performed by the user through the first terminal 11 or the second terminal 12 while playing the game, and more specifically, acquires data indicating the operation content via the communication network 14. The operation reception unit 31 includes a first reception unit 41 and a second reception unit 42, as shown in FIG.

[0076] The first reception unit 41 receives operations performed by the first user through the first terminal 11 in the solo play mode or the cooperative play mode. The operations received by the first reception unit 41 include a movement operation performed by the first user to move the first object J1 on the field, and a release operation performed by the first user on the on-field object F. Furthermore, when multiple first users play cooperatively in the cooperative play mode (when multiple users select the role of first users), the first reception unit 41 receives operations for each first user.

[0077] In this embodiment, the first user can perform a release operation under certain constraints, and the first reception unit 41 accepts a release operation by a first user who satisfies the constraints, but does not accept a release operation by a first user who does not satisfy the constraints. In other words, the first user cannot perform the release operation while the constraints are not satisfied.

[0078] Furthermore, the on-field objects F may include an object (hereinafter referred to as a limited object) that can be released only when certain conditions are met. A release operation for this limited object may be accepted only when the second user's operation (flying operation) for the object satisfies a notification condition. In other words, when the lighting spot LS overlaps the limited object, this may trigger the first accepting unit 41 to be able to accept a release operation for the limited object. In this case, to inform the first user that a release operation for the limited object can be accepted, it is preferable to change the display mode of the controlled object before and after the operation acceptance is accepted. For example, when the operation acceptance is accepted, a message indicating that a release operation can be accepted may be displayed near the limited object (see FIG. 13).

[0079] The second reception unit 42 receives operations performed by the second user through the second terminal 12 in the collaborative play mode. The operations received by the second reception unit 42 include a flight operation by the second user to fly the second object J2 above the field, and an operation by the second user to enlarge or reduce a portion of the field displayed on the second screen G2. Furthermore, when multiple second users play together in the collaborative play mode (when multiple users select the role of second users), the second reception unit 42 receives operations for each second user.

[0080] Furthermore, in this embodiment, the second user can perform a specific operation after performing an operation that satisfies the above-described notification condition, that is, after performing an operation (flying operation) to move the second object J2 so that the illumination spot LS overlaps the on-field object F. The specific operation is performed for the purpose of making the first user aware of the presence of the on-field object F that overlaps the illumination spot LS, i.e., the target object, and for example, an operation of touching a predetermined position on the second screen G2 multiple times corresponds to the specific operation. The specific operation is usually performed multiple times by the second user after the notification condition is met, and the second receiving unit 42 receives the specific operation each time the second user performs the specific operation. However, the specific operation may be performed only once. Note that the specific operation is not an operation that affects the content of the result corresponding to the target object (specifically, the items and effects that can be obtained through the target object) or the activation / variation of the result, but is merely performed to draw the first user's attention to the target object.

[0081] (Game Processing Unit) The game processing unit 32 executes a process for progressing the game, and executes a process for progressing the game in accordance with an operation received from a user. For example, when the first reception unit 41 receives a movement operation from a first user, the game processing unit 32 executes a process for moving the first object J1 of the first user who performed the movement operation on the field. When this process is executed, display control data for the first screen G1 is generated, and the first screen G1 corresponding to the position of the first object J1 after the movement is displayed on the first terminal 11.

[0082] The game processing unit 32 may change the state of the field in conjunction with the movement of the first object J1 on the field, for example, may change the appearance position of the enemy character E on the field.

[0083] Furthermore, the game processing unit 32 changes the parameters corresponding to the first user as the game progresses. For example, when a first object J1 moving on the field in response to a movement operation by the first user touches an enemy character E, the game processing unit 32 executes a process of decreasing the "stamina" of the first object J1, which is one of the parameters set for the first object J1.

[0084] Furthermore, when multiple first users play the game together, the game processing unit 32 moves the first object J1 corresponding to each user in accordance with the movement operation of each first user, and also changes the parameters of the first object J1 corresponding to each user in accordance with the progress of the game.

[0085] Furthermore, when a first user and a second user play a game together, when the second reception unit 42 receives a flight operation from the second user, the game processing unit 32 executes a process of moving (flying) the second object J2 of the second user who performed the flight operation in the air above the field. When this process is executed, display control data for the second screen G2 is generated, and the second screen G2 corresponding to the position of the second object J2 after the movement is displayed on the second terminal 12.

[0086] (Result assignment section) When the first receiving unit 41 receives a release operation from the first user, the result granting unit 33 grants to the first user a result according to the on-field object F released by that operation (hereinafter, for convenience, referred to as the "released on-field object F"). In this embodiment, one of the above-mentioned results (a) to (e) is granted, and which result is granted depends on the type of the released on-field object F. When a result according to the released on-field object F is granted to the first user, the game processing unit 32 executes a process according to the granted result on the first user. Specifically, for example, if the result according to the released on-field object F is the granting of an item, the game processing unit 32 executes a process of granting the first user the authority to use the item.

[0087] (Storage part) The memory unit 34 stores various information necessary for playing the game, and as shown in FIG. 7, includes an area information memory unit 51, an object information memory unit 52, a first user information memory unit 53, and a second user information memory unit 54.

[0088] The area information storage unit 51 stores information about each of a plurality of areas (hereinafter referred to as "area information") for each area. As shown in FIG. 8, the area information includes the area's identification number, field information about the fields within the area, and the conditions for clearing the area. The field information includes information about whether or not a specific area exists on the field, and for areas where a specific area is set on the field, the field information further includes the position of the specific area and the conditions for entering the specific area (specific conditions). Note that the area information is not limited to the information shown in FIG. 8, and may include information other than the information shown in FIG. 8.

[0089] 9, specifically, the type and appearance position of enemy characters E that appear on the field of each area, and the type and placement position of on-field objects F that are placed on the field, etc. Note that the object information is not limited to the information shown in FIG. 9, and may include information other than the information shown in FIG.

[0090] The first user information storage unit 53 stores information about users who play the game as first users (hereinafter referred to as "first user information"). When multiple first users play the game together, the first user information storage unit 53 stores first user information for each user. As shown in FIG. 10 , the first user information includes the name (user name) of the first user, an identification ID, the area currently being played, information about the first object J1 used by the first user, the type and number of items the first user has permission to use, and the amount of in-game currency possessed. The information about the first object includes the appearance of the first object J1, the current and maximum values ​​of various parameters set for the first object J1, and the current position of the first object J1 on the field. The first user information also includes flag information (granted flag) indicating whether or not a corresponding result has been granted to the first user for each on-field object F in the area currently being played. Note that the first user information is not limited to the information shown in FIG. 10 and may include information other than the information shown in FIG. 10 .

[0091] The second user information storage unit 54 stores information about users who play the game as second users (hereinafter referred to as "second user information"). When multiple second users play the game together, the second user information storage unit 54 stores second user information for each user. As shown in FIG. 11, the second user information includes the name of the second user (user name), an identification ID, the area in which the second user is playing, information about the second object J2 used by the second user, and the amount of in-game currency held by the second user. The information about the second object includes the appearance of the second object J2 and the current location of the second object J2 within the area.

[0092] Note that the second user information is not limited to the information shown in FIG. 11 and may include information other than the information shown in FIG. 11. For example, when a second user plays together with multiple first users, the second user can specify the first user that the second user will assist via a specification screen (not shown). In this case, the second user information further includes information for identifying the specified first user (for example, the username or identification ID of the specified first user). Furthermore, when the second user forms a team with the first user to play together, the second user information may include information about the team to which the second user belongs (for example, the name of the team to which the second user belongs, or the usernames of the first users who belong to the same team).

[0093] (Display control unit) The display control unit 35 generates display control data to display a game play screen, and transmits the generated data to the first terminal 11, or to each of the first terminal 11 and the second terminal 12. As shown in FIG. 7 , the display control unit 35 includes a first display control unit 61 and a second display control unit 62.

[0094] While the first user is playing the game, the first display control unit 61 transmits display control data for the first screen G1 to the first terminal 11 used by the first user, thereby causing the first screen G1 to be displayed on the first terminal 11. The first screen G1 displays a first object J1 controlled by the first user and a portion of the field including the current position of the first object J1. When multiple first users are playing the game together, the first display control unit 61 causes each first user's first terminal 11 to display a first screen G1 corresponding to the position of the first object J1 corresponding to that first user on the field. The first screen G1 displayed on the first terminal 11 of each first user shows a different area of ​​the field for each first user.

[0095] Furthermore, when the first receiving unit 41 receives a movement operation from the first user, a process of moving the first object J1 on the field is executed, and in conjunction with this, the first display control unit 61 causes the first terminal 11 to display a first screen G1 corresponding to the position of the first object J1 after the movement. That is, the first display control unit 61 changes the portion of the field displayed on the first screen G1 in response to the movement operation from the first user. At this time, the first display control unit 61 changes the portion of the field displayed on the first screen G1 within the range in which the first object J1 can move. Here, when the first object J1 is in a field that includes a specific area, the range in which the first object J1 can move is limited to the non-specific area until the specific condition is satisfied. After the specific condition is satisfied, the specific area is added to the range in which the first object J1 can move.

[0096] While the first user and the second user are playing the game together, the second display control unit 62 transmits display control data for the second screen G2 to the second terminal 12 used by the second user, thereby causing the second screen G2 to be displayed on the second terminal 12. The second screen G2 displays a second object J2 operated by the second user, an illumination spot LS located directly below the second object J2, and a portion of the field including the current position of the second object J2. When multiple second users are playing the game together, the second display control unit 62 causes the second terminal 12 of each second user to display a second screen G2 corresponding to the position of the second object J2 corresponding to each second user on the field. The second screen G2 displayed on the second terminal 12 of each second user shows a different range of the field for each second user.

[0097] Furthermore, when the second receiving unit 42 receives a flight operation from the second user, a process is executed to fly the second object J2 above the field, and in conjunction with this, the second display control unit 62 displays on the second terminal 12 a second screen G2 corresponding to the position of the second object J2 after its movement. That is, the second display control unit 62 changes the portion of the field displayed on the second screen G2 in accordance with the flight operation from the second user. At this time, the second display control unit 62 changes the portion of the field displayed on the second screen G2 within the movable range of the second object J2.

[0098] In this embodiment, the second object J2 can move in the air above the field, and in an area where the field includes a specific area, the second object J2 can move freely above both the non-specific area and the specific area. Therefore, while the second object J2 is flying in the air above the field including the specific area, the second screen G2 can display the part including the specific area, regardless of whether a specific condition is met.

[0099] (Information Notification Department) When the operation of the second user satisfies the notification condition while the first user and the second user are playing a game together, the information notification unit 36 ​​notifies the first user of information regarding the result corresponding to the on-field object F (i.e., the target object) for which the notification condition is satisfied.

[0100] Specifically, in this embodiment, as described above, the notification condition is set to be that the second object J2 is operated so that the illumination spot LS overlaps the target object on the field. When the notification condition is satisfied, the information notification unit 36 ​​displays a display icon IC on the first screen G1 that suggests a result corresponding to the target object.

[0101] More specifically, the information notification unit 36, in cooperation with the first display control unit 61, generates display control data for displaying the display icon IC at a predetermined position on the first screen G1, and transmits the display control data to the first terminal 11. Upon receiving the display control data, the first terminal 11 displays the display icon IC on the first screen G1 in association with the target object.

[0102] Specifically, when a target object is located inside the portion of the field that is displayed on the first screen G1, the display icon IC is displayed near the target object. On the other hand, when a target object is located outside the portion of the field that is displayed on the first screen G1, the display icon IC is displayed at a position on the first screen G1 that corresponds to the position of the target object. More specifically, the display icon IC is displayed at a position near the outer edge of the first screen G1, or more precisely, at a position that is in the same orientation as the target object when viewed from the portion that is displayed on the first screen G1 (see the right diagram in FIG. 5).

[0103] Furthermore, if the movement of the first object J1 changes the positional relationship between the placement position of the target object on the field and the part displayed on the first screen G1, the information notification unit 36 ​​changes the display position of the display icon IC on the first screen G1 based on the change in the positional relationship.

[0104] As described above, by displaying the display icon IC on the first screen G1, the first user can grasp the result according to the target object from the display icon IC even if the target object has not been released.

[0105] Furthermore, in this embodiment, when the first object J1 and the second object J2 are in a field that includes a specific area, the second object J2 can move above the specific area even while a specific condition has not been satisfied. Therefore, in a situation where the first object J1 cannot yet enter the specific area, if the second user operates the second object J2 so that an on-field object F placed in the specific area overlaps with the lighting spot LS, a display icon IC suggesting a result corresponding to the on-field object F is displayed on the first terminal 11. By looking at this display icon IC, the first user can understand the result corresponding to the on-field object F in the specific area that the first object J1 cannot yet enter.

[0106] In addition, when the information notification unit 36 ​​displays a display icon IC suggesting a result according to an on-field object F in a specific area, it may display it in a manner different from when it displays a display icon IC suggesting a result according to an on-field object F in a non-specific area (for example, by changing the display color or adding visual effects such as flashing).

[0107] In addition, the display icon IC suggesting the result according to the on-field object F in the specific area may not be displayed to the first user who does not satisfy the specific condition, even if the on-field object F and the lighting spot LS overlap, and may be displayed only to the first user who satisfies the specific condition.

[0108] In addition, while the display icon IC is displayed on the first screen G1, the information notification unit 36 ​​can also notify the second user of information regarding the results corresponding to the target object, and specifically, can cause the display icon IC to be displayed on the second terminal 12 in the same manner as described above.

[0109] The display time of the display icon IC, i.e., the notification time of information regarding the result according to the target object, is not particularly limited, but as one example, the first user may be notified until the release operation for the target object is accepted and the notification termination condition is met, and the notification may be terminated at the point when the notification termination condition is met.

[0110] Specifically, during the period from when the notification condition is satisfied until the release operation is accepted, the display icon IC may be displayed for a certain period of time from when the notification condition is satisfied. That is, the information notification unit 36 ​​may display the display icon IC on the first terminal 11 when the notification condition is satisfied, and may end the display of the display icon IC when a predetermined time has elapsed since the notification condition was satisfied. In this case, the display end condition of the display icon IC (notification end condition) may be predetermined, or may be set or changed arbitrarily by the user, and may be different for each user. Furthermore, the display end condition of the display icon IC (notification end condition) may be set according to the type of on-field object F (i.e., target object) whose result is suggested by the display icon IC. For example, the display end condition may be set so that a display icon IC corresponding to a type of on-field object F that brings about an important result in the progress of the game is displayed for a longer period of time.

[0111] To further explain the display icon IC, in this embodiment, the display icon IC is displayed in a display mode corresponding to the type of result corresponding to the target object. That is, the information notification unit 36 ​​notifies information about the result corresponding to the target object in a mode corresponding to the type of result. This allows the first user and the second user to recognize the type of result corresponding to the target object (i.e., the content of the result) from the display mode of the display icon IC, and for example, can know the items, effects, etc. that can be obtained from the target object by looking at the image of the display icon IC.

[0112] Examples of the display mode of the display icon IC include the design of the display icon IC, the display color, the contrast with the surrounding color, the display size, changes such as rotation or blinking, and the presence or absence of highlighting such as highlighting, etc. Also, examples of the display mode corresponding to the target object include the design and color that suggest the item or effect that can be obtained by releasing the target object.

[0113] Furthermore, in a situation where the target object is positioned outside the area displayed on the first screen G1 in the field, the display mode of the display icon IC may be changed as appropriate to efficiently notify the first user of the effect corresponding to the target object, etc. In this case, a change pattern for the display mode may be stored in advance in the storage unit 34, and the information notification unit 36 ​​may change the display mode of the display icon IC according to the progress of the game at that time based on the stored change pattern.

[0114] As a first change pattern, the information notification unit 36 ​​may display the display icon IC in a display mode based on the surrounding conditions of the target object while the target object is located outside the area of ​​the field that is displayed on the first screen G1. The surrounding conditions of the target object include, for example, the presence or absence and number of specific objects (specifically, enemy character E, etc.) that exist within a predetermined range from the target object's location on the field. Note that the "predetermined range" includes positions that are within a predetermined distance from the target object's location, and also includes a range that is considered to be near the location in the technical field of the present invention. As a specific example of the first change pattern, when an enemy character E appears near a target object, the display mode of the display icon IC displayed for the target object may be changed to a different display mode than usual (for example, a display size larger than usual).

[0115] As a second change pattern, when the target object is positioned outside the portion of the field that is displayed on the first screen G1 and the enemy character E is displayed at the display position of the display icon IC and the enemy character E overlaps with the display icon IC, the information notification unit 36 ​​may change the display mode of the display icon IC, since it becomes difficult to see the enemy character E. In this case, for example, the display icon IC may be temporarily hidden, or it may be changed to a display mode that does not obstruct the display of the enemy character E, such as by graying it out.

[0116] As a third change pattern, when the second receiving unit 42 receives a specific operation after the notification condition is satisfied, the information notification unit 36 ​​may change the display mode of the display icon IC depending on the number of times the specific operation has been performed. For example, when the second user touches the display location of the target object on the second screen G2 multiple times as a specific operation, the information notification unit 36 ​​may blink or highlight the display icon IC depending on the number of times the second user touches the screen. In this case, the display time or highlighting time of the display icon IC may be controlled depending on the number of times the second user touches the screen.

[0117] Furthermore, while the target object is positioned outside the portion of the field that is displayed on the first screen G1, the information notification unit 36 ​​may switch between displaying and hiding the display icon IC based on the distance between the current position of the first object J1 on the field and the position of the target object. Specifically, the information notification unit 36 ​​may hide the display icon IC when the distance exceeds a certain value, and may display the display icon IC when the distance becomes equal to or smaller than the certain value.

[0118] Furthermore, when multiple first users are playing a game together, the second user may specify a user to be notified (for example, a first user to whom the second user wishes to have the target object used) from among the multiple first users. In this case, the information notification unit 36 ​​may notify only the first user specified by the second user of information regarding the result corresponding to the target object while the target object is positioned outside the portion of the field displayed on the first screen G1. Specifically, the display icon IC may be displayed only on the first terminal 11 of the specified first user, and the display icon IC may not be displayed on the first terminals 11 of the other first users.

[0119] Furthermore, in a similar manner to the above, the display icon IC may be displayed on the first screen G1 of a first user who, among a plurality of first users, satisfies any of the following conditions 1 to 3, and the display icon IC may not be displayed on the first screen G1 of the other first users. In other words, the information notification unit 36 ​​may display the display icon IC on the first terminal 11 of a first user who satisfies the relevant condition (specifically, any of conditions 1 to 3) while the placement position of the target object is outside the part of the field that is displayed on the first screen G1. Condition 1: When multiple first users are divided into multiple teams to play a game, the first user must belong to the same team as the second user who performed the operation that satisfies the notification condition. Condition 2: The first user is operating a first object J1 that exists within a predetermined range from the placement position of the target object in the field. Condition 3: The first user is selected based on parameters corresponding to the target object (hereinafter referred to as target parameters).

[0120] The target parameter in the above condition 3 is a parameter that changes when a result according to the target object is given, and the first user selected based on the target parameter is a first user whose target parameter satisfies the set condition. The set condition is, for example, that the target parameter becomes a predetermined state. As a specific example of the above condition 3, when the target object results in the acquisition of a stamina recovery item, the target parameter is the stamina of the first object J1, and for example, the set condition is that the current stamina value is the minimum value or below the reference value. In this case, the information notification unit 36 ​​displays the display icon IC on the first terminal 11 of the first user whose current stamina value of the first object J1 is the minimum value or below the reference value while the target object is positioned outside the portion of the field displayed on the first screen G1.

[0121] Furthermore, the information notification unit 36 ​​may cause the first terminal 11 to display a display icon IC for a first user who satisfies a relevant condition (specifically, any one of the above-mentioned conditions 1 to 3) while the placement position of the target object is outside the portion of the field that is displayed on the first screen G1, and may also notify the first user of the second user information. The second user information is information about the second user who performed an operation that satisfies the notification condition, and corresponds to the username, identification ID, etc. of the second user. The notification of the second user information is not particularly limited, and may be displayed near the display icon IC on the first screen G1, or conversely, may be displayed at a position away from the display icon IC.

[0122] To further supplement the above configuration, it is possible to display the display icon IC and notify the second user information to first users who satisfy the relevant conditions among the multiple first users, and not to display the display icon IC or notify the second user information to first users who do not satisfy the relevant conditions. In other words, the information notifying unit 36 ​​may notify information related to the result corresponding to the target object and the second user information only to first users who satisfy the relevant conditions.

[0123] As another example, the information notification unit 36 ​​may cause the first terminal 11 to display a display icon IC for each of a plurality of first users while the placement position of the target object is outside the portion of the field that is displayed on the first screen G1, and may also notify the first user information, as shown in FIG. 12. The first user information is information about the first user designated by the second user (strictly speaking, the second user who performed an operation that satisfies the passing condition), and corresponds to the username or identification ID of the first user. The notification of the first user information is not particularly limited, and may be displayed near the display icon IC on the first screen G1, or conversely, may be displayed at a position away from the display icon IC.

[0124] [Information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing flow for game progression executed by the computer constituting the information processing device of this embodiment, i.e., the server 10, will be described. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed, without departing from the spirit of the present invention.

[0125] The information processing for game progression according to this embodiment is divided into a stage from when the user logs in to the game to start playing, and a stage when the user actually plays the game. The former will be described from the perspective of GUI, with reference to the example screen shown in Fig. 14, showing the transition of the game screen displayed on the user's terminal. The latter will be described with reference to the flow charts shown in Figs. 15 to 17.

[0126] When a user operates a terminal to log in to the game and then performs a predetermined input operation, the play mode selection screen shown in Figure 14 (the screen on the left in the figure) is displayed. The user selects either the solo play mode, in which one person plays alone, or the cooperative play mode, in which multiple people play together in the same area, and touches one of the two mode selection buttons displayed on the screen. The following explanation assumes that the cooperative play mode has been selected.

[0127] The terminal of the user who selected the cooperative play mode transmits data indicating the selection result to the server 10. The server 10 identifies the user who selected the cooperative play mode, and then determines within a certain time period whether there are any other users who have selected the cooperative play mode. If there are any other users who have selected the cooperative play mode, the server 10 transmits display control data for the role selection screen shown in FIG. 14 (the screen on the right in the figure) to the terminals of each user who selected the cooperative play mode.

[0128] Each user who selects the collaborative play mode selects either the role of controlling an object or the role of watching the game, that is, whether to play as the first user or the second user, through the role selection screen displayed on the terminal, and touches one of the two role selection buttons displayed on the screen.

[0129] After each user selects a role, the device of each user transmits data indicating the selection result to the server 10. When the server 10 receives the role selection result from each user who selected the cooperative play mode, it determines the number of users participating in the cooperative play at that time and the role of each user. After going through the above procedure, multiple users who selected the cooperative play mode can begin playing the game cooperatively.

[0130] In this embodiment, a minimum required number of first users (lower limit) is set, so the system waits until the number of users participating as first users (i.e., the number of players who have selected the role of the first user) exceeds the lower limit, and collaborative play begins when the number of first users exceeds the lower limit. In addition, in this embodiment, once cooperative play begins, other users cannot join the cooperative play until the play ends, but this is not limited to this, and the specification may also allow other users to join in mid-cooperative play.

[0131] Information processing after game play begins differs depending on the role of each user, with information processing on the first user's side (hereinafter referred to as the first user's flow) proceeding according to the flow shown in Figures 15 and 16, and information processing on the second user's side (hereinafter referred to as the second user's flow) proceeding according to the flow shown in Figure 17. Each flow will be explained below.

[0132] (First user side flow) The first user side flow is executed via communication between the server 10 and the first terminal 11. Furthermore, when multiple first users play together in the same area, the first user side flow is executed for each first user.

[0133] In this flow, first, the server 10 generates display control data for the first screen G1 and transmits it to the first terminal 11 (S001). As a result, the first screen G1 showing the first object J1 and a part of the field is displayed on the first terminal 11 (S002). Note that the first screen G1 displayed at the start of game play shows a part of the field that corresponds to the initial position (start position) of the first object J1.

[0134] During game play, the first user performs a movement operation while viewing the first screen G1 to move the first object J1 on the field as needed (S003). The server 10 accepts the movement operation through communication with the first terminal 11 (S004) and executes a process to move the first object J1 on the field in accordance with the movement operation (S005).

[0135] Thereafter, the server 10 generates display control data for a first screen G1 (hereinafter referred to as "first screen G1 after movement") that displays a portion of the field corresponding to the position of the first object J1 after movement, and transmits the data to the first terminal 11 (S006). As a result, the first screen G1 after movement is displayed on the first terminal 11 (S007). Thereafter, steps S004 to S007 are repeatedly performed each time the first user performs a movement operation, and as a result, the first screen G1 after movement is updated as needed.

[0136] Although not specifically shown, during game play, the server 10 changes the parameters of the first user in accordance with the movement and state changes of the first object J1, and accordingly updates the first user information (particularly the current values ​​of the parameters) stored in the first user information storage unit 53.

[0137] Furthermore, if the field in which the first object J1 exists includes a specific area, the server 10 appropriately determines whether a specific condition is met. If the specific condition is met, the server 10 allows the first object J1 to enter the specific area. In other words, the server 10 moves the first object J1 within the field, excluding the specific area, until the specific condition is met, and then moves the first object J1 within the area including the specific area after the specific condition is met.

[0138] During game play, the server 10 determines whether or not an operation of a second user who is playing together with the first user satisfies a notification condition, and specifically, determines from time to time whether or not the second object J2 is operated on the field so that the lighting spot LS overlaps with the on-field object F (S008). If the notification condition is satisfied, the server 10 then determines whether the on-field object F for which the notification condition is satisfied, i.e., the target object, is located inside or outside the area displayed on the first screen G1 (S009).

[0139] When it is determined that the placement position of the target object is inside the portion shown on the first screen G1, the server 10 generates display control data for displaying a display icon IC near the target object on the first screen G1 and transmits the data to the first terminal 11 (S010). As a result, the first screen G1 is displayed on the first terminal 11, and the display icon IC is displayed near the target object on the first screen G1 (S012).

[0140] On the other hand, if it is determined that the placement position of the target object is outside the portion shown on the first screen G1, the server 10 specifies the positional relationship between the placement position of the target object in the field and the portion shown on the first screen G1 (S011). Thereafter, the server 10 sets the display position of the display icon IC on the first screen based on the specified positional relationship, generates display control data for displaying the display icon IC at that display position, and transmits the data to the first terminal 11 (S010). As a result, the first screen G1 is displayed on the first terminal 11, and the display icon IC is displayed at a display position according to the positional relationship specified in step S011, specifically, at a position in the same orientation as the orientation in which the target object is viewed from the portion shown on the first screen G1 (S012).

[0141] When the display icon IC is displayed on the first screen G1, it is preferable to display the display icon IC in a display mode that is appropriate for the situation at that time. Specifically, the display mode of the display icon IC may be changed in accordance with the type of result corresponding to the target object, or in accordance with the presence or absence or number of enemy characters E appearing near the target object, or in accordance with the number of times a specific operation is performed by the second user after the notification condition is satisfied. Furthermore, while the target object's placement position is outside the area displayed on the first screen G1, the display icon IC may be switched between being displayed and not displayed based on the distance between the current position of the first object J1 and the target object's placement position.

[0142] Furthermore, when multiple first users play a game together, a display icon IC may be displayed on the first screen G1 of each of the multiple first users. In this case, information about the first user designated by a second user who performed an operation that satisfies the notification condition (first user information) may be displayed together with the display icon IC (see FIG. 12). Alternatively, the display icon IC may be displayed only on the first screen G1 of a specific first user among multiple first users who play a game together. The specific first user may be a first user designated by a second user, or a first user who satisfies a relevant condition (any of the above-mentioned conditions 1 to 3). Furthermore, information about a second user who performed an operation that satisfies the notification condition (second user information) may be displayed together with the display icon IC on the first terminal 11 of the first user who satisfies the relevant condition.

[0143] Furthermore, the display icon IC may be displayed for a predetermined time from the time when the notification condition is satisfied until the release operation for the target object is accepted, and the display of the display icon IC may be terminated after the predetermined time has elapsed. In this case, the display time of the display icon IC may be set according to the type of the target object, or more precisely, according to the type of result according to the target object.

[0144] After the display icon IC is displayed, when the first user performs a release operation on the target object (S013), the server 10 provides a result according to the target object to the first user who performed the release operation (S014). Specifically, the server 10 updates the item acquisition history, current parameter values, etc., among the information (first user information) about the first user who performed the release operation, according to the provided result.

[0145] In this embodiment, a release operation for a normal on-field object F can be accepted regardless of whether the notification condition is met (in other words, whether the display icon IC is displayed or not). On the other hand, a release operation for a limited object can be accepted only when the notification condition for the object is met, that is, only when the object overlaps with the lighting spot LS. Note that the display mode for the limited object may be changed before and after the release operation for the limited object becomes acceptable, and a message indicating that the operation is acceptable may be displayed, as shown in FIG. 13.

[0146] Of the steps described above, steps S003 to S014 are repeatedly performed until the game ends (S015). The game ends when a condition for ending cooperative play of the game by multiple users is met, such as when a predetermined area is cleared, when a preset game play time (time limit) has elapsed, or when one or all of the users request to stop playing (retire). Then, when the game ends, the first user side flow ends.

[0147] (Second user side flow) The second user side flow is executed via communication between the server 10 and the second terminal 12. Furthermore, when multiple second users play together in the same area, the second user side flow is executed for each second user.

[0148] In this flow, first, the server 10 generates display control data for the second screen G2 and transmits it to the second terminal 12 (S021). As a result, the second screen G2 showing the second object J2 and a part of the field is displayed on the second terminal 12 (SS022). Note that the second screen G2 displayed at the start of game play shows a part of the field corresponding to the initial position of the second object J2.

[0149] During game play, the second user performs flight operations while viewing the second screen G2 to move (fly) the second object J2 above the field as needed (S023). The server 10 accepts flight operations by the second user through communication with the second terminal 12 (S024). The server 10, having accepted the flight operation, determines whether the flight operation satisfies a notification condition (S025). Specifically, it determines whether the illumination spot LS positioned directly below the second object J2 after movement overlaps with any of the on-field objects F within the area.

[0150] If the determination result indicates that the accepted flight operation satisfies the notification condition, the server 10 generates display control data for the second screen G2 (hereinafter referred to as the "post-movement second screen G2") corresponding to the position of the second object J2 in the field after the movement, and transmits the data to the second terminal 12 (S026). The display control data generated in this step includes data for displaying the display icon IC. Therefore, when the second terminal 12 receives the display control data generated in step S026, the display icon IC is displayed on the second terminal 12 together with the post-movement second screen G2 (S027).

[0151] The display icon IC displayed on the second screen G2 indicates the result corresponding to the field object F for which the notification condition is met, i.e., the target object, and is an icon with the same design as the display icon IC displayed on the first terminal 11.

[0152] Furthermore, the display position of the display icon IC on the second screen G2 is determined based on the positional relationship between the portion of the field displayed on the second screen G2 and the position of the target object. Specifically, when the position of the target object is inside the portion displayed on the second screen G2, the display icon IC is displayed near the target object on the second screen G2. On the other hand, when the position of the target object is outside the portion displayed on the second screen G2, the display icon IC is displayed around the outer edge of the second screen G2 in a position in the same orientation as the orientation in which the target object is viewed from the portion displayed on the second screen G2.

[0153] If it is determined in step S025 that the notification condition is not satisfied, the server 10 generates display control data for displaying the second screen G2 after the move and transmits it to the second terminal 12 (S028). In this case, the second terminal 12 that has received the display control data displays the second screen G2 after the move (S029), but does not display the display icon IC.

[0154] Thereafter, steps S023 to S029 are repeated each time the second user performs a flight operation, thereby updating the second screen G2 after the movement as needed. The flow continues until the game ends, at which point the second user side flow ends (S030).

[0155] [Other embodiments] Up to now, the information processing device, information processing method, and program of the present invention have been described using specific examples, but the above-described embodiment is merely an example, and other embodiments may be conceived.

[0156] In the above-described embodiment, the server computer (server 10) that executes information processing for game progression functions as the information processing device of the present invention, but this is not limited to this. Some of the functions of the server 10 may be provided in the terminals of users who play the game, i.e., the first terminal 11 and the second terminal 12. In this case, the server 10 cooperates with the first terminal 11 and the second terminal 12 to constitute the information processing device of the present invention. For example, a function corresponding to the first reception unit 41 may be provided in the first terminal 11, a function corresponding to the second reception unit 42 may be provided in the second terminal 12, and a function corresponding to the information notification unit 36 ​​may be provided in one or both of the first terminal 11 and the second terminal 12.

[0157] Furthermore, in the above-described embodiment, the communication method used when the first terminal 11 and the second terminal 12 communicate is a method (client-server method) via the server 10, but it may also be a P2P (peer-to-peer) method that does not involve the server 10. In that case, the first terminal 11 and the second terminal 12 will cooperate to function as the information processing device of the present invention.

[0158] In the above-described embodiment, an example of a notification condition for notifying information regarding a result corresponding to a target object is given as an example of a notification condition for notifying information regarding a result corresponding to the target object, such as operating (flying) the second object J2 on the field so that the lighting spot LS overlaps the target object. However, the notification condition is not limited to this. For example, the notification condition may be that the second user touches the position of the target object on the second screen G2. In this case, information regarding a result corresponding to the target object may be notified to the first user only while the second user continues to touch the screen. Alternatively, the notification condition may be that the second object J2 is operated (moved) so as to approach a position directly above the target object.

[0159] In the above embodiment, to notify the first user of information regarding the result corresponding to the target object, a display icon IC corresponding to the result corresponding to the target object is displayed on the first screen G1, but this is not limited to this. For example, audio information regarding the result corresponding to the target object may be output from the first terminal, or text information regarding the result corresponding to the target object may be displayed in a message display field provided in a predetermined position on the first screen G1.

[0160] In the above embodiment, the information regarding the result according to the target object is notified to each of the first user and the second user, but this is not limited thereto, and the information may be notified only to the first user and not to the second user. In addition, when a plurality of second users play together, the information regarding the result according to the target object may be notified (specifically, a display icon IC is displayed) only to the second terminal 12 of the second user who satisfies the notification condition.

[0161] [summary] The information processing device of the present invention has a first display control unit that causes a first terminal to display a first screen showing a portion of a game field that corresponds to the position of a first object that can be operated by a first user; a result granting unit that grants a result corresponding to an on-field object to the first user when the first user performs a predetermined operation on the on-field object placed on the field through the first terminal; a second display control unit that causes a second screen that shows at least a portion of the field on a second terminal used by a second user who is not eligible to receive a result; and an information notification unit that, when the second user's operation on an on-field object that is placed in a state where the result cannot be determined at least on the first screen satisfies a predetermined condition, notifies the first user of information related to the result corresponding to the on-field object for which the predetermined condition is satisfied. According to the above configuration, when a first user performs an operation that satisfies a notification condition during cooperative play of a game, the first user is notified of information regarding the result corresponding to an on-field object (target object). This allows the first user to understand the result corresponding to the target object that cannot be determined on the first screen, and the second user can assist the first user so that the first user can progress through the game to an advantage. As a result, cooperative play between the first user and the second user is promoted.

[0162] Furthermore, in the information processing device of the present invention, the information notification unit may cause the first terminal to display a display object corresponding to a result corresponding to the on-field object (target object) for which a predetermined condition is satisfied while the placement position of the target object is outside the portion of the field that is displayed on the first screen. In this case, even if the placement position of the target object is outside the portion of the field that is displayed on the first screen, information regarding the result corresponding to the target object can be easily notified to the first user through the display of the display object. Then, the first user can understand the result corresponding to the target object by looking at the display object.

[0163] In addition, in the information processing device of the present invention, the information notification unit may notify the first user of information regarding the result corresponding to an on-field object (target object) for which a specified condition is satisfied until a specified operation is accepted, until a notification termination condition set according to the type of target object is satisfied, and may terminate the notification of the information at the point when the notification termination condition is satisfied. In the above configuration, information regarding the result corresponding to the target object is notified until a predetermined operation is accepted (i.e., until the target object is released) and until a notification termination condition is satisfied. As a result, for example, by terminating the notification of information after notifying the first user of information regarding the result corresponding to the target object for a certain period of time, the first user can play the game satisfactorily, and specifically, for example, it is possible to avoid a situation in which the field is difficult to see due to display icons, etc.

[0164] In the information processing device of the present invention, the information notification unit may notify information about a result corresponding to an on-field object (target object) for which a predetermined condition is satisfied, in a format corresponding to the type of the result. In the above configuration, by notifying information about the result according to the target object in a manner corresponding to the type of the result, the information can be notified more effectively (so that it is easy for the first user to understand).

[0165] Furthermore, in the information processing device of the present invention, when a specific object on the field exists within a predetermined range from the placement position of an object on the field (target object) for which a predetermined condition is satisfied, the information notification unit may notify information regarding the result corresponding to the target object in a manner corresponding to the specific object while the placement position is outside the part of the field that is displayed on the first screen. In the above configuration, by notifying information regarding the results corresponding to the target object in a manner corresponding to a specific object present in the vicinity of the target object, the first user can, for example, confirm whether or not the results corresponding to the target object may be affected by the specific object when using them.

[0166] In addition, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify only the first user designated by the second user among the multiple first users of information regarding the result corresponding to an on-field object (target object) for which a predetermined condition is satisfied. In the above configuration, by notifying only the first user designated by the second user of information regarding the result of the target object, the second user can assist the specific first user in playing the game together, thereby increasing the interest of the game.

[0167] Furthermore, the information processing device of the present invention may include a game progression unit that, when a plurality of first users play a game together, changes parameters corresponding to each of the first users as the game progresses.The information notification unit may notify a first user selected from the plurality of first users based on the parameters corresponding to the target object of information relating to a result corresponding to an on-field object (target object) for which a predetermined condition is satisfied. In the above configuration, information regarding the result corresponding to the target object is notified to a first user selected according to parameters corresponding to the target object. For example, in a situation where the result can improve a parameter, the information regarding the result can be notified to a first user who can effectively use the result, making the information notification triggered by the operation of a second user meaningful. As a result, the second user can be effectively encouraged to participate in the game.

[0168] In addition, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify each of the multiple first users of information regarding the results corresponding to on-field objects (target objects) for which predetermined conditions have been satisfied, along with information regarding a first user designated by a second user among the multiple first users. According to the above configuration, in a cooperative game, by displaying information about a first user designated by a second user together with information about the result corresponding to the target object, the first user can be encouraged to use the result, thereby enabling more effective use of on-field objects.

[0169] The information processing device of the present invention may also include an operation receiving unit that receives user operations in a game. When an operation of a second user on an on-field object satisfies a predetermined condition, the operation receiving unit may be capable of receiving a predetermined operation by a first user on the on-field object (target object) that satisfies the predetermined condition. In the above configuration, by imposing restrictions on the release operations for on-field objects (strictly speaking, restricted objects), it is possible to increase the interest of the game.

[0170] Furthermore, in the information processing device of the present invention, the first display control unit may change a portion of the field displayed on the first screen within a range within which the first object can move. The second display control unit may display on the second terminal a second screen showing a portion of the field corresponding to the position of a second object operable by the second user, and may change a portion of the field displayed on the second screen within a range within which the second object can move. In this case, the range within which the first object can move and the range within which the second object can move may be different from each other. Furthermore, the field may include a specific area within which the second object can move and which is included within a range within which the first object can move only if a specific condition is satisfied. Then, when an operation by the second user on an on-field object located in the specific area satisfies a specific condition, the information notification unit may notify the first user of information regarding a result corresponding to the on-field object in the specific area for which the specific condition is satisfied. According to the above configuration, even if the first object has not yet entered the specific area, the first user can be notified of information regarding the result according to the on-field object present in the specific area. This allows the first user to be encouraged to enter the specific area or to avoid unnecessary entry, and the second user can effectively assist the first user.

[0171] In addition, in the information processing device of the present invention, a non-specific area other than the specific area exists in the field, and the information notification unit may notify information regarding the result corresponding to the on-field object in the specific area in a manner different from the case where information regarding the result corresponding to the on-field object in the non-specific area is notified. In the above configuration, information regarding the result corresponding to the on-field object in the specific area and information regarding the result corresponding to the other on-field objects are notified in different ways, thereby allowing the first user to distinguish which area of ​​the field the result corresponds to when the information regarding the result is notified.

[0172] Furthermore, in the information processing device of the present invention, while the placement position of an on-field object (target object) that satisfies a predetermined condition is outside the part of the field that is displayed on the first screen, the information notification unit may switch between displaying and hiding the display object (display icon IC) based on the distance between the position of the first object on the field and the placement position. In the above configuration, the first user can know whether the target object is located near or far from the current position of the first object by switching the display icon IC on and off. This makes the target object more effectively used, and makes it more meaningful to notify information related to the results corresponding to the target object.

[0173] In addition, the information processing device of the present invention may have an operation receiving unit that receives user operations in a game, the operation receiving unit receiving a specific operation performed by a second user after an operation that satisfies a predetermined condition, and the information notification unit changing the display mode of the display object depending on the number of times the specific operation is performed. In the above configuration, by changing the display mode, it is possible to draw the first user's attention to the display object and make the first user more easily aware of the existence and location of the target object. As a result, the second user can assist the first user in more effectively using the target object during joint play of a game.

[0174] In addition, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify a first user among the multiple first users who satisfies a relevant condition of second user information about the second user, together with information about the result corresponding to an on-field object (target object) for which a specified condition is satisfied. In the above configuration, by informing a first user who meets the relevant conditions of information about a second user who performed an operation that satisfies a specified condition (i.e., a second user who performed an operation that triggers information notification), it becomes easier to build a cooperative relationship between users, and as a result, the interest of the game can be further increased.

[0175] Furthermore, the information processing method of the present invention is characterized in that a computer displays on a first terminal a first screen showing a portion of the game field corresponding to the position of a first object operable by a first user, and when the first user performs a predetermined operation on the on-field object placed on the field through the first terminal, the computer grants a result corresponding to the on-field object to the first user, and the computer displays on a second terminal used by a second user who is not the target for the result grant, a second screen showing at least a portion of the field, and when the second user's operation on the on-field object placed in a state where the result cannot be determined at least on the first screen satisfies a predetermined condition, the computer notifies the first user of information regarding the result corresponding to the on-field object for which the predetermined condition has been satisfied. With the above information processing method, when the operation of the second user satisfies a predetermined condition, the first user is notified of information regarding the result corresponding to the object on the field (target object), thereby enabling the second user to effectively assist the first user in playing the game together, thereby promoting joint play between the first and second users.

[0176] The program of the present invention is a program that causes a computer to execute the following processes: displaying on a first terminal a first screen that shows a portion of the game field that corresponds to the position of a first object that can be operated by a first user; when the first user performs a predetermined operation on the on-field object placed on the field through the first terminal, granting to the first user a result that corresponds to the on-field object; displaying on a second terminal that shows at least a portion of the field that is used by a second user who is not eligible to receive a result; and when the second user's operation on an on-field object that is placed in a state where the result cannot be determined at least on the first screen satisfies a predetermined condition, notifying the first user of information regarding the result that corresponds to the on-field object for which the predetermined condition is satisfied. By causing a computer to execute the above program, when a second user's operation satisfies a predetermined condition, the first user can be notified of information regarding the result corresponding to an on-field object (target object). This allows the second user to effectively assist the first user in playing a game together, promoting joint play between the first and second users. [Explanation of symbols]

[0177] 10 Server (information processing terminal, computer) 11 First Server 12 Second Server 14 Communication Networks 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 31 Operation reception section 32 Game Progression Section 33 Result assignment section 34 Storage section 35 Display control unit 36 Information Notification Department 41 First Reception Section 42 Second Reception Section 51 Area information storage unit 52 Object information storage unit 53 First user information storage unit 54 Second user information storage unit 61 First display control unit 62 Second display control unit E Enemy Character F On-field objects G1 1st screen G2 2nd screen IC display icon IJ Directional object J1 First Object J2 Second Object LS Lighting Spot

Claims

1. displaying a first screen, which displays a part of a field of a game played by a plurality of users including a first user and a second user, on a first terminal used by the first user; displaying a second screen displaying at least a part of the field on a second terminal used by the second user; When an operation by the second user on an object arranged in the field in a state where the content cannot be identified satisfies a predetermined condition, information on the content of the object is displayed on the second screen; when the operation of the second user satisfies the predetermined condition and the object is not displayed on the first screen, displaying a display object indicating a direction in which the object is to be placed on the first screen; Information processing device.

2. a processor causes a first screen, which displays a portion of a field of a game played by a plurality of users including a first user and a second user, to be displayed on a first terminal used by the first user; a processor causes a second screen displaying at least a portion of the field to be displayed on a second terminal used by the second user; a processor, when an operation by the second user on an object arranged in the field in a state where the content cannot be determined satisfies a predetermined condition, displaying information about the content of the object on the second screen; a processor, when the operation of the second user satisfies the predetermined condition and when the object is not displayed on the first screen, causing a display object indicating a direction in which the object is to be placed to be displayed on the first screen; Information processing methods.

3. displaying a first screen, which displays a part of a field of a game played by a plurality of users including a first user and a second user, on a first terminal used by the first user; displaying a second screen displaying at least a part of the field on a second terminal used by the second user; When an operation of the second user on an object arranged in the field in a state where the content cannot be identified satisfies a predetermined condition, and information about the content of the object is displayed on the second terminal, when the operation of the second user satisfies the predetermined condition and the object is not displayed on the first screen, displaying a display object indicating a direction in which the object is to be placed on the first screen; A program that causes a processor to execute a process.

4. A server, a first terminal, and a second terminal are provided, The server displaying a first screen, which displays a part of a field of a game played by a plurality of users including a first user and a second user, on the first terminal used by the first user; displaying a second screen displaying at least a part of the field on the second terminal used by the second user; When an operation by the second user on an object arranged in the field in a state where the content cannot be identified satisfies a predetermined condition, information on the content of the object is displayed on the second screen; when the operation of the second user satisfies the predetermined condition and the object is not displayed on the first screen, displaying a display object indicating a direction in which the object is to be placed on the first screen; system.

Citation Information

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