Programs and Information Processing Systems
The system enables seamless multiplayer gameplay by allowing users to join ongoing games, addressing the discomfort of waiting for others to finish, thereby improving user experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-16
- Publication Date
- 2026-04-10
AI Technical Summary
In multiplayer games, there is a risk that comfortable play may be hindered due to the involvement of other users who have not finished the game.
A system that allows a first user to participate in a multiplayer-type second game while a second user has not finished the first game, using a computer as control means to facilitate seamless gameplay through a server and terminal device interaction.
Enables comfortable gameplay by allowing users to participate in multiplayer games without waiting for all players to complete the initial game, enhancing user experience and engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing system, and an information processing method.
Background Art
[0002] Conventionally, games that enable multiplayer play have been known (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in a game that enables multiplayer play, there has been a risk that comfortable play may be hindered in relation to other users.
[0005] An object of the present invention is to provide a game in which comfortable play is possible.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as control means for allowing a first user who has finished a multiplayer-type first game including at least a first user and a second user to participate in a multiplayer-type second game while the second user has not finished the first game. A program is provided.
Effects of the Invention
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This figure shows an example of a screen that displays the game space. [Figure 4] This diagram shows how a moving object moves. [Figure 5] This diagram shows the moving object reaching the target object. [Figure 6] This flowchart shows an example of the processing involved in a shot. [Figure 7] This figure shows an example of the display screen during gameplay of a multiplayer game. [Figure 8] This figure shows an example of a screen that displays intermediate results. [Figure 9] This figure shows an example of a screen displaying the final results. [Figure 10] This figure shows an example of the process involved in ending and starting a multiplayer game. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via the network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be either a wired connection or a wireless connection.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.
[0014] The memory 22 is a main memory device. The memory 22 is constituted by, for example, a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 operates according to the program.
[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. Note that, as an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser launched on the terminal device 10. Further, the program may be a program for realizing the game through cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by, for example, a storage device such as a flash memory or a HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.
[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting an image.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.
[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various types of data used by the control unit 210. These types of data include, for example, game programs, game information, and user information.
[0032] The game program is a program that enables the game to be played. Game information and user information are data that the control unit 210 refers to when executing the game program.
[0033] In this embodiment, the game program may include not only the game program executed on the server 20 but also the game program executed on the terminal device 10. Furthermore, the storage unit 220 may store both the game program executed on the server 20 and the game program executed on the terminal device 10.
[0034] Game information is shared across accounts. This information includes, for example, information defining various virtual spaces. A virtual space is a space where various objects are placed, such as objects of user-controllable characters (hereinafter referred to as "player characters"). Game information includes, for example, setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."
[0035] One example of a virtual space is a space where events take place (in other words, occur). Another example of a space where events take place is a game space where events related to game progression take place (for example, moving characters to advance the game), a live space where various live events such as music concerts take place, and a space where users can interact with each other. Another example of an object in a virtual space is a game medium used in a game. Another example of a game medium is a character, an item, or an object used in a competition held within the game space (for example, a ball in a ball game).
[0036] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the game's progress. Examples of owned assets include virtual currency and items. In other words, owned assets can be said to be the value that the user possesses in the virtual world (in other words, the value associated with the user). An example of such value (in other words, value within the virtual world) is electronic currency. Examples of electronic currency include in-game currency usable within the game and cryptocurrencies.
[0037] The control unit 210 controls various processes related to the game by executing the game program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0038] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.
[0039] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.
[0040] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also instructs the transmission / reception unit 211 to send game information or user information. Furthermore, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of game information or user information.
[0041] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information according to instructions from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information or user information according to instructions from the server processing unit 212.
[0042] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.
[0043] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, game programs, game information, and user information. The game program is a program for implementing the game on the terminal device 10 side. Game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0045] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.
[0046] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0047] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0048] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0049] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.
[0050] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.
[0051] The game progress unit 113 defines the virtual space based on the information for defining the virtual space included in the game information. The game progress unit 113 places objects in the virtual space based on the object setting information included in the game information. The game progress unit 113 controls the objects placed in the virtual space. Specifically, the game progress unit 113 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0052] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game progress unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.
[0053] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view at a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters that operate based on the actions of each user, and NPCs that operate based on the game program. NPCs include so-called enemy characters, etc.
[0054] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information and user information according to the progress of the game.
[0055] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.
[0056] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0057] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each of the terminal device 10 and server 20 may also possess at least some of the functions of other devices. Furthermore, each of the terminal device 10 and server 20, etc., does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the information processing system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing a program stored in the information processing system 1. However, at least a portion of the processing described later that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing described later that is performed by the processor 21 may be executed by a processor other than the processor 21. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.
[0059] <Basic Gameplay> The following section will describe an example of how the configuration according to this embodiment can be applied to a golf game.
[0060] Figures 3 to 5 are examples of display screens showing a space including a golf course as the game space 30. The game space 30 and the various objects displayed overlaid on the game space 30 will be explained with reference to Figures 3 to 5.
[0061] The display control unit 114 displays an image of the game space 30 on the display unit 18 in accordance with instructions from the game progress unit 113. Specifically, the display control unit 114 generates an image of the game space 30 that depicts the field of view of the virtual camera defined by the control unit 110 and the objects present in that field, and displays it on the display unit 18. Specifically, the display control unit 114 displays on the display unit 18 objects that exist in the game space 30, such as a ball 31 as an object that moves based on user input, a cup 32 as an object that serves as a target point to guide the ball 31, and a player character 33. The display control unit 114 also superimposes and draws UI (User Interface) objects necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image and displays them on the display unit 18. Specifically, the display control unit 114 displays on the display unit 18 objects such as a cup indicator 36 that shows the position of the cup, as well as the moving object 40, power indicator 41, and indicator object 50, which will be described later.
[0062] The cup indicator 36 is an indicator that is displayed such that, for example, light of a predetermined color extends from the cup 32. The game progress unit 113 sets the cup indicator 36 to a color that is distinguishable from the color of the grass on the course. By displaying the cup indicator 36, the user can easily see the position of the cup 32 in the game space 30, which is projected from behind the player character 33.
[0063] In this embodiment, the game progression unit 113 moves the ball 31 based on predetermined operations by the user, thereby advancing the game. The game progression will be described below with reference to Figures 3 to 5.
[0064] The game progress unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an addressing position on the display unit 18, as shown in Figure 3. The game progress unit 113 also instructs the display control unit 114 to display the moving object 40 on the display unit 18.
[0065] The moving object 40 is, for example, an object that is circular in shape and moves along a linear indicator (in Figure 3, an indicator consisting of a dot shape and a V-shape arranged in a straight line; hereinafter referred to as the "power indicator 41") that extends from the moving object 40 in a predetermined direction. The power indicator 41 may be a numerical value indicating the power of the shot. The numerical value indicating the power of the shot may be, for example, a percentage indicating the ratio of power, or it may be a yard or meter indicating the distance of the shot.
[0066] The operation reception unit 111 receives an operation by the user to select a predetermined position on the touchscreen 16. The game progress unit 113 moves the moving object 40 in response to the user's swipe operation from the selected predetermined position (see Figure 4). Specifically, if the game progress unit 113 determines that the user's touch position on the touchscreen 16 overlaps with the moving object 40, it moves the moving object 40 in response to the user's swipe operation. Alternatively, if the game progress unit 113 determines that the user's touch position on the touchscreen 16 is within a predetermined range centered on the moving object 40, it may also move the moving object 40 in response to the user's swipe operation. This allows the user to grasp the image of the player character 33's take-back movement, thereby improving the enjoyment of the game.
[0067] Furthermore, while the movable object 40 can be moved along the power indicator 41, "along the power indicator" does not mean that the movable object 40 moves directly above the power indicator 41, but rather that the movable object 40 moves in the direction in which the power indicator 41 extends. Also, the swipe operation used to move the movable object 40 does not have to pass directly above the power indicator 41. In other words, for example, an operation within a predetermined range or direction using the power indicator 41 as a guide can be considered an operation to move the movable object 40.
[0068] Furthermore, the game progression unit 113 may change the shape of the moving object 40 when moving it (see Figures 3 to 5).
[0069] The game progress unit 113 instructs the display control unit 114 to move and display the indicator object 50 on the display unit 18 when the user swipes the moving object 40 along the power indicator 41 (in other words, swipes it away from the indicator object 50). The details of the indicator object 50 will be described below.
[0070] First, let's explain the details of the structure of indicator object 50. As shown in Figure 3, the indicator object 50 is an object that has a shape such as a fan-shaped periphery cut along the outer edge and has a plurality of divided regions (hereinafter referred to as "indicator regions 51"). An indicator region 51 is, for example, a region that indicates the quality of a shot. Here, the quality of a shot may be, for example, the degree to which the shot ball 31 curves or the degree of success of the shot (for example, the degree to which it deviates from the intended direction, the way it hits the ball 31, etc.). Specifically, the central region of the plurality of indicator regions 51 may be an indicator region 51 in which the shot ball 31 travels in a straight line (in other words, towards the intended direction), the region further away from the center is an indicator region 51 in which the shot ball 31 curves to one side (in other words, deviates to one side from the intended direction), the region further away from the center is an indicator region 51 in which the shot ball 31 curves to the other side (in other words, deviates to the other side from the intended direction), and the region located outside a predetermined range from the center may be an indicator region 51 in which a shot is a miss. Furthermore, the indicator area 51 may be marked with symbols indicating the trajectory of the shot ball 31. Here, such symbols may be, for example, arrows indicating the degree of curvature of the trajectory of the shot ball 31.
[0071] The game progress unit 113 sets the indicator area 51 based on the environment around the ball 31 in the game space 30. Specifically, when the ball 31 is in a position off the fairway, such as in the rough, on a slope, or in a bunker, the game progress unit 113 sets the indicator area 51 such that it becomes more difficult to guide the ball 31 to the target compared to when the ball 31 is on the fairway. More specifically, for example, when the ball is in a position off the fairway, the indicator area 51 may be set such that the size of the indicator area 51 where the ball 31 curves (in other words, deviates from the target direction) and the size of the indicator area 51 where a mis-shot occurs are larger compared to when the ball 31 is on the fairway (in other words, the proportion of the indicator area 51 where the ball curves and the indicator area 51 where a mis-shot occurs in the indicator object 50 is larger). Furthermore, for example, if ball 31 is located outside the fairway, the overall width of the indicator object 50 may be narrower (or wider) compared to when ball 31 is on the fairway.
[0072] Next, we will explain the details of how the indicator object 50 works. The game progression unit 113 moves the indicator object 50 back and forth in a direction intersecting the direction of travel of the ball 31 shot by the player character 33 (in other words, the direction of the ball's flight) (see Figures 3 to 5). Here, the direction of travel is the direction in which the ball 31 travels when the user shot it. In other words, the game progression unit 113 moves the indicator object 50 back and forth in a direction intersecting the direction in which the power indicator 41 extends. Specifically, the game progression unit 113 moves the indicator object 50 back and forth at a predetermined angular velocity along a predetermined curve, for example, while keeping it in contact with one end of the power indicator 41. This increases the difficulty of making accurate shots, thereby improving the enjoyment of the game.
[0073] The game progression unit 113 may control the indicator object 50 such that the speed of the indicator object 50's back-and-forth movement increases as the moving object 40 moves away from the indicator object 50. This enhances the game's appeal because the more the user sets the shot power, the more difficult it becomes to achieve the shot on the trajectory the user intends.
[0074] Furthermore, the game progress unit 113 may change the speed at which the indicator object 50 moves back and forth based on the environment around the ball 31. For example, if the ball 31 is in a location off the fairway, such as the rough, a slope, or a bunker, the game progress unit 113 may increase the speed at which the indicator object 50 moves compared to when the ball 31 is on the fairway. This increases the difficulty of executing a proper shot as the environment in which the shot is taken becomes worse, thereby improving the enjoyment of the game.
[0075] The game progress unit 113 determines the position of the moving object 40 based on the user's input, and when the input is released, it moves the moving object 40 toward the indicator object 50 and performs a shot execution process that executes a shot according to the position where the input was released and the indicator in the indicator region 51 determined by the positional relationship between the indicator object 50 and the moved moving object 40. In other words, the shot execution process determines the ball's destination based on the position where a specific input was released and the indicator in the indicator region 51 determined by the positional relationship between the indicator object 50 and the moved moving object 40.
[0076] The shot execution process may include a power determination process and a trajectory determination process.
[0077] The power determination process is the process of determining the power of a shot, for example, based on the release position when the user's input operation is released. Specifically, as shown in Figure 4, the game progression unit 113 moves the moving object 40 along the power indicator 41 in response to the user's swipe operation from a predetermined position selected by the user. The swipe operation here is, for example, an operation in the direction away from the indicator object 50.
[0078] In the power determination process, the game progress unit 113 increases the power of the shot the further the distance of the moving object 40, which is determined at the end point of the swipe operation, is from the indicator object 50. Specifically, the game progress unit 113 determines the power according to the power indicator 41 corresponding to the release position. The greater the power determined according to the power indicator 41, the further the shot ball 31 will fly. The power indicator 41 is set so that the numerical value indicating power increases as the distance from the indicator object 50 increases. In Figure 4, since the shot is released at the position indicating "90%" of the power indicator 41, the power of the shot is "90%" of the maximum power.
[0079] The trajectory determination process determines the shot trajectory (in other words, the direction the ball 31 is heading) based on the positional relationship between the moved object 40 and the indicator object 50 after the movement. Specifically, for example, when a specific input operation related to power determination (for example, a swipe operation away from the indicator object 50) is released, the game progress unit 113 moves the moved object 40 toward the indicator object 50 along the power indicator 41 (see Figures 4 and 5). That is, as soon as the shot power is determined, the process automatically moves to determining the ball's trajectory. This provides the user with seamless shot operation, thereby improving the enjoyment of the game.
[0080] In the trajectory determination process, the game progress unit 113 may move the moving object 40 in the direction indicated by the user's operation. That is, when a specific input operation related to power determination is released, the game progress unit 113 moves the moving object 40 toward the indicator object 50, but at this time, for example, the moving object 40 may be moved in the direction indicated by the user with a flick operation when the operation is released. Figure 5 is an example of the display screen in this case. This provides the user with a high degree of freedom in shooting operations, thereby improving the enjoyment of the game. Alternatively, for example, when the operation is released, the user may perform a swipe operation in a different direction from the swipe operation related to power determination (for example, a swipe operation in the direction that moves the moving object 40 toward the indicator object 50), and the moving object 40 may be moved in the direction indicated by the user with this swipe operation in a different direction. Here, for example, the moving object 40 may perform a swipe operation in the different direction until it contacts the indicator object 50, or it may perform a flick operation after performing a swipe operation in the different direction to a point before the moving object 40 contacts the indicator object 50. Also, after a specific input operation related to determining the power of a shot is performed, when an operation to end contact with the touchscreen 16 is performed (for example, a touch-off operation by releasing the finger), the moving object 40 may move toward a predetermined position such as the end of the power indicator 41 on the indicator object 50 side (in other words, toward the indicator object 50). Note that this predetermined position may change depending on the input operation related to determining the power. That is, in this embodiment, "releasing a specific input operation related to determining the power" is not limited to, for example, releasing contact with the touchscreen 16, but may also be a change in the direction of movement of the finger that was moving toward a predetermined direction (for example, away from the indicator object 50) (for example, by a predetermined angle or more, or toward the direction toward the indicator object 50).In other words, "releasing a specific input operation" may mean that the operation being performed up to that point (for example, a swipe operation in a predetermined direction) changes to another operation (for example, a touch-off operation, a flick operation, or a swipe operation in another direction). Furthermore, the "release position" of the input operation can also be said to be the position of the finger or the position of the moving object 40 when the input operation is released. Note that even if it is possible to perform a flick operation or swipe operation to indicate the direction of movement of the moving object after performing a specific input operation related to determining power and temporarily releasing contact with the touchscreen 16 related to that input operation.
[0081] In the trajectory determination process, the game progress unit 113 may move the moving object 40 at a constant speed, or increase the speed of the moving object 40 as the distance from the indicator object 50 at the release position increases. Alternatively, the speed of the moving object 40 may increase as it approaches the indicator object 50 from the release position. This makes it more difficult for the user to achieve a shot on their intended trajectory, thereby improving the enjoyment of the game.
[0082] In the trajectory determination process, the game progress unit 113 determines the indicator area 51 (hereinafter referred to as "reach indicator 51") of the indicator object 50 that the moved object 40 has reached, as shown in Figure 5. Based on the reach indicator 51, the game progress unit 113 determines the trajectory of the ball 31. For example, if the reach indicator 51 is an indicator area 51 set to curve to the right, the game progress unit 113 sets the shot ball 31 to slice or fade. This allows the user to intentionally curve the ball's trajectory through user input, and also provides the user with situations where the ball's trajectory curves unintentionally, thereby improving the enjoyment of the game.
[0083] In other words, in the shot execution process, the game progress unit 113 determines the ball's destination based, for example, on the power of the shot determined in the power determination process and the trajectory of the shot determined in the trajectory determination process (in other words, the direction the ball 31 is heading).
[0084] Next, with reference to Figure 6, the flow of processing performed on the terminal device 10 will be explained. Figure 6 is a flowchart showing the flow of processing performed on the terminal device 10.
[0085] In step S100, the game progress unit 113 instructs the display control unit 114 to display objects such as the moving object 40 on the display unit 18. Specifically, as shown in Figure 3, the game progress unit 113 instructs the display control unit 114 to display the player character 33 in the address position, the moving object 40, the power indicator 41, and the indicator object 50 on the display unit 18.
[0086] Next, in step S101, the information processing system 1 receives user input on the touchscreen 16. If the game progress unit 113 determines, for example, that a predetermined area centered on the moving object 40 has been touched, it proceeds to step S102.
[0087] Next, in step S102, the game progression unit 113 moves the moving object 40 along the power indicator 41 in response to the user's swipe operation.
[0088] Next, in step S103, the game progress unit 113 moves the indicator object 50 (for example, by moving it back and forth).
[0089] Next, in step S104, the game progress unit 113 accepts a user action to release the swipe operation that moves the moving object 40 (for example, a touch-off operation, a flick operation, or a swipe operation in another direction).
[0090] Next, in step S105, the game progress unit 113 determines the release position and the power of the shot corresponding to that release position.
[0091] Next, in step S106, the game progress unit 113 moves the moving object 40 toward the indicator object 50.
[0092] Next, in step S107, the game progress unit 113 determines the arrival indicator 51 of the indicator object 50 that the moved object 40 has reached. The game progress unit 113 then determines the trajectory of the ball 31 that corresponds to the arrival indicator 51.
[0093] Next, in step S108, the landing position of the ball 31 is determined based on the power of the shot and the landing indicator 51.
[0094] Next, in step S109, the game progress unit 113 displays an image of the player character performing a shot on the display unit 18. The game progress unit 113 also moves the position of the ball 31 in the game space 30 according to the determined shot power and the trajectory of the ball 31.
[0095] The information processing system 1 repeatedly executes steps S100 to S109 for each shot.
[0096] <Multiplayer function> The game of this embodiment, for example, allows for multiplayer gameplay where users compete against each other (hereinafter referred to as "multiplayer game").
[0097] The game progress unit 113 starts a multiplayer game based on an input operation by the user to start a multiplayer game (for example, an input operation on a predetermined button on the home screen).
[0098] In this embodiment, the multiplayer game is a game in which multiple users can participate, and each user competes individually to determine the winner. In this embodiment, 4 to 8 users can participate in the multiplayer game. The number of people who can participate in the multiplayer game is not particularly limited and may be fixed or easily changeable. The multiplayer game may also be a game in which multiple users play cooperatively. The multiplayer game may also be a game in which multiple users form teams (for example, a game in which teams compete against each other or a game in which teams play cooperatively).
[0099] In addition, for multiplayer games, other users participating in the multiplayer game (for example, opponents or teammates) may be selectable by the user, or the server processing unit 212 may automatically select them from among multiple users. In other words, the process of determining which users will participate in the multiplayer game (in other words, matchmaking) can be the same as in conventional games. In this embodiment, each user can participate in the multiplayer game with their friends. Specifically, it is possible to have up to half of the users participating in the multiplayer game be the user and their friends. In this embodiment, since the multiplayer game is an individual competition, even if you participate with a friend, you will be enemies against each other, but it may be possible to participate as a team with a friend.
[0100] Regarding friends, the system can be the same as in conventional games. In the game of this embodiment, each user can register other users as friends. For example, based on the first user's request to register the second user as a friend, the server processing unit 212 may register the second user as the first user's friend. In this case, the second user's consent may be required for the second user to register as the first user's friend. Each request and its consent can be performed by each user performing a predetermined input operation on their terminal device 10.
[0101] Multiplayer games involve playing through multiple holes (for example, 3 to 6) and competing for the highest final score. The method of calculating the score is not particularly limited, but it can be the same as the general method used in golf. For example, the score could be determined by the difference between the actual number of strokes and the par. Specifically, for each hole, the score could be calculated by subtracting the par from the actual number of strokes, and the total score for all holes could be used as the final score. In other words, the final score could be the sum of the actual number of strokes minus the sum of the pars. For example, in a game with three holes, from the 1st to the 3rd hole, the par for the 1st hole is set to "3", the par for the 2nd hole to "5", and the par for the 3rd hole to "4". In this scenario, if a user completes the first hole in 4 strokes (bogey), the second hole in 3 strokes (eagle), and the third hole in 4 strokes (par), their final score could be calculated as "(4-3)+(3-5)+(4-4)=-1". Furthermore, users with lower scores could be ranked higher, indicating a better score.
[0102] During the multiplayer game, the game progress unit 113 counts the number of shots performed (i.e., the actual number of strokes) for each hole based on the user's shot operation. The actual number of strokes is stored in a predetermined memory unit (for example, memory unit 120). A time limit is also set for the user's shot operation. If the shot operation is not completed within a predetermined time limit (for example, within 1 minute) after the game progress unit 113 begins accepting the user's shot operation (in other words, operation on the moving object 40), the game progress unit 113 increases the actual number of strokes by "1" without moving the ball 31. In addition, a limit on the number of strokes is set for each hole, and when the actual number of strokes in a hole reaches the limit, the game progress unit 113 considers that the user has completed that hole in the limit number of strokes, forcibly ends play on that hole, and starts play on the next hole (in the case of the final hole, the multiplayer game ends).
[0103] The game progress unit 113 awards rewards to users who participate in the multiplayer game. Specifically, the game progress unit 113 awards rewards according to rank. For example, if eight users participate in a multiplayer game, the game progress unit 113 awards rewards to the top four users. Furthermore, the game progress unit 113 awards higher rewards for higher ranks. Rewards may include predetermined items, predetermined points, electronic currency, skills, etc. The predetermined points may include points that contribute to increasing the user's rank (including so-called experience points, etc.). In this embodiment, predetermined points and predetermined items may be awarded as rewards. Rank can be said to be a parameter that indicates the user's proficiency, a parameter that indicates their relative position among users, or a parameter that indicates the user's strength. Rank includes what is generally called a level in games. Here, "high reward" includes cases where the amount of reward obtained is large or the quality of the reward is high (for example, a rarer item is awarded). Furthermore, "high reward" includes cases where there is no reward at all in the case of low rewards. In addition, in systems where users are awarded predetermined points according to their rank to increase their points, the points a user possesses may be reduced depending on their rank. In other words, a user's rank may increase or decrease depending on the results of a multiplayer game.
[0104] In a multiplayer game, each user controls their own player character 33 to progress through the game. Specifically, the game progresses according to the flow illustrated in Figure 6, and the final score after playing through multiple holes is calculated. In this embodiment, each user plays in parallel. For example, in a multiplayer game in which a first user and a second user participate, the first user progresses through the game by performing operations on their terminal device 10 to shoot the ball 31 (for example, touch operations to determine the direction of the shot, or swipe operations on the moving object 40). The second user also progresses through the game by performing operations on their terminal device 10 to shoot the ball 31 (for example, touch operations to determine the direction of the shot, or swipe operations on the moving object 40). At this time, each user's terminal device 10 does not display any indication of the other user's shot operations. For example, the first user's terminal device 10 does not display the second user's shot operation (in other words, the movement of the moving object 40 or indicator object 50 based on the second user's operation) or the second user's player character 33 performing a shot. However, each user's terminal device 10 may be capable of displaying information related to other users' shot operations (for example, the shot operation itself or the player character 33 performing a shot).
[0105] In this embodiment of the game, when a user finishes a multiplayer game (for example, after completing all the holes), it is possible that other users may still be playing the same game. This situation can occur not only in games where players compete against each other for results (for example, score or time), as in this embodiment, but also in games where players cooperate with other characters (for example, games where players cooperate to complete quests). In this embodiment of the game, even if other users are still playing the same game when a user finishes a multiplayer game, the user who finished the game can start the next multiplayer game (in other words, the next match). In other words, in this embodiment of the game, even if the results of other users' play (in other words, their scores) have not been determined and the final results of the multiplayer game (in other words, the rankings of each user) have not been determined when a user finishes a multiplayer game, it is possible to start the next multiplayer game without waiting for the results of those other users' play to be determined. Hereafter, the first multiplayer game will be referred to as the first game, and the next multiplayer game started after the first game has finished will be referred to as the second game.
[0106] The game progress unit 113 accepts an input operation (for example, an input operation to a predetermined button on the home screen) to start the next multiplayer game (in other words, the second game) when the user finishes (for example, clears) the first multiplayer game (in other words, the first game), and starts the second game based on that input operation. The process for starting the second game can be the same as the process for starting the first game (in other words, the multiplayer game that another user is still playing). That is, after the end of the multiplayer game, the game progress unit 113 determines the users who will participate in the next multiplayer game and starts the next multiplayer game. With this configuration, a user who has finished a multiplayer game first can start the next multiplayer game without waiting for other users to finish, allowing for a more comfortable gaming experience. Also, if another user finishes their multiplayer game first, the user who is still playing can enjoy the game without feeling pressured to finish quickly. The input operation for starting the second game may be different from the input operation for starting the first game. Furthermore, the game progress unit 113 may, based on the first user's completion of a multiplayer game, automatically start the next multiplayer game without requiring any action from the first user. Alternatively, the game progress unit 113 may, based on the first user's completion of a multiplayer game, display the home screen (in other words, return to the screen that was displayed before the start of the multiplayer game) and start the next multiplayer game based on input operations such as pressing a predetermined button on the home screen.
[0107] Please note that the second game is open to users who participated in the first game. In other words, the second game can be played with different participants than the first game.
[0108] Furthermore, the second game may be a game in which other users who participated in the first game can participate together with other users who have a predetermined relationship. That is, if the multiple users participating in the first game include a third user who has a predetermined relationship with the first user, the game progress unit 113 may, while the second user has not finished the first game, allow the first user to participate in the second game together with the third user based on the predetermined relationship between the first user and the third user. With such a configuration, it becomes possible to participate in multiplayer games consecutively with a specific user.
[0109] Here, "a third user having a predetermined relationship with the first user" may, for example, be a user that the first user has set (in other words, designated) as a user to participate in the first game together. That is, while games that allow players to meet up with friends in advance and participate in matches together are known, the first user and the third user may be users who have a relationship of having met up in advance and participated in the first game in this way. Furthermore, "a third user having a predetermined relationship with the first user" may, for example, be a user that the first user has set (in other words, designated) as a user to participate in the next game together while playing the first game. In other words, the game progress unit 113 may have the first user and the third user that the first user has set up in advance participate in the second game together.
[0110] Furthermore, while it is known that some games allow players to join games being played or being played by other users, such as friends, the first user and the third user may be users who have a relationship where they participated in the first game together based on such an intrusion. Also, "the third user who has a predetermined relationship with the first user" may be, for example, a friend of the first user. For example, if there is a friend of the first user among the multiple users participating in the first game, the game progress unit 113 may have the first user and their friend participate in the second game together. In such a configuration, each user may be able to pre-set whether or not to control whether or not they will be allowed to participate in the next multiplayer game together if they participate in the same multiplayer game as their friend (for example, if they meet by chance).
[0111] Furthermore, while games that allow users to interact with each other by sending messages, stamps, emotes, etc., are known, the first user and the third user may be users who have met certain conditions regarding such interaction actions (for example, giving a favorable response to the other). Also, a "third user who has a certain relationship with the first user" may be, for example, users who have achieved a certain score in the first game, or users who have taken certain actions that benefit the other in the first game (for example, assisting in a cooperative game).
[0112] Here, the game progress unit 113 may, when one of the first users (the first user and the third user) finishes the first game first, have that user wait until the other user finishes the first game, and then allow the first user and the third user to participate in the second game after the other user has finished the first game. In other words, the matching for the second game may begin only after both the first user and the third user have finished the first game. Alternatively, when one of the first users (the first user and the third user) finishes the first game first, the game progress unit 113 may allow that user to participate in the second game without waiting for the other user to finish the first game, and then, once the other user has finished the first game, allow that user to join (in other words, merge) the second game in which the first user is participating.
[0113] Furthermore, the game progress unit 113 may, for example, display a predetermined settings screen on the display screen before the start of a multiplayer game (in other words, the first game), and while the predetermined settings screen is displayed, accept input operations for each setting related to the process of allowing the first user and the third user to participate in the second game together, and perform each setting based on said input operations.
[0114] Next, we will explain the various displays related to multiplayer games.
[0115] Figure 7 shows an example of a screen displayed on the display unit 18 of a user's terminal device 10 while playing a multiplayer game.
[0116] In each user's terminal device 10, the display control unit 114 displays information on the display unit 18 indicating the play status of other users (in other words, the current status) in accordance with instructions from the game progress unit 113. Specifically, the game progress unit 113 displays a play status window 61 on the display unit 18, which serves as a user interface for notifying users of their play status. The play status window 61 is displayed on the display unit 18 along with the moving object 40 and the indicator object 50. Therefore, users can perform shooting operations while checking the play status of other users. Note that users may be able to choose whether or not to display the play status window 61.
[0117] The Play Status window 61 displays whether other users participating in the multiplayer game have finished the game. Specifically, for users who have completed the multiplayer game (in other words, users who have finished all the holes), an indication that the user has completed the multiplayer game is displayed (for example, the word "Hole Out" displayed along with the user identification display in Figure 7 (for example, the username or user icon)), which notifies the user that they have finished the multiplayer game. For users who are currently playing the multiplayer game, an indication of their progress is displayed (for example, the words "HOLE1," "HOLE2," or "HOLE3" displayed along with the user identification display in Figure 7 (in other words, an indication of which of the 1st to 3rd holes they are currently playing)). For users who have retired from the multiplayer game (in other words, users who have finished without completing the game), an indication that the user has retired from the multiplayer game is displayed (for example, the word "Retired" displayed along with the user identification display in Figure 7).
[0118] Furthermore, a "user who has completed a multiplayer game" can also be defined as a user who played to the end without retiring or dropping out. Additionally, a user who has completed a multiplayer game can be defined as a user whose game results (e.g., rankings, rewards, etc.) are determined when other users finish the game. However, for users who retire, their game results (e.g., rankings, rewards, etc.) may be determined regardless of the other users' gameplay (in other words, their gameplay results). In other words, for example, if the first user retires from the first game, the game progress unit 113 can allow the first user to participate in the second game even if the second user has not finished the first game. It can also award the first user with rewards related to the first game at the time the first user retires from the first game (in other words, while the second user has not finished the first game). In this case, the game progress unit 113 may choose not to notify the first user of the final results of the first game after the first user has started the second game (in other words, after the second user has finished the first game).
[0119] Furthermore, the play status window 61 displayed on the terminal device 10 of a user playing the first game may display the play results of other users who have finished the first game earlier (for example, display of text indicating their score), and the user may be notified of these play results. In addition, if another user who has finished the first game earlier starts the second game, the play status window 61 displayed on the terminal device 10 of a user playing the first game may display a message indicating that the other user has started the second game (for example, display of text such as "Playing Game 2"), and the user may be notified that the other user has started the second game. These various displays may also be displayed in a user interface separate from the play status window 61, for example, by a pop-up.
[0120] Furthermore, in each user's terminal device 10, the display control unit 114 displays the intermediate results (in other words, provisional results) of the multiplayer game on the display unit 18 in accordance with the instructions of the game progress unit 113. Specifically, each time a user finishes playing a hole, the game progress unit 113 of that user's terminal device 10 displays the intermediate results on the display unit 18. Specifically, as shown in Figure 8, the game progress unit 113 displays the current scores of all users participating in the multiplayer game on the display unit 18 as intermediate results. The game progress unit 113 may also display the current scores of the top few players participating in the multiplayer game on the display unit 18 as intermediate results. In other words, on the intermediate results display screen, it is possible to see one's own current score and the current scores of other users. In addition, the provisional rankings of oneself and other users can be seen on the intermediate results display screen.
[0121] In this embodiment, when a user clears a multiplayer game (in other words, when they have finished playing through all the holes), it is possible that other users are still playing the multiplayer game. In such a case, the game progress unit 113 of the terminal device 10 of the user who cleared the multiplayer game may display the intermediate result on the display unit 18 and notify the user who cleared the multiplayer game of the intermediate result.
[0122] Furthermore, in each user's terminal device 10, the display control unit 114 displays the final results of the multiplayer game on the display unit 18 in accordance with the instructions of the game progress unit 113. Specifically, based on the user's completion of the multiplayer game, the game progress unit 113 of that user's terminal device 10 displays the final results on the display unit 18. Specifically, the game progress unit 113 displays the ranking of the users who participated in the multiplayer game on the display unit 18 as the final result. In other words, the game progress unit 113 displays on the display unit 18 the result of comparing the final performance (in other words, score, play result) of each user who participated in the multiplayer game as the final result. In this embodiment, as shown in Figure 9, the final results display screen shows a display commending the top few users (for example, up to 4th place, in other words, multiple users) who participated in the multiplayer game, making it possible to understand the rankings of at least the top few users. Note that the final results display screen may also allow users to understand the rankings of all users who participated in the multiplayer game (in other words, their own ranking). Furthermore, the final results screen may clearly display the player's own final score and the final scores of other users. In other words, the final results screen should display the player's own gameplay results and the gameplay results of other users.
[0123] The timing of displaying the final result can be set as follows, for example:
[0124] In other words, if all users who participated in the first game have finished the first game when the first user finishes the first game, the game progress unit 113 of the first user's terminal device 10 may display the final result of the first game on the display unit 18 at the time the first user finishes the first game (in other words, before the second game starts) and notify the first user of the final result.
[0125] Furthermore, if the first user finishes the first game and starts the second game while the second user has not yet finished the first game, the game progress unit 113 of the first user's terminal device 10 may display the final result of the first game on the display unit 18 at a predetermined timing after all users participating in the first game have finished the first game and after the first user has started the second game, and notify the first user of the final result.
[0126] Specifically, if the first user starts the second game while the second user is playing the first game, and all users who participated in the first game finish the first game while the first user is playing the second game, the game progress unit 113 of the first user's terminal device 10 may notify the first user of the final result of the first game at the time the first user finishes the second game. In addition, the game progress unit 113 may notify the first user of the final results of a predetermined number of games (for example, 5 games) in past games in which the first user participated, based on the accumulation of final results for a predetermined number of games (for example, at the time when a predetermined game has finished after the accumulation of final results). In other words, for example, if the first user starts the second game while the second user is playing the first game, the game progress unit 113 may notify the first user of the final results of the predetermined number of games, including the final result of the first game, at a predetermined timing (for example, when the game being played at the time the results were accumulated has finished) if the first user starts the second game while the second user is playing the first game.
[0127] Furthermore, as mentioned above, in this embodiment, rewards are given to users who participate in the multiplayer game. The provision of rewards changes (in other words, updates) the user's status (in other words, attributes). For example, if predetermined points are provided as a reward, the user's points may increase or their rank may rise. Alternatively, if predetermined items are provided as a reward, the user's items may increase. In other words, in this embodiment, the provision of rewards reflects the results of the multiplayer game to the user, and the user's status changes.
[0128] The timing at which the results of a multiplayer game are reflected (in other words, the timing at which rewards are awarded) can be determined, for example, as follows:
[0129] In other words, if all users who participated in the first game have finished the first game when the first user finishes the first game, the game progress unit 113 may reflect the final result of the first game to the first user at the time the first user finishes the first game. Specifically, in such a case, the game progress unit 113 may grant the first user a reward according to their ranking in the first game at the time the first user finishes the first game.
[0130] Furthermore, the game progress unit 113 may, while the first user is playing the second game after the first game has finished, reflect the results of the first game to the first user while the first user is playing the second game. Specifically, in such a case, the game progress unit 113 may grant the first user a reward corresponding to their ranking in the first game while the first user is playing the second game. For example, if the reward is points that contribute to an increase in rank, the first user may be granted such points while playing the second game, and the first user's rank may increase. Also, for example, if the reward is an item, electronic currency, or skill, the first user may be granted the item, electronic currency, or skill as a reward while playing the second game, and the first user may be able to use the granted reward in the second game. Specifically, the first user may be able to apply (equip, for example) the granted reward item (e.g., equipment) to the player character 33 in the second game. Furthermore, the first user may be able to activate the skills of player character 33, which were granted as rewards, on player character 33 in the second game.
[0131] Thus, in a configuration where the results of the first game are reflected to the first user while the first user is playing the second game, the game progress unit 113 of the first user's terminal device 10 may display an indication on the display unit 18 that the results of the first game have been reflected while the first user is playing the second game (for example, when shooting is possible). For example, the game progress unit 113 may display the reward to be given to the first user according to the final result of the first game on the display unit 18 via a pop-up or the like while the first user is playing the second game, and notify the first user of the reward to be given. Also, for example, in a configuration where the user's rank is displayed on the display unit 18 while the user is playing a multiplayer game, the game progress unit 113 of the first user's terminal device 10 may update the first user's rank (in other words, the rank displayed on the display unit 18) according to the final result of the first game while the first user is playing the second game. Furthermore, for example, the game progress unit 113 of the first user's terminal device 10 may display on the display unit 18 an indication that the results of the first game have been reflected, based on a predetermined input operation by the first user while playing the second game. For example, in a configuration where the status of the player character 33 changes due to the awarding of rewards, the game progress unit 113 may display on the display unit 18 a screen on which the updated status according to the final result of the first game is displayed, based on an input operation to open a screen that displays the status of the player character 33.
[0132] Furthermore, if all users who participated in the first game have finished the first game while the first user is playing the second game after the first game has finished, the game progress unit 113 may reflect the results of the first game to the first user at a predetermined timing after the first user has finished the second game. For example, if all users who participated in the first game have finished the first game while the first user is playing the second game, the game progress unit 113 may award the first user a reward according to their ranking in the first game at the time the first user finishes the second game. Here, if all users who participated in the second game have finished the second game at the time the first user finishes the second game, the game progress unit 113 may award the first user both a reward according to their ranking in the first game and a reward according to their ranking in the second game at the time the first user finishes the second game. Furthermore, in the aforementioned configuration, where the final results of a predetermined number of games (for example, 5 games) are notified based on the accumulation of final results for a predetermined number of games (for example, at the time when a predetermined game ends after the results have been accumulated), if all users participating in the first game finish the first game while the first user is playing the second game, the game progress unit 113 may, based on the accumulation of final results for a predetermined number of games (for example, 5 games), including the first game, reflect the final results of the predetermined number of games, including the final result of the first game, to the first user at a predetermined timing (for example, when the game being played at the time the results were accumulated has ended).
[0133] In other words, in this embodiment, the results of multiple games may be reflected for a single user at the same time. When the results of multiple games are reflected at the same time, the game progress unit 113 may reflect the results of each game individually or all at once. For example, when reflecting the final results of the first game and the second game at the time the second game is finished, the game progress unit 113 may first award a reward according to the final result of one game (for example, the first game) (in other words, display a screen related to the awarding of the reward on the display unit 18), and then award a reward according to the final result of the other game (for example, the second game) (in other words, display a screen related to the awarding of the reward on the display unit 18). Furthermore, for example, when reflecting the final results of the first game and the second game at the time the second game is completed, the game progress unit 113 may award the reward corresponding to the final result of one game (for example, the first game) and the reward corresponding to the final result of the other game (for example, the second game) all at once (for example, by awarding the sum of predetermined points awarded according to the result of the first game and predetermined points awarded according to the result of the second game). In other words, the game progress unit 113 may display a screen on the display unit 18 in which the rewards for the first game and the rewards for the second game are awarded all at once.
[0134] Furthermore, the game progress unit 113 may reflect the provisional results of the first game to the first user who has finished the first game, even if the second user has not yet finished the first game. The game progress unit 113 may also allow the first user who has finished the first game to participate in the second game with the provisional results of the first game already reflected, even if the second user has not yet finished the first game. For example, when the first user finishes the first game, the game progress unit 113 may calculate a score for each user playing the first game to determine the first user's provisional ranking and award the first user a reward according to that provisional ranking. For example, if the par for the first hole is set to "3", the par for the second hole to "5", and the par for the third hole to "4", and the first user completes the first hole in 4 strokes (bogey), the second hole in 3 strokes (eagle), and the third hole in 4 strokes (par), the first user's final score may be calculated as "(4-3)+(3-5)+(4-4)=-1" as described above. In this case, if the second user completes the first hole in 3 strokes (par), the second hole in 5 strokes (par), and is currently playing the third hole, the second user's provisional score may be calculated as "(3-3)+(5-5)=0". The game progress unit 113 then calculates the final score for users who have completed the first game, calculates the provisional score for users who are still playing the first game, compares the scores of each user to determine the first user's provisional ranking, and may award the first user a reward according to that provisional ranking. The method for determining the provisional results is not particularly limited, and the game progress unit 113 may determine the provisional results according to predetermined rules. For example, the game progress unit 113 may predict the final ranking of the first user based on the progress of each user in the first game (including scores, etc.) when the first user finishes the first game, and use this as the provisional result. Alternatively, the provisional results may be determined based on, for example, how quickly the first game is completed. The provisional results (for example, the provisional ranking) may be displayed on the display unit 18, for example, while the user is playing (in other words, while they are able to take shots, etc.).For example, the game progress unit 113 may display provisional results on the play status window 61, which is displayed together with the moving object 40 and the indicator object 50. With such a configuration, the user can perform shot operations while checking the provisional ranking, and can also understand what their provisional ranking will be if they finish the game now.
[0135] Furthermore, once all users participating in the first game have finished the first game, the game progress unit 113 may change the status of the first user, which is currently showing the provisional results of the first game, to a state that reflects the final results of the first game. For example, once all users participating in the first game have finished the first game, the game progress unit 113 may determine the final ranking of the first user based on each user's final score and award the first user a reward according to that final ranking. Specifically, for example, if the final ranking is 1st place, a predetermined point of "100" will be awarded; if 2nd place, a predetermined point of "50" will be awarded; if 3rd place, a predetermined point of "30" will be awarded; and if 4th place, a predetermined point of "10" will be awarded. Also, if the provisional ranking is 1st place, a predetermined point of "100" will be awarded; if 2nd place, a predetermined point of "50" will be awarded; if 3rd place, a predetermined point of "30" will be awarded; and if 4th place, a predetermined point of "10" will be awarded. In this case, the game progress unit 113 may award the first user a predetermined number of points, "30", if the first user's provisional rank is 3rd, and then award an additional predetermined number of points, "70", if the first user's final rank becomes 1st. Alternatively, for example, when reflecting the final result, the system may revert the user's state, which has changed due to the reflection of the provisional result, back to its state before the reflection (in other words, cancel the reflection of the provisional result) and then reflect the final result. Note that the rewards awarded according to the provisional result and the rewards awarded according to the final result do not have to be the same (for example, the number of points corresponding to the same rank do not have to be the same). Also, the rewards awarded according to the provisional result and the rewards awarded according to the final result may be of different types (for example, one may be a predetermined item and the other may be predetermined points).
[0136] Furthermore, if the game progress unit 113 allows the first user who has finished the first game to participate in the second game while the second user has not finished the first game, it may allow the first user to participate in the second game before the results of the first game are reflected. In other words, if not all users have finished the first game, the game progress unit 113 may allow the first user who has finished the first game to participate in the second game in the same state as when the first game started, without awarding any rewards to the first user who has finished the first game.
[0137] Furthermore, a predetermined ranking may be determined based on the results of multiple multiplayer games, including at least the first and second games. For example, the first and second games may constitute matches in a predetermined tournament. For example, if the first and second games are part of matches that make up a league, the league can be efficiently completed by allowing users who finish the first game to start the second game without waiting for other users to finish the first game. Also, for example, if the first and second games are the first and second rounds of a knockout tournament, the tournament can be efficiently completed by allowing users who finish the first game to start the second game without waiting for other users to finish the first game.
[0138] In multiplayer games, users may be able to select the character they use (in other words, control) from a variety of characters (specifically, multiple characters with different appearances, abilities, etc.). The game progression unit 113 may also be able to change the character used by the user between the first game and the second game based on the user's actions. Furthermore, the game progression unit 113 may also be able to change the character used by the user during gameplay of the first or second game (for example, for each hole) based on the user's actions.
[0139] In multiplayer games, users may be able to select from multiple types of items to apply to their player character 33 (for example, items to equip). The game progress unit 113 may also be able to change the items applied to the player character 33 between the first game and the second game based on user input. Furthermore, the game progress unit 113 may also be able to change the items applied to the player character 33 during gameplay of the first or second game (for example, after each hole) based on user input.
[0140] In other words, in the second game, users may participate using objects different from those they used in the first game (for example, different characters or different equipment).
[0141] Next, we will explain an example of the process related to ending and starting a multiplayer game, referring to Figure 10. Here, we will use the example where the first user participates in the first game, then the second game, and then the third game after participating in the second game.
[0142] The game progress unit 113 determines, during the progress of a multiplayer game, whether the first user has met the termination conditions (in other words, the clear conditions) of the multiplayer game (for example, the second game) (step S200). For example, the game progress unit 113 determines that the termination conditions of the multiplayer game have been met (in other words, the game has been cleared) when the first user puts the ball into cup 32 on the final hole.
[0143] If the answer to step S200 is YES, the game progress unit 113 terminates the multiplayer game for the first user who has met the termination conditions for the multiplayer game (step S201). On the other hand, if the answer to step S200 is NO, the game progress unit 113 continues the multiplayer game for the first user.
[0144] Next, when the first user finishes a multiplayer game (for example, the second game), the game progress unit 113 determines whether there is a multiplayer game that the first user was participating in before the game that just finished, and which all users finished playing during the play of the game that just finished (for example, the first game) (step S202).
[0145] If the answer in step S202 is YES, the game progress unit 113 displays the final results of any multiplayer games that all users have finished playing while the currently finished multiplayer game was in progress (for example, Game 1) on the display unit 18 and notifies the first user of the final results (step S203). The game progress unit 113 also grants the first user a reward corresponding to the final results of any multiplayer games that all users have finished playing while the currently finished multiplayer game was in progress (for example, Game 1) (step S204). If the answer in step S202 is NO, the game progress unit 113 does not notify the first user of the final results of any multiplayer games that the first user participated in prior to the currently finished multiplayer game, nor does it grant a reward corresponding to those final results, at least at this time.
[0146] Next, the game progress unit 113 determines whether the multiplayer game that just finished (for example, the second game) has been completed by all users who participated in that multiplayer game (step S205).
[0147] If the answer in step S205 is YES, the game progress unit 113 displays the final result of the multiplayer game that just finished (for example, the second game) on the display unit 18 and notifies the first user of the final result (step S206). The game progress unit 113 also grants the first user a reward corresponding to the final result of the multiplayer game that just finished (for example, the second game) (step S207). If the answer in step S205 is NO, the game progress unit 113 does not notify the first user of the final result of the multiplayer game that just finished, nor does it grant a reward corresponding to that final result, at least at this time.
[0148] Next, the game progress unit 113 receives an operation from the first user to start the next multiplayer game (for example, the third game) (step S208). Then, based on the operation from the first user to start the next multiplayer game, the game progress unit 113 starts the next multiplayer game.
[0149] The configuration according to this embodiment may be applied to any type of game, including various sports games such as golf games. For example, it can be applied to games in which users compete against each other, such as GvG (Guild Versus Guild) games and FPS (First Person Shooter) games. It can also be applied to games in which users play cooperatively (for example, action games and role-playing games).
[0150] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some of the processes, such as the various determination processes shown in the flowchart, may not exist. In other words, the processing flow and specific determination processes may differ from those exemplified herein.
[0151] <Note> The matters described in the above embodiments may also be described as follows:
[0152] (Note 1) Computers, The system functions as a control means (e.g., game progress unit 113) that allows the first user, who has finished a multiplayer first game in which at least two users including the first and second users are participating, to participate in a multiplayer second game while the second user has not finished the first game. program. With this configuration, users who have finished a multiplayer game can start the next one without waiting for other users to finish, allowing for a more comfortable gaming experience. Furthermore, if other users finish a multiplayer game first, the users currently playing can continue playing comfortably without feeling pressured to finish quickly.
[0153] (Note 2) The control means, when allowing the first user who has finished the first game to participate in the second game while the second user has not finished the first game, allows the first user to participate in the second game before the results of the first game are reflected. The program described in Appendix 1. With this configuration, the second game can be started without reflecting the results of the first game in the first game, making it possible to start the second game at a good pace.
[0154] (Note 3) Computers, If, while the first user is playing the second game after the first game has finished, another user participating in the first game finishes the first game, the system functions as a means of reflecting the final result of the first game to the first user while the first user is playing the second game (for example, the game progress unit 113). The program described in Appendix 1. This configuration makes it possible to immediately reflect the final result of the first game to users who have already started the next game.
[0155] (Note 4) Computers, If, while the first user is playing the second game after the first game has finished, another user participating in the first game finishes the first game, the system will function as a reflection means (for example, a game progress unit 113) to reflect the final result of the first game to the first user at a predetermined timing after the first user finishes the second game. The final results of the first game and the final results of the second game may be reflected to the first user at the same time. The program described in Appendix 1. This configuration prevents the game's tempo from being disrupted or the user's perception from changing mid-game, which could occur if the results of the previous game are reflected during gameplay.
[0156] (Note 5) Computers, When the second user has not finished the first game, the system functions as a means for reflecting the provisional results of the first game to the first user who has finished the first game (for example, the game progress unit 113). The control means is capable of allowing the first user, who has finished the first game, to participate in the second game while the second user has not finished the first game, with the provisional results of the first game reflected. The program described in Appendix 1. With this configuration, it becomes possible to reflect the results of a multiplayer game to users who have finished playing before them, without having to wait for other users to finish. This allows for both the reflection of gameplay results and a smooth pace of gameplay.
[0157] (Note 6) The reflection means, when another user participating in the first game finishes the first game, changes the state of the first user, which is currently reflecting the provisional results of the first game, to a state that reflects the final results of the first game. The program described in Appendix 5. This configuration allows for both the reflection of gameplay results and a smooth pace of gameplay, while preventing a decrease in the accuracy of the reflection of gameplay results.
[0158] (Note 7) The second game is a game in which users who did not participate in the first game can participate. The program described in Appendix 1. With this configuration, a user who has finished a multiplayer game can start another multiplayer game with a different user without waiting for the other user to finish, making it possible to play games with various users one after another.
[0159] (Note 8) In the second game, the first user can participate in the game using objects different from those used in the first game. The program described in Appendix 1. This configuration allows for faster gameplay while preventing users from finding the game monotonous.
[0160] (Note 9) Computers, The system is configured to function as a notification means (e.g., game progress unit 113) that notifies other users who are currently playing the first game of the user who has finished the first game first. The program described in Appendix 1. This configuration allows participants in a multiplayer game to be notified when another user leaves the game.
[0161] (Note 10) Computers, The system is configured to function as a notification means (e.g., game progress unit 113) that notifies other users who are currently playing the first game of a user who has finished the first game and started the second game. The program described in Appendix 1. This configuration allows users to be notified of the subsequent activities of other users who have left a multiplayer game.
[0162] (Note 11) Computers, To notify the first user who has finished the first game and started the second game while the second user has not finished the first game, of the final result of the first game at a predetermined timing after all users participating in the first game have finished the first game and after the first user has started the second game, the notification means (e.g., game progress unit 113) is to function as a notification means (e.g., game progress unit 113) that notifies the first user who has finished the first game and started the second game while the second user has not finished the first game. The program described in Appendix 1. This configuration allows a user who has finished a multiplayer game to start the next one without waiting for other users to finish, while also allowing the user who started the next game to be aware of the results of the previous game.
[0163] (Note 12) The multiple users participating in the first game include a third user who has a predetermined relationship with the first user. The control means allows the first user to participate in the second game together with the third user, based on the predetermined relationship between the first user and the third user, while the second user has not finished the first game. The program described in Appendix 1. This configuration allows users who have finished a multiplayer game to start the next one without waiting for other users to finish, while also allowing specific users to continue participating in multiplayer games together.
[0164] (Note 13) The end of the first game means clearing the first game. The program described in any one of the appendices 1 through 12. With this configuration, users who complete a multiplayer game quickly can start the next multiplayer game without waiting for other users to finish, allowing each player to play multiplayer games at their own pace.
[0165] (Note 14) The system includes control means (e.g., game progress unit 113) that allows the first user, who has finished a multiplayer first game in which at least the first user and the second user participate, to join a multiplayer second game while the second user has not finished the first game. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.
[0166] (Note 15) Computers The first user, who has finished a multiplayer first game in which at least two other users, including the first and second users, is to be allowed to participate in a multiplayer second game while the second user has not finished the first game. Information processing methods. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of Symbols]
[0167] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game progress unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmit / receive unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit
Claims
1. Computers, A control means capable of allowing the first user, who has finished a multiplayer first game in which at least two users including the first and second users are participating, to participate in a multiplayer second game while the second user has not finished the first game, This system functions as a notification means to inform other users who are currently playing the first game that a user has finished the first game and started the second game. program.
2. A control means capable of allowing the first user, who has finished a multiplayer first game in which at least two users including the first and second users are participating, to participate in a multiplayer second game while the second user has not finished the first game, The system includes a notification means for notifying other users who are currently playing the first game that a user has finished the first game and started the second game. Information processing system.
Citation Information
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