Information processing device and game program
The game system addresses the challenge of character selection coordination in multiplayer games by implementing a team formation and disclosure mechanism, improving team-based gameplay through enhanced character sharing and strategy alignment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2024-12-24
- Publication Date
- 2026-07-01
AI Technical Summary
Existing multiplayer games struggle with coordinating character selections among team members, making it difficult for players to achieve unity of intention when completing words in team-based competitive games.
A game system that includes a team formation unit, turn control unit, reception unit, setting unit, attack activation unit, and disclosure unit to facilitate character selection, attack activation, and character disclosure among team members, enhancing coordination and intention alignment.
Easier coordination and intention alignment among team members, allowing for more effective team-based gameplay by enabling players to share character selections and strategies.
Smart Images

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Abstract
Description
Technical Field
[0006] , ,
[0005] ,
[0001] The present invention relates to a technique for promoting communication between players in a multiplayer game in which a plurality of players participate.
Background Art
[0002] Smartphones are not only used as communication terminals but also as game terminals. Network games popular among smartphones are provided by accessing a platform built on a game server from a smartphone. Network games often focus on character growth, cooperation and competition with other players, and collection of cards and items.
[0003] Among network games, there is a battle game in which a player inserts characters into a predetermined character frame to complete a word and gives damage corresponding to the completed word to an enemy character (see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The game of Patent Document 1 has a game system specialized for the case where only one player completes a word. When this game system is applied to a multiplayer game in which a plurality of players each select a character from their own group of characters and cooperate to complete a word, only the characters in their own hands are displayed on the screen of each player, and it is difficult to achieve unity of intention so as to share the word to be completed among the players.
[0006] This invention was completed based on the above-mentioned problem recognition, and its main purpose is to provide a game in which players belonging to the same team can easily coordinate their intentions in team-based competitive games. [Means for solving the problem]
[0007] An information processing device in one aspect of the present invention comprises: a team formation unit that forms a team including multiple players based on a player's request; a turn control unit that grants players belonging to the team a turn to select characters; a reception unit that receives character selections from players who have been granted a turn; a setting unit that sets the selected characters into a character frame area; an attack activation unit that triggers an attack on a predetermined character when a predetermined string is completed in the character frame area; and a disclosure unit that discloses characters held by a player to other players during a match. [Effects of the Invention]
[0008] According to the present invention, in team-based competitive games, it becomes easier for players belonging to the same team to coordinate their intentions. [Brief explanation of the drawing]
[0009] [Figure 1] This is a hardware configuration diagram of the game system. [Figure 2] This is a functional block diagram of the game system. [Figure 3] This is a data structure diagram of the player data storage section. [Figure 4] This is a screenshot of the first battle screen, showing the state of the player's screen during a turn while battling an enemy character. [Figure 5] This is a screenshot of the second battle screen, showing the player's selection of text characters during their turn. [Figure 6] This is a data structure diagram of the character data storage section. [Figure 7] This is a data structure diagram of the word data storage section. [Figure 8]This is a data structure diagram of the damage data storage section. [Figure 9] This is a screenshot of the third battle screen, showing the state when a player whose turn it is opens the tab of a player whose turn it is not. [Figure 10] This is a sequence diagram of the process when checking the character assigned to other players. [Figure 11] This is a screenshot of the fourth battle screen, showing how a player who is not currently taking a turn can give advice to a player who is currently taking a turn. [Figure 12] This is a sequence diagram of the process when an off-turn player performs an advice action. [Figure 13] This is a screenshot of the fifth battle screen, showing the state when a player receives advice from a player who is not currently taking their turn. [Figure 14] This is a screenshot of the 6th match screen, showing how a player who is not currently playing will signal their planned move to other players. [Figure 15] This is a sequence diagram showing the process when a player who is not currently playing performs an appeal action they intend to select. [Figure 16] This is a screenshot of the 7th battle screen showing the operation when a player outside of their turn changes targets. [Figure 17] This is a sequence diagram of the process when an out-of-turn player performs a target change operation. [Figure 18] This is a screenshot of the 8th battle screen, showing what is displayed on the player's screen during their turn when the target is changed. [Modes for carrying out the invention]
[0010] In the network game (hereinafter referred to as "Game L") in this embodiment, a player forms a "team" consisting of 2 to 4 players and battles against enemy characters that come one after another. In the battle against enemy characters, the player selects one character associated with a character (hereinafter referred to as "character character") and inserts it into the blank of the character frame set on the screen. Other players also insert character characters in order. When the players complete any word registered in the database, an attack on the enemy character is launched. In order to participate in Game L, it is necessary to register a player with the game server.
[0011] FIG. 1 is a hardware configuration diagram of the game system 100. In the game system 100, a plurality of game terminals 104a, 104b, 104c ··· 104n (hereinafter, collectively referred to as "game terminal 104" when mentioned together or not particularly distinguished) are connected to the game server 102 via the Internet 106. The game terminal 104 in this embodiment assumes a smartphone. The game terminal 104 may be a portable dedicated game machine or a general-purpose computer such as a laptop PC. The game terminal 104 and the Internet 106 are wirelessly connected, but may also be wired. A unique ID called a player ID is assigned in advance to the players of the game. The game server 102 provides games to each game terminal 104.
[0012] FIG. 2 is a functional block diagram of the game system 100. As described above, the game system 100 includes a game server 102 and a game terminal 104. Each component of the game terminal 104 and the game server 102 is realized by hardware including an arithmetic unit such as a CPU (Central Processing Unit) and various coprocessors, a storage device such as a memory and a storage, and a wired or wireless communication line connecting them, and software stored in the storage device and supplying processing instructions to the arithmetic unit. The computer program may be composed of a device driver, an operating system, various application programs located in upper layers thereof, and a library providing common functions to these programs. Each block described below indicates a block of a functional unit, not a configuration of a hardware unit.
[0013] The game server 102 may be configured to include a web server, and the game terminal 104 may be configured to include a portable communication terminal and a web browser installed therein.
[0014] (Game server 102) The game server 102 includes a communication unit 110, a data processing unit 112, and a data storage unit 114. The communication unit 110 is responsible for communication processing with the game terminal 104 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 112 executes various processes based on the data acquired by the communication unit 110 and the data stored in the data storage unit 114. The data processing unit also functions as an interface between the communication unit 110 and the data storage unit 114.
[0015] The data processing unit 112 includes a player management unit 144 and a game control unit 116. The player management unit 144 includes a player registration unit 146 and a team formation unit 148. The player registration unit 146 accepts player registration from the game terminal 104 via the communication unit 110. When a player registration request is received, the player registration unit 146 assigns a player ID to the player and registers it in the data storage unit 114. When the game module for game L is installed on the game terminal 104, player registration is automatically requested.
[0016] The team formation unit 148 forms teams consisting of multiple players according to the players' requests (details below).
[0017] The game control unit 116 works in conjunction with the game control unit 156 of the game terminal 104 to control the progress of the game. The game control unit 116 determines the winner or loser when a character battles an enemy character, based on parameters such as the character's HP and attributes.
[0018] The game control unit 116 includes a turn control unit 128, a reception unit 130, a setting unit 132, an attack activation unit 134, a disclosure unit 136, a presentation reception unit 138, a presentation unit 140, and a target change unit 142. The turn control unit 128 sequentially grants each player the right to execute (hereinafter referred to as "turn"). Players possess multiple character strings. The reception unit 130 accepts the selection of character strings by the player. The setting unit 132 accepts the insertion of the character strings selected by the player into the character frame. The setting unit 132 also sets the character frame for each match. The attack activation unit 134 activates an attack on the enemy character when a string of characters is formed in the character frame. The disclosure unit 136 discloses the character strings possessed by the player to other players.
[0019] In this embodiment, players who have not been assigned a turn (hereinafter referred to as "non-turn players") can also select text characters (details will be described later). The presentation reception unit 138 accepts the selection of text characters and their insertion into the text box by non-turn players. The presentation unit 140 presents the non-turn player's actions to other players. Players who have been assigned a turn will be referred to as "players in turn" below.
[0020] The target change unit 142 changes the target enemy character at the player's request when there are multiple enemy characters.
[0021] The data storage unit 114 includes a game data storage unit 118, a player data storage unit 120, a character data storage unit 122, a word data storage unit 124, and a damage data storage unit 126. The game data storage unit 118 stores the game program. The player data storage unit 120 stores various data related to the player (described later in relation to Figure 3). This player data includes the player ID, player name, and information about the characters the player owns. The character data storage unit 122 stores data related to character data (described later in relation to Figure 6). The word data storage unit 124 stores data related to words created by the player in cooperation with other players (described later in relation to Figure 7). The damage data storage unit 126 stores data that defines the correlation between word length and the damage dealt to enemy characters. (See Figure 8 below for further details.)
[0022] (Game terminal 104) The game terminal 104 includes a user interface unit 158, a communication unit 150, a data processing unit 152, and a data storage unit 154. The user interface unit 158 accepts input from the player via the touch panel and is responsible for processing related to the user interface, such as displaying images and outputting sound. The communication unit 150 is responsible for communication processing with the game server 102 and other game terminals 104 via the internet 106. The data storage unit 154 stores various types of data. The data processing unit 152 executes various processes based on the data acquired by the user interface unit 158 and the communication unit 150, and the data stored in the data storage unit 154. The data processing unit 152 also functions as an interface for the user interface unit 158, the communication unit 150, and the data storage unit 154.
[0023] The data processing unit 152 includes a game control unit 156. The game control unit 156 works in conjunction with the game server 102 to control the progress of the game. The game control unit 156 of the game terminal 104 may be formed as a software module downloaded from the game server 102 as part of the functions of the game control unit 116.
[0024] The communication unit 150 acquires various game information from the game server 102, and the data processing unit 152 displays the game screen on the user interface unit 158. The user interface unit 158 also detects various inputs from the player, and the data processing unit 152 notifies the game server 102 of the input information via the communication unit 150. In response to this input information, the game control unit 116 of the game server 102 controls the progress of the game in cooperation with the game control unit 156 of the game terminal 104.
[0025] The data storage unit 154 includes a game data storage unit 160. The game data storage unit 160 stores the game program.
[0026] The user interface unit 158 includes an input unit 162 that receives input from the player and an output unit 164 that outputs various information such as images and sounds to the player. The input unit 162 primarily detects the player's touch operation on the screen as input.
[0027] Figure 3 is a data structure diagram of the player data storage unit 120. A player who wants to play Game L sends a player registration instruction to the game server 102 via the input unit 162 of the game terminal 104. At this time, the player can specify a player name of up to 4 characters. The player registration unit 146, which receives the player registration instruction from the communication unit 150, assigns a player ID to the player who sent the instruction and registers the player based on the content of the instruction. Once registered, the information cannot be changed.
[0028] A player can possess multiple character entities. There is no upper limit to the number of character entities a player can possess. However, a player cannot possess the same character entity more than once. When a player registers for Game L, they receive 20 character entities. The types of character entities received at this time are determined randomly. The number of character entities a player possesses increases as they complete quests, which will be described later. In Figure 3, Player A possesses character entities with IDs "C001" and "C010". Each character entity is assigned an ID and registered in the database within the character data storage unit 122. In Figure 3, Player C also possesses a character entity with the ID "C010". From this, it can be seen that Player A and Player C possess the same character entity.
[0029] Players take on various quests during the game. Quests are tasks given to players as the game progresses. Each time a player takes on a quest, they select 12 characters from their collection.
[0030] The settings unit 132 randomly selects four characters from the twelve character sets chosen by the player and places them as pieces in the player's hand each time a battle with an enemy character occurs. Details of the character sets will be described later.
[0031] Game L is a multiplayer game. Players form teams of 2 to 4 players (hereinafter referred to as "ally teams") and take on NPC (Non-Player Character) enemy characters one after another.
[0032] Players who have registered for Game L then send a team formation instruction (hereinafter referred to as "team formation instruction") to the game server 102 via the input unit 162 of the game terminal 104. The team formation unit 148, which receives the team formation instruction from the communication unit 150, extracts players with similar numbers of character possessions from among the multiple players who have received the team formation instruction, matches them, and forms an allied team.
[0033] If the number of received team formation instructions is 1 or less, the team formation unit 148 will not form an allied team. In that case, the team formation unit 148 will notify the player's game terminal 104 that it is not possible to form an allied team.
[0034] Players can also send team formation instructions when the game resumes.
[0035] Figure 4 is a screenshot of the first battle screen 200, showing the state of the player's screen during a turn while battling enemy character 204. In Game L, battles unfold stage by stage. These stages are called "battle stages." There are multiple battle stages in a quest, acting as obstacles that block the path of your team. In each battle stage, players cooperate with other players to create words and fight against 204 attacking enemy characters. Game L includes multiple storylines. Corresponding to these storylines are "quests." Each quest contains multiple battle stages. The story progresses each time a battle stage is cleared. Clearing all the battle stages included in a quest completes the story and clears the quest.
[0036] Figure 4 shows the contents of Player A's screen 200 during a battle against enemy character 204, "Monster M". Player A is on a team with players B, C, and D. The names of the players on the team are displayed in tab 208. Meanwhile, the names of the enemy characters are displayed in the information window 212 located at the bottom of the screen.
[0037] In the first battle screen 200 shown in Figure 4, Player A's own tab 208 is open. The four character 210 displayed in the tab correspond to the Japanese characters "o," "su," "u," and "sa." Player A can select one of these four character 210. Tab 208 will be described later.
[0038] The settings unit 132 sets the character boxes 206 for each match. Each character box 206 contains a word with the same number of characters as the number of character boxes 206, according to the theme of the battle stage. The set word has blank spaces equal to the number of players on the team. The game control unit 116 randomly determines which character boxes 206 will be left blank.
[0039] In Figure 4, the six characters "ka" and "me" are set in character box 206, which is located in the center of the screen. Four characters, the same number as the players on the team, are left blank. In the situation in Figure 4, the six-character theme word (hereinafter referred to as the "theme word") "wakame gohan" is actually set. However, the theme word is not revealed to the players. Players who cooperate with other players and successfully insert the four characters "wa," "go," "ha," and "n" into the blanks learn that the theme word set for this battle stage was "wakame gohan."
[0040] When each player on the allied team selects a letter character 210 in turn or simultaneously to fill all the blanks in the letter box 206, the attack activation unit 134 normally calculates the damage to be dealt to the enemy character according to the completed word. However, unlike normal words, theme words do not have damage calculated to be dealt to the enemy character 204 when completed, and instead act as a one-hit kill attack. Only one theme word is set for each battle stage. When the allied team completes the theme word set for a battle stage, all enemy characters 204 in the match are wiped out. Searching for theme words is one of the attractions of the game L. The method for calculating the damage dealt to enemy characters 204 by normal words will be described later.
[0041] Each character 210 has a corresponding character assigned to it. Players select a character 210 and insert it into one of the empty spaces in the character frame 206, and then work with other players to create words.
[0042] Figure 5 is a screenshot of the second battle screen 220, showing the player's selection operation of character 210 during a turn. During a turn, the player taps and selects one of the four letter characters 210 with their finger, then slides it to insert it into one of the empty spaces in the letter frame 206. In the scene shown in Figure 5, player A, during their turn, selects the letter character 210 corresponding to the letter "o" in order to complete the word "okame," and inserts it into the leftmost empty space in the letter frame 206.
[0043] During a turn, the input unit 162 of the player's game terminal 104 detects a tap operation on a character 210 and a slide operation of the tapped character 210 into a character frame 206, and transmits the operation details to the game server 102 via the communication unit 150. When the setting unit 132 receives the operation details from the communication unit 110, it sets the tapped character 210 into the inserted character frame 206 and transmits the processing result to each player's game terminal 104.
[0044] In the scene shown in Figure 5, when Player A completes the word "Okame", the above process synchronizes the display content on the game terminals 104 of all players on the team, and "Okame ○○○" is displayed in the character box 206.
[0045] The turn control unit 128 grants a time limit to the player during their turn. The player can check the time limit on the timer 202. The timer 202 displays the time limit as a gauge. As time passes, the gauge decreases. In the situation shown in Figure 5, one-third of the time limit granted to player A has elapsed. The timer 202 is displayed only on the player's battle screen 200 during their turn.
[0046] If a player fails to insert a character 210 into a character frame 206 within the time limit during their turn, the setting unit 132 randomly selects one character 210 from those assigned to the player during the turn and automatically inserts it into an empty space in the character frame 206. If there are multiple empty spaces in the character frame 206, the insertion location of the character 210 is determined randomly.
[0047] The turn control unit 128 grants the next player a turn when a character 210 is inserted into any of the empty spaces in the character frame 206.
[0048] Figure 6 is a data structure diagram of the character data storage unit 122. Each character 210 has a character name, corresponding character, corresponding attribute, HP, and possessed skills set. All character 210 are pre-registered in the database within the character data storage unit 122 and will not be added later.
[0049] The character 210 includes character 210 that have a one-to-one correspondence with a single character, such as "o," "su," "u," and "sa" which were assigned to player A in Figure 4; character 210 that can change into semi-voiced and voiced consonants, such as "ha," "pa," and "ba"; and row character 210 that contain all combinable vowels, such as "a-row" and "ka-row." Row character 210 changes to "a," "i," "u," "e," and "o" each time the row character 210 selected by the player is tapped. Character 210 that can change into semi-voiced and voiced consonants also change with the same operation. Row character 210 is easy to use in various situations because, for example, "ka-row" can change to "ka," "ki," "ku," "ke," and "ko." However, because of its wide range of application, the base damage dealt to enemy character 204 is set low. On the other hand, character 210 that have a one-to-one correspondence with a single character have a narrower range of application compared to the changeable character 210, so the base damage dealt to enemy character 204 is set high.
[0050] Character 210 has attributes. Enemy character 204 also has attributes. Attributes act as variables for calculating the damage dealt to enemy character 204.
[0051] There are five types of attributes: Fire, Grass, Water, Light, and Darkness. Of these, Fire, Grass, and Water have a rock-paper-scissors relationship. That is, the Fire attribute is strong against Grass and weak against Water. Grass is strong against Water and weak against Fire. Water is strong against Fire and weak against Grass. Also, Light and Darkness have an opposing relationship.
[0052] If the word completed by your team includes character 210 of the "Fire" attribute, the damage dealt to enemy character 204 of the "Grass" attribute will be doubled. On the other hand, even if the completed word includes character 210 of the "Fire" attribute, if enemy character 204 is of the "Water" attribute, the damage dealt will be halved.
[0053] Additionally, some character 210s possess skills such as "Double Damage," which doubles the damage dealt to enemy character 204 when a word is completed using that character 210.
[0054] Figure 7 is a data structure diagram of the word data storage unit 124. Each word completed by the allied team is assigned an ID and registered in the database within the word data storage unit 124. The database within the word data storage unit 124 is periodically updated via the internet 106.
[0055] Just like the character 210, each word has an attribute assigned to it. For example, the word "kitsune udon" has the "fire" attribute, and the word "okame" has the "light" attribute. When your team completes a word with the "fire" attribute, the damage dealt to the enemy character 204 with the "grass" attribute is doubled. Also, depending on the battle stage, if the completed word has the "fire" attribute, the damage dealt to the enemy character 204 will increase.
[0056] On the other hand, even if your team completes a word with the "Fire" attribute, if enemy character 204 is of the "Water" attribute, the damage dealt will be halved. Also, depending on the battle stage, if the completed word is of the "Fire" attribute, the damage dealt to enemy character 204 will be reduced.
[0057] Figure 8 is a data structure diagram of the damage data storage unit 126. The words stored in the word data storage unit 124 have a base damage value set for each character count that is dealt to the enemy character 204. In game L, the base damage dealt to the enemy character 204 is the square of the number of characters in the completed word.
[0058] The attack activation unit 134 activates an attack on the enemy character 204 when all the empty spaces in the character frame 206 are filled.
[0059] The damage dealt to enemy character 204 is calculated based on the damage set for each completed word. Furthermore, the damage dealt to enemy character 204 varies depending on the letter characters 210 used, the completed word, the attributes of enemy character 204, and the theme of the battle stage.
[0060] For example, the base damage dealt by the "fire" attribute word "kitsune udon" to the "fire" attribute enemy character 204 is 36, which is the square of the number of letters. In this case, if any of the character 210 corresponding to the letters "ki", "tsu", "ne", "u", "do", or "n" is of the "water" attribute, or if it is a battle stage that enhances the power of "fire" attribute words, the damage dealt to enemy character 204 will increase. Also, if any of the character 210 corresponding to the letters "ki", "tsu", "ne", "u", "do", or "n" has the "double damage" skill, the damage dealt to enemy character 204 will become 72.
[0061] Furthermore, if the completed string contains multiple words, a combo attack will be triggered. For example, the string "kitsune udon" contains the words "kitsune" and "udon," which deal a base damage of 9, and the word "udo," which deals a base damage of 4. Therefore, the base damage dealt to enemy character 204 will be 36 + 9 + 9 + 4 = 58.
[0062] If the damage dealt to enemy character 204 exceeds the enemy character 204's HP, the allied team defeats enemy character 204. When enemy character 204 is defeated, the game control unit 116 completes the battle stage and notifies each player's game terminal 104 of the result.
[0063] On the other hand, if the damage dealt to enemy character 204 falls below enemy character 204's HP, or in other words, if the completed string after one turn fails to defeat enemy character 204, the player is out of the game. Alternatively, the player may be attacked by enemy character 204.
[0064] Players will face multiple battle stages in the process of completing quests. Completing a battle stage advances the quest, and the team will soon move on to the next battle stage. The quest is cleared when all battle stages in the quest are completed.
[0065] Figure 9 is a screenshot of the third battle screen 300, showing the state when the player whose turn it is opens the tab of the player whose turn it is not. Players can check the character 210 that other players can select at any time during a match. Figure 9 shows Player A's screen 300. During Player A's turn, Player A taps and opens the tab 208 of Player B, who will have the next turn, to check the four character 210 that can be selected. Through this action, Player A learns that the character 210 corresponding to the letters "あ", "り", "お", and "う" are assigned to Player B.
[0066] Game L is a game in which up to four players cooperate to create words. Therefore, by knowing the letter characters 210 assigned to the players outside of their turn, the player currently in turn can more effectively select the letter characters 210 assigned to themselves.
[0067] In the scenario shown in Figure 9, Player A, during their turn, can recognize that Player B can also choose to complete the word "okame" by inserting "o" into the leftmost blank space of character frame 206. Since everyone just needs to complete the word, if another player on the team has the same option, Player A does not have to choose that option. On the other hand, only Player A has the option to complete the word "mesu" by inserting "su" into the blank space to the right of "me". Thus, Player A can conclude that inserting "su" into the blank space to the right of "me" is the rational choice. In this way, during a turn, by understanding the character 210 assigned to other players through the above operation, players can more easily make rational choices that take the entire team into consideration.
[0068] On the other hand, players whose turn it is can also know in advance which character 210 has been assigned to other players. For example, if player C has checked which character 210 has been assigned to player B in advance, player C can predict player B's move. Furthermore, based on that prediction, player C can consider which character 210 to choose.
[0069] Figure 10 is a sequence diagram of the process when checking character 210 placed on other players. The sequence of operations performed by Player A in the scene shown in Figure 9 is achieved through the following process. When the input unit 162 detects a tap (input) on another player's tab 208 (S10), it sends an instruction to the game server 102 via the communication unit 150 to disclose the four character 210 placed on the player of the tab 208 where the tap was detected (hereinafter referred to as the "disclosure target player") (S12). When Player A designates Player B as the disclosure target player, a disclosure request designating Player B is sent. The disclosure unit 136, having received the disclosure instruction from the communication unit 110, checks the four character 210 placed on the disclosure target player (S14) and notifies the player who sent the disclosure instruction of the disclosure result (S16).
[0070] Upon receiving the disclosure results from the communication unit 150, the output unit 164 opens the tab 208 for the player to be disclosed and displays the disclosure results. In Figure 9, the tab for player B, the player to be disclosed, is opened, and the four character 210 that player B can select are displayed.
[0071] Figure 11 is a screenshot of the fourth battle screen 320, showing the operation when a player who is not currently taking a turn gives advice to a player who is currently taking a turn. A player who is not currently playing can open the tab 208 of the player currently playing, tap to select one of the four character 210 placed on the player currently playing, and insert it into the character box 206. In Figure 11, player B, who is not currently playing, opens the tab of player A, who is currently playing, taps to select the character 210 corresponding to the character "お", and slides it into the leftmost empty space of the character box 206. Through this operation, player B, who is not currently playing, can advise or appeal to player A, who is currently playing, to select the character 210 corresponding to "お".
[0072] Figure 12 is a sequence diagram of the process when an off-turn player performs an advice operation. The advice given to Player A by Player B through the above operation in the scene shown in Figure 11 is realized by the following process. When the input unit 162 of the non-turn player's game terminal 104a detects a tap operation on one of the four character characters 210 placed on the turn player and a slide operation of the tapped character character 210 to any character frame 206 (S20), it transmits the operation details to the game server 102 via the communication unit 150 (S22). In the above example, the operation in which the non-turn player Player B selects one of the character characters 210 placed on the turn player Player A and inserts it into any character frame is detected. When the presentation receiving unit 138 receives the operation details from the communication unit 110, the presentation unit 140 transmits the operation details to the turn player's game terminal 104b via the communication unit 110 (S24). The output unit 164, having received the operation details from the communication unit 150, displays the input details (S28) after a predetermined time has elapsed, for example, one-third of the time limit (S26). Note that Player B's advice is not displayed to players other than Player A. In the example above, when Player A, the player currently in turn, has two-thirds of their time limit remaining, the input details of Player B, the player not currently in turn, are displayed on Player A's screen. This control method allows the player currently in turn to calmly consider their move without being distracted by other players' advice. If they are still unable to decide on a move after the predetermined time has elapsed, they can use the advice from other players displayed on the screen to make a decision before the time limit expires. This control method enables a gameplay that prioritizes independent judgment while also allowing for suggestions from others. The operation details are displayed until the time limit reaches zero.
[0073] Figure 13 is a screenshot of the fifth match screen 340, showing the state when a player receives advice from a player who is not currently taking their turn. The output unit 164 of the player's game terminal 104b during the turn displays the above operations performed by the player who is not currently playing as transparently, so that it can be distinguished from the operation performed by the player during the turn, such as selecting a character 210 and inserting it into the character frame 206. In Figure 13, the operations performed by player B who is not currently playing in Figure 11 are displayed semi-transparently on the player A's screen 340 during the turn.
[0074] The player whose turn it is can give hints to the player whose turn it is by manipulating the character 210 placed on the player's screen. Meanwhile, the player whose turn it is can decide on their move while referring to suggestions from other players. However, advice from other players is not actually displayed until a predetermined time limit has elapsed, for example, 5 seconds. Therefore, the player whose turn it is can calmly consider their move for 5 seconds without being bothered by advice from other players. If a move has not been decided after 5 seconds, advice from other players will be displayed on the screen. This allows the player to decide on a move while referring to advice from other players before the time limit expires. Since the player whose turn it is not a party to the game, they may be able to suggest a better move than the player whose turn it is. The player whose turn it is can also reconsider their move after deciding on it, referring to advice from other players. This control method allows for a game where individual judgment is the principle, but suggestions from others can be received, thus respecting individual judgment while also fostering a sense of teamwork. While players who are not currently in a turn are normally only able to wait for the turn player's decision, the control method described above grants them the "right to advise" the turn player. As a result, they become more likely to actively participate in the game even when it is not their turn.
[0075] Furthermore, the player whose turn it is can gain more options through advice from the non-turning player, who offers a different perspective. For example, in the scene shown in Figure 13, suppose the only option in the mind of the player whose turn it is, player A, is to insert the character corresponding to "o" into character box 206 to the right of "me" in order to complete the word "kameo". At this time, player A can gain the option to insert the character corresponding to "o" 210 into the leftmost character box 206 in order to complete the word "okame", thanks to advice from the non-turning player B. Considering the damage dealt to the enemy character 204, "okame" is a better word to complete than "kameo". This is because, in the scene shown in Figure 13, all the character boxes 206 to the right of "me" are empty, so depending on the move of the second player, it is possible to complete longer words such as "okame soba", "okame udon", or "okame inko". In this way, the player whose turn it is can gain more options through advice from the non-turning player. As a result, it becomes easier for your team to choose the best move.
[0076] The above techniques are effective when you want to unify the decisions of your teammates. They are especially effective when the player during the turn is a beginner or indecisive, while the player outside the turn is an advanced or decisive player.
[0077] Furthermore, if two or more players who are not currently in the game perform the above operations, each time the suggestion reception unit 138 receives an advice operation, the content of the operation of the player who received the advice operation will be overwritten and displayed on the game terminal 104b of the player currently in the game. For example, if the input of player B, who is not currently in the game, is displayed on the player A's screen 340 in the game, as shown in Figure 13, and player C then performs an advice operation, the suggestion reception unit 138 will receive the input of player C. At this time, the suggestion unit 140 will stop sending the input of player B to player A's game terminal 104b and send the input of player C to player A's game terminal 104b. Therefore, the input of the player whose advice operation was last received by the suggestion reception unit 138 will always be displayed on the player A's screen 340 during the game.
[0078] Figure 14 is a screenshot of the 6th game screen 360, showing the operation when a player whose turn it is to move is trying to signal their planned move to other players. A player whose turn it is can tap on one of the character 210 to select it while their tab 208 is open, and then insert it into one of the empty spaces in the character box 206 to announce their planned move (hereinafter referred to as "planned move") to other players. In Figure 14, player B, whose turn it is, opens their tab, selects the character 210 corresponding to the character "お", and slides it into the leftmost empty space in the character box 206.
[0079] Players whose turn it is can use the above operation to signal their intended choice to players who have the turn before them. In the scene in Figure 14, player B, whose turn it is, is signaling that they want to complete the word "okame" by inserting the character 210 corresponding to "o" into the leftmost character box 206. By making this signal, it becomes easier to make the desired choice even if the intended choice conflicts with other players. In the scene in Figure 14, player A, whose turn it is, can also select the character 210 corresponding to the character "o" (see Figure 11). However, player B's signal makes it easier for player A to make other choices instead of being fixated on inserting the character 210 corresponding to "o" into the leftmost empty space of character box 206. For example, if player A were to insert the character 210 corresponding to "o" into the empty space to the right of "me" instead of the leftmost empty space in the string, the word "kameo" would be completed. Additionally, Player A is assigned character 210, which corresponds to the character "sa". Therefore, if Player A inserts character 210, which corresponds to the character "sa", into the empty space to the right of "me", and then either Player C or Player D inserts "n" into the empty space to the right, the word "kame-san" will be completed. In this way, the appeals of the players who are not yet on a turn make it easier for the entire team to make the best move.
[0080] Figure 15 is a sequence diagram of the process when an out-of-turn player performs an appeal operation they intend to select. In the scene shown in Figure 14, the appeal to other players that player B intends to select through the above operation is realized by the following process. When the input unit 162 of the non-turn player's game terminal 104a detects a tap operation on one of the four character 210s assigned to that player and a slide operation of the tapped character 210 to any character frame (S30), it transmits the input content to the game server 102 via the communication unit 150 (S32). In the example above, the operation in which player B, the non-turn player, selects one of the character 210s assigned to him and inserts it into any character frame is detected. When the presentation receiving unit 138 receives the input content from the communication unit 110, the presentation unit 140 transmits the input content to each player's game terminal 104 via the communication unit 110 (S34). The output unit 164, having received input from the communication unit 150, displays the input content (S18) after a predetermined time has elapsed, for example, 1 / 3 of the time limit imposed on the player in the current turn (S36). In the example above, when the time limit for player A, the player in the current turn, reaches 2 / 3 remaining, the input content of player B, the player not in the current turn, is displayed on the screens of player A, player C, and player D. The operation content is displayed until the time limit for the player in the current turn reaches 0.
[0081] The output unit 164 of the game terminal 104 of another player on the same team will display the input content from the non-turn player transparently after a predetermined time, for example, 1 / 3 of the turn player's time limit has elapsed. The purpose of this function is the same as the function that displays advice from the non-turn player on the turn player's screen 340. The display method in this case is also the same as that for advice from the non-turn player. The predetermined time may be, for example, 5 seconds.
[0082] Furthermore, if two or more players who are not currently playing perform the above operation, the information received by the information reception unit 138 will successively overwrite and display the information of the players' operations on the game terminal 104b of the player currently playing, just as when advice is given to the player currently playing. For example, if the information of player B, who is not currently playing, is displayed on another player's screen 340, and then player C performs the above operation, the information reception unit 138 will receive the information of player C's operations. At this time, the information reception unit 140 will finish sending the information of player B's operations to the other player's game terminal 104 and send the information of player C's operations to the other player's game terminal 104. Therefore, the information of the player whose operations the information reception unit 138 last received will always be displayed on each player's screen.
[0083] Figure 16 is a screenshot of the 7th battle screen 400, showing the operation when a player outside of their turn changes their target. When there are two or more enemy characters 204, the player can change the target enemy character 204 (hereinafter referred to as "target") by tapping the enemy character 204 they want to attack during their turn.
[0084] In Game L, players who are not currently playing can also change their target. Figure 16 shows the screen 400 of Player B, a player who is not currently playing against enemy character 204 called "Candy Brothers". In Figure 16, there are two enemy character 204. Therefore, a target selection frame 214 is displayed on the screen. The enemy character 204 on the left, enclosed by the target selection frame 214, is the target in the situation shown in Figure 16. In this situation, if Player B taps the enemy character 204 on the right with their finger, the target changes to the enemy character 204 on the right.
[0085] Figure 17 is a sequence diagram of the process when an out-of-turn player performs a target change operation. In the scene shown in Figure 16, the target change by player B's tap operation is achieved through the following process. When the input unit 162 detects a tap (input) on enemy character 204 by the out-of-turn player (S40), it sends an instruction to the game server 102 via the communication unit 150 to change the target to the tapped enemy character 204 (S42). When player B, the out-of-turn player, designates the enemy character 204 on the right as the target, a target change instruction specifying the enemy character 204 on the right is sent. When the target change unit 142 receives the instruction to change the target from the communication unit 110, it changes the target to the tapped enemy character 204 (S44) and sends the change result to each player's game terminal 104 (S46).
[0086] Figure 18 is a screenshot of the 8th battle screen 420, showing the contents displayed on the player's screen during a turn when the target is changed. When the target change result is synchronized by the target change unit 142, the target is also changed on the player's game terminal 104b during the turn. Figure 18 shows the hand screen 420 of player A during the turn. Because the target was changed by player B's tap operation, the target selection frame 214 surrounds the enemy character 204 on the right.
[0087] The above operation is effective when you want to attack enemy character 204 efficiently. In particular, it makes it easier to set the target appropriately when the player during the turn is a beginner and the player outside the turn is an advanced player.
[0088] Furthermore, the above operation enables cooperative play where the player whose turn it is designates the target, and the player whose turn it is focuses on selecting character 210. This cooperative play makes it easier for the allied team to choose the best move.
[0089] If two or more players perform the above operation, the target will be the enemy character 204 designated by the player who last received the target change instruction from the target change unit 142. For example, if the target change unit 142 receives target change instructions from player B, player C, and player D in that order, the enemy character 204 that player D tapped last will become the target.
[0090] The game system 100 has been described above based on the embodiment. In this embodiment, players can check the character 210 assigned to other players at any time during a match. This specification allows players to select a character 210 while keeping in mind the character 210 that other players may choose during their turn. Players who are not currently taking a turn can also be aware of the character 210 assigned to other players in advance and effectively select a character 210 when their turn comes around. As a result, it becomes easier to coordinate decisions within the team.
[0091] Furthermore, in this embodiment, the player whose turn it is can advise the player whose turn it is to choose a character from the four character characters 210 placed on the player whose turn it is, by selecting one character from the four character characters 210 placed on the player whose turn it is and inserting it into the character frame 206. This specification makes it easier for the player whose turn it is to effectively select a character character 210, even if they are a beginner or an indecisive player, by receiving advice from the player whose turn it is to be placed. In addition, by giving and receiving advice to each other, it becomes easier to unify the intentions within the team.
[0092] Furthermore, in this embodiment, a player whose turn it is not is able to select one character from the character 210 assigned to them and insert it into the character frame 206, thereby signaling their intended selection to other players. This specification allows the player whose turn it is to give advice to the player whose turn it is and also to keep other players in check. In addition, the player whose turn it is can more effectively select a character 210 by knowing the intended moves of the player who is playing after them. As a result, it becomes easier to unify the intentions within the team.
[0093] It should be noted that the present invention is not limited to the embodiments and modifications described above, and the components can be modified and implemented without departing from the spirit of the invention. Various inventions may be formed by appropriately combining the multiple components disclosed in the embodiments and modifications described above. In addition, some components may be deleted from all the components shown in the embodiments and modifications described above.
[0094] Although the game system 100 is described as being composed of multiple game terminals 104 and one game server 102, some of the functions of the game terminals 104 may be implemented by the game server 102, or some of the functions of the game server 102 may be assigned to the game terminals 104. Furthermore, a third device other than the game server 102 and game terminals 104 may also perform some of the functions.
[0095] The game system 100, which is a collection of the functions of the game terminal 104 and game server 102 as described in Figure 2, can also be broadly understood as a single "information processing device." How to allocate the multiple functions necessary to realize the present invention to one or more hardware devices should be determined in consideration of the processing capabilities of each hardware device and the specifications required for the game system 100.
[0096] In this embodiment, the player could confirm the four character 210 placed on the player to be disclosed by tapping the tab 208 of the player to be disclosed. However, the operation required to confirm the character 210 placed on the player to be disclosed can be arbitrarily set by the designer. For example, the input unit 162 may send a disclosure instruction to the disclosure unit 136 when it detects a double tap on the tab 208 of the player to be disclosed. In this case, the input unit 162 will not send a disclosure instruction to the disclosure unit 136 until it detects a double tap on the tab 208 of the player to be disclosed, making it easier to prevent erroneous operations.
[0097] The display method for the four character 210 assigned to the disclosed player can be arbitrarily set by the designer. For example, icons representing each player may be displayed on the third battle screen 300 instead of tabs, and when a player taps the icon of a disclosed player, the disclosure unit 136 may call up a separate window to display the character 210 assigned to that player. In this case, the character 210 are arranged in a wide window, making it easier for the player to see the character 210 assigned to the disclosed player. As a result, players can more easily grasp the character 210 assigned to other players even in the midst of a fast-paced battle.
[0098] In this embodiment, the non-turn player could advise the turn player on the selection of a character 210 by opening the turn player's tab 208, selecting one of the four character 210 placed on the turn player, and inserting it into the character frame 206. The method by which the non-turn player provides advice to the turn player can be arbitrarily set by the designer, within the range detectable by the input unit. For example, when the non-turn player opens the turn player's tab 208 and verbally shouts the character corresponding to the character 210 to be selected into the input microphone of their game terminal 104 (smartphone), the input unit 162 may detect what was shouted and transmit it to the suggestion reception unit 138 via the communication unit 150. In this case, the operation becomes simpler, making it easier to provide advice to the turn player more quickly.
[0099] In this embodiment, the output unit 164 transparently displays the operation details when an off-turn player gives advice to the player in turn or appeals to other players about their planned selection. These operations only need to be displayed in a different manner from the operation in which the player in turn selects a character 210 and inserts it into the character frame 206, and the specific display method can be arbitrarily set by the designer. For example, the output unit 164 may display the advice from the off-turn player to the player in turn and the operation in which the player in turn selects a character 210 and inserts it into the character frame 206 in different colors. In this case, the player in turn may find it easier to recognize the advice from the off-turn player, making it easier to utilize the advice.
[0100] In this embodiment, when two or more off-turn players give advice to the player in the turn, the presentation reception unit 138 overwrites the advice on the player's game terminal 104b each time it receives the information. However, if multiple off-turn players give overlapping advice, the advice may not be overwritten, and all the advice may be displayed overlappingly on the player's game terminal 104b. In this case, the player in the turn can refer to multiple pieces of advice when selecting a character 210, making it easier to choose a character 210.
[0101] In this embodiment, a non-turn player could signal their intention to select a character 210 by selecting one character 210 while their own tab 208 is open and inserting it into one of the empty spaces in the character frame 206. The method of operation for a non-turn player to signal their intention to select a character can be arbitrarily set by the designer, within the range that the input unit 162 can detect. For example, a non-turn player may directly type the character associated with the character 210 they wish to select into the character frame 206 where they wish to insert it, using their finger or a stylus. In this case, the non-turn player can operate more intuitively, making it easier to reliably communicate their intentions even in the midst of a fast-paced match.
[0102] In this embodiment, when two or more non-turn players perform an operation to indicate their intended selection, the display reception unit 138 overwrites the information on the other players' game terminals 104 each time it receives the information. However, if multiple non-turn players overlap their selection operations, the information may not be overwritten, and all operations may be displayed redundantly on the other players' game terminals 104. In this case, players can see the intentions of other players at a glance, making cooperation easier.
[0103] In this embodiment, the output unit 164 displays the action when a non-turn player gives advice to the turn player or appeals to other players about their planned choice, once one-third of the time limit imposed on the turn player has elapsed. The specific time setting for when the output unit displays these actions can be arbitrarily set by the designer. For example, the output unit 164 may start displaying advice from a non-turn player when there are 3 seconds remaining in the turn player's time limit. In this case, the turn player will see the advice in a more urgent situation, making them more receptive to it.
[0104] In this embodiment, when there were two or more enemy characters 204, the non-turn player could change the target by tapping the enemy character 204 they wanted to attack. However, the operation for changing the target can be arbitrarily set by the designer, in addition to tapping the enemy character 204. The input unit 162 may send a target change instruction when it detects a touch on the enemy character 204 for a predetermined time, for example, 5 seconds. In this case, the input unit 162 will not send a disclosure instruction to the disclosure unit 136 until it detects a touch on the enemy character 204 for 5 seconds, making it easier to prevent erroneous operations.
[0105] Although this embodiment was described with reference to team-based competitive games, the present invention can be similarly applied to other types of games, such as shooting games and rhythm games, not just team-based competitive games.
[0106] In this embodiment, the description focused on games for smartphones. However, the game system 100 may be implemented using a home game console or a personal computer. It may also be an arcade game or a game linked to an arcade game.
[0107] In this embodiment, it has been explained that a player granted a turn can select one character in a single turn. However, a player granted a turn may select two or more characters in a single turn. For example, a player granted a turn may select a single character corresponding to two or more characters in a single turn. Alternatively, a player granted a turn may select two or more character characters corresponding to one or more characters in a single turn. [Explanation of Symbols]
[0108] 100 Game System, 102 Game Server, 104 Game Terminal, 106 Internet, 110 Communication Unit, 112 Data Processing Unit, 114 Data Storage Unit, 116 Game Control Unit, 118 Game Data Storage Unit, 120 Player Data Storage Unit, 122 Character Data Storage Unit, 124 Word Data Storage Unit, 126 Damage Data Storage Unit, 128 Turn Control Unit, 130 Reception Unit, 132 Setting Unit, 134 Attack Activation Unit, 136 Disclosure Unit, 138 Presentation Reception Unit, 140 Presentation Unit, 142 Target Change Unit, 144 Player Management Unit, 146 Player Registration Unit, 148 Team Formation Unit, 150 Communication Unit, 152 Data Processing Unit, 154 Data Storage Unit, 156 Game Control Unit, 158 User Interface Unit, 160 Game Data Storage Unit, 162 Input Unit, 164 Output Unit, 200 1st battle screen, 202 Timer, 204 Enemy character, 206 Text box, 208 Tab, 210 Text character, 212 Information window, 214 Target selection frame, 220 2nd battle screen, 300 3rd battle screen, 320 4th battle screen, 340 5th battle screen, 360 6th battle screen, 400 7th battle screen, 420 8th battle screen
Claims
1. Multiple users, including the first user and the second user, use their respective game media to cooperate and control the game they play against enemy characters. On the game screen of the first user, a first tab corresponding to the first user and a second tab corresponding to the second user are displayed. While the second user is granted the right to run the game, upon receiving a request for the second tab from the first user who is not granted the right to run the game, the second tab is opened to display the game media owned by the second user, and input including the specification of a game media is received from among the displayed game media. After displaying the input content of the first user on the game screen of the second user, the game's progress is controlled based on the operation received from the second user. Information processing device.
2. The processor controls a game in which multiple users, including a first user and a second user, cooperate to play against enemy characters using their respective game media, and the first user and the second user cooperate to play against enemy characters. The processor displays a first tab corresponding to the first user and a second tab corresponding to the second user on the first user's game screen. The processor, while the second user is granted the right to run the game, receives a request from the first user who is not granted the right to run the game to specify the second tab, in which case it opens the second tab and displays the game media owned by the second user, and accepts input including the specification of a game media from among the displayed game media, The processor displays the input of the first user on the game screen of the second user, and then controls the progress of the game based on the operation received from the second user. Information processing methods.
3. Multiple users, including the first user and the second user, use their respective game media to cooperate and control the game they play against enemy characters. On the game screen of the first user, a first tab corresponding to the first user and a second tab corresponding to the second user are displayed. While the second user is granted the right to run the game, the processor is instructed to open the second tab in response to a request for the second tab from the first user who is not granted the right to run the game, display the game media owned by the second user, and receive input including the specification of a game media from among the displayed game media. After the input content of the first user is displayed on the game screen of the second user, the game proceeds based on the operation received from the second user. program.
4. Equipped with a server and terminals, The aforementioned server, Multiple users, including the first user and the second user, use their respective game media to cooperate and control the game they play against enemy characters. On the terminal of the first user, display the first tab corresponding to the first user and the second tab corresponding to the second user. While the second user is granted the right to run the game, upon receiving a request for the second tab from the first user's terminal, which is not granted the right to run the game, the second tab is opened, the game media owned by the second user are displayed, and input including the selection of a game media is received from among the displayed game media. After displaying the input content of the first user on the second user's terminal, the game's progress is controlled based on the operation received from the second user's terminal. system.