Game system, game processing method, game program
The game system addresses the issue of unrestricted gameplay video access by implementing a viewing control unit to manage access based on specific conditions, ensuring user privacy and engagement in online gaming.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2022-08-10
- Publication Date
- 2026-05-20
AI Technical Summary
Existing game systems do not provide mechanisms to control or restrict viewing of gameplay videos, which can lead to a decrease in user motivation to play online games due to the risk of strategy revelation and identity exposure.
A game system that includes a viewing control unit to manage and restrict access to gameplay videos based on predetermined conditions, such as viewing restriction periods, game event participation, user relationships, and gameplay modes, allowing for controlled viewing of gameplay footage.
Enables controlled access to gameplay videos, protecting user strategies and identities, thereby maintaining user motivation and participation in online gaming events.
Smart Images

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Abstract
Description
Technical Field
[0001] The technology disclosed herein relates to game technology.
Background Art
[0002] Patent Document 1 discloses a video distribution system including a server device and a video display terminal. The server device stores video data for displaying a replay video (a video that replays a past play of a game). Then, when the video display terminal is connected via a network, the server device distributes the video data to the video display terminal in response to a request from the video display terminal. The video display terminal displays a video based on the video data.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a system such as Patent Document 1, there are cases where it is not desired to freely view game play videos (replay videos in Patent Document 1). However, Patent Document 1 does not disclose or suggest anything regarding restrictions on viewing game play videos.
[0005] An object of the present invention is to enable control of whether or not to restrict viewing of game play videos.
Means for Solving the Problems
[0006] The first aspect is a storage unit that stores game play data capable of reproducing a game play video, which is a video of a game played by a play user, The system includes a viewing control unit that controls an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. The viewing control unit restricts the viewing of the gameplay video by the user based on predetermined viewing restriction conditions. This is a game system characterized by the following features.
[0007] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts viewing of the gameplay video during a predetermined viewing restriction period.
[0008] Furthermore, in the first embodiment, The aforementioned viewing restriction period may also be a paid distribution period during which the aforementioned gameplay video is distributed for a fee. The aforementioned viewing restriction conditions may include a condition that restricts free viewing of the gameplay video during the paid distribution period.
[0009] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts viewing of the gameplay video depending on whether or not the user has entered a game event in which players compete based on their gameplay results.
[0010] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts viewing of gameplay footage related to users who have entered the game event.
[0011] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts viewing of the gameplay footage related to each of the multiple users if at least one of the multiple users belonging to the same team has entered the game event.
[0012] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts users who have entered the game event from viewing the gameplay video.
[0013] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts each of the multiple users from viewing the gameplay video if at least one of the multiple users belonging to the same team has entered the game event.
[0014] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include conditions that restrict viewing of the gameplay video by the viewing user according to the type of viewing user.
[0015] Furthermore, in the first embodiment, The aforementioned viewing restriction conditions may include a condition that restricts viewing of the gameplay video according to the gameplay conditions at the time the game shown in the gameplay video was played.
[0016] Furthermore, in the first embodiment, The system may include a setting unit that sets viewing restriction conditions related to the game event based on the agreements in the game event in which players compete based on their game performance.
[0017] Alternatively, in the first embodiment, The system may also include a setting unit that sets the aforementioned viewing restriction conditions related to gameplay footage showing games played by a user, according to the user's specifications.
[0018] Furthermore, in the first embodiment, The system may include a management unit that grants a benefit to a user if the user does not set the viewing restriction conditions related to gameplay footage showing games played by the user.
[0019] Also, in the first aspect, The game play conditions when the game shown in the game play video is played may include a game play mode. The viewing restriction condition may include a condition of restricting the viewing of the game play video when the game play mode when the game shown in the game play video related to the user is played is the game play mode specified by the user.
[0020] Also, in the first aspect, When the game play video is a video of a game played by a plurality of players, and at least one of the plurality of players has set a viewing restriction condition related to the game play video, the viewing control unit may restrict the viewing of the game play video related to the plurality of players based on the viewing restriction condition.
[0021] Also, in the first aspect, It may include a reception unit that receives a user's entry to a game event in which the play results of the game compete during a predetermined entry period. The reception unit may reject a user who has viewed a game play video related to a user who has already entered the game event from entering the game event during the entry period.
[0022] Also, in the first aspect, It may include a game progress unit that progresses the game in a game event in which the play results of the game compete. When a user who has entered the game event views a game play video related to the game event, the game progress unit may progress the game performed in the game event so that the user is disadvantaged in the game event.
[0023] Also, in the first aspect, The game progression unit may proceed with the game played in the game event in such a way that the more times a user who has entered the game event views gameplay footage related to the game event, the more disadvantageous the user becomes in the game event.
[0024] Furthermore, in the first embodiment, The viewing control unit may restrict the viewing user from viewing the gameplay video by prohibiting the viewing user from viewing the gameplay video.
[0025] Furthermore, in the first embodiment, The aforementioned game may be a game in which the player character moves in response to the actions of the player user. The viewing control unit may restrict the viewing of the gameplay video by allowing the viewing user to view the gameplay video in a state where some or all of the player characters included in the gameplay video are hidden.
[0026] Furthermore, in the first embodiment, The aforementioned game may be a game in which the player character moves in response to the actions of the player user. The viewing control unit may restrict the viewing of the gameplay video by allowing the viewing user to view the gameplay video in a state where specific actions of the player character shown in the gameplay video are hidden.
[0027] Furthermore, in the first embodiment, The aforementioned gameplay video may include user information that makes it possible to identify the player who is playing the game shown in the gameplay video. The viewing control unit may restrict the viewing user from viewing the gameplay video by allowing the viewing user to view the gameplay video in a state where some or all of the user information contained in the gameplay video is hidden.
[0028] Furthermore, in the first embodiment, The aforementioned gameplay video may include operation input information indicating the user's operation input in the game shown in the gameplay video. The viewing control unit may restrict the viewing of the gameplay video by allowing the viewing user to view the gameplay video in a state where some or all of the operation input information contained in the gameplay video is hidden.
[0029] Furthermore, in the first embodiment, The viewing control unit may remove the restriction on viewing the gameplay video in response to a charge made by the viewing user.
[0030] Furthermore, in the first embodiment, The system may also include a management unit that manages result information indicating the game's outcome for each user. The management unit may suspend updating the player result information related to the gameplay video during the period when the viewing user's access to the gameplay video is restricted.
[0031] The second aspect is a game processing method performed by a computer, A storage step involves storing gameplay data in a storage unit that can play back gameplay footage, which is video of a game played by a player. The system includes a viewing control step of controlling an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. In the aforementioned viewing control step, viewing of the gameplay video by the viewing user is restricted based on predetermined viewing restriction conditions. This is a game processing method characterized by the following:
[0032] The third embodiment is a game program characterized by causing a computer to execute the game processing method of the second embodiment. [Effects of the Invention]
[0033] The technology disclosed herein makes it possible to control whether or not there are restrictions on viewing gameplay footage. [Brief explanation of the drawing]
[0034] [Figure 1] This is a schematic diagram illustrating gameplay footage. [Figure 2] This is a block diagram illustrating the configuration of the game system of Embodiment 1. [Figure 3] This is a block diagram illustrating the configuration of a game device. [Figure 4] This flowchart illustrates the process for generating gameplay data. [Figure 5] This is a flowchart illustrating game event entry processing. [Figure 6] This is a flowchart illustrating the first setup process. [Figure 7] This is a flowchart illustrating the second configuration process. [Figure 8] This is a flowchart illustrating the access control process. [Figure 9] This flowchart illustrates the game event entry processing in Modification 1 of Embodiment 1. [Figure 10] This is a flowchart illustrating the setup process for Embodiment 2. [Modes for carrying out the invention]
[0035] The embodiments will be described in detail below with reference to the drawings. Note that the same or corresponding parts in the drawings are denoted by the same reference numerals, and their descriptions will not be repeated.
[0036] (Explanation of terms) First, let's explain the terms used in the following description. The terms used below include game, game event, player, viewer, gameplay video, gameplay data, and gameplay conditions.
[0037] 〔game〕 A game is a video game that progresses in a virtual space according to the user's actions. An example of such a game is a competitive game in which a player character controlled by the user competes against other characters in a virtual space. Examples of other characters include other player characters controlled by other users, and non-player characters controlled by the computer. An example of a competitive game is a fighting game in which player characters engage in combat with other characters.
[0038] In the following explanation, we will use "a fighting game in which two player characters engage in combat" as an example of a game.
[0039] [Game Event] A gaming event is an event held in the real world where participants compete based on the results of playing one or more games. For example, in a gaming event, multiple games are played in sequence, such as in a tournament or league format. An example of a gaming event is an e-sports (electronic sports) tournament.
[0040] [Players, viewers] A "playing user" is a user who plays the game. A "viewing user" is a user who views (or attempts to view) the gameplay footage described below. Note that "viewing" means watching the gameplay footage. Also, a user may be both a "playing user" and a "viewing user."
[0041] [Gameplay footage] Gameplay footage refers to video footage of a game being played by a user. In the following example, as shown in Figure 1, the gameplay footage shows a fighting game in which a first player character C1 and a second player character C2 are competing against each other. The first player character C1 is controlled by the first player user (User A), and the second player character C2 is controlled by the second player user (User B).
[0042] The gameplay footage is composed of multiple frames (images). The gameplay footage can be viewed frame by frame (for example, in units of 1 / 60th of a second).
[0043] Furthermore, in the following example, the gameplay video includes user information and input information. User information is information that can identify the player who is playing the game shown in the gameplay video. Input information is information that indicates the player's input in the game shown in the gameplay video.
[0044] Specifically, as shown in Figure 1, the gameplay video is provided with a first user information display area R11, a first operation input information display area R12, a second user information display area R21, and a second operation input information display area R22.
[0045] The first user information display area R11 displays the user ID assigned to the first player. The first operation input information display area R12 displays operation input information indicating the operation input of the first player in the game. The second user information display area R21 displays the user ID assigned to the second player. The second operation input information display area R22 displays operation input information indicating the operation input of the second player in the game. The user ID is an example of user information.
[0046] [Gameplay data] Gameplay data refers to data that can be used to play gameplay footage. Examples of gameplay data include video data in a specified file format, and input data that shows the history of actions taken by the player during gameplay.
[0047] For example, by saving input data frame by frame (e.g., in units of 1 / 60th of a second) of the gameplay video, it is possible to recreate the gameplay video based on that input data (information indicating the actions performed by the player in the game).
[0048] [Gameplay Conditions] Gameplay conditions refer to the in-game conditions (settings) that apply when a player plays the game. These conditions include constraints imposed on gameplay, gameplay modes, and so on.
[0049] Examples of gameplay modes include ranked mode, where play results are reflected in user rankings; casual mode, where play results are not reflected in user rankings; and custom mode, where users can arbitrarily set the rules within the game. An example of custom mode is a game mode in which users can create virtual rooms (lounges) that accept participation and set rules for each room.
[0050] Furthermore, the above-mentioned room (lounge) may allow users to set a password required to enter (participate in) it. It may also be possible to send invitations to any user. Users who are in the room may be able to view real-time gameplay footage showing the game being played in that room. Thus, the room (lounge) may be a private space.
[0051] (Restrictions on viewing gameplay footage) The ability to view gameplay footage like the examples above is appealing to users. For instance, viewers can learn excellent gameplay by watching gameplay footage related to professional players. However, there are situations where it would be undesirable to allow users to freely view such gameplay footage.
[0052] For example, if gameplay footage related to online matches is freely available, users who register for a game event may choose not to play online matches before the event, such as an esports event, because they don't want to reveal their strategies (e.g., their gameplay tendencies). It's worth noting that users who prefer to keep their strategies private may exist in any situation, not just game events.
[0053] Thus, if gameplay footage can be freely viewed, there is a risk that the motivation of users to play the game that generates the gameplay footage (online multiplayer in the example above) may decrease.
[0054] Furthermore, if all online gameplay footage were made publicly available, users who don't want to reveal their strategies would play offline instead of online. As a result, they would miss out on the benefits of online multiplayer, which allows them to play against others whenever they want.
[0055] Furthermore, it is conceivable that such users, in order to conceal their identity, might acquire (create) a new user ID different from the one they normally use, and use that new user ID to play online games. However, this is not an effective method, as the user could potentially be identified from the play style (tendencies in gameplay) shown in the gameplay video.
[0056] Furthermore, in the case of gameplay footage related to a game event with a set paid distribution period, it is important to ensure that the gameplay footage is not available for free viewing during that period.
[0057] (Embodiment 1) Figure 2 illustrates the configuration of the game system 1 of Embodiment 1. The game system 1 comprises a server device 10, an information terminal 15, and a plurality of game devices 20. In the game system 1, the server device 10, the information terminal 15, and the game devices 20 are connected to each other via a communication network 5 so that they can communicate with one another. Examples of the communication network 5 include the internet and LANs.
[0058] [Overview of the game system] The server device 10 manages users and games. For example, the server device 10 is managed by the operator that provides the game to users.
[0059] The information terminal 15 is operated by the operations staff. Examples of information terminals 15 include personal computers, smartphones, and tablets.
[0060] The game device 20 is operated by the user to run the game. Examples of the game device 20 include home game consoles such as PlayStation®, Xbox®, and Nintendo Switch®, handheld game consoles such as PlayStation Vita®, and personal computers. In the case of cloud-based games, the game device 20 is, for example, a game server. In this case, the game screen is displayed on a display connected via the communication network 5.
[0061] In the following example, we will use the case where the game device 20 is a home game console. The game device 20 is connected to a display 31, a speaker 32, and a game controller 33. In this example, the combination of the game device 20, the display 31, the speaker 32, and the game controller 33 constitutes the "information terminal 40 used by the user." The display 31 constitutes the display unit of the information terminal 40, and the game controller 33 constitutes the operation unit of the information terminal 40.
[0062] The server device 10 and the game device 20 communicate via the communication network 5. For example, the server device 10 transmits the game program and game data necessary to run the game. The game device 20 receives (downloads) the game program and game data from the server device 10 via the communication network 5 and installs it.
[0063] Each user of the game device 20 is assigned account information to identify them. This account information includes a user ID and a password. The account information of the user using the game device 20 is associated with the game device 20. This account information is managed by the server device 10.
[0064] When a game is started on the game device 20, a login process takes place between the server device 10 and the game device 20. During the login process, the game device 20 sends account information to the server device 10. The server device 10 uses the account information sent from the game device 20 to perform user authentication. Once user authentication allows access to the game device 20, the server device 10 and the game device 20 communicate and the game starts.
[0065] The game progresses as the server device 10 and the game device 20 operate. The progress of the game is controlled by the server device 10.
[0066] Specifically, the server device 10 transmits game data for running the game to the game device 20. Based on the game data transmitted from the server device 10, the game device 20 outputs game-related images and sounds to the display 31 and speaker 32. The user operates the game controller 33 in response to the images and sounds output from the display 31 and speaker 32.
[0067] The game device 20 transmits operation information indicating the operation input to the game controller 33 to the server device 10. Based on the operation information transmitted from the game device 20, the server device 10 generates game data that reflects that operation information and transmits that game data to the game device 20.
[0068] The game progresses as the above processes are repeated.
[0069] [Server hardware configuration] As shown in Figure 2, the server device 10 comprises a network interface 11, a storage unit 12, and a control unit 13. The network interface 11 and the storage unit 12 are electrically connected to the control unit 13 via a bus 14.
[0070] The network interface 11 is connected to other information terminals (e.g., game device 20 and information terminal 15) via the communication network 5, enabling communication between them.
[0071] The memory unit 12 stores various types of information and data. The memory unit 12 is composed of components such as an HDD, SSD, RAM, and ROM. For example, the memory unit 12 stores game programs and game data for running a game.
[0072] The control unit 13 controls the operation of the server device 10. The control unit 13 sends and receives various information and data, and processes various information and data. The control unit 13 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc.
[0073] [Hardware configuration of information terminals] The information terminal 15 includes an operation unit, an output unit, a communication unit, a storage unit, a control unit, and the like.
[0074] The control unit receives input from the operator (the person in charge of operations). Examples of control units include touchpads, keyboards, and mice. The output unit includes a display unit that outputs images to the person in charge of operations, and an audio output unit (speaker) that outputs audio to the person in charge of operations. The communication unit is connected to other information terminals (server device 10 in this example) via the communication network 5 and transmits and receives various information and data. The storage unit stores various information and data.
[0075] The control unit controls the operation of the information terminal 15. The control unit sends and receives various types of information and data, and processes various types of information and data. The control unit also controls each part of the information terminal 15 (for example, the output unit). The control unit has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc.
[0076] [Hardware configuration of the game device] As shown in Figure 3, the game device 20 comprises a network interface 21, a graphics processing unit 22, an audio processing unit 23, an operation processing unit 24, a storage unit 25, and a control unit 26. The network interface 21, graphics processing unit 22, audio processing unit 23, operation processing unit 24, and storage unit 25 are electrically connected to the control unit 26 via a bus 27.
[0077] The network interface 21 is connected to other information terminals (server device 10 in this example) via the communication network 5, enabling communication with them.
[0078] A display 31 is connected to the graphics processing unit 22. The graphics processing unit 22 renders game images, including various objects related to the virtual space, in video format according to the game image information output from the control unit 26. The game images rendered in video format are displayed on the display 31 as the game screen.
[0079] The audio processing unit 23 is connected to the speaker 32. The audio processing unit 23 plays and synthesizes game sounds according to the instructions of the control unit 26. The game sounds played and synthesized by the audio processing unit 23 are output from the speaker 32.
[0080] The game controller 33 is connected to the operation processing unit 24. The operation processing unit 24 sends and receives data related to operation input to and from the game controller 33. The operation processing unit 24 then transmits operation information indicating the operation input to the game controller 33 to the control unit 26.
[0081] For example, the user inputs an operation signal to the game device 20 by operating the game controller 33. That is, when the game controller 33 receives an operation from the user, it transmits an operation signal corresponding to the user's operation to the operation processing unit 24. The operation processing unit 24 generates operation information based on the operation signal and transmits that operation information to the control unit 26.
[0082] The memory unit 25 stores various types of information and data. The memory unit 25 is composed of components such as an HDD, SSD, RAM, and ROM. For example, the memory unit 25 stores game programs and game data for running games.
[0083] The control unit 26 controls the operation of the game device 20. The control unit 26 transmits and receives various information and data, and processes various information and data. The control unit 26 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc.
[0084] [Data stored in the server device's memory] As shown in Figure 2, in this example, the storage unit 12 of the server device 10 stores game play data 50, a user database 51, a game event DB 52, a game play database 53, and a restriction condition database 54. Hereafter, databases will be referred to as "DB".
[0085] <Gameplay Data> Each of the 50 gameplay data items is assigned a gameplay data number (a unique number). By referring to the gameplay data number, the gameplay data item can be identified.
[0086] <User DB> User DB51 is set up to manage information for each user. In this example, User DB51 will register account information, result information, user rank, profile, etc., for each user.
[0087] Account information includes the user ID and password assigned to the user.
[0088] The results information shows the results of the games the user has played (play results). This information includes the number of matches played, win rate, and character usage rate. The number of matches played is the total number of games the user has played. The win rate is the ratio of wins (the number of games the user won) to the number of matches played. The results information may also include information managed for each character used (for example, the number of matches played, win rate, success rate of specific actions, etc.). Specific character actions will be explained in more detail later.
[0089] User ranks are determined based on the results of the games a user plays. For example, the more wins a user has, the higher their user rank will be.
[0090] <Game Event Database> Game Event DB52 is set up to manage information for each game event. In this example, Game Event DB52 will register the game event number, game event information, and game event name for each game event.
[0091] A game event number is a unique number assigned to each game event. By referring to the game event number, a game event can be identified.
[0092] Game event information refers to information that outlines the rules and regulations for a game event. Specifically, game event information includes rules, entry requirements, entry period, event duration, paid distribution period, and entry user information.
[0093] The rules include the format of the competition, such as tournament or league, how wins and losses are determined, and the constraints imposed on gameplay. Entry conditions are the requirements (qualifications) for entering a game event. Entry user information is information used to identify users who have entered a game event. In this example, entry user information refers to the user ID assigned to users who have entered the game event.
[0094] <Gameplay Database> Gameplay DB53 is provided to manage information for each of the 50 gameplay data entries. In this example, Gameplay DB53 registers the gameplay data number, gameplay information, etc., for each gameplay data entry.
[0095] Gameplay information is information associated with gameplay data 50, and refers to information related to gameplay data 50. In this example, gameplay information includes the date and time of gameplay, the player user ID, and the gameplay conditions. The date and time of gameplay is the date and time when the game shown in the gameplay data was played. The player user ID is the user ID assigned to the user who played the game shown in the gameplay data. The gameplay conditions shown in the gameplay information are the gameplay conditions at the time the game shown in gameplay data 50 was played.
[0096] <Constraint Database> The restriction conditions database is established to manage access restriction conditions. One or more access restriction conditions are registered in the restriction conditions database. Access restriction conditions will be explained in detail later.
[0097] [Functional configuration of the control unit in a server device] As shown in Figure 2, the control unit 13 of the server device 10 includes a game progress unit 100, a reception unit 101, a generation unit 102, a setting unit 103, a browsing control unit 104, and a management unit 105. Specifically, the control unit 13 functions as the game progress unit 100, reception unit 101, generation unit 102, setting unit 103, browsing control unit 104, and management unit 105 by having its CPU execute various programs.
[0098] <Game Management Team> The game progress unit 100 manages the game. Specifically, the game progress unit 100 receives operation information, generates game data for executing the game, and transmits game data.
[0099] <Reception Department> The reception unit 101 handles various types of registration. In this example, the reception unit 101 handles registration for participation in online games, matching opponents, etc. The reception unit 101 also accepts user entries for game events during a predetermined entry period.
[0100] <Generation part> The generation unit 102 generates gameplay data 50. The generation unit 102 also generates gameplay information.
[0101] <Setting Section> The settings unit 103 sets the access restriction conditions. The access restriction conditions will be explained in detail later.
[0102] <Browsing Control Section> The viewing control unit 104 controls the viewing user's access to gameplay footage. Specifically, the viewing control unit 104 controls the game device 20 used by the viewing user so that gameplay footage is played back based on the gameplay data 50 stored in the storage unit 12, thereby allowing the viewing user to view the gameplay footage.
[0103] Furthermore, the viewing control unit 104 restricts the viewing of gameplay footage by users based on the viewing restriction conditions stored in the storage unit 12.
[0104] Furthermore, the control to "restrict viewing of gameplay footage by viewing users" may also be a control in which "processing to restrict viewing of gameplay footage" is performed in the server device 10, thereby restricting viewing of gameplay footage in the game device 20 (the game device 20 used by the viewing user). For example, after "processing to restrict viewing of gameplay footage" is performed on the gameplay data 50 (gameplay data that can play the gameplay footage that the viewing user intends to view) in the server device 10, the gameplay data 50 may be transmitted from the server device 10 to the game device 20 (the game device 20 used by the viewing user), and the gameplay footage may be played in the game device 20 based on the gameplay data 50.
[0105] Alternatively, the control to "restrict viewing of gameplay footage by viewing users" may be a control in which, in response to control by the server device 10, the game device 20 (the game device 20 used by the viewing user) performs "processing to restrict viewing of gameplay footage," thereby restricting viewing of gameplay footage on the game device 20. For example, gameplay data 50 (gameplay data that can play the gameplay footage that the viewing user intends to view) and a command instructing the game device 20 to perform "processing to restrict viewing of gameplay footage" may be sent from the server device 10 to the game device 20, and the gameplay footage may be played based on that gameplay data 50.
[0106] <Management Department> The management unit 105 manages various types of information and data stored in the storage unit 12.
[0107] Furthermore, the management unit 105 manages result information (information indicating the game result) for each player user. Specifically, when a game played by a player user ends (specifically, when the winner or loser of the game is determined), the management unit 105 updates "the result information of that player user" registered in the user DB 51 stored in the memory unit 12, based on the result of that game. The management unit 105 also updates the user rank registered in the user DB 51 as appropriate based on the player user's result information.
[0108] [Functional configuration of the control unit in a game device] As shown in Figure 3, the control unit 26 of the game device 20 includes a game execution unit 200, a request processing unit 201, and a playback processing unit 202. Specifically, the control unit 26 functions as the game execution unit 200, the request processing unit 201, and the playback processing unit 202 by having its CPU execute various programs.
[0109] <Game Execution Team> The game execution unit 200 executes the game in response to control from the game progress unit 100 of the server device 10. Specifically, the game execution unit 200 receives game data, controls the display 31 and speaker 32 based on that game data, and transmits operation information indicating the operations input to the game controller 33.
[0110] In this example, the game execution unit 200 controls the display 31 and speaker 32 by controlling the graphics processing unit 22 and the audio processing unit 23. The game execution unit 200 also receives operation information transmitted from the operation processing unit 24 and transmits that operation information to the server device 10.
[0111] <Request Processing Section> The request processing unit 201 transmits and receives various information and data to and from the server device 10. The request processing unit 201 operates in response to control by the control unit 13 of the server device 10. Specifically, the request processing unit 201 controls the display 31 and speaker 32 connected to the game device 20 based on the various information and data transmitted from the control unit 13 of the server device 10. For example, the request processing unit 201 causes various screen images to be displayed on the display 31.
[0112] Furthermore, the request processing unit 201 generates various information in response to the operations input to the game controller 33 connected to the game device 20, and transmits this information to the server device 10. The control unit 13 of the server device 10 operates based on the various information transmitted from the request processing unit 201.
[0113] <Regeneration Processing Section> The playback processing unit 202, in response to control from the viewing control unit 104 of the server device 10, plays (displays) the gameplay video on the display 31 connected to the game device 20. This allows the viewing user to view the gameplay video.
[0114] Furthermore, in response to control by the viewing control unit 104, the playback processing unit 202 restricts the playback (display) of gameplay footage on the display 31 so that viewing of gameplay footage by the user is restricted.
[0115] In the following description, the process flow described as "The control unit 13 of the server device 10 transmits information and data for outputting an image (or sound) to the game device 20. The control unit 26 of the game device 20 controls the display 31 (or speaker 32) of the game device 20 so that an image (or sound) is output based on the information and data transmitted from the server device 10" will be simply described as "The control unit 13 of the server device 10 controls the display 31 (or speaker 32) of the game device 20 so that an image (or sound) is output."
[0116] Furthermore, in the following explanation, the processing flow, which states that "when user input is input to the game controller 33, the control unit 26 of the game device 20 to which the game controller 33 is connected generates various information in response to the input to the game controller 33 and transmits this information to the server device 10, and the control unit 13 of the server device 10 operates based on the information transmitted from the game device 20," will be simply described as "when user input is input to the game controller 33, the control unit 13 of the server device 10 operates in response to that input."
[0117] [Viewing Restrictions] The viewing restriction conditions are used to determine whether or not a user should be restricted from viewing gameplay footage. If a user's access to gameplay footage meets the viewing restriction conditions, that user's access to the gameplay footage will be restricted.
[0118] Viewing restriction conditions include subject requirements that specify which users should be restricted from viewing, object requirements that specify which gameplay footage should be restricted, and timing requirements that specify when viewing should be restricted. For example, viewing restriction conditions include at least one of the subject requirements, object requirements, and timing requirements.
[0119] <Subject requirements> The subject requirement indicates the user who should be restricted from viewing. The viewing restriction condition, including the subject requirement, is a condition that restricts viewing of gameplay footage by the user indicated in the subject requirement. In other words, the viewing restriction condition, including the subject requirement, is a condition that restricts viewing of gameplay footage by a user who attempts to view gameplay data (viewing user) if that viewing user falls under the category of "user indicated in the subject requirement".
[0120] <Object requirements> The object requirement indicates the gameplay footage that should be restricted from viewing. The viewing restriction condition, including the object requirement, is a condition that restricts the viewing user from viewing the "gameplay footage indicated in the object requirement." In other words, the viewing restriction condition, including the object requirement, is a condition that restricts the viewing user from viewing the gameplay footage they intend to view if that footage falls under the category of "gameplay footage indicated in the object requirement."
[0121] 〈Timing requirements〉 The timing requirement indicates the period during which viewing should be restricted. A viewing restriction condition that includes a timing requirement restricts viewing of gameplay footage by users during the "period indicated in the timing requirement." In other words, a viewing restriction condition that includes a timing requirement restricts viewing of gameplay footage by users if the time a user attempts to view the gameplay footage falls within the "period indicated in the timing requirement."
[0122] [Specific examples of access restriction conditions] For example, access restrictions include the following conditions (Conditions 1 to 4). The conditions listed below are merely examples and are not exhaustive.
[0123] <Condition 1> The viewing restriction conditions may include a condition (the first condition) that restricts viewing of gameplay footage during a predetermined viewing restriction period. The first condition is a condition that includes a time requirement indicating the predetermined viewing restriction period.
[0124] Specifically, the first condition may be that viewing of the gameplay video is restricted if the period during which the user attempts to view the gameplay video falls within a predetermined viewing restriction period.
[0125] Furthermore, the viewing restriction period may also be a paid distribution period during which gameplay footage is distributed for a fee. The first condition may also be a condition that restricts free viewing of gameplay footage during the paid distribution period. In this case, the first condition includes a subject requirement indicating "users who intend to view for free" and a timing requirement indicating "paid distribution period".
[0126] Furthermore, the first condition may also be a condition that restricts free viewing of "gameplay footage distributed for a fee" during the paid distribution period. In this case, the first condition includes a subject requirement indicating "users who intend to view for free," an object requirement indicating "gameplay footage distributed for a fee," and a timing requirement indicating "paid distribution period."
[0127] Furthermore, the paid distribution period may include not only the paid distribution period for gameplay footage within Game System 1, but also the paid distribution period for gameplay footage outside of Game System 1 (for example, the paid distribution period for gameplay footage on video streaming sites or paid broadcasts).
[0128] Furthermore, the viewing restriction period does not have to exactly coincide with the paid distribution period. For example, the end time of the viewing restriction period may be the same as the end time of the paid distribution period, or it may be later than the end time of the paid distribution period. With this setting, users who pay to view gameplay footage during the paid distribution period can be given priority access to that footage (before users who do not pay).
[0129] The access restriction period may be a predetermined period (for example, a period determined by the person in charge of operations), or it may be a period automatically set by the control unit 13 (for example, the setting unit 103) of the server device 10 based on various information.
[0130] <Condition 2> The viewing restriction conditions may include a condition (second condition) that restricts access to gameplay footage depending on whether the user has entered a game event.
[0131] Specifically, the second condition may be a condition that restricts viewing of gameplay videos related to users who have entered a game event. In other words, the second condition is a condition that restricts viewing of gameplay videos by a user if the gameplay video the user intends to view falls under the category of "gameplay videos related to users who have entered a game event." In this case, the second condition includes an object requirement that indicates "gameplay videos related to users who have entered a game event."
[0132] The "gameplay footage related to users who have entered the game event" mentioned above refers, for example, to gameplay footage showing a game played by a user who has entered the game event.
[0133] Furthermore, the second condition may also be a condition that restricts access to gameplay footage related to users who have entered the game event during a predetermined viewing restriction period. In this case, the second condition includes an object requirement indicating "gameplay footage related to users who have entered the game event" and a timing requirement indicating a predetermined viewing restriction period. The above viewing restriction period may be set, for example, as a predetermined period including the event period (a period longer than the event period).
[0134] Furthermore, the second condition may also be a condition that restricts viewing of gameplay footage by users who have entered the game event. In other words, the second condition may be a condition that restricts viewing of gameplay footage by users who are "users who have entered the game event." In this case, the second condition includes a subject requirement that indicates "users who have entered the game event."
[0135] Furthermore, the gameplay footage to be restricted in the second condition above may be gameplay footage related to other users who have entered the game event (other users who are not viewing users). The second condition may also be a condition that restricts users who have entered the game event from viewing "gameplay footage related to other users who have entered the game event." In this case, the second condition includes a subject requirement indicating "users who have entered the game event" and an object requirement indicating "gameplay footage related to other users who have entered the game event."
[0136] Furthermore, the second condition may also be a condition that restricts users who have entered a game event from viewing "gameplay videos related to other users who have entered the game event" during a "predetermined viewing restriction period." In this case, the second condition includes a subject requirement indicating "users who have entered the game event," an object requirement indicating "gameplay videos related to other users who have entered the game event," and a timing requirement indicating a "predetermined viewing restriction period."
[0137] <Third condition> The viewing restriction conditions may include a third condition that restricts viewing of the gameplay video according to the gameplay conditions at the time the game shown in the gameplay video was played.
[0138] Specifically, the third condition may be a condition that restricts the viewer from viewing the gameplay video if the gameplay conditions under which the game shown in the gameplay video the viewer intends to view was played fall under "gameplay conditions predetermined as gameplay conditions that should be restricted from viewing." In this case, the third condition includes an object requirement that specifies "gameplay video showing a game played under predetermined gameplay conditions."
[0139] Furthermore, the gameplay conditions may include the gameplay mode. The third condition may be that viewing of the gameplay video is restricted for the viewing user if the gameplay mode in which the game shown in the gameplay video was played falls under a "gameplay mode predetermined as a gameplay mode that should be restricted from viewing." In this case, the third condition includes an object requirement indicating "gameplay video showing a game played in a predetermined gameplay mode."
[0140] An example of a gameplay mode that may be subject to viewing restrictions is an optional mode where the user can arbitrarily set the rules within the game. It should be noted that some of the multiple pre-configured gameplay modes in the game may be subject to viewing restrictions, or all of the multiple gameplay modes may be subject to viewing restrictions.
[0141] <Fourth Condition> The viewing restriction conditions may include a condition (the fourth condition) that restricts viewing of gameplay footage by users based on their user type. Examples of user types include user rank and the distinction between amateur and professional players.
[0142] Specifically, the fourth condition may be a condition that restricts a user's access to gameplay footage if the user's type falls under a "type predetermined as a user whose access should be restricted." In this case, the fourth condition includes a subject requirement that indicates the "user of a predetermined type."
[0143] [Specific examples of access restrictions] Examples of processes to restrict users from viewing gameplay footage include the following (restriction processes 1 to 5). The viewing control unit 104 restricts users from viewing gameplay footage by performing the following processes. Note that the processes listed below are merely examples and are not limited to these.
[0144] <First restriction process> The first restriction process is to prohibit the user from viewing the gameplay video. The viewing control unit 104 may restrict the user from viewing the gameplay video by prohibiting the user from viewing the gameplay video.
[0145] <Second restriction processing> The second restriction process is to allow the user to view the gameplay video with some or all of the player characters included in the gameplay video hidden. The viewing control unit 104 may restrict the user from viewing the gameplay video by allowing the user to view the gameplay video with some or all of the player characters included in the gameplay video hidden.
[0146] Examples of situations where part or all of the player character is hidden include situations where part or all of the player character is hidden by another image, situations where part or all of the player character is blurred, or situations where part or all of the player character is erased.
[0147] <Third restriction process> The third restriction process is to allow the user to view the gameplay video with certain actions of the player character shown in the gameplay video hidden. The viewing control unit 104 may restrict the user's viewing of the gameplay video by allowing the user to view the gameplay video with certain actions of the player character shown in the gameplay video hidden.
[0148] Examples of specific actions for a player character include consecutive attacks, actions to perform specific techniques, and actions to fire projectiles. Such specific actions for a player character may be registered by the player user in advance (before gameplay) or specified by the player user afterward (after gameplay). Furthermore, the detection of specific actions for a player character may be performed by the browsing control unit 104.
[0149] Other examples of specific actions by player characters include actions taken in response to an opponent's actions (reactions), actions taken by choosing one of several attack methods with different defensive options (alternative attacks), and actions taken in response to an alternative attack (countermeasures). For example, the character performing the alternative attack may be hidden, the character receiving the alternative attack may be hidden, or both of these characters may be hidden.
[0150] Examples of situations where a player character's specific actions are hidden include situations where part or all of the player character performing the specific action is hidden by another image, situations where part or all of the player character performing the specific action is blurred, or situations where part or all of the player character performing the specific action is erased.
[0151] <Fourth restriction process> The fourth restriction process is to allow the user to view the gameplay video with some or all of the user information contained in the gameplay video hidden. The viewing control unit 104 may restrict the user's viewing of the gameplay video by allowing the user to view the gameplay video with some or all of the user information contained in the gameplay video hidden.
[0152] Examples of situations where some or all of user information is hidden include situations where some or all of the user information in gameplay footage is hidden by another image, situations where some or all of the user information in gameplay footage is blurred, and situations where some or all of the user information in gameplay footage is erased.
[0153] <Fifth Restriction Processing> The fifth restriction process is to allow the user to view the gameplay video with some or all of the input information contained in the gameplay video hidden. The viewing control unit 104 may restrict the user's viewing of the gameplay video by allowing the user to view the gameplay video with some or all of the input information contained in the gameplay video hidden.
[0154] Examples of situations where some or all of the input information is hidden include situations where some or all of the input information included in the gameplay video is hidden by another image, situations where some or all of the input information included in the gameplay video is blurred, and situations where some or all of the input information included in the gameplay video is erased.
[0155] Furthermore, when a player character attempts to perform an action (such as defending) in response to a player's input, there may be cases where the player character is unable to perform that action (the action corresponding to the player's input) due to reasons such as being attacked by the opponent. In such cases, by viewing the input information, the viewing user can understand how the player was trying to control the player character. For example, the viewing user can find out "what mistake the player made that caused the player character to be attacked by the opponent."
[0156] Thus, input information is useful for understanding the player's actions. Therefore, by hiding some or all of the input information, it is possible to prevent revealing the player's gameplay tactics.
[0157] [Processing related to the generation of gameplay data] Next, referring to Figure 4, we will explain the process related to generating gameplay data. The following describes the process from preparing for gameplay to updating the gameplay DB53. Furthermore, the following example uses the case of playing a game in online multiplayer mode.
[0158] <Step S101> First, preparations for gameplay are made. Specifically, a user who wishes to play a game in online multiplayer mode inputs an operation (participation operation) to join the online multiplayer game into a game controller 33 connected to the game device 20. The reception unit 101 of the server device 10 responds to the participation operation and accepts the user's participation in the online multiplayer game. The participation operation includes sending the user ID assigned to the user who wishes to play the game from the game device 20 to the server device 10.
[0159] Next, once the reception unit 101 has completed the registration of multiple users, it matches two users from among the multiple users to be opponents. A well-known matching technology can be used for this matching. For example, two users with similar user ranks may be matched. Once the matching is complete, the reception unit 101 notifies the two game devices 20, each used by the two users participating in the online game, that they are ready to play online. As a result, an image notifying them that they are ready to play online is displayed on the display 31 connected to each of the two game devices 20.
[0160] Furthermore, before completing preparations for online gameplay (for example, after matchmaking is complete), each of the two users participating in the online match inputs an operation to specify gameplay conditions (preparation operation) into a game controller 33 connected to the game device 20 used by that user. In response to the preparation operation, the server device 10 sets the gameplay conditions for the online game.
[0161] The preparation process includes specifying the player character to be used in the online multiplayer game. The server device 10 responds to this operation by determining the player character to be used in the online multiplayer game.
[0162] <Step S102> Next, the two users participating in the online match play the game. Specifically, the game progress unit 100 of the server device 10 transmits game data for executing the game to the two game devices 20. In each of the two game devices 20, the game execution unit 200 outputs game-related video and audio to the display 31 and speaker 32 based on the game data transmitted from the game progress unit 100.
[0163] Each of the two players operates a game controller 33 connected to the game device 20 used by that player, in accordance with the video and audio output from the display 31 and speaker 32 connected to the game device 20 used by that player.
[0164] Next, in each of the two game devices 20, the game execution unit 200 transmits operation information indicating the operations input to the game controller 33 connected to that game device 20 to the server device 10. The game progress unit 100 of the server device 10 generates game data that reflects the operation information transmitted from each of the two game devices 20, and transmits that game data to the two game devices 20.
[0165] The game progresses as the above processes are repeated.
[0166] <Step S103> When the game ends (specifically, when the winner and loser of the game are determined), the generation unit 102 of the server device 10 generates gameplay data 50 based on the content of the gameplay. In this example, the generation unit 102 generates gameplay data 50, which is operation input data (data showing the history of operations entered by the player in the game), based on operation information transmitted from each of the two game devices 20 during gameplay.
[0167] <Step S104> Next, the generation unit 102 assigns a gameplay data number to the gameplay data 50 and stores the gameplay data 50 in the storage unit 12. The generation unit 102 also generates gameplay information related to the gameplay data 50 based on various information obtained in the preparation for gameplay (step S101), etc. The gameplay information includes the date and time of gameplay, the player user ID, and the gameplay conditions.
[0168] Next, the generation unit 102 associates the gameplay data number assigned to the gameplay data 50 with the gameplay information and registers the gameplay information associated with the gameplay data number in the gameplay DB 53. By associating the gameplay data number assigned to the gameplay data 50 with the gameplay information, the gameplay information is associated with the gameplay data 50.
[0169] [Game event entry processing] Next, we will explain the game event entry process with reference to Figure 5. The game event entry process is the process of receiving user entries for game events.
[0170] <Step S201> A user who wishes to enter a game event (a user who wants to enter) inputs an operation to enter the game event (an entry operation) into a game controller 33 connected to the game device 20. The reception unit 101 of the server device 10 responds to the entry operation and accepts the entry of the user who wants to enter (entry to the game event).
[0171] The entry operation includes sending the user ID assigned to the user wishing to enter from the game device 20 to the server device 10. The reception unit 101 of the server device 10 identifies the user wishing to enter by comparing the user ID sent from the game device 20 with the user ID registered in the user DB 51 stored in the storage unit 12 of the server device 10.
[0172] <Step S202> Next, the reception unit 101 determines whether the user wishing to enter meets the entry conditions. Examples of entry conditions include the user rank reaching a predetermined standard and the win rate reaching a predetermined standard. If the user wishing to enter meets the entry conditions, the process in step S203 is performed; otherwise, the process in step S204 is performed.
[0173] <Step S203> If a user who wishes to enter meets the entry conditions, the reception unit 101 approves the user's entry (entry to the game event). The reception unit 101 then detects the entry user information included in the game event information associated with the game event from the game event DB 52 stored in the storage unit 12, and registers the "user ID assigned to the user who wishes to enter" in that entry user information. This completes the entry of the user who wishes to enter to the game event.
[0174] <Step S204> On the other hand, if a user who wishes to enter does not meet the entry requirements, the reception unit 101 rejects the user's entry (entry to the game event). The reception unit 101 then notifies the game device 20 used by the user that their entry has been rejected. As a result, an image indicating that the user's entry has been rejected is displayed on the display 31 connected to the game device 20 used by the user.
[0175] Furthermore, when accepting game event entries on an external site, the reception unit 101 may obtain the user ID used during the entry process on that external site (for example, a user ID usable in the game) from that external site and register that user ID in the entry user information (entry user information included in the game event information associated with the game event) stored in the storage unit 12 in the game event DB 52. In this way, it becomes possible to identify the user based on the user ID obtained from the external site.
[0176] [Setup process] Next, we will explain the configuration process. The configuration process is the process for setting viewing restriction conditions. The configuration process in Embodiment 1 includes a "first configuration process" which is performed based on specifications made by the operations staff, and a "second configuration process" which is performed automatically based on game event information.
[0177] [First setting process] Next, the first configuration process will be explained with reference to Figure 6. In the first configuration process, the configuration unit 103 sets the viewing restriction conditions according to the specifications of the person in charge of operations. Specifically, the following processes are performed.
[0178] <Step S301> First, the administrator who wants to set new access restriction conditions inputs the operation for setting the access restriction conditions (setting operation) into the operation unit of the information terminal 15. The setting operation includes an operation for entering the access restriction conditions (input operation). Through this input operation, the "access restriction conditions specified by the administrator" are entered into the information terminal 15. The information terminal 15 transmits access restriction information indicating the access restriction conditions entered through the input operation to the server device 10. The setting unit 103 of the server device 10 starts the setting process in response to the setting operation. The setting unit 103 receives (acquires) the access restriction information transmitted from the information terminal 15.
[0179] For example, the control unit of the information terminal 15 displays an image of a settings screen on the display unit of the information terminal 15 in response to a setting operation, allowing the user to input access restriction conditions. The settings screen includes areas for inputting subject requirements, object requirements, and timing requirements. The operator inputs the access restriction conditions on the settings screen by operating (inputting) the control unit of the information terminal 15.
[0180] <Step S302> Next, the setting unit 103 sets new access restriction conditions based on the access restriction information obtained in step S301. Specifically, the setting unit 103 sets (determines) the access restriction conditions indicated in the access restriction information (access restriction conditions specified by the person in charge of operations) as the new access restriction conditions.
[0181] <Step S303> Next, the setting unit 103 registers the newly set viewing restriction conditions in step S302 into the restriction condition DB 54 stored in the storage unit 12. This updates the restriction condition DB 54.
[0182] [Second setting process] Next, the first restriction condition setting process will be explained with reference to Figure 7. In the second setting process, the setting unit 103 sets viewing restriction conditions related to the game event based on the agreement in the game event. For example, when new game event information (information indicating the agreement in the game event) is registered in the game event DB 52 stored in the storage unit 12, the following process is performed.
[0183] <Step S311> First, the settings unit 103 retrieves newly registered game event information from the game event DB 52. The game event information includes rules, entry conditions, entry period, event duration, paid distribution period, and entry user information.
[0184] <Step S312> Next, the setting unit 103 sets new viewing restriction conditions based on the new game event information obtained in step S311. Specifically, the setting unit 103 sets viewing restriction conditions that include various requirements corresponding to various types of information included in the game event information (arrangements in the game event) based on predetermined setting rules.
[0185] The setting rules show the correspondence between "various types of information included in game event information" and "various requirements included in viewing restriction conditions." In other words, the setting rules indicate what requirements should be included in viewing restriction conditions depending on what kind of information is included in the game event information. For example, the setting rules can be set by the person in charge of operations.
[0186] Examples of setting rules include the following:
[0187] Rule 1: When game event information includes "entry user information," set the viewing restriction conditions so that they include the condition "restrict viewing of gameplay footage by the user indicated in the entry user information." In other words, when game event information includes "entry user information," set the viewing restriction conditions to include the subject requirement of "the user indicated in the entry user information."
[0188] Rule 2: When the game event information includes "entry user information," set the viewing restriction conditions so that they include the condition "restrict viewing of gameplay footage related to the user indicated in the entry user information." In other words, when the game event information includes "entry user information," set the viewing restriction conditions to include the objective requirement of "gameplay footage related to the user indicated in the entry user information."
[0189] Rule 3: If the game event information includes a "paid distribution period," set the viewing restriction conditions so that they include a condition that "free viewing of gameplay footage is restricted during the paid distribution period." In other words, set the viewing restriction conditions that include a subject requirement indicating "users who intend to view for free" and a timing requirement indicating "paid distribution period."
[0190] <Step S313> Next, the setting unit 103 registers the newly set viewing restriction conditions in step S312 into the restriction condition DB 54 stored in the storage unit 12. This updates the restriction condition DB 54.
[0191] [Access control processing] Next, with reference to Figure 8, the viewing control process will be explained. The viewing control process is a process for controlling how users can view gameplay footage.
[0192] <Step S401> A user who wishes to view gameplay footage inputs the necessary actions (viewing actions) into the game controller 33.
[0193] The viewing process includes an input operation (entering user information that identifies the user attempting to view the content) and an operation (selection operation) for the user to select the gameplay video they wish to view.
[0194] The browsing control unit 104 of the server device 10 identifies the user who intends to view gameplay footage based on the user information entered through an input operation. The browsing control unit 104 also identifies the gameplay footage that the user intends to view (specifically, the date and time of gameplay, the user playing, the gameplay conditions, etc.) based on the gameplay information associated with the gameplay footage selected through a selection operation. Furthermore, the browsing control unit 104 identifies "the time when the user intends to view the gameplay footage" based on the date and time the browsing operation was entered.
[0195] The input operation may also be the "operation to enter account information (user ID and password)" performed by the user during the login process. The browsing control unit 104 may identify the user who intends to view the content based on the user ID entered during the login process.
[0196] Specifically, the following processes are performed.
[0197] First, the request processing unit 201 of the game device 20, in response to a browsing operation, displays an image of a user information input screen on the display 31 connected to the game device 20, where user information can be entered.
[0198] The viewing user enters user information (e.g., user ID) on the user information input screen by operating the game controller 33. The request processing unit 201 of the game device 20 transmits the user information entered through the input operation to the server device 10. The viewing control unit 104 of the server device 10 identifies the viewing user who intends to view the game play video based on the user information transmitted from the game device 20.
[0199] Next, once the input operation (input of user information) is complete, the request processing unit 201 of the game device 20 displays an image of a viewing selection screen on the display 31 connected to the game device 20, which allows the user to select the gameplay video they wish to view. The viewing selection screen includes thumbnail images of multiple viewable gameplay videos.
[0200] For example, the request processing unit 201 requests the server device 10 to send a thumbnail image. The browsing control unit 104 of the server device 10 responds to the request from the request processing unit 201 and sends the thumbnail image to the game device 20. The request processing unit 201 uses the thumbnail image sent from the server device 10 to display the image for the browsing selection screen on the display 31.
[0201] The user selects a thumbnail image of the gameplay video they wish to view from the selection screen by operating the game controller 33. The request processing unit 201 of the game device 20 sends selection result information (information indicating which gameplay video was selected) to the server device 10, indicating the gameplay video selected by the selection operation.
[0202] The browsing control unit 104 of the server device 10 detects gameplay information associated with game data that can play the gameplay video (gameplay video selected by the browsing user) indicated in the selection result information transmitted from the game device 20, from the gameplay DB 53 stored in the storage unit 12. Then, based on the detected gameplay information, the browsing control unit 104 identifies the gameplay video that the browsing user intends to view (specifically, the date and time of gameplay, the user playing, the gameplay conditions, etc.).
[0203] Next, when the input operation (input of user information) and selection operation (selection of game play video) are completed, the viewing control unit 104 acquires the completion date and time as "the time when the viewing user attempts to view the game play video".
[0204] Furthermore, the image on the viewing selection screen may be generated based on the viewing preference conditions specified by the viewing user. The viewing preference conditions indicate information about the gameplay video that the viewing user intends to view (such as the date and time of gameplay, the user playing, and the gameplay conditions). For example, the following processing may be performed to display the image on the viewing selection screen.
[0205] First, the request processing unit 201 of the game device 20 displays an image of the viewing request conditions input screen, which allows the user to enter the viewing request conditions, on the display 31 connected to the game device 20. The viewing user then uses the game controller 33 to input the viewing request conditions (game play date and time, player, game play conditions, etc.) into the viewing request conditions input screen.
[0206] Next, the request processing unit 201 requests the server device 10 to send thumbnail images of gameplay videos that match the viewing request conditions. The viewing control unit 104 of the server device 10 responds to the request from the request processing unit 201 and sends thumbnail images of gameplay videos that match the viewing request conditions to the game device 20. The request processing unit 201 uses the thumbnail images sent from the server device 10 (thumbnail images of gameplay videos that match the viewing request conditions) to display the viewing selection screen image on the display 31.
[0207] <Step S402> Next, the viewing control unit 104 determines whether at least one of the "viewing user attempting to view," "gameplay video the viewing user attempts to view," and "the time when the viewing user attempts to view the gameplay video," as identified in step S401, falls under any of the "viewing restriction conditions registered in the restriction condition database D13." If it does not fall under any of the viewing restriction conditions, the process in step S403 is performed; otherwise, the process in step S404 is performed.
[0208] <Step S403> If none of the following conditions apply: "the user attempting to view the video," "the gameplay video the user attempts to view," or "the time when the user attempts to view the gameplay video," then the viewing control unit 104 will allow the user to view the gameplay video without restricting their access. Specifically, the following normal viewing process will be performed.
[0209] First, the viewing control unit 104 detects the gameplay data 50 that the user intends to view from among the gameplay data 50 stored in the storage unit 12. Next, based on the detected gameplay data 50, the viewing control unit 104 generates operation input information that indicates the user's operation input in the game shown in the gameplay data 50.
[0210] Next, the viewing control unit 104 generates video data that can play "game play video including user ID and operation input information (see Figure 1)" based on the game play data 50, the user ID (an example of user information) obtained in step S401, and the operation input information. Then, the viewing control unit 104 transmits the generated video data to the game device 20 used by the viewing user.
[0211] Next, the playback processing unit 202 of the game device 20 plays (displays) the gameplay video that can be played from the video data transmitted from the server device 10 on the display 31. This allows the viewing user to view the gameplay video.
[0212] <Step S404> On the other hand, if at least one of the following conditions—the user attempting to view the video, the gameplay video the user attempts to view, or the time when the user attempts to view the gameplay video—matches one of the viewing restriction conditions registered in the restriction condition database D13, the viewing control unit 104 restricts the user from viewing the gameplay video.
[0213] Specifically, when performing the first restriction process (prohibition of viewing), the viewing control unit 104 does not transmit video data capable of playing gameplay footage to the game device 20 used by the viewing user.
[0214] When performing the second restriction process (character concealment), the viewing control unit 104 processes the video data so that some or all of the player characters included in the gameplay video are hidden. The viewing control unit 104 then transmits the processed video data to the game device 20 used by the viewing user. Other processing, aside from the processing of the video data, is the same as in normal viewing processing.
[0215] When performing the third restriction process (concealment of specific character actions), the viewing control unit 104 processes the video data so that specific actions of the player character included in the gameplay video are hidden. The viewing control unit 104 then transmits the processed video data to the game device 20 used by the viewing user. Other processing, aside from the processing of the video data, is the same as in normal viewing processing.
[0216] When performing the fourth restriction process (concealing user information), the viewing control unit 104 processes the video data so that some or all of the user information contained in the gameplay video is hidden. The viewing control unit 104 then transmits the processed video data to the game device 20 used by the viewing user. Other processes, aside from processing the video data, are the same as in normal viewing processes.
[0217] When performing the fifth restriction process (concealment of operation input information), the viewing control unit 104 processes the video data so that some or all of the operation input information contained in the game play video is hidden. The viewing control unit 104 then transmits the processed video data to the game device 20 used by the viewing user. Other processes, aside from the processing of the video data, are the same as in normal viewing processes.
[0218] Furthermore, the viewing control unit 104 restricts the viewing of gameplay footage when the viewing of the gameplay footage by the user falls under the viewing restriction conditions, and also notifies the user that viewing of the gameplay footage is restricted. For example, when the viewing control unit 104 determines that the viewing of gameplay footage by the user falls under the viewing restriction conditions, it displays an image on the display 31 connected to the game device 20 used by the user to notify them that viewing of the gameplay footage is restricted.
[0219] Furthermore, when the viewing control unit 104 prompts the viewing user to select a gameplay video (a gameplay video to be viewed), it may notify the viewing user that viewing of a gameplay video that falls under the viewing restriction conditions will be restricted. For example, the viewing control unit 104 may control the display 31 connected to the game device 20 used by the viewing user so that if the gameplay video selected from the viewing selection screen falls under the "gameplay video that falls under the viewing restriction conditions," an image (e.g., a dialog box) notifying the user that viewing of that gameplay video is restricted will be displayed.
[0220] Furthermore, when the viewing control unit 104 allows the viewing user to select a gameplay video (a gameplay video to be viewed), it may disable the selection of gameplay videos that are prohibited from being viewed due to meeting viewing restriction conditions (gameplay videos that are prohibited from being viewed if they meet viewing restriction conditions). For example, the viewing control unit 104 may control the display 31 connected to the game device 20 used by the viewing user so that the thumbnail images of "gameplay videos that are prohibited from being viewed due to meeting viewing restriction conditions" are disabled (e.g., hidden or grayed out) on the viewing selection screen.
[0221] [Summary of Embodiment 1] In summary, the game system 1 of Embodiment 1 comprises a storage unit 12 and a viewing control unit 104. The storage unit 12 stores gameplay data D10 that can reproduce gameplay footage, which is video footage of a game played by a player. The viewing control unit 104 controls the information terminal 40 used by the viewing user so that the gameplay footage is reproduced based on the gameplay data D10 stored in the storage unit 12, thereby allowing the viewing user to view the gameplay footage. The viewing control unit 104 also restricts the viewing user's access to the gameplay footage based on predetermined viewing restriction conditions.
[0222] The game processing method of Embodiment 1 is a game processing method performed by a computer (CPU of the control unit 13). The game processing method comprises a storage step and a viewing control step. In the storage step, game play data D10, which is a video of a game played by a player, is stored in the storage unit 12. In the viewing control step, the information terminal 40 used by the viewing user is controlled so that the game play video is played based on the game play data D1 stored in the storage unit 12, thereby allowing the viewing user to view the game play video. In the viewing control step, viewing of the game play video by the viewing user is restricted based on predetermined viewing restriction conditions.
[0223] The game program of Embodiment 1 causes the computer (CPU of the control unit 13) to execute the above-described game processing method.
[0224] [Effects of Embodiment 1] As described above, Embodiment 1 allows control over whether or not there are restrictions on viewing gameplay footage. This makes it possible to appropriately handle situations where you do not want users to freely view gameplay footage.
[0225] For example, restricting access to gameplay footage makes it more difficult to reveal a user's gameplay strategy than if gameplay footage were freely available. In particular, restricting access to gameplay footage related to users who have entered a game event prevents users (those who have entered the game event) from revealing their gameplay strategy before the event takes place. This helps to curb the decline in users' motivation to engage in gameplay that generates gameplay footage (for example, convenient gameplay such as online multiplayer).
[0226] However, completely restricting (prohibiting) the viewing of gameplay footage may lead to a decrease in the motivation of viewing users. On the other hand, in Embodiment 1, it is possible to control whether or not there are restrictions on viewing gameplay footage, so viewing of gameplay footage can be restricted as needed. This makes it possible to create a gameplay viewing environment that is beneficial to both players and viewers.
[0227] Furthermore, by restricting free viewing of gameplay footage during the paid distribution period (gameplay footage for which a paid distribution period is specified), it is possible to prevent gameplay footage for which a paid distribution period is specified from being viewed for free during that period.
[0228] Furthermore, in Embodiment 1, the setting unit 103 sets viewing restriction conditions according to the operator (specifically, the person in charge of the operation). With this configuration, the operator can arbitrarily set the scope of restrictions on viewing game play footage.
[0229] Furthermore, in Embodiment 1, the setting unit 103 sets viewing restriction conditions related to the game event based on the agreements in the game event shown in the game event information. With this configuration, the scope of viewing restrictions on gameplay footage related to the game event can be automatically set.
[0230] Furthermore, in Embodiment 1, by restricting access to gameplay footage depending on whether or not a user has entered a game event, the restrictions on accessing gameplay footage can be made different for "users who have entered a game event" and "users who have not entered a game event." For example, access to gameplay footage can be restricted for users who have entered a game event, while access to gameplay footage can not be restricted for users who have not entered a game event.
[0231] (Modification 1 of Embodiment 1) The game system 1 of the modified example 1 of Embodiment 1 differs from the game system 1 of Embodiment 1 in that the processing by the reception unit 101 and the processing by the browsing control unit 104 are different. The other configurations and processing of the game system 1 of the modified example 1 of Embodiment 1 are the same as those of the game system 1 of Embodiment 1.
[0232] [Processed by the reception department] In Modification 1 of Embodiment 1, the reception unit 101, in the game event entry processing, refuses entry to users who have viewed gameplay footage related to users who have already entered the game event during the entry period. Hereinafter, users who have viewed gameplay footage related to users who have already entered the game event during the entry period will be referred to as "viewed users".
[0233] [Game event entry processing] Next, with reference to Figure 9, the game event entry processing of Modification 1 of Embodiment 1 will be described. In this game event entry processing, the processing of step S210 is performed between steps S201 and S202 of the game event entry processing of Embodiment 1 shown in Figure 5.
[0234] <Step S210> Following step S201, the reception unit 101 determines whether the user attempting to enter the game event (the user wishing to enter) is a user who has already viewed the information. If the user wishing to enter is a user who has already viewed the information, the process in step S204 (rejection of entry) is performed; otherwise, the process in step S202 (determination of success or failure of entry conditions) is performed.
[0235] [Processing by the browsing control unit] Furthermore, in Modification 1 of Embodiment 1, the browsing control unit 104 notifies the browsing user that viewing a gameplay video related to a user who has already entered a game event will result in their entry into the game event being denied. This processing by the browsing control unit 104 (notification of entry denial) is performed, for example, during the entry period.
[0236] Specifically, when a user attempts to view "gameplay footage related to a user who has already entered a game event," the viewing control unit 104 displays an image on the display 31 connected to the game device 20 used by the user notifying them that viewing the gameplay footage will result in their entry into the game event being denied.
[0237] [Effects of Modification 1 of Embodiment 1] As described above, in the modified example 1 of Embodiment 1, the reception unit 101 refuses to allow a user who has viewed gameplay footage related to a user who has already entered the game event (an entered user) during the entry period to enter the game event.
[0238] This configuration allows us to prevent users who have already registered from registering for a game event by learning their gameplay tendencies from viewing gameplay videos related to those users.
[0239] Furthermore, if a viewer who has not entered the game event views gameplay footage of "another user who has not entered the game event" (gameplay footage showing a game played before entering the game event) during the entry period, and that other user subsequently enters the game, the viewer's entry to the game event may be denied. Also, if a viewer who has not entered the game event views gameplay footage of "another user who has not entered the game event" (gameplay footage showing a game played before entering the game event) during the entry period, and that other user subsequently enters the game, and then the viewer views the other user's gameplay footage again, the viewer's entry to the game event may be denied. In other words, the conditions for denying entry to the game event may include the conditions of "viewing gameplay footage of a user who has entered at least once" and "viewing gameplay footage of a user who has already entered."
[0240] (Modification 2 of Embodiment 1) In the modified version 2 of Embodiment 1, the processing by the game progression unit 100 differs from that of the game system 1 of Embodiment 1. The other configurations and processes of the game system 1 of Modified Version 2 of Embodiment 1 are the same as those of the game system 1 of Embodiment 1.
[0241] In the modified embodiment 2 of Embodiment 1, the game progression unit 100 progresses the game in the game event in such a way that if a user who has entered the game event views gameplay video related to the game event, that user is at a disadvantage in the game event. The "gameplay video related to the game event" mentioned above is, for example, gameplay video showing a game played by a user who has entered the game event.
[0242] Specifically, in Variation 2 of Embodiment 1, the game progress unit 100 advances the game conducted in the game event such that the degree of disadvantage of the user who has entered the game event increases as the number of times the user views the game play video related to the game event increases.
[0243] In addition, in Variation 2 of Embodiment 1, in the user DB 51, the number of times each user views the game play video related to the game event is registered. The game progress unit 100 performs the above processing by referring to the number of views (the number of times the game play video related to the game event is viewed) registered for each user in the user DB 51.
[0244] Examples of situations where the user is disadvantaged in the game event include a situation where game parameters (for example, game parameters related to the player character) are modified so as to be disadvantageous in the progress of the game, and a situation where a mark (for example, a chicken mark) indicating that the number of times the game play video related to the game event is viewed is large is displayed in the video during play.
[0245] When the chicken mark is displayed, it is related to the reputation of the user (the reputation is damaged). Therefore, it can be said that the situation where the chicken mark is displayed is also an example of a situation where the user is disadvantaged in the game event.
[0246] 〔Effect of Variation 2 of Embodiment 1〕 As described above, in Variation 2 of Embodiment 1, when the user who has entered the game event views the game play video related to the game event, the game progress unit 100 advances the game conducted in the game event such that the user is disadvantaged in the game event.
[0247] With such a configuration, it is possible to prevent a user who has learned the tendencies of gameplay in a game event by repeatedly viewing gameplay videos related to the game event from being at an advantage in the game event.
[0248] (Variant Example 3 of Embodiment 1) The game system 1 of variant example 3 of embodiment 1 differs from the game system 1 of embodiment 1 in that "a plurality of users can belong to the same team" and "browsing restriction conditions related to a plurality of users belonging to the same team". Other configurations and processes of the game system 1 of variant example 3 of embodiment 1 are the same as those of the game system 1 of embodiment 1.
[0249] In variant example 3 of embodiment 1, a user can belong to a team. A plurality of users can belong to one team. In the user DB 51, for each user, a team ID assigned to the team to which the user belongs is registered. Note that the team ID is an example of team information capable of specifying (identifying) a team.
[0250] Also, in variant example 3 of embodiment 1, entry into a game event can be performed on a team basis. And the browsing restriction conditions related to a plurality of users belonging to the same team may include the following conditions (the first team condition and the second team condition).
[0251] 〈The First Team Condition〉 The viewing restriction conditions described above may include a condition (the first team condition) that restricts viewing of gameplay footage related to each of the multiple users belonging to a team if at least one of those users has entered a game event. In other words, the first team condition restricts a user from viewing gameplay footage if the gameplay footage the user is trying to view falls under any of the categories of "gameplay footage related to each of the multiple users belonging to a team in which at least one of the multiple users has entered a game event."
[0252] The "gameplay footage related to each of the multiple users" mentioned above refers, for example, to gameplay footage (multiple gameplay videos) showing a game played by each of the multiple users.
[0253] Furthermore, the first team condition may also be that, during a predetermined viewing restriction period, if at least one of the multiple users belonging to the same team has entered a game event, viewing of gameplay footage related to each of the multiple users belonging to that team will be restricted. The above viewing restriction period may be set, for example, as a predetermined period including the event period (a period longer than the event period).
[0254] For example, if at least one of the multiple users belonging to the same team has entered a game event, not only gameplay footage showing the game played by all the users belonging to that team, but also gameplay footage showing the game played by some of the users belonging to that team together with "other users who do not belong to that team," will be considered gameplay footage whose viewing is restricted under the first team condition.
[0255] <Conditions for Team 2> Furthermore, the above viewing restriction conditions may also include a condition (second team condition) that restricts viewing of gameplay footage by each of the multiple users belonging to the same team if at least one of those users has entered a game event. In other words, the second team condition may also be a condition that restricts viewing of gameplay footage by a viewing user if the viewing user falls under any of the following categories: "multiple users belonging to a team in which at least one of the multiple users belonging to the team has entered a game event."
[0256] Furthermore, the gameplay footage to be restricted in the above-mentioned second team condition may also be gameplay footage related to other users who have entered the game event (other users who do not belong to the same team as the viewing user). The second team condition may also be a condition that restricts each of the multiple users belonging to the same team from viewing "gameplay footage related to other users who have entered the game event" if at least one of the multiple users belonging to that team has entered the game event.
[0257] [Effects of Modification 3 of Embodiment 1] As described above, in the modified example 3 of Embodiment 1, the viewing restriction condition includes the condition "If at least one of the multiple users belonging to the same team has entered a game event, viewing of gameplay footage related to each of the multiple users belonging to that team will be restricted," thereby preventing the learning of the gameplay tendencies of the users of that team (especially users who have entered a game event) from the gameplay footage related to each of the multiple users belonging to that team.
[0258] Furthermore, in the modified example 3 of Embodiment 1, the viewing restriction condition includes the condition "If at least one of the multiple users belonging to the same team has entered a game event, then viewing of gameplay footage by each of the multiple users belonging to that team is restricted." This prevents multiple users belonging to that team (especially users who have entered a game event) from learning the gameplay tendencies of other users (for example, other users who have entered a game event) from gameplay footage related to other users.
[0259] (Modification 4 of Embodiment 1) In the modified example 4 of Embodiment 1, the game system 1 differs from the game system 1 of Embodiment 1 in that the processing by the browsing control unit 104 is different. The other configurations and processing of the game system 1 of Modified Example 4 of Embodiment 1 are the same as those of the game system 1 of Embodiment 1.
[0260] In the modified embodiment 4, the viewing control unit 104 removes the restriction on viewing gameplay footage in response to a charge made by the viewing user.
[0261] Specifically, in the viewing control process, even if at least one of the following conditions—"the user attempting to view the video," "the gameplay video the user attempts to view," and "the time when the user attempts to view the gameplay video"—falls under "one of the viewing restriction conditions registered in the restriction condition database D13" (YES in step S402), the viewing control unit 104 allows the user to view the gameplay video without restricting their viewing, if the user charges (or has already charged) the video.
[0262] Furthermore, restrictions on viewing gameplay footage may include restrictions that cannot be lifted even with payment.
[0263] (Modification 5 of Embodiment 1) In the game system 1 of Modification Example 5 of Embodiment 1, the processing by the management unit 105 is different from that of the game system 1 of Embodiment 1. Other configurations and processes of the game system 1 of Modification Example 5 of Embodiment 1 are the same as those of the game system 1 of Embodiment 1.
[0264] In Modification Example 5 of Embodiment 1, during the period when the viewing of the game play video by the viewing user is restricted, the management unit 105 stops updating the result information of the play user related to the game play video (the game play video whose viewing is restricted). Also, due to the stop of updating the result information of the play user, the update of the user rank assigned to the play user is also stopped. Note that the above "play user related to the game play video" is, for example, the play user who played the game shown in the game play video.
[0265] Specifically, during the period when the viewing of the game play video by the viewing user is restricted, the management unit 105 does not update the "result information" and "user rank" of the play user related to the game play video (the game play video whose viewing is restricted) among the information registered in the user DB 51 stored in the storage unit 12.
[0266] Also, in Modification Example 5 of Embodiment 1, when the period during which the viewing of the game play video by the viewing user is restricted ends, the management unit 105 resumes updating the result information of the play user related to the game play video (the game play video whose viewing is restricted).
[0267] Specifically, during the period when the viewing of the game play video by the viewing user is restricted, the management unit 105 stores the result of the game play of the play user related to the game play video (the game play video whose viewing is restricted) in the storage unit 12.
[0268] When the period during which viewing users are restricted from viewing gameplay footage ends, the management unit 105 updates the "result information" and "user rank" of the player user related to that gameplay footage (the gameplay footage that was restricted from viewing) from the information registered in the user DB 51 stored in the storage unit 12, based on the gameplay results stored in the storage unit 12 (the gameplay results of the player user related to the gameplay footage that was restricted from viewing).
[0269] Furthermore, during periods when viewing gameplay footage is restricted for users, if opponents in a game (for example, a game played online) are matched based on user rank, either the user rank that has been discontinued may be used, or the user rank that has not been discontinued (the user rank that reflects the results of gameplay during the period when viewing gameplay footage is restricted for users) may be used.
[0270] (Embodiment 2) The game system 1 of Embodiment 2 differs from the game system 1 of Embodiment 1 in its configuration process (process for setting viewing restriction conditions). The other configurations and processes of the game system 1 of Embodiment 2 are the same as those of the game system 1 of Embodiment 1.
[0271] [Setup process] Next, with reference to Figure 10, the setting process for Embodiment 2 will be described. In the setting process for Embodiment 2, the setting unit 103 sets viewing restriction conditions related to gameplay footage showing the game played by the user, according to the user's specifications. Specifically, the following processes are performed.
[0272] <Step S501> First, a user who wants to set new browsing restriction conditions inputs an operation (setting operation) to the game controller 33 to set the browsing restriction conditions. The setting operation includes an operation (input operation) to input the browsing restriction conditions. This input operation inputs the "browsing restriction conditions specified by the user" to the game device 20. The request processing unit 201 of the game device 20 sends browsing restriction information indicating the browsing restriction conditions entered by the input operation to the server device 10. The setting unit 103 of the server device 10 starts the setting process in response to the setting operation. The setting unit 103 receives (acquires) the browsing restriction information sent from the game device 20.
[0273] For example, the request processing unit 201 of the game device 20 displays an image of a settings screen on a display 31 connected to the game device 20, in response to a setting operation, where the user can input viewing restriction conditions. The settings screen includes areas where the user can input subject requirements, object requirements, and timing requirements. The user inputs the viewing restriction conditions on the settings screen by operating (inputting) the game controller 33.
[0274] <Step S502> Next, the setting unit 103 sets new browsing restriction conditions based on the browsing restriction information obtained in step S501. Specifically, the setting unit 103 sets (determines) the browsing restriction conditions indicated in the browsing restriction information (browsing restriction conditions specified by the user) as the new browsing restriction conditions.
[0275] <Step S503> Next, the setting unit 103 registers the newly set viewing restriction conditions in step S502 into the restriction condition DB 54 stored in the storage unit 12. This updates the restriction condition DB 54.
[0276] [Effects of Embodiment 2] In Embodiment 2, the same effects as in Embodiment 1 can be obtained. For example, since it is possible to control whether or not there are restrictions on viewing gameplay footage, it is possible to appropriately handle situations where you do not want users to freely view gameplay footage.
[0277] Furthermore, in Embodiment 2, the setting unit 103 sets viewing restriction conditions related to gameplay footage showing games played by the user, according to the user's specifications. With this configuration, the user can arbitrarily set the scope of restrictions on viewing gameplay footage.
[0278] For example, in Embodiment 2, the viewing restriction condition may include the condition that "viewing of the gameplay video is restricted when the game shown in the gameplay video related to the player user is played in a gameplay mode specified by the player user (for example, an arbitrary mode in which the user can arbitrarily set the rules within the game)." In this way, the user can set a gameplay mode in which viewing of the gameplay video is restricted (for example, a secret gameplay mode in which the gameplay video cannot be viewed by anyone).
[0279] (Modification 1 of Embodiment 2) The game system 1 of the modified example 1 of Embodiment 2 differs from the game system 1 of Embodiment 2 in that the processing by the management unit 105 is different. The other configurations and processes of the game system 1 of the modified example 1 of Embodiment 2 are the same as those of the game system 1 of Embodiment 2.
[0280] In the modified example 1 of Embodiment 2, the management unit 105 grants a reward to a user if the user does not set any viewing restriction conditions related to "gameplay footage showing games played by that user." Specifically, the management unit 105 grants a reward to a user after the end of a predetermined evaluation period if the user does not set any viewing restriction conditions related to "gameplay footage showing games played by that user" during that evaluation period. The evaluation period is, for example, the entry period.
[0281] Furthermore, the User DB51 registers information (benefit information) indicating the benefits granted to each user. By associating benefit information with users and registering it in the User DB51 in this way, benefits can be granted to those users.
[0282] Other examples of perks include the right to participate in a gacha (a type of lottery) for game items, in-game currency usable in the game, and modifications to game parameters that give an advantage in game progression (for example, game parameters related to the player character).
[0283] [Effects of Modification 1 of Embodiment 2] As described above, in the modified example 1 of Embodiment 2, the management unit 105 grants a reward to a user if the user does not set any viewing restriction conditions related to "gameplay videos showing games played by that user". This configuration can increase the user's motivation to allow others to view "gameplay videos showing games played by that user" without restriction.
[0284] Furthermore, if a user sets viewing restrictions on gameplay footage (gameplay footage showing games played by that user), the convenience of being able to freely view that gameplay footage is lost. On the other hand, if a user does not set viewing restrictions on gameplay footage, that user can be said to be cooperating in improving the aforementioned convenience. Therefore, by providing benefits to users who do not set viewing restrictions related to gameplay footage, the improvement of the aforementioned convenience can be promoted.
[0285] (Modification 2 of Embodiment 2) The game system 1 of the modified example 2 of Embodiment 2 differs from the game system 1 of Embodiment 2 in that it has a "viewing control process when the game play video is video of a game played by multiple players." The other configurations and processes of the game system 1 of the modified example 2 of Embodiment 2 are the same as those of the game system 1 of Embodiment 2.
[0286] In a modified example of Embodiment 2, if the gameplay video is footage of a game played by multiple players, and at least one of the multiple players has set viewing restriction conditions related to the gameplay video, the viewing control unit 104 restricts viewing of the gameplay video related to the multiple players (footage of a game played by multiple players) based on those viewing restriction conditions.
[0287] [Effects of Modification 2 of Embodiment 2] As described above, in the modified example 2 of Embodiment 2, it is possible to appropriately restrict access to gameplay footage, which is footage of a game played by multiple players.
[0288] (Other embodiments) In the above explanation, the combination of a game device 20, a display 31, a speaker 32, and a game controller 33 was given as an example of an information terminal 40 used by a user, but it is not limited to this. Other examples of information terminals 40 used by a user include personal computers, smartphones, and tablets.
[0289] Furthermore, in the above description, the viewing control unit 104 may be configured not to restrict the viewing of gameplay footage by a user if the gameplay footage the user intends to view is "gameplay footage showing a game played by that user."
[0290] With the above configuration, even if viewing restrictions are set for gameplay footage showing games played by that user, that user can still use that gameplay footage (gameplay footage showing games played by that user) for video streaming or other purposes.
[0291] Furthermore, in the above description, the browsing control unit 104 may control the information terminal 40 used by the user so that gameplay audio is played along with the gameplay video. In this case, the browsing control unit 104 may restrict the browsing user from listening to the gameplay audio, similar to the restriction on the browsing user from viewing the gameplay video. Note that "listening" means listening to the gameplay audio.
[0292] Furthermore, while the above explanation used a competitive game in which two player characters, each controlled by a different user, compete one-on-one as an example of a game played by a user, it is not limited to this. For example, a game played by a user may be one in which multiple player characters are controlled by the user in a virtual space. Examples of such games include ball games such as soccer and baseball.
[0293] Furthermore, in the above description, a team-based game may be a game in which player characters selected from each of two teams compete one-on-one. Alternatively, a team-based game may be a game in which player characters from multiple users belonging to each of two teams participate simultaneously.
[0294] Furthermore, in games in which multiple player characters participate simultaneously, non-player characters (computer-controlled characters) may also participate alongside the player characters. For example, if the number of plays or characters participating in the game is insufficient to meet the required number (the number of characters necessary to play the game), non-player characters may be added to the game to compensate for the shortfall.
[0295] Furthermore, while the above explanation uses games played by two users as examples, it is not limited to this. The above games may also be played by a single user. Examples of such games include racing games in which players control vehicles such as cars, war simulation games in which players deploy structures such as castles and soldiers, and rhythm games in which players compete on the accuracy of their performances of music, dance, etc.
[0296] Furthermore, in the above description, the gameplay video may include date and time information indicating the date and time of gameplay. In this case, the viewing control unit 104 may restrict the viewing of the gameplay video by allowing the viewing user to view the gameplay video with some or all of the date and time information included in the gameplay video hidden.
[0297] Furthermore, while the above explanation uses the first to fifth restriction processes as examples of processes to restrict users from viewing gameplay footage, it is not limited to these. For example, a process to restrict users from viewing gameplay footage may be a process that "prohibits frame-by-frame playback of the gameplay footage." The viewing control unit 104 may restrict users from viewing gameplay footage by prohibiting frame-by-frame playback of the gameplay footage.
[0298] Furthermore, in the above explanation, a single user may have a mix of "gameplay videos with viewing restrictions set" and "gameplay videos without viewing restrictions set." In this case, the viewing control unit 104 may notify the user that viewing of a gameplay video will be restricted if the gameplay video the user intends to view is a "gameplay video with viewing restrictions set" and viewing that gameplay video falls under the viewing restrictions. Alternatively, if the gameplay video the user intends to view is a "gameplay video without viewing restrictions set," the viewing control unit 104 may allow the user to view that gameplay video without restricting its viewing.
[0299] Furthermore, in the description of Embodiment 1, it may be possible to choose whether or not to set viewing restriction conditions related to game events. For example, there may be a mix of "game events with viewing restriction conditions set" and "game events without viewing restrictions set". In this case, the management unit 105 may grant benefits to at least one of "the operator of the game event" and "the user who enters the game event" when no viewing restriction conditions related to the game event are set.
[0300] Furthermore, while the above explanation uses the example of setting viewing restriction conditions according to the specifications of the operations manager or user, it is not limited to this. For example, the setting unit 103 may set viewing restriction conditions related to the game event (for example, a viewing restriction condition that restricts viewing of gameplay videos related to the game event) according to the specifications of the organizer of the game event. The organizer may be a representative of a company such as a manufacturer, or a user.
[0301] Furthermore, the settings unit 103 may allow the organizer of the game event to select one of the following: "Viewing Restrictions," "No Viewing Restrictions," or "Optional." "Viewing Restrictions" is the option to set viewing restriction conditions related to the game event. "No Viewing Restrictions" is the option to not set viewing restriction conditions related to the game event. "Optional" is the option to allow users who have entered the game event to set "viewing restriction conditions related to gameplay videos showing games played by that user (for example, a viewing restriction condition that restricts viewing of gameplay videos showing games played by that user)."
[0302] Furthermore, in the above description, the opponent's gameplay in a specific scene may be reproduced from the input data, and the player may be able to control the player character from that reproduced specific scene. Specifically, the game progression unit 100 may generate "game data showing the opponent's gameplay in a specific scene" from the input data, which is an example of gameplay data that can play back gameplay video, and advance the game based on that game data and the operations input by the player. In this way, by reproducing the opponent's gameplay in a specific scene, it is possible to practice countermeasures against the opponent's specific actions.
[0303] Furthermore, when generating game data as described above (recreating the opponent's gameplay in a specific scenario), the player character can be changed to any character. This allows players to practice with any character (practicing countermeasures against specific actions of their opponent).
[0304] Furthermore, similar to restrictions on viewing gameplay footage, the generation of game data as described above (recreating the opponent's gameplay in a specific scene) may also be restricted. For example, if viewing restrictions related to gameplay footage are set, the generation of game data based on gameplay data that can play that gameplay footage may also be restricted (e.g., prohibited).
[0305] Furthermore, the terms "game" and "game system" in the above description may basically refer to games and game systems that allow users to view other users' gameplay.
[0306] Furthermore, while the above explanation cited player IDs as an example of user information that can identify a user, it is not limited to this. For example, user information could be a unique number (a one-of-a-kind number) such as My Number (a 12-digit number assigned to residents of Japan who have a resident registration). By using unique information as user information in this way, it is possible to avoid a situation where one user creates multiple user IDs. This allows for accurate identification of playing users and viewing users, and enables precise control over whether or not there are restrictions on viewing gameplay footage.
[0307] Furthermore, in the above explanation, if the user ID of a viewing user (an example of user information) is a "newly created user ID," then viewing of gameplay videos by that viewing user may be restricted (e.g., prohibited). In other words, the viewing restriction condition may include a condition that restricts viewing of gameplay videos by a viewing user if the user ID associated with the viewing user is a "user ID for which a certain amount of time has not elapsed since its creation (e.g., when it was newly associated with the viewing user)." Such a setting can be used to counter the fraudulent practice of "a user creating a new user ID different from the user ID they primarily use (a so-called separate account) and using that newly created user ID to view gameplay videos in order to unfairly circumvent viewing restrictions."
[0308] Furthermore, the viewing restrictions associated with the "newly created user ID" mentioned above may be lifted if a predetermined lifting condition is met. An example of a lifting condition is that the game was played using that user ID.
[0309] For example, determining whether a game was played using the newly created user ID may be based on whether the game progress (e.g., play style) played using that newly created user ID is similar to the game progress played using an existing user ID already associated with the user associated with that newly created user ID. Specifically, if the similarity between the game progress played using the newly created user ID and the game progress played using an existing user ID exceeds a threshold, it may be determined that a game was played using that newly created user ID, and the viewing restrictions associated with that newly created user ID may be lifted.
[0310] The similarity determination described above may be performed by artificial intelligence (AI). Furthermore, the above processing (removing the viewing restriction conditions associated with the newly created user ID) may be performed by the setting unit 103.
[0311] Furthermore, if the user ID of a viewing user (an example of user information) is a "newly created user ID," this fact may be notified to the operator (information terminal 15 operated by the operator). Also, if the user ID of a viewing user is a "newly created user ID" and an existing user ID is associated with that viewing user, viewing restriction conditions related to that existing user ID (conditions that restrict viewing of game play videos performed using that existing user ID) may be automatically set. The above processing may be performed by the setting unit 103.
[0312] Furthermore, in the above description, in a game mode (optional mode) in which user participation can be accepted by creating rooms (lounges) in a virtual space and setting rules for each room, it may be possible to set viewing restriction conditions for each room. The above process of "setting viewing restriction conditions for each room" is an example of the process of "setting viewing restriction conditions related to gameplay footage showing a game played under gameplay conditions specified by the user, in accordance with the user's specifications." The above process may be performed by the setting unit 103.
[0313] Furthermore, if viewing restrictions are set for a room, it may be possible to allow only users who have entered (participated in) that room to view gameplay footage showing the game being played in that room. This allows users who have entered the room to exceptionally view gameplay footage showing the game being played in that room, even if viewing restrictions are set for that room.
[0314] Furthermore, if viewing restrictions are set for a room, it may be possible to allow only users who were in (participating in) that room to view gameplay footage showing the game being played in that room (the game being played when that user was in the room). This allows users who were in the room to exceptionally view gameplay footage showing the game being played in that room, even if viewing restrictions are set for that room.
[0315] Furthermore, in the above explanation, it may be possible to set a restriction process (a process to restrict the viewing of gameplay footage by the user) to be performed when each viewing restriction condition is met. For example, a restriction process may be set for each viewing restriction such that the first restriction process is performed when the first condition is met, and the second restriction process is performed when the second condition is met. In this way, the restriction process may differ for each viewing restriction condition.
[0316] The effects and benefits of the present invention will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine these embodiments with other embodiments, and with other embodiments as appropriate. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Industrial applicability]
[0317] As explained above, the technology disclosed herein is useful as a game technology. [Explanation of Symbols]
[0318] 1. Game System 10 Server devices 11 Network Interfaces 12 Storage section 13 Control Unit 15 Information terminals 100 Game Management Department 101 Reception Department 102 Generation part 103 Settings Section 104 Browsing Control Unit 105 Management Department 20 game devices 21 Network Interfaces 22 Graphics Processing Unit 23 Audio Processing Unit 24 Operation Processing Unit 25 Memory section 26 Control Unit 200 Game Execution Unit 201 Request Processing Unit 202 Playback Processing Unit 31 Display (Display Unit) 32 speakers 33. Game controller (control unit) 40 Information terminals
Claims
1. A storage unit that stores gameplay data capable of playing back gameplay footage, which is video of the game played by the user, The system includes a viewing control unit that controls an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. The viewing control unit restricts the viewing of the gameplay video by the viewing user based on predetermined viewing restriction conditions. The aforementioned viewing restriction conditions include a condition that restricts free viewing of the gameplay video during the paid distribution period in which the gameplay video is distributed for a fee. A game system characterized by the following features.
2. A storage unit that stores gameplay data capable of playing back gameplay footage, which is video of the game played by the user, The system includes a viewing control unit that controls an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. The viewing control unit restricts the viewing of the gameplay video by the viewing user based on predetermined viewing restriction conditions. The aforementioned viewing restriction conditions include a condition that restricts access to the gameplay video depending on whether or not the user has entered a game event, which is a competition to see who can play the game the most. A game system characterized by the following features.
3. In the game system of claim 2, The aforementioned viewing restriction conditions include a condition that restricts viewing of gameplay footage related to users who have entered the aforementioned game event. A game system characterized by the following features.
4. In the game system of claim 2, The aforementioned viewing restriction conditions include a condition that restricts viewing of the gameplay footage related to each of the multiple users if at least one of the multiple users belonging to the same team has entered the game event. A game system characterized by the following features.
5. In the game system of claim 2, The aforementioned viewing restriction conditions include a condition that restricts users who have entered the game event from viewing the gameplay video. A game system characterized by the following features.
6. In the game system of claim 2, The aforementioned viewing restriction conditions include a condition that restricts each of the multiple users from viewing the gameplay video if at least one of the multiple users belonging to the same team has entered the game event. A game system characterized by the following features.
7. A storage unit that stores gameplay data capable of playing back gameplay footage, which is video of the game played by the user, A viewing control unit controls an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. It includes a setting unit, The viewing control unit restricts the viewing of the gameplay video by the viewing user based on predetermined viewing restriction conditions. The setting unit sets viewing restriction conditions related to the game event based on the agreements in the game event, which is a competition to determine the results of playing the game. A game system characterized by the following features.
8. A storage unit that stores gameplay data capable of playing back gameplay footage, which is video of the game played by the user, A viewing control unit controls an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. The settings section, It has an administrative department, The viewing control unit restricts the viewing of the gameplay video by the viewing user based on predetermined viewing restriction conditions. The setting unit sets the viewing restriction conditions related to gameplay footage showing games played by the user, in accordance with the user's specifications. The management unit grants a reward to the player user if the user does not set the viewing restriction conditions related to the gameplay video showing the game played by the user. A game system characterized by the following features.
9. A storage unit that stores gameplay data capable of playing back gameplay footage, which is video of the game played by the user, A viewing control unit controls an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. The system includes a management unit that manages result information showing the results of the game for each player user, The viewing control unit restricts the viewing of the gameplay video by the viewing user based on predetermined viewing restriction conditions. The management unit shall stop updating the player result information related to the gameplay video during the period when the viewing user's access to the gameplay video is restricted. A game system characterized by the following features.
10. A method of processing games performed by a computer, A storage step involves storing gameplay data in a storage unit that can play back gameplay footage, which is video of a game played by a player. The system includes a viewing control step of controlling an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. In the aforementioned viewing control step, viewing of the gameplay video by the viewing user is restricted based on predetermined viewing restriction conditions. The aforementioned viewing restriction conditions include a condition that restricts free viewing of the gameplay video during the paid distribution period in which the gameplay video is distributed for a fee. A game processing method characterized by the following.
11. A method of processing games performed by a computer, A storage step involves storing gameplay data in a storage unit that can play back gameplay footage, which is video of a game played by a player. The system includes a viewing control step of controlling an information terminal used by a viewing user so that the gameplay video is played back based on the gameplay data stored in the storage unit, thereby allowing the viewing user to view the gameplay video. In the aforementioned viewing control step, viewing of the gameplay video by the viewing user is restricted based on predetermined viewing restriction conditions. The aforementioned viewing restriction conditions include a condition that restricts access to the gameplay video depending on whether or not the user has entered a game event, which is a competition to see who can play the game the most. A game processing method characterized by the following.
12. A method of processing games performed by a computer, A storage step involves storing gameplay data in a storage unit that can play back gameplay footage, which is video of a game played by a player. A viewing control step involves controlling the information terminal used by the viewing user so that the gameplay video is played based on the gameplay data stored in the memory unit, thereby allowing the viewing user to view the gameplay video. It includes a setup step, In the aforementioned viewing control step, viewing of the gameplay video by the viewing user is restricted based on predetermined viewing restriction conditions. In the setup step, viewing restriction conditions related to the game event are set based on the agreements in the game event, which is a competition to determine the results of playing the game. A game processing method characterized by the following.
13. A method of processing games performed by a computer, A storage step involves storing gameplay data in a storage unit that can play back gameplay footage, which is video of a game played by a player. A viewing control step involves controlling the information terminal used by the viewing user so that the gameplay video is played based on the gameplay data stored in the memory unit, thereby allowing the viewing user to view the gameplay video. Setup steps, With management steps, In the aforementioned viewing control step, viewing of the gameplay video by the viewing user is restricted based on predetermined viewing restriction conditions. In the above setting step, the viewing restriction conditions related to gameplay footage showing games played by the user are set according to the user's specifications. In the management step, if the user does not set the viewing restriction conditions related to gameplay footage showing games played by the user, the player is granted a reward. A game processing method characterized by the following.
14. A method of processing games performed by a computer, A storage step involves storing gameplay data in a storage unit that can play back gameplay footage, which is video of a game played by a player. A viewing control step involves controlling the information terminal used by the viewing user so that the gameplay video is played based on the gameplay data stored in the memory unit, thereby allowing the viewing user to view the gameplay video. The system includes a management step for managing result information indicating the game results for each player user. In the aforementioned viewing control step, viewing of the gameplay video by the viewing user is restricted based on predetermined viewing restriction conditions. In the management step, during the period when the viewing user is restricted from viewing the gameplay video, the update of the player's result information related to the gameplay video is stopped. A game processing method characterized by the following.
15. A game program characterized by causing a computer to execute any one of the game processing methods from claims 10 to 14.