Information processing device, information processing method, and program
Patent Information
- Application Number
- JP2022205978
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-22
- Publication Date
- 2026-09-09
- Estimated Expiration
- 2042-12-22
AI Technical Summary
【0007】 本発明の一形態によれば、投稿内容の表示が及ぶ範囲の切り替えを視聴者が選択可能にできる。
Smart Images

Figure 0007917786000001 
Figure 0007917786000002 
Figure 0007917786000003
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] In online games, a plurality of players can participate in the game. This type of game is called a multiplayer game, and is broadly classified into games where players are in a competitive relationship and games where players are in a cooperative relationship.
Prior Art Literature
Patent Literature
[0003]
Patent Literature 1
Summary of the Invention
Problem to be Solved by the Invention
[0004] While viewers can freely view the play screens of a plurality of players during multiplayer play, in an environment that allows free posting by viewers, there is a risk that information that a player wants to keep confidential from other competing players may be leaked through the viewers. Therefore, Patent Literature 1 describes a technology in which the player whose screen is being viewed by the viewer controls whether the viewer can view the play screen of another player. By adopting this technology, Patent Literature 1 manages the risk of information leakage to other players through postings by viewers. On the other hand, in a mechanism where the viewing of another player's play screen by a viewer is controlled by the currently viewed player, the enjoyment of a viewer freely viewing a plurality of play screens is impaired. Furthermore, with this mechanism, the participation of viewers in the progress of the game is excessively restricted.
[0005] The present invention provides a method that allows a viewer to select switching of the range covered by the display of posted content.
Means for Solving the Problem
[0006] One embodiment of the present invention is an information processing device having: a first display control unit that, when it receives a first post from a viewer watching the play screen of a first player that does not involve the consumption of a predetermined value, displays a first object on the terminal of the first player, while not displaying the first object on the terminal of a second player who is playing multiplayer with the first player; and a second display control unit that, when it receives a second post from a viewer that involves the consumption of a predetermined value, displays a second object on the terminal of a second player that satisfies at least predetermined conditions. [Effects of the Invention]
[0007] According to one embodiment of the present invention, viewers can select which part of the posted content is displayed. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example configuration of the information processing system according to Embodiment 1. [Figure 2] This diagram illustrates the game flow assumed in Embodiment 1. [Figure 3] This figure illustrates an example of the game space assumed in Embodiment 1. [Figure 4] This diagram illustrates a state where a clone object is stopped in a specific spot for a certain period of time. [Figure 5] This is a diagram illustrating an example of a gameplay screen. [Figure 6] This diagram illustrates an example of a media object used in a game. [Figure 7] This diagram illustrates how points are acquired. (A) shows the arrangement of the hand just before all the white color cards are collected, (B) shows the arrangement of the hand immediately after acquiring the white color cards, and (C) shows the arrangement of the hand after points have been acquired. [Figure 8] This diagram illustrates an example of the functional configuration of the server used in Embodiment 1. [Figure 9]This diagram illustrates the automatic exchange of media objects that occurs every 30 seconds between players in the same area. [Figure 10] This diagram illustrates the notification of Billiards' movement using the gameplay screen. [Figure 11] This diagram illustrates the player participation configuration assumed in Embodiment 1. [Figure 12] This is a flowchart explaining the selection process of the display control unit that is executed during gameplay. [Figure 13] This diagram explains where the gameplay screen with messages is displayed. [Figure 14] This diagram illustrates an example of how a posted message appears in a pop-up window during gameplay. [Figure 15] This diagram illustrates the differences in each player's gameplay screen from a messaging perspective. [Figure 16] This diagram explains where the play screen with the tipping comment will be displayed. (A) shows the process of displaying the play screen with the tipping comment to other players belonging to the same team as player A, who is the recipient of the comment, and (B) shows the process of displaying the play screen with the tipping comment to all other players participating in the game. [Figure 17] This diagram illustrates an example of how a gameplay screen might appear when a submitted tipping comment pops up. [Figure 18] This diagram illustrates the differences in each player's gameplay screen from the perspective of tipping comments. [Figure 19] This diagram illustrates the differences in each player's gameplay screen from the perspective of tipping comments. [Figure 20] This diagram illustrates an example of how donation comments are displayed when the post is made by a player who does not have any other players in their team. [Figure 21] This diagram illustrates the differences in how tipping comments are displayed based on differences in past performance regarding the content of posts. (A) shows an example of how tipping comments posted by viewers with a high past performance are displayed, and (B) shows an example of how tipping comments posted by viewers with a low past performance are displayed. [Figure 22] It is a diagram illustrating an example of functional configuration of a server used in Embodiment 7. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. The embodiments described below are merely examples of modes for carrying out the present invention, and the embodiments of the present invention are not limited to the form examples described below. Accordingly, the technical scope of the present invention is not limited to the scope described in the embodiments below. For example, any subject matter obtained by adding various changes or improvements to the content described in the embodiments is also included in the technical scope of the present invention. It should be noted that the various functional units described below are implemented, for example, through execution of programs by processors such as a CPU (=Central Processing Unit), an MPU (=Micro Processing Unit), a GPU (=Graphics Processing Unit), a DSP (=Digital Signal Processor), and other processors.
[0010] <Terms> First, terms used in the embodiments will be explained. "Program" is used as a general term for OS (=Operating System) and application programs. "Game" refers to a computer game. A virtual space that serves as the stage for a game is referred to as a "game space". The stage of the game space includes, for example, a virtual city or a virtual country. "Player" refers to a user who plays a game through operation of an information terminal.
[0011] Information terminals operated by players include dedicated devices and general-purpose devices. Dedicated devices include, for example, stationary game machines installed in game arcades and the like. General-purpose devices include, for example, smart glasses, headsets, and smartphones that can be carried or worn by the player. Smart glasses are glasses-type devices that have a small display and a light guide component that focuses the image displayed on the display onto the retina.
[0012] The information terminals used to run the game include not only the information terminal operated by the player (hereinafter also referred to as "player's terminal"), but also servers located on the internet or other networks. When a game is run on a server, the player's terminal is used as an input / output device. That is, the player's terminal is used for displaying game-related images and inputting controls. The "play screen" refers to the image displayed on the player's device. Generally, the play screen is a moving image. However, this does not prevent the display of a still image on the play screen.
[0013] The gameplay screen can be viewed by other users (excluding other players). Hereafter, other users who view the gameplay screen will be referred to as "viewing users" or "viewers." The information terminal operated by a viewing user or viewer will be referred to as "viewing user's terminal" or "viewer's terminal." In the embodiment described later, a viewer can only view one play screen at a time. The relationship between the viewer and the play screen (or player) being viewed is managed by the server. In the game envisioned in the embodiment described below, the relationship between the viewer and the player during gameplay is fixed. In other words, the viewer cannot switch between the gameplay screens of multiple players. However, this does not prevent games where switching between the gameplay screens of multiple players is possible.
[0014] Games that run on servers include, for example, online games and social games. Social games are games that use SNS (Social Networking Service) as a platform. There are two forms of gameplay: solo play by a single player (hereinafter also referred to as "single-player") and play by multiple players in a predetermined relationship (hereinafter also referred to as "multiplayer"). Depending on the game, some may only offer single-player mode, others only multiplayer mode, and some may offer a choice between single-player and multiplayer.
[0015] Multiplayer games include, for example, games in which players compete against each other (hereinafter referred to as "competitive games"), games in which players compete with each other for the outcome of the game (hereinafter also referred to as "competitive games"), and games in which players cooperate to achieve a common objective (for example, clearing the game) (hereinafter also referred to as "cooperative games"). It should be noted that even competitive games may include competitive gameplay against other players. In addition, multiplayer modes include a form of play where multiple players cooperate to compete against or play against other players (hereinafter referred to as "cooperative play").
[0016] While each player in cooperative play is essentially an independent player, they participate in the game as a team. Furthermore, the relationships between players in cooperative play can be either hierarchical or equal. A hierarchical relationship refers to a relationship where one player primarily supports another. Incidentally, the other players on your side may include those who have chosen single-player mode, as well as those participating in the game as a team.
[0017] In the embodiment described below, at least one player is a user, but the processor may act as a substitute for at least one player. This form appears to be single-player, but it is a type of multiplayer game. Furthermore, when distinguishing between multiple players, they are referred to as "Player 1," "Player 2," "Player 3," and so on. In the following, players who stream their gameplay will also be referred to as "streaming users." Furthermore, among the viewing users, those who compete against the streaming users in the game will be referred to as "participating users."
[0018] "Comments" refer to posts uploaded by viewers to the broadcaster, as well as the content of those posts. Comments consist of text, stamps, icons, etc. Comments are sometimes referred to as "chat." "Predetermined value" refers to information that can be exchanged on a network, such as electronic money, cryptocurrency, or points. In the following, comments that consume predetermined value will be referred to as "tipping comments," and comments that do not consume predetermined value will be referred to as "messages." Note that posting a message is an example of the first type of post. Also, posting a tip comment is an example of the second type of post.
[0019] <Embodiment 1> <System Configuration> Figure 1 is a diagram showing an example configuration of the information processing system 1 according to Embodiment 1. The information processing system 1 shown in Figure 1 consists of a server 10 that runs the game, information terminals 20 (20A, 20B, 20C, 20D, 20E, 20X, 20Y) operated by players and viewers, and a network N that connects these terminals in a way that enables communication.
[0020] Figure 1 shows an example of players and viewers, consisting of Player A, Player B, Player C, Player D, Player E, Viewer X, and Viewer Y. The five players and two viewers are shown for illustrative purposes; the actual number of players could be four or fewer, or six or more. Similarly, the number of viewers (i.e., audience members) could be zero, one, or three or more. However, in the case of single-player mode as mentioned earlier, there is only one player. Also, while a player is required to run the game, there can be zero viewers. In the following, if we do not distinguish between players and viewers, we will simply refer to them as "users."
[0021] In the information processing system 1 shown in Figure 1, the server 10 is connected via network N to information terminals 20A operated by player A, 20B operated by player B, 20C operated by player C, 20D operated by player D, 20E operated by player E, 20X operated by viewer user X, and 20Y operated by viewer user Y. Hereafter, information terminals 20A, 20B, 20C, 20D, 20E, 20X, and 20Y will be collectively referred to as "information terminal 20". Network N can be, for example, the Internet, a LAN (Local Area Network), or a mobile communication system such as 4G or 5G. Network N can be a wired network, a wireless network, or a hybrid of both.
[0022] Server 10 consists of one or more computers. Server 10 may be an on-premises server or a cloud server. Examples of cloud servers include IaaS (Infrastructure as a Service), PaaS (Platform as a Service), and SaaS (Software as a Service). Server 10 is an example of an information processing device. The information terminal 20 is a terminal operated by users who utilize the distribution service provided by the server 10. Information terminals 20 include, for example, smartphones, tablet devices, notebook and desktop computers, game consoles, as well as head-mounted devices (so-called headsets) and glasses-type devices (so-called smart glasses). Information terminals 20 are equipped with communication capabilities with network N.
[0023] <Server Hardware Configuration> Server 10 consists of a processor 11 that controls the operation of the entire terminal, memory 12, auxiliary storage device 13, and communication interface 14. The processor 11 and each device are connected via buses and other signal lines 15. Processor 11 is, for example, a CPU. Memory 12 consists of ROM (Read Only Memory) which stores the BIOS (Basic Input Output System), etc., and RAM (Random Access Memory) which is used as the work area for the processor 11.
[0024] The auxiliary storage device 13 is, for example, a hard disk drive or semiconductor storage. In addition to the game program, the auxiliary storage device 13 includes, for example, information about the game space, information about players participating in the game, each player's gameplay screen, information about users viewing the gameplay screen, and information about comments posted by users viewing the gameplay screen. Player and viewer user information is linked to accounts and other information that identifies each user. The comment information includes the content of the comment and whether or not a predetermined value was consumed. The communication interface 14 is a device that enables communication with external terminals such as the information terminal 20. The communication interface 14 is required to have functions that enable communication according to the network N used for communication.
[0025] The information terminal 20, like the server 10, has a processor, memory, auxiliary storage device, and communication interface, and also has touch sensors, operation buttons, a display, a camera, a microphone, a speaker, etc. A device that integrates a touch sensor and a display is called a touch panel. Furthermore, the touch sensor, control buttons, camera, and microphone constitute an input device, while the display and speaker constitute an output device. In this embodiment, the information terminal 20 is used as an input / output device for the server 10.
[0026] <Game Flow> The following describes the game flow assumed in this embodiment. Figure 2 is a diagram illustrating the game flow assumed in Embodiment 1. In the figure, the symbol S represents a "step". First, before the game starts, a matching process is performed for users who will participate in the game (they are not players at this stage) (Step 1). There are various methods for matching. For example, one method is to draw a predetermined number of participants from among the users who applied to participate during the application period. In this embodiment, players of the game are required to bring one character card that they own into the game. Of course, depending on the type of game, bringing a character card may not be necessary.
[0027] Once the players participating in the game are determined and the character cards to be brought into the game for all players are determined, the game begins (Step 2). When the game begins, each player's avatar object is placed in the game space. This allows each player to move their avatar object in the game space by operating the information terminal 20. A character card is one of the items used in the game (hereinafter referred to as "medium object"). The game begins when it starts (Step 3), and ends when the game's termination conditions are met (Step 4). In the game envisioned in this embodiment, the ranking is basically determined by the magnitude of the game score (hereinafter referred to as "score") earned during the game. Therefore, the score is a parameter used to determine the winner and loser of the game.
[0028] However, one Billy Card is included among the media objects obtainable in the game. The player who holds onto the Billy Card until the end will be placed in last place, regardless of their score. For example, even if a player has the highest score, if they hold onto the Billy Card until the end, that player will be placed in last place. In this sense, the Billy Card is a media object that imposes a game effect that is disadvantageous to the player who holds it.
[0029] In addition, in the game envisioned in this embodiment, an opportunity is provided after the game ends for players to vote for the player who holds the last card (Step 5). In this vote, each player must vote for a player other than themselves. Once all players' votes have been confirmed within the time limit, the game will proceed to the voting results reveal. Players who did not vote within the time limit will be treated as having not voted. Additionally, the vote of the player who holds the last card until the end will be treated as an invalid vote.
[0030] Based on the voting results, those who answer correctly will receive a special reward in addition to the rewards corresponding to their ranking. If no one answers correctly, the player who holds the last card until the end will be ranked first, regardless of their final score. This determines the final ranking (Step 6). Once the final ranking is determined, players will be awarded points, experience points, titles, special points for the attack power and HP of the character cards used in the game, weapons usable in other games, magic and other abilities, new attributes, and attribute level-ups. Steps 2 through 4 represent the so-called "in-game," while the voting in step 5 represents the so-called "out-game."
[0031] By the way, it is also possible to run one or more "special games" after users have been matched and before the game has started, or at the start of the game. For example, a special game is run before each player's avatar object is placed in the game space. The type of special game is not limited, but for example, it could be a game in which the same options are presented to each player's information terminal 20, and each player's selection of an option is accepted as a vote. In this type of game, the voting results may be displayed on each player's information terminal 20, or players who voted for the option with the most votes and players who voted for the option with the fewest votes may be displayed in an identifiable manner.
[0032] Players who voted for the option with the most votes may be rewarded with a predetermined number of points that can be earned during the game. In this case, the player in question could start the game with, for example, 5 points at the beginning. The rewards here are not limited to points; players may also be given color cards or attack cards that can be used in the game. The number of cards given can be one or multiple. The rewards may also be effects that give the player an advantage in the game, such as increasing the attack power of character cards they brought into the game.
[0033] On the other hand, players who voted for the option with the fewest votes may start the game with, for example, a billiards card. If multiple players voted for the option with the fewest votes, one player will be randomly selected to receive the billiards card. As mentioned above, the player who holds the billiards card until the end of the game will be in last place, so a player who starts the game with a billiards card will be at a disadvantage compared to other players. Therefore, a player who starts playing with a billiards card will be at a disadvantage compared to other players. The other players may be notified at the start of the game which player will be holding the billiards card.
[0034] In addition, players who vote for an option with fewer votes may be given effects that disadvantage them in the game, such as reducing the attack power of character cards they brought into the game. When giving this type of effect, all players who voted for the option with the fewest votes may be given the disadvantageous effect. The aforementioned benefits and effects may be granted for each special game, or they may be granted based on the overall ranking across multiple special games.
[0035] In this embodiment, the game flow shown in Figure 2 is considered one game, and multiple games are played. Note that the players for each game are determined by the matching in step 1, so the members of the players are not necessarily the same for each game. In the following, a given in-game round will be referred to as the first game, and subsequent in-game rounds will be referred to as the second game. However, the first game and the second game do not need to be the same type of game. In other words, the first game and the second game can be different types of games.
[0036] <Game Space> Figure 3 is a diagram illustrating an example of a game space assumed in Embodiment 1. The game space 100 shown in Figure 3 consists of three areas 101A, 101B, and 101C. Hereafter, if areas 101A, 101B, and 101C are not distinguished, they will be referred to as area 101. Area 101 is, for example, a room or a country. The number of areas 101 in Figure 3 is just an example; depending on the game, there may be one, two, or four or more. In Figure 3, the three areas 101A, 101B, and 101C are each connected to other areas by connecting passages.
[0037] Figure 3 illustrates the case where the game space 100 is composed of three areas 101A, 101B, and 101C, but the game space 100 may also be composed of multiple stages. In Figure 3, within the three areas 101A, 101B, and 101C, there are spots 102A, 102B, and 102C where media objects used in the game are distributed. Hereafter, if spots 102A, 102B, and 102C are not distinguished, they will be referred to as spot 102.
[0038] In Figure 3, one spot 102 is placed in one area 101, but multiple spots 102 may be placed in one area 101, or there may be areas 101 without any spots 102. The form in which spots 102 are displayed also varies depending on the game. For example, pots, treasure chests, shops, churches, and swamps may be used to display spots 102. Each spot 102 is associated with at least one media object, and one media object, selected by lottery, is assigned to the player's avatar object (i.e., a player's avatar) that has stopped near spot 102 for a certain period of time.
[0039] Figure 4 illustrates the state in which the clone object is stopped at spot 102 for a certain period of time. Figure 4 is indicated with corresponding reference numerals for parts that correspond to those in Figure 3. In the game space 100 shown in Figure 4, the following avatar objects have been added: 103A for player A, 103B for player B, 103C for player C, 103D for player D, and 103E for player E. Hereafter, when avatar objects 103A, 103B, 103C, 103D, and 103E are not distinguished, they will be referred to as avatar object 103.
[0040] In Figure 4, the position of player A's avatar object 103A overlaps with spot 102A in area 101A. If this state continues for a certain period of time or longer, one of the media objects associated with spot 102A will be assigned to player A. On the other hand, the location of player B's avatar object 103B in area 101B is far from spot 102B in area 101B. Therefore, the medium object is not attached to player B from spot 102B. Similarly, the medium object is not attached to players C, D, and E.
[0041] Furthermore, the conditions for assigning a media object are not limited to when the position of player A's avatar object 103A overlaps with spot 102A and the object remains stationary for a certain period of time. For example, if the position of player A's clone object 103A overlaps with spot 102A, a medium object may be attached from spot 102A. Alternatively, a condition may be added for spot 102A to be within a predetermined range (for example, within a predetermined distance). In this case, if it is within the predetermined range, player A's avatar object 103A does not need to be stopped.
[0042] Furthermore, it is also possible to set a condition that player A's avatar object 103A enters area 101A where spot 102A is located. In any case, the conditions for granting a media object can be determined for each game. In this embodiment, the media objects distributed at spot 102 are assumed to be the aforementioned Billiards, "Color Cards," and "Attack Cards." While the aforementioned Character Cards are also an example of media objects, they differ from the Billiards distributed within the game in that the players bring them into the game. The color cards envisioned in this embodiment are colored with one of the five colors: red, blue, yellow, white, or black. Of course, the colors are not limited to those exemplified, nor are the number of colors limited to five.
[0043] In the game envisioned in this embodiment, points are awarded when a player collects a set of colored cards. The awarding of points is just one example of a reward. In this embodiment, one point is awarded each time two color cards match in color. These points are accumulated for each player. The accumulated points (score) are used to determine the ranking at the end of the game. Other perks may include linking two matching color cards to the player's acquired items area. In this case, color cards linked to the acquired items area during the game may be usable in other games played after the end of this game. Other games may include games where players assemble a team of characters they own, games where players can activate specific game effects by consuming color cards, and games where color cards can be consumed as challenge tickets required to play a game. Furthermore, the other games could be lottery games like so-called "gacha," where consuming color cards could give an advantage in the lottery conditions, or they could be consumed as a value to play the lottery game. Furthermore, in other games, the game effects that can be activated may differ depending on the type of color card.
[0044] A player holding an attack card has the right to challenge another player to a battle event using character cards, subject to conditions such as the consumption of the attack card (it being removed from the player's hand), and the right to accept such a challenge. As this is a right, the player is free to exercise it. Therefore, even if you hold an attack card, you can choose not to initiate a battle event, and you can also choose not to consume an attack card if a battle event is initiated against you.
[0045] In this embodiment, it is required that the player initiating the battle event and the player being challenged are in the same area 101. However, battle events may be allowed between players who are participating in the game. If one player initiates a match event, the following three scenarios are possible:
[0046] (1) If the opposing player also chooses to use an attack card The winner and loser are determined by the attack power values of the character cards each player brings into the game. The player holding character cards with relatively high attack power values wins, and the player holding character cards with relatively low attack power values loses. The winning player takes one color card from the losing player's hand.
[0047] Generally, players cannot choose the color of the color card they acquire. However, depending on the game rules, players may be given priority in selecting color cards that match the color of the color card held by the winner, or the winner may specify a color they want for the loser. If the losing player does not possess any color cards, no color cards are transferred from the loser to the winner. Instead, the loser's 1 point may be transferred to the winner. Furthermore, if the attack power is the same, the match event ends in a draw, and no color cards are moved. However, if the attack power is the same, the player who initiated the match event may be declared the winner, or conversely, the player who was challenged may be declared the winner.
[0048] Note that two or more color cards may be moved from the loser to the winner. If multiple color cards are moved, they must be of different colors. This is because, since color cards are removed from the hand when their colors match, it is impossible for two players to have two color cards of the same color in their hand. Therefore, it is also impossible for two color cards of the same color to be moved from the loser to the winner. When color cards of different colors are moved from the loser to the winner, the winner has a higher chance of having matching colors.
[0049] (2) If the opponent's player has an attack card but does not choose to use it The player who initiated the match is declared the winner, and the player who was challenged is declared the loser. In this case, the winning player takes one color card from the losing player's collection.
[0050] (3) If the opposing player does not hold an attack card The player who initiated the match is declared the winner, and the player who was challenged is declared the loser. In this case, the winning player takes one color card from the losing player's collection.
[0051] <Gameplay screen> Next, we will explain the gameplay screen displayed on each player's information terminal 20. The gameplay screen is streamed via server 10 to viewers associated with each player. While the gameplay screen is generally streamed in real time, archived streaming is also possible. For example, when viewing gameplay via time-shift, the gameplay screen stored on server 10 is streamed to the viewers. The gameplay screen displays an image from the player's perspective, showing how they control the movement and actions of, for example, the avatar object 103 (see Figure 4).
[0052] Figure 5 illustrates an example of the play screen 200. The play screen 200 shown in Figure 5 is an example of the screen immediately after the start of gameplay. The play screen 200 is the screen that player B uses to control the avatar object 103B. For this reason, the avatar object 103B is displayed near the center of the area screen 201. In Figure 5, the player B's avatar object 103B is located in area 101B. Therefore, spot 102B in area 101B is also displayed.
[0053] At the top of the play screen 200, information sections are displayed to support Player B's gameplay. In Figure 5, these are the quota section 202, the exchange timing notification section 203, and the score section 204. The quota column 202 displays the number of colors that need to be matched to clear the game. In Figure 5, it shows "25 remaining." This means that at least 50 color cards must be obtained from spot 102 and match the colors of the color cards already in your hand. The exchange timing notification section 203 displays the number of seconds until the next card exchange time. The score column 204 displays the total value of points earned in the game (i.e., the score).
[0054] The card exchange time refers to the timing when two or more avatar objects 103 in the game space 100 satisfy a predetermined positional relationship, and the medium object is automatically exchanged between those two or more avatar objects 103. In other words, it refers to the timing when the medium object selected is automatically exchanged without player intervention. Hereafter, this timing will be referred to as the "automatic exchange timing." The predetermined positional relationship may include, for example, that the distance between two or more clone objects 103 in the game space 100 is within a predetermined distance, or that two or more clone objects 103 are located in the same area 101.
[0055] In this embodiment, the automatic exchange timing is performed once every 30 seconds. Therefore, the exchange timing warning column 203 displays a number with a maximum value of 30 seconds in a countdown format. In Figure 5, it displays "20 seconds until card exchange time". Note that 30 seconds is just one example. In this embodiment, the media object that is exchanged at the automatic exchange timing is either a color card or a billiard card from among the media objects associated with the player. Therefore, attack cards and character cards are excluded from the exchange. Therefore, even if two or more clone objects 103 satisfy the predetermined positional relationship at the automatic exchange timing, the automatic exchange of media objects will not be performed unless the player is holding a color card and a billiard card.
[0056] In this embodiment, the processor 11 (see Figure 1) randomly selects one media object to be replaced at the automatic replacement timing. The processor 11 may select the exchange targets in order of the oldest acquisition time of the media object associated with each avatar object 103, or conversely, in order of the newest acquisition time. In any case, the player is not involved in, and cannot be involved in, the selection of the items to be exchanged. In other words, the game of this embodiment does not have a function that allows the player to determine the contents of the media object to be exchanged through a transaction. By providing opportunities for players to automatically exchange media objects, the chances of matching the colors of color cards and the chances of losing cards moving between players increase.
[0057] In addition, the lower part of the play screen 200 displays Player B's hand area 205. In Figure 5, only the character card C1 that Player B brought into the game space 100 is placed in the hand area 205. Note that the play screen 200 shown in Figure 5 is the screen immediately after the start of the game. The hand area 205 also contains media objects granted at spot 102B, media objects exchanged with other players, and media objects obtained from other players as the winner of a battle event.
[0058] However, the maximum number of media objects that can be placed in the hand area 205 is 5. As mentioned above, character cards are cards that player B brings into the game space 100, so the maximum number of media objects that can be placed in the hand area 205 from those acquired in the game is 4. In Figure 5, the positions where unacquired media objects are placed are shown by dashed lines. Furthermore, if five media objects are placed in the hand area 205, even if the clone object 103 moves to spot 102, it will not be able to obtain a new media object from spot 102.
[0059] Additionally, if five media objects are placed in hand area 205, you cannot acquire new media objects even if you win a match event against another player. However, even if five media objects are placed in hand area 205, a forced exchange of media objects can still be performed. This is because exchanging media objects does not change the number of media objects placed in hand area 205.
[0060] Figure 6 illustrates an example of media objects used in a game. Eight different media objects are shown as examples. Character card C1 consists of an image of the character (hereinafter also referred to as "character"), a numerical value indicating the size of the attack power (for example, "Attack: 1000"), and a numerical value indicating the size of the HP (for example, "HP: 150"). In addition, character card C1 may also show the character's defense power, skills, and attributes. HP, also known as stamina (parameter value), represents the vitality needed to play the game. HP is set for each character.
[0061] "Attack power" refers to the intensity of damage dealt to an opponent character. Therefore, characters with a high attack power value (parameter value) can deal more damage to an opponent than characters with a low attack power value. Conversely, characters with a low attack power value will deal less damage to an opponent than characters with a high attack power value. In addition, attack power can also be evaluated based on the range of the attack (defined in 2D space for 2D games and 3D space for 3D games), the duration of the attack, the number of attacks, the hit rate, and the number of enemy characters that can be hit simultaneously.
[0062] "Defense" refers to the strength of a character's resistance to damage from an opponent's attack. Therefore, characters with a high defense value (parameter value) will lose less health than characters with a low defense value. Conversely, characters with a low defense value will lose more health than characters with a high defense value.
[0063] "Skills" refer to special abilities that give you an advantage in the game. Examples of skills include skills that nullify or reduce damage, skills that increase attack power etc. when combined with specific attributes, skills that increase movement speed when combined with specific attributes, skills that restore or increase HP when combined with specific attributes, and skills that stop or reduce attacks from other clone objects 103.
[0064] "Attributes" are one type of information that gives a character their characteristics. Examples of attributes include fire, water, lightning, earth, and wood. A character can be assigned one or more attributes. Attributes can be assigned permanently or temporarily. In most cases, there are established strengths and weaknesses between different attributes. For example, a character with the Water attribute is strong against a character with the Fire attribute, a character with the Lightning attribute is strong against a character with the Water attribute, and a character with the Fire attribute is strong against a character with the Wood attribute.
[0065] Furthermore, attributes in a broader sense include the aforementioned attack power, defense power, speed, skills, and obstacle elements. For example, another character card C1 with sufficiently high defense power compared to the attack power of a certain character card C1 will require many attacks to reduce the other character card C1's health value to "0". Therefore, this other character card C1 is at a disadvantage against that character card C1.
[0066] Color card C2 is a red card, color card C3 is a blue card, color card C4 is a yellow card, color card C5 is a white card, and color card C6 is a black card. In Figure 6, for explanatory purposes, the color of each card is represented by text. In reality, the entire card may be displayed in a specific color, or the image or text drawn on the card may be in a specific color. Also, a specific color may be displayed in a part of each card. Multiple copies of color cards C2 through C6 are provided in the game. For example, 40 copies of each color card may be provided. However, the number of cards may be unlimited.
[0067] As mentioned earlier, Attack Card C7 is used not only to initiate a battle event using Character Card C1 against another player, but also to choose whether to accept the invitation to initiate a battle event. Multiple Attack Card C7s are provided in the game. For example, 40 cards may be provided. However, the number may be unlimited. As mentioned earlier, the Billy Card C8 is a card that determines the last-place ranking for the player who holds it until the end of the game, and only one is available in the game. The Billy Card C8 is also used in voting to guess which player will hold it until the end of the game.
[0068] <Earning points> This section explains how to earn points, which are used to determine the rankings at the end of the game. Figure 7 illustrates the acquisition of points. (A) shows the arrangement of the hand area 205 just before the white color card C5 is collected, (B) shows the arrangement of the hand area 205 immediately after acquiring the white color card C5, and (C) shows the arrangement of the hand area 205 after acquiring points.
[0069] The changes in the arrangement of the hand area 205 shown in Figure 7 are based on the following two cases. • When obtaining a color card from Spot 102 • When the winner of a competitive event takes a color card from the loser. In the game envisioned in this embodiment, when two color cards in the hand area 205 match in color, the two corresponding color cards are removed from the hand area 205, and at the same time, 1 point is added to the player's score.
[0070] Furthermore, even when exchanging media objects during automatic exchange timing, if two color cards in hand 205 match in color, those two color cards are removed from hand 205 and 1 point is awarded. However, in the case of automatic exchange timing, when acquiring one media object from the exchange partner, one media object is passed from your own hand 205 to the exchange partner, so the number of cards in your hand in (B) and (C) will be one less than in Figure 7.
[0071] <Server Functional Configuration> Next, we will explain the functional configuration of server 10. Figure 8 illustrates an example of the functional configuration of the server 10 used in Embodiment 1. Note that the functional configuration shown in Figure 8 is an example of a functional unit realized through program execution. Server 10 includes a message display control unit 111, a tip display control unit 112, and a storage unit 120. Of these, the storage unit 120 is realized by memory 12 (see Figure 1) and auxiliary storage device 13 (see Figure 1).
[0072] <Information stored in the memory unit> Before describing the functional units, we will explain an example of the information stored in the memory unit 120. The memory unit 120 shown in Figure 8 stores player information 121, viewer user information 122, spatial layout information 123, spot information 124, exchange timing information 125, media object distribution rules 126, battle event operation rules 127, voting operation rules 128, final ranking determination rules 129, and the like.
[0073] Player information 121 is information about the players playing the game. In the example in Figure 1, this corresponds to information about Player A and Player B. The player information 121 includes, for example, a user ID (account) that identifies the user, identification information of the team to which the user belongs, the IP address of the information terminal 20, location information of the avatar object 103 in the game space 100 (see Figure 3), information of the character card C1 (see Figure 6) brought into the game, information of the media objects C2 to C8 placed in the hand area 205, information of the color cards C2 to C6 that were removed from the hand area 205 when the colors of the two color cards matched (in other words, information of the items stored in the acquired item area), the time when the color cards C2 to C6 were exchanged, the total value of points acquired in the game (i.e., score), and the rewards awarded according to the final order.
[0074] Viewer user information 122 is information about the viewers who are watching the gameplay screen. In the example in Figure 1, this corresponds to viewer user X and viewer user Y. The viewer user information 122 includes, for example, a user ID (account) that identifies the viewer, the IP address of the information terminal 20, an ID that identifies the play screen being viewed, a user ID that identifies the player associated with the play screen being viewed, the content and posting time of messages and tipping comments, and the rewards for posting messages and tipping comments.
[0075] The content of the tipping comments includes information about the face value consumed, as well as the user ID and IP address that identify the recipient of the payment of the predetermined value. Rewards for posting include options to increase the attack power, defense power, and other values of media objects owned by viewers, options to use as a player in other games, and items and character cards that can be used in other games.
[0076] Spatial layout information 123 is information about the layout of the game space 100. Spatial layout information 123 is what is known as map information. By using spatial layout information 123, the layout of the game space 100, as exemplified in Figure 3, can be identified, and the position of the avatar object 103 can be determined. Spot information 124 includes information such as the location of spots 102 placed in the game space 100, the types and number of color cards C2-C6 associated with each spot 102, the number of attack cards C7 associated with each spot 102, and whether or not there is a billiard card C8 associated with spot 102. However, if the color cards C2-C6 and attack cards C7 associated with each spot 102 are replenished without limit each time they are distributed to the avatar object 103, then it is not necessary to include the types and number of color cards C2-C6 and the number of attack cards C7 in spot information 124.
[0077] The exchange timing information 125 represents the exchange timing that is executed periodically. Specifically, it is the count value of a counter that counts down from 30 seconds to 0 seconds. The timing specified by the exchange timing information 125 is common to all players. That is, the same timing applies regardless of the position of the player's avatar object 103 within the game space 100. The counter that gives the count value of the exchange timing information 125 starts at the same time as the start of the game. Also, as soon as the counter's count value reaches 0, it is reset to 30 and the countdown starts again. This operation is repeated until the end of the game.
[0078] Distribution rule 126 for media objects specifies the rules for granting media objects to the clone object 103 at spot 102. This rule includes prerequisites for distribution. These prerequisites require that conditions such as the clone object 103 overlapping with spot 102 for a certain period of time are met. Furthermore, this rule includes a rule for randomly selecting one medium object from among the color cards C2-C6, attack card C7, and, if present, billiard card C8, to be attached to the clone object 103 that meets the prerequisites. Additionally, this rule includes an exception to distribution: if there are five medium objects in the hand of the player receiving the grant (205).
[0079] Rule 127 of the rules for conducting battle events stipulates how to respond to applications to initiate battle events using Attack Card C7. As already explained, there are three ways a player can respond to an attack request: to accept the request using their own Attack Card C7, to choose to lose without using their Attack Card C7, or to automatically lose because they do not possess an Attack Card C7.
[0080] Furthermore, this rule stipulates that when a battle event is triggered, the winner will be determined by the character card C1 that each player brings into the game. In this embodiment, the winner will be determined by the attack power of character card C1. Furthermore, this rule stipulates that one color card randomly selected from the loser's holdings will be moved to the winner. In other words, neither the winner nor the loser has any involvement in selecting which color card will be moved. However, there are exceptions to the rule regarding movement, such as when the loser does not hold any color cards, or when the winner's hand has already reached the maximum number of cards.
[0081] In these cases, even if the winner is determined by the match event, the color cards will not be moved. However, if a color card of the same color as the color card selected by the loser exists in the winner's hand area 205, the move of the color card may be permitted to give the winner an opportunity to earn points. Additionally, if the movement of a color card is impossible due to the application of the exception rule, the consumed attack card C7 may be returned to each player's avatar object 103. In this case, it may be acceptable to allow only the winner to return Attack Card C7. This is because it would be a significant disadvantage for the winner if Attack Card C7 is consumed and they are unable to acquire a color card, despite being the winner.
[0082] However, if the winner is the one who initiated the match event and did not possess a color card at the time of the invitation, it is possible to have a rule that the attack card C7 is not returned as a penalty. Furthermore, if either the challenger or the challenged player does not have a color card in their hand (card 205) at the time a challenge event is initiated, the challenge may be invalidated and the challenge event may not begin. In this case, attack card C7 will not be consumed.
[0083] Rule 128 of the voting rules stipulates the out-of-game rule, which involves identifying the player who held the billiard card C8 until the end of the game. These rules stipulate that every player is given one vote, that they must vote for another player they believe is holding the last card within the time limit, that players who do not vote within the time limit will be treated as having not voted, that the vote of the player who holds the last card C8 until the end will be invalid, that correct guessers will receive a special reward in addition to the rewards according to their rank, and that if there are no correct guessers, the player who holds the last card until the end will be declared the winner.
[0084] Rule 129 for determining the final ranking stipulates that, in principle, players' rankings will be determined in descending order of their scores at the end of the game. If no one correctly answers the vote, the player holding the Billy Card C8 will be ranked 1st, regardless of their score, and the players ranked 2nd and below will be determined in descending order of their scores.
[0085] <Automatic exchange of media objects> Figure 9 illustrates the automatic exchange of media objects that occurs every 30 seconds between players in the same area. As mentioned earlier, the media objects that are automatically exchanged are either color cards or billiard cards. Figure 9 illustrates the automatic exchange of media objects between Player A and Player B in Area 101A.
[0086] In Figure 9, Player A's hand area 205 contains character card C1, red color card C2, blue color card C3, white color card C5, and billiard card C8. On the other hand, Player B's hand area 205 contains character card C1, red color card C2, blue color card C3, white color card C5, and black color card C6. Figure 9 illustrates the exchange between Player A and Player B, where Billiard Card C8 and white color card C5 are exchanged. Since the media objects to be exchanged are selected randomly, the probability of Billiard Card C8 being selected is 1 / 4.
[0087] In the game envisioned in this embodiment, an out game is played after the game ends, in which players vote to identify the player who was holding the last remaining card C8. However, in order to guess which player holds Billiard Card C8, information is needed to deduce which player holds Billiard Card C8. Therefore, the game envisioned in this embodiment is equipped with a function to notify all players of the movement of Billicard C8.
[0088] Figure 10 is a diagram illustrating the notification of the movement of Billicard C8 using the play screen 200. In Figure 10, parts corresponding to those in Figure 5 are indicated with corresponding numerals. Incidentally, in the center of the play screen 200 shown in Figure 10, the avatar object 103B of player B is displayed. In other words, the play screen 200 shown in Figure 10 is the play screen viewed by player B and their viewers.
[0089] At the top of the play screen 200 shown in Figure 10, a notification box 206 pops up to notify the user that the C8 card of Billiards has moved. In Figure 10, the notification area 206 displays the text "The billiard card has moved between A and C!", along with information about the players who intervened in the exchange of billiard card C8. Furthermore, illustrations or diagrams may be used to notify you of the movement of Billicard C8. This notification area 206 will disappear from the play screen 200 a few seconds after it is displayed.
[0090] However, a single notification doesn't tell us whether player A or player C is currently holding Billiard C8. But if the next notification says, "Billiard has moved between C and D!", then we can determine that in the first move Billiard C8 moved from player A to player C, and in the second move it moved from player C to player D.
[0091] However, it is difficult to track which player holds the Billiard Card C8 throughout the game, and sometimes more than three players are involved in the movement of Billiard Card C8. For example, if there are three or more clone objects 103 in the same area 101 at the time of automatic exchange, the exchange of media cards will be performed cyclically among the three or more players. In this case, the notification area 206 will display something like, "The billiard card has moved between A, C, and D!", making it difficult to track which player currently holds the billiard card C8.
[0092] On the other hand, in order to efficiently increase points, it is necessary to respond to the automatic exchange of media objects with other players. Therefore, the information of the player currently holding the Billicard C8 affects each player's gameplay. Specifically, it affects movement within game space 100 and the selection of trading partners. Therefore, in this embodiment, information about the player who is believed to be holding the Billicard C8 can be communicated to the player through the comment function.
[0093] If the viewers' predictions are correct, players who refer to the comments can efficiently increase their points while avoiding the C8 card, and finish the game in a high position. On the other hand, the content of the comments is merely speculation by the viewers, so there is a possibility that the viewers' speculations are incorrect. Also, some viewers may intentionally post incorrect comments.
[0094] As a result, players may be unsure whether to take the comments into consideration. In other words, viewers can influence the player's gameplay by posting comments. Furthermore, in the game envisioned in this embodiment, viewers can select the range of players whose comments are displayed. In other words, viewers can switch the range of players whose comments are affected.
[0095] This feature allows you to influence the gameplay of the player displayed on screen 200. In other words, it improves the strategic depth and gameplay of the game. Furthermore, viewers can also experience a sense of indirect participation in the game by posting comments.
[0096] <Processing executed in the functional unit> Based on the above, the specific processing details of the message display control unit 111 and the tip display control unit 112 will now be explained.
[0097] <Premise> Let me explain again the situations in which the message display control unit 111 and the tipping display control unit 112 function. First, I will explain the player participation format that the message display control unit 111 and the tipping display control unit 112 are based on.
[0098] Figure 11 is a diagram illustrating the player participation configuration assumed in Embodiment 1. In the game shown in Figure 11, five players, A through E, are participating. Therefore, the game shown in Figure 11 is a multiplayer game. Player A and Player B make up Team #1. This means that Player A and Player B will work together to achieve a high ranking.
[0099] Players D and E make up Team #2. This means that Players D and E will work together to achieve a high ranking. Player C is participating in the game alone. In Figure 11, viewer X is viewing player A's gameplay screen 200 (see Figure 5). Viewer Y is also viewing player C's gameplay screen 200 (see Figure 5).
[0100] <Selection process of the display control unit> Figure 12 is a flowchart illustrating the selection process of the display control unit executed during the game. As mentioned above, in the game assumed in this embodiment, the player holding the billiard card C8 at the end of the game will, in principle, be in last place. Therefore, the game envisioned in this embodiment employs a mechanism that allows players to influence their gameplay through comments posted by viewers. The selection process shown in Figure 12 is used to select the display control unit according to the type of post from the viewing user.
[0101] From the start to the end of the in-game, the processor 11 (see Figure 1) determines whether or not it has received a comment from a viewer (e.g., viewer X) (step 11). If comments from viewers are not being accepted, a negative result is obtained in step 11. In this case, the processor 11 repeats the determination in step 11.
[0102] On the other hand, if a comment is submitted by a viewer, a positive result is obtained in step 11. In this case, processor 11 determines whether the player to whom the comment was submitted is in co-op play or not (step 12). If the player to whom the post is made is in a cooperative play session (for example, if the post is made to player A in Figure 11), a positive result is obtained in step 12. In this case, processor 11 determines whether the post is a tipping comment or not (step 13). If the post is a tip comment, a positive result is obtained in step 13. In this case, the processor 11 executes the tip display control unit 112 (step 14).
[0103] On the other hand, if a negative result is obtained in step 12 (for example, if the destination is player C in Figure 11), or if a negative result is obtained in step 13 (for example, if the comment is a message), the processor 11 executes the message display control unit 111 (step 15). After step 14 or step 15 is completed, processor 11 returns to step 11 and prepares to accept new comments. On the other hand, if the game ends while step 14 or step 15 is being executed, processor 11 forcibly terminates the series of processes.
[0104] <Message Display Control Unit> The message display control unit 111 (see Figure 8) is a functional unit that is executed when a comment (i.e., a message) that does not consume a predetermined value is posted to a player playing as a team, or when the player to whom the comment was posted is playing alone. The message display control unit 111 shown here is an example of a first display control unit.
[0105] In this embodiment, the message display control unit 111, upon receiving a message submission from a viewing user who is viewing a player's play screen 200, displays the message on the information terminal 20 of the player to whom the message was submitted, while preventing the submitted message from being displayed on the information terminals 20 of other players who are playing multiplayer with the player to whom the message was submitted.
[0106] Figure 13 is a diagram illustrating where the play screen 200 with a message is displayed. As shown in Figure 13, the message display control unit 111 displays the posted message only on the player's play screen 200 if the comment (i.e., message) does not consume a predetermined value. For example, if a viewer is viewing on player C, the message posted by the viewer will only be displayed on player C's play screen 200.
[0107] For example, if a viewer is watching player A, the message posted by the viewer will only be displayed on player A's play screen 200. In other words, the posted message will not be displayed on the play screen 200 of player B, who belongs to the same team #1 as player A. Figure 14 illustrates an example of the display of the play screen 200, where the posted message 207 is displayed as a pop-up. Figure 14 includes corresponding reference numerals for parts that correspond to those in Figure 5. Here, message 207 is an example of the first object.
[0108] The play screen 200 shown in Figure 14 is the play screen of player C. Therefore, the play screen 200 shown in Figure 14 can be viewed by player C and all of their viewing users. On the other hand, the message 207 posted to player C is not displayed on the play screen 200 of other players, nor on the play screen 200 that other players' viewers are watching.
[0109] In Figure 14, message 207 reads, "The billiard card might be in Player A's possession!". Of course, message 207 is just an example, and other wording is also acceptable. For example, "Player A might be suspicious?", "Player A is safe!", "Player A is innocent!", or "I think so too!" would also work. In this embodiment, these phrases are pre-prepared as standard texts for each player. A user can post by selecting one of these options. However, the content of the text may also be freely entered by the user. Message 207 may also be an illustration, stamp, icon, or other graphic. Note that illustrations, etc., may also contain text.
[0110] Furthermore, the message 207 displayed on the player's play screen 200 is not necessarily the exact same message or image selected by the user from among the one or more selectable options presented. It may be a modified or altered version of the selected message or image. For example, the message 207 displayed on the play screen 200 may be a modified version of the selected message, or its color scheme and font may be changed to ones that are highly visible on the play screen. Note that modification is a form of alteration.
[0111] Figure 15 illustrates the differences in each player's gameplay screen 200 from the perspective of message 207. Figure 15 shows the play screen 200 of information terminal 20A corresponding to player A, the play screen 200 of information terminal 20B corresponding to player B, the play screen 200 of information terminal 20C corresponding to player C, the play screen 200 of information terminal 20D corresponding to player D, and the play screen 200 of information terminal 20E corresponding to player E. Figure 15 shows the case where a viewer user posts message 207 to player A. As shown in Figure 15, the posted message 207 is only displayed on the play screen 200 of player A, the recipient of the message.
[0112] <Tip Display Control Unit> The tipping display control unit 112 (see Figure 8) functions to display the tipping comment on the information terminal 20 of at least other players that meet certain conditions when it receives a comment from a viewing user that involves the consumption of a predetermined value (i.e., a tipping comment). The tipping display control unit 112 here is an example of a second display control unit. Other players who meet the specified conditions include, for example, players belonging to the same team, all players participating in the game, players in the same area as the player to whom the post is being made, players whose distance in game space from the player to whom the post is being made is within the threshold, and players whose distance in game space from the player to whom the post is being made is above the threshold.
[0113] The specific conditions are set for each game, but for example, viewers may be able to select them when posting. Figure 16 illustrates the display destinations for the play screen 200 with tipping comments. (A) shows the process of displaying the play screen 200 with tipping comments to other players belonging to the same team as player A, who is the recipient of the comment, and (B) shows the process of displaying the play screen 200 with tipping comments to all other players participating in the game. In any case, viewers can switch the range of players to which their comments are displayed by choosing to post a tipping comment that consumes a predetermined value, or by choosing to post a message that does not consume a predetermined value.
[0114] Figure 17 illustrates an example of the display of the play screen 200, where a posted tip comment 208 is displayed in a pop-up window. Figure 17 includes corresponding reference numerals for parts that correspond to those in Figure 14. Here, the tip comment 208 is an example of a second object. The play screen 200 shown in Figure 17 is the play screen of Player A. Therefore, the play screen 200 shown in Figure 17 can be viewed by Player A and all of their viewing users. In Figure 17, tip comment 208 reads, "The billiard card might be with player D!"
[0115] In the case of a tip comment 208, the play screen 200 will display not only the content of the tip comment 208, but also the identification information of the viewer user who posted the tip comment 208 (for example, "From viewer user X") 208A, and a level gauge 208B showing the viewer user's posting achievements, all on the same screen. The identification information 208A here is an example of information that can identify a viewer user. This identification information 208A can be used to evaluate the credibility of the submitted tipping comments 208. For example, if the comment is from a highly credible viewer, it will be assumed that "it might be correct this time as well." Conversely, if the comment is from a less credible viewer, it will be assumed that "it might be wrong this time as well."
[0116] However, even if it is possible to identify the viewer who posted the tipping comment 208, if there is no information to evaluate the credibility of that viewer, the viewer identification information 208A cannot be effectively utilized. Therefore, the level gauge 208B is also displayed on the play screen 200. The level of the level gauge 208B represents the achievements of users who post tipping comments 208. For example, a viewer who posts many tipping comments 208 that involve the consumption of a predetermined value will have a high level gauge 208B, while a viewer who posts few tipping comments 208 that involve the consumption of a predetermined value will have a low level gauge 208B.
[0117] Since tipping comments 208 involve the consumption of a predetermined value and also display identification information 208A, the possibility of intentionally posting false information is generally low. For this reason, the reliability of tipping comments 208 from viewers with a high level of level gauge 208B is generally higher than that of anonymous messages 207 (see Figure 14). Therefore, even for posts from viewers that cannot be judged based solely on identification information 208A, the credibility can be evaluated by referring to the level gauge 208B.
[0118] Figure 18 illustrates the differences in each player's gameplay screen 200 from the perspective of tipping comments 208. Figure 18 is indicated with corresponding symbols for parts that correspond to Figure 15. Figure 18 also shows the play screen 200 of information terminal 20A corresponding to player A, the play screen 200 of information terminal 20B corresponding to player B, the play screen 200 of information terminal 20C corresponding to player C, the play screen 200 of information terminal 20D corresponding to player D, and the play screen 200 of information terminal 20E corresponding to player E.
[0119] Note that the display shown in Figure 18 represents the case where a tip comment 208 is posted to player A, under the condition that the post must be made to a player belonging to the same team as the player to whom it was posted. Therefore, the tipping comment 208 is displayed only on the play screens of player A's information terminal 20A and player B's information terminal 20B, while it is not displayed on player C's information terminal 20C, player D's information terminal 20D, and player E's information terminal 20E.
[0120] For reference, the play screen displayed on each player's information terminal 20 is a dedicated play screen where the avatar object 103 operated by each player is positioned in the center of the screen. Therefore, the display of player B's play screen 200, where the tipping comments 208 are displayed, is different from player A's play screen 200 shown in Figure 17.
[0121] <Effects obtained in Embodiment 1> According to the control of the server 10 described in this embodiment, viewers can choose to switch the scope of display of their posts depending on whether they post a tipping comment that consumes a predetermined value or a message that does not consume a predetermined value. In other words, using the server 10 makes it possible to control comments posted by viewers without the involvement of the player. Furthermore, according to the control of the server 10 described in this embodiment, it becomes possible to influence the player's gameplay through comments posted by viewing users.
[0122] <Embodiment 2> In this embodiment, assuming the information processing system 1 described in Embodiment 1 (see Figure 1), other display examples of tipping comments 208 (see Figure 17) will be described. The tipping display control unit 112 used in this embodiment has a function to control the tipping comment 208 displayed on the information terminal 20A of player A, to which the tipping comment 208 is posted, and the tipping comment 208 displayed on the information terminal 20 of other players that meet predetermined conditions, in different manners.
[0123] More specifically, the tipping display control unit 112 has a function to display the tipping comment 208 with the identification information 208A of the viewer user who posted it on the play screen 200 of the player to whom the tipping comment 208 was posted, while displaying the tipping comment 208 without the identification information 208A on the play screen 200 of other players who meet predetermined conditions. In other words, only the tipping comment 208 is displayed on the play screen 200 of other players who meet the predetermined conditions. If a message 207 (see Figure 14) that does not consume a predetermined value is posted, the posted message 207 will be displayed only on the player's play screen 200, the destination of the post, as in Embodiment 1.
[0124] Figure 19 illustrates the differences in each player's gameplay screen 200 from the perspective of tipping comments 208. Figure 19 is denoted with corresponding symbols for parts that correspond to Figure 18. In the case of Figure 19, the tip comment 208 was posted to player A, and the only player who meets the specified conditions is player B, who belongs to the same team. In Figure 19, the play screen 200 displayed on player A's information terminal 20A shows the tipping comment 208, the viewer user identification information 208A, and the viewer user level gauge 208B, while the play screen 200 displayed on player B's information terminal 20B shows only the tipping comment 208.
[0125] <Effects obtained in Embodiment 2> According to the control of the server 10 described in this embodiment, it is possible to create a difference in the way the tipping comments 208 are displayed between the player to whom the tipping comment 208 is posted and other players who meet predetermined conditions in addition to the player to whom the tipping comment 208 is posted. In other words, the identification information 208A and level gauge 208B of the viewing user who posted the tip comment 208 can be displayed only to the player to whom the comment was posted. This gives the player to whom the comment was posted an advantage in gameplay over other players who meet the specified conditions. This feature is suitable for supporting specific players with tip comments 208.
[0126] <Embodiment 3> In this embodiment as well, assuming the information processing system 1 described in Embodiment 1 (see Figure 1), other examples of displaying the tipping comment 208 (see Figure 17) will be described. The tipping display control unit 112 used in this embodiment has a function to set predetermined conditions according to the game status of the player to whom the tipping comment 208 (see Figure 17) is posted. In other words, this explains how the player to whom the tip comment 208 is displayed on the play screen 200 changes depending on the game status of the player to whom the tip comment 208 was posted.
[0127] The "game situation" here includes, for example, differences in how the players who submitted the game participate, differences in the scores of the players who submitted the game, differences in the provisional rankings of the players who submitted the game, and whether the players who submitted the game have Billiard C8. For example, if the system focuses on the differences in how the players participating in the game differ, the tipping display control unit 112 sets other players who are in a cooperative relationship with the player who posted the comment (i.e., belong to the same team) as players who meet "predetermined conditions" and sets them as targets for displaying tipping comments 208. Furthermore, if there are no other players who are in a cooperative relationship (i.e., belong to the same team) with the player to whom the post is made, the tip display control unit 112 will determine that there are no other players who meet the "predetermined conditions" and will therefore display the tip comment 208 only on the player to whom the post is made's play screen 200.
[0128] The gameplay screens 200 shown in Figure 18 and Figure 19 represent the difference between a gameplay screen 200 of a player who satisfies a predetermined relationship set according to the form of participation in the game of player A to whom the post is submitted, and a gameplay screen 200 of a player who does not satisfy the predetermined relationship. The predetermined relationship here is belonging to the same team as the player to whom the post is submitted. Figure 20 illustrates an example of how a tip comment 208 is displayed when the post is made to player C, who is not part of a team. Figure 20 is denoted with corresponding symbols for parts that correspond to those in Figure 19.
[0129] In Figure 20, the predetermined condition is that other players are located in the same area 101C (see Figure 4) as player C, the recipient of the post. Therefore, the tip comment 208 is also displayed on player E's play screen 200. However, while the play screen 200 of player C, the recipient of the post, displays the posting user's identification information 208A and the level gauge 208B, the play screen 200 of player E only displays the tipping comment 208.
[0130] Therefore, Player E cannot evaluate the credibility of the viewer who posted the tipping comment 208. As a result, even if the player pointed out in tipping comment 208 is in the same area 101C, it becomes possible to mislead Player E about the content of tipping comment 208. In other words, Player C, to whom tipping comment 208 was posted, is in a more advantageous position than other players E in the same area 101C. Note that this example of setting predetermined conditions is just one example; it is also possible to set predetermined conditions for other players in different areas 101 in response to a tip comment 208 directed at player C, who is not playing as part of a team. In this case, the tip comment 208 will be displayed on the play screens 200 of players A, B, and D.
[0131] For example, if the game situation is such that the differences in the scores of the players to whom the post is made are considered, the tipping display control unit 112 sets other players whose scores differ significantly from the player to whom the post is made (for example, the player with the highest score) as players who meet the "predetermined conditions" and are targeted for display of the tipping comment 208. These predetermined conditions are based on the expectation that even if a correct tipping comment 208 is displayed on the play screen 200 of another player whose score is significantly different from that of player A, the target player, it will have little impact on player A's ranking in the game. Furthermore, if the content of the tipping comment 208 is incorrect, it is highly likely that the billiard card C8 will be transferred to another player.
[0132] Furthermore, if the focus is on the difference in provisional rankings among players of the player who submitted the post, other players with a higher provisional ranking than the player who submitted the post may be set as the "specified condition." Furthermore, if the player to whom the post is submitted has a Billiard Card C8, the tip display control unit 112 sets all players except the player to whom the post is submitted to to "predetermined conditions".
[0133] The tipping comment 208, which is directed to a player holding the Billicard C8, is highly likely to be intentionally misleading, as it is not directed at a player holding the Billicard C8. This is because the viewer, as the poster, knows that the targeted player holds the Billicard C8 through viewing the gameplay screen 200. In this case, it would be wise to intentionally display the misleading tipping comment 208 on another player's gameplay screen 200 to confuse other players.
[0134] In addition, game situations may include situations where the player submitting the entry has a high score or a high provisional ranking. In these cases, the predetermined conditions may include setting players with low scores or provisional rankings as "predetermined conditions." Furthermore, the game situation can be either immediately after the game starts or just before the game ends. For example, the "specified conditions" immediately after the game starts might be set to include all players, while the "specified conditions" just before the game ends might be set to include players with a higher rank than the player whose post is being submitted.
[0135] <Effects obtained in Embodiment 3> According to the control of the server 10 described in this embodiment, by setting predetermined conditions according to the game status of the player to whom the tipping comment 208 is posted, it becomes possible to adaptively change the player to whom the tipping comment 208 is displayed. In other words, viewers can switch which player they can influence based on the situation of the game to which they post their donation comments (208). That is, they can change the destination of their donation comments (208) so that the situation of the target player's game becomes more favorable to them.
[0136] <Embodiment 4> In this embodiment as well, assuming the information processing system 1 described in Embodiment 1 (see Figure 1), other examples of displaying the tipping comment 208 (see Figure 17) will be described. The tipping display control unit 112 used in this embodiment has a function to display tipping comments 208 only to the player specified by the viewing user. In this embodiment, the destination for posting the tipping comment 208 and the destination for displaying the tipping comment 208 are treated independently. Therefore, it is possible to exclude the destination for posting the tipping comment 208 from the destination for displaying the tipping comment 208.
[0137] However, in this embodiment, the tipping comment 208 is always displayed on the player's play screen 200. The destination for the tip comment 208 is displayed as selectable on the screen where viewers post tip comments 208. Once the content and destination of the tip comment 208 are selected, and the amount of value to be consumed is entered, the post button is pressed, and the tip comment 208 is displayed on the play screen 200 of the player selected as the destination. For example, it's possible to make tip comment 208 only visible on the play screens 200 of other players who belong to the same team as the player to whom the tip comment 208 was posted. For example, it's possible to make tipping comment 208 only visible on the play screen 200 of other players belonging to a different team than the player to whom the tipping comment 208 was posted.
[0138] For example, it's possible to display 208 tipping comments only on the gameplay screen of a specific player (excluding the posting destination). It is also possible to choose not to display the comment on any player other than the one to whom it was posted. In this case, the tip comment 208 will only be displayed on the play screen 200 of the player to whom the tip comment 208 was posted. Incidentally, the tip display control unit 112 may also be provided with a function to control the number and range of selectable display destinations (i.e., players) according to the amount of predetermined value consumed when a tip comment 208 is posted.
[0139] For example, if the predetermined value consumed when posting tip comment 208 is less than 500 points, the number of players that can be designated may be set to 1; if it is between 500 points and less than 1000 points, the number of players that can be designated may be set to 2; if it is between 1000 points and less than 2000 points, the number of players that can be designated may be set to 3; and if it is 2000 points or more, the number of players that can be designated may be set to 4.
[0140] For example, when posting a tip comment (number 208), the number of teams that can be designated may be set to one if the predetermined value consumed is less than 500 points, two if it is between 500 points and less than 1000 points, three if it is between 1000 points and less than 2000 points, and four if it is 2000 points or more. Furthermore, players who play alone, such as Player C, are treated as belonging to a single team that does not have any other players on the same team.
[0141] Furthermore, for example, when posting a tip comment (208), if the predetermined value consumed is less than 500 points, the team that can be designated is the same team as the player to whom the comment is posted. If the value is 500 points or more, the team that can be designated may be a different team from the player to whom the comment is posted. Alternatively, instead of a predetermined amount of value consumed when posting a tip comment (208), the number and range of selectable display destinations (i.e., players) may be controlled according to the length of time the viewer user who made the comment has watched the game. For example, the number and range of selectable display destinations may be increased for a viewer user with a cumulative viewing time of 200 hours compared to a viewer user with a cumulative viewing time of less than 100 hours.
[0142] In addition, if there is a player with a superior playing status to the player to whom the tip is posted, the tip display control unit 112 may display that player as a candidate player that can be selected by the viewing user. Incidentally, superior playing status means having a high score (high provisional ranking), or having a character card C1 with a high attack power used in the battle event, etc. For example, if the provisional ranking of the player to whom the post is submitted is 3rd, the tipping display control unit 112 may display the player in 1st place and the player in 2nd place in the provisional ranking as selectable options for the viewer who submits the tipping comment 208.
[0143] <Effects obtained in Embodiment 4> According to the control of the server 10 described in this embodiment, a viewer who posts a tip comment 208 can specify the player on which the tip comment 208 will be displayed. In other words, viewers can specify the number and scope of players they want to influence during gameplay.
[0144] <Embodiment 5> In this embodiment as well, assuming the information processing system 1 described in Embodiment 1 (see Figure 1), other examples of displaying the tipping comment 208 (see Figure 17) will be described. The tipping display control unit 112 used in this embodiment has a function to control the number or range of players to whom tipping comments 208 are displayed, according to the amount of a predetermined value consumed by posting tipping comments 208.
[0145] In the previously described embodiment 4, a case was explained in which the viewer user specifies which players display the tipping comment 208 within a number or range of players that is changed according to the amount of predetermined value consumed by posting the tipping comment 208. In this embodiment, however, the tipping display control unit 112 controls the display destination of the tipping comment 208 within a number or range of players determined according to the amount of predetermined value consumed.
[0146] For example, if the predetermined value consumed when posting a tip comment 208 is less than 500 points, the tip display control unit 112 will display the tip comment 208 only on the play screen 200 of the player to whom it was posted. If the value is 500 points or more but less than 1000 points, the tip display control unit 112 will display the tip comment 208 on the play screen 200 of the player to whom it was posted and of players belonging to the same team as that player. If the value is 1000 points or more but less than 2000 points, the tip display control unit 112 will display the tip comment 208 on the play screen 200 of players other than the player to whom it was posted (however, they must be on a different team than the player to whom it was posted).
[0147] The tipping display control unit 112 may also control the number or range of players on which the tipping comment 208 is displayed, depending on the attributes of the viewer user who posted the tipping comment 208. The attributes of the viewer user here include, for example, the viewer user's membership information. For example, if the viewer user who posted the tipping comment is a regular member or a guest, the tipping comment 208 may be displayed only on the play screen 200 of the player to whom it was posted. If the viewer user who posted the tipping comment is a premium member who pays value as a membership fee, the tipping comment 208 may be displayed on the play screen 200 of players other than the player to whom it was posted (however, the players may be on different teams than the player to whom it was posted).
[0148] <Effects obtained in Embodiment 5> According to the control of the server 10 described in this embodiment, the player on which the tip comment 208 is displayed can be automatically changed depending on the amount of predetermined value consumed by the viewer who posted the tip comment 208 and the attributes of the viewer. For example, if the number or range of players to display the tipping comments 208 is determined based on the amount of predetermined value consumed by the viewer, the viewer can influence where the tipping comments 208 are displayed by selecting the amount of predetermined value to consume. For example, if the number or range of players to whom the tipping comments 208 are displayed is determined based on the attributes of the viewing users, the viewing users can influence where the tipping comments 208 are displayed by selecting their own membership attributes.
[0149] <Embodiment 6> In this embodiment as well, assuming the information processing system 1 described in Embodiment 1 (see Figure 1), other examples of displaying the tipping comment 208 (see Figure 17) will be described. The tipping display control unit 112 used in this embodiment has a function to control the display manner of tipping comments 208 according to the past performance of the content posted by the viewing user.
[0150] Here, "post content" refers to the content of a post that points out, for example, a player who holds Billiard Card C8. More specifically, it refers to a post that identifies whether or not a particular player holds Billiard Card C8. An example of this type of post would be "The Billiard Card is with Player A." This type of post also includes, for example, "Player A is safe" or "Player A does not have the Billiard Card." Posts expressing agreement with "Player A has the Billiard Card," such as "I think so too," may also be included in posts that identify whether or not a particular player holds Billiard Card C8.
[0151] Furthermore, "past performance" refers to, for example, the accuracy of submitted information. If the submitted information is correct (i.e., the player holding Billiard Card C8 is correctly identified), positive points are awarded. If the submitted information is incorrect (i.e., the player holding Billiard Card C8 is incorrectly identified), negative points are awarded. Alternatively, you could award 5 points for a correct answer and 1 point for an incorrect answer. Additionally, points may be awarded only if the information is correct.
[0152] The posts included in the achievement calculation may include both 208 tipping comments and 207 messages, or they may include only 208 tipping comments. Furthermore, the awarding of points for past achievements in comments may be limited to comments made near the end of the game, or it may apply to all comments made during the game.
[0153] Figure 21 illustrates the differences in how tip comments 208 are displayed based on differences in past performance regarding the content of posts. (A) shows an example of how tip comments 208 posted by a viewer with a high past performance are displayed, and (B) shows an example of how tip comments 208 posted by a viewer with a low past performance are displayed. High performance refers to a situation where the total value of points awarded to viewers exceeds a predetermined threshold, while low performance refers to a situation where the total value of points awarded to viewers falls below a predetermined threshold.
[0154] In Figure 21, the 208 tipping comments posted by high-performing viewers (see Figure 21(A)) are shown in a double thick border, while the 208 tipping comments posted by low-performing viewers (see Figure 21(B)) are shown in a thin border. Needless to say, this difference in display is just one example. For instance, 208 tipping comments posted by high-performing viewers may be displayed with high brightness, while 208 tipping comments posted by low-performing viewers may be displayed with low brightness. Alternatively, the display frame for 208 tipping comments posted by high-performing viewers may be made to blink, while the display frame for 208 tipping comments posted by low-performing viewers may not blink.
[0155] Additionally, the 208 tipping comments posted by high-performing viewers may be displayed in red, while the 208 tipping comments posted by low-performing viewers may be displayed in black. In other words, the 208 donation comments posted by high-performing viewers will be displayed more prominently than the 208 donation comments posted by low-performing viewers.
[0156] <Effects obtained in Embodiment 6> According to the control of the server 10 described in this embodiment, the degree of credibility of the posted content can be specifically determined by the differences in the way the tipping comments 208 are displayed.
[0157] <Embodiment 7> In this embodiment as well, we will describe a mechanism that encourages the posting of correct tipping comments 208, based on the information processing system 1 described in Embodiment 1 (see Figure 1). Specifically, rewards are given to viewers whose posted comments match the multiplayer situation.
[0158] As mentioned earlier, viewers can influence a player's gameplay by posting comments that point out players holding the Billiard C8. However, if too many incorrect comments are posted, players will no longer be influenced by viewers' comments. In other words, even if the posted comments are displayed on the gameplay screen 200, players will stop taking their comments into consideration. Therefore, in this embodiment, in order to encourage the posting of comments that match the multiplayer situation, rewards are given to viewers who post comments that match the multiplayer situation.
[0159] <Server Functional Configuration> Figure 22 is a diagram illustrating an example of the functional configuration of the server 10 used in Embodiment 7. Figure 22 is denoted with reference numerals corresponding to the parts that correspond to those in Figure 8. The server 10 shown in Figure 22 has a message display control unit 111, a tip display control unit 112, and a reward granting unit 113 as functional units realized through program execution. In other words, it differs from the server 10 shown in Figure 8 in that the reward granting unit 113 is newly provided.
[0160] Furthermore, the memory unit 120 of the server 10 used in this embodiment stores the reward granting rules 130. Reward Granting Rule 130 stipulates the rules for granting rewards to viewers who post tipping comments 208. Reward Granting Rule 130 stipulates that rewards will be granted to viewers whose posted tipping comments 208 match the status of the multiplayer game at the time of posting, and will not be granted to viewers whose posted tipping comments 208 do not match the status of the multiplayer game at the time of posting.
[0161] The benefits offered here include, for example, the granting of a predetermined value, the granting of points, and the granting of one or more of the following to the character card C1 owned by the viewer: an increase in attack power, an increase in defense power, or an increase in HP. Additionally, it is possible to award character cards C1 based on the cumulative value of points earned as a bonus. Additionally, the viewer may be granted an option to play a different game. On the other hand, it is also possible to penalize viewers whose posted content does not match the actual multiplayer situation at the time of posting.
[0162] <Processing by the reward granting department> The reward granting unit 113 controls whether or not to grant a reward to the viewer user who submitted the tip comment 208, based on the reward granting rules 130, each time it receives such a comment. In other words, the reward granting unit 113 determines whether the content indicated in the posted tipping comment 208 matches the status of the multiplayer game at the time the tipping comment 208 was posted, and controls the granting of rewards according to the determination result.
[0163] If the submitted content matches the multiplayer status at the time of submission, the reward granting unit 113 grants a reward to the viewer user who submitted the content. The content of the reward to be granted is predetermined depending on the game. On the other hand, if the posted content does not match the multiplayer status at the time of posting, the reward granting unit 113 will not grant the reward to the viewer user who made the post.
[0164] <Effects obtained in Embodiment 7> According to the server 10 control described in this embodiment, it is possible to increase the number of tipping comments 208 whose content matches the multiplayer situation at the time of posting. As a result, players will start to refer to the content of tipping comments 208 posted by viewers, and viewers will be able to influence the players' gameplay.
[0165] In this embodiment, all 208 tipping comments that consume a predetermined value at the time of posting are eligible for rewards, but the quantity and quality of the rewards given may be changed according to the amount of predetermined value consumed. The quantity of the reward may include, for example, differences in the size of the points given. The quality of the reward may include, for example, differences in the type of reward given. Specifically, points may be given to viewers who consume a small amount of predetermined value, and a special character card C1 may be given to viewers who consume a large amount of predetermined value. Furthermore, in this embodiment, the awarding of rewards is limited to the posting of tipping comments 208, but rewards may also be awarded depending on whether the content of message 207 matches the status of multiplayer at the time of posting.
[0166] <Other Embodiments> The embodiments of the invention are not limited to those described above. For example, elements of each embodiment can be combined as appropriate. (1) In the embodiments described above, three types of media objects distributed in the game were given as examples: "color cards," "attack cards," and "billy cards." However, these may also include currency used in the game, items traded in the game, monsters and other characters, avatar objects, equipment and abilities to be equipped to character cards, or so-called playing cards with numbers and pictures drawn on them.
[0167] (2) In the above embodiment, we described a case in which points are awarded to the player when the color of one color card C2 to C6 newly associated with the hand area 205 matches the color of one of the color cards C2 to C6 already placed in the hand area 205 (i.e., when two colors match). However, points may also be awarded on the condition that three or more colors match.
[0168] (3) In the embodiment described above, the maximum number of media objects C that can be placed in the hand area 205 is set to 5, but the maximum number may be 6 or more, or the restriction on the maximum number may be removed.
[0169] (4) In the above-described embodiment, when the second positional condition is met, such as the avatar object 103 operated by the player being located at spot 102 for a certain period of time or longer, one selected from media objects C2 to C8 associated with the target spot 102 is associated with the player's hand area 205 corresponding to the avatar object 103. However, the number of media objects C that can be granted or obtained at spot 102 at one time may be two or more.
[0170] (5) In the above embodiment, when the second positional condition is met, such as the avatar object 103 operated by the player being located at spot 102 for a certain period of time or longer, one selected from media objects C2 to C8 associated with the target spot 102 is associated with the player's hand area 205 corresponding to the avatar object 103. However, the number of media objects C that can be granted or obtained at spot 102 may be determined randomly each time. For example, it may be 0 or 2.
[0171] (6) In the above-described embodiment, points are awarded when the colors of the color cards obtainable in the game are matched, but predetermined game effects may be awarded as rewards. For example, you could grant an effect that increases the attack power of character card C1 brought into your hand. You could also set a time limit for when the game effect is active, for example, 30 seconds. For example, you could increase the probability of matching the colors of your hand with the media objects distributed at spot 102. For example, it could increase the likelihood of matching colors when automatically exchanging with other players.
[0172] (7) In the embodiments described above, Billiard C8 was used as an example of a specific object that gives a game effect unfavorable to the player, but other types of media objects may also be used. For example, media objects that have various roles, such as the Joker in a card game, may also be used. In addition, the specific object may be a special color or number, etc.
[0173] (8) In the embodiments described above, the case in which a game effect unfavorable to the player is activated at the end of the game was explained, but it may also be activated during the game. For example, a player holding a specific object may be subjected to the following conditions for a certain period of time: being disadvantaged in the random selection of media objects at spot 102; having the periodically performed automatic exchange skipped one to several times; being disadvantaged in receiving media objects from other players during the periodically performed automatic exchange; having their movement speed in the game slowed down; and being disadvantaged in competitive events against other players.
[0174] (9) In the above-described embodiment, the case in which the automatic exchange of specific cards between players is performed every 30 seconds was explained, but the automatic exchange of specific cards between players may be performed irregularly.
[0175] (10) In the above embodiment, the case in which a player brings one character card C1 from among those they possess into the game was described, but the number of cards brought in may be multiple. On the other hand, in games that do not use character cards C1, it is not necessary to bring in character cards C1.
[0176] (11) In the above embodiment, a case was described in which the player holding the Billy Card C8 at the end of the game receives an unfavorable game effect, but unfavorable game effects may be applied until the end of the game. For example, the movement speed of the avatar object 103 in the game space may be reduced. Also, when acquiring the medium object C at spot 102, the player holding the Billy Card may be made less likely to match the color of the color card in their hand 205. Also, when exchanging specific cards, the player holding the Billy Card may be made less likely to match the color of the color card in their hand 205. Also, in a battle event, the attack power of character card C1 may be reduced.
[0177] (12) In the embodiments described above, Billiard C8 was explained as an example of a specific object that gives an unfavorable game effect, but it is not limited to a medium object that puts a player in last place at the end of the game. For example, it could be a specific number or face card of a deck of playing cards.
[0178] (13) In the embodiments described above, a card-type object was given as an example of a media object used in the game, but it may also be an object representing a character or item used in the game.
[0179] (14) In the above-described embodiment 6, an example was given of controlling the display manner of the tipping comments 208 according to the past performance of the viewer user regarding the content of their posts. However, the display manner of the tipping comments 208 may also be controlled according to the attributes of the viewer user. For example, if the viewer user is a premium member, the display manner of the tipping comments 208 may be displayed in a prominent manner as illustrated in Figure 21(A), and if the viewer user is a regular member or a guest, the display manner of the tipping comments 208 may be displayed in a less prominent manner as illustrated in Figure 21(B).
[0180] (15) In the above-described embodiment, the level gauge 208B (see Figure 17) represents the posting performance of the viewing user, and an example was described in which the number of times a tipping comment was posted was reflected as the posting performance. However, the level gauge 208B may represent other information. For example, level gauge 208B could represent the cumulative value of a parameter called "support level," which is assigned to the player to whom a tip comment is posted each time a tip comment is made. Support level is a parameter that accumulates on a per-player basis. A higher support level indicates that a player has received a greater number of donation comments and a larger total amount of predetermined value. When a player's support level reaches the maximum value on the level gauge, they level up to the next level. For example, a support level of "Level 1" becomes "Level 2," and a support level of "Level 2" becomes "Level 3," and so on.
[0181] This support level manifests as differences in the buff effect (score-boosting effect) applied to the score (i.e., the accumulated points) at the end of the game. For example, a support level of "Level 1" provides a buff effect of 1x, while a support level of "Level 2" provides a buff effect of 1.2x. In this case, the higher the support level, the higher the score and the easier it is to climb the ranks. Furthermore, if level gauge 208B represents the current value of the player's "support level," viewers will be able to see the increase in the level gauge on the screen as they post their own donation comments 208. In addition, viewers and players will be able to easily see the difference between the current value and the maximum value of the level gauge from the display of level gauge 208B.
[0182] (16) In the above-described embodiment, as an example of other benefits, a case in which color cards acquired in a game can be used in other games was described. However, the score acquired by each player in a game may be accumulated across multiple games, and a buff effect using the accumulated score (hereinafter referred to as "cumulative score") may be applied to the player themselves or to the viewers. For example, if a viewer has a large cumulative score, a buff effect (for example, an effect that increases the score or an effect that supports the player in a way that makes the game more advantageous) may be applied to the other players who are the viewers. Support here may include, for example, guiding the player to an advantageous location, increasing opportunities to acquire points, or increasing attack power or defense power.
[0183] <Summary> The main features of the information processing device, information processing method, and program described in the embodiments are shown below. [General tasks] One of the objectives of the present invention is to provide a mechanism that allows viewers to control postings to multiple players without the involvement of the players themselves. Another objective of the present invention is to provide a mechanism that allows viewers to select the range of the player in which their posts are displayed. Another objective of the present invention is to provide a mechanism that allows viewers to influence the player's gameplay.
[0184] Issues corresponding to [Appendix 1] One of the objectives of the present invention is to provide a method that allows viewers to select the scope of content displayed in a post. [Note 1] An information processing device having: a first display control unit that, when a first post is received from a viewer who is watching the play screen of a first player and does not involve the consumption of a predetermined value, displays a first object on the terminal of the first player, while not displaying the first object on the terminal of a second player who is playing multiplayer with the first player; and a second display control unit that, when a second post is received from a viewer and involves the consumption of a predetermined value, displays a second object on the terminal of a second player that satisfies at least a predetermined condition. This information processing device provides a method that allows viewers to select the scope of what is displayed in a post.
[0185] Issues corresponding to [Appendix 2] One of the objectives of the present invention is to express the difference between players who post to a site and players who do not post to a site by the difference in the manner in which a second post is displayed. [Note 2] The information processing device described in Note 1, wherein the second display control unit, upon receiving a second submission from a viewer, displays the second object on the terminal of the first player in a manner different from the second object to be displayed on the terminal of the second player. This allows the difference between players who post to a site and those who do not to a site to be expressed by the difference in how the second post is displayed.
[0186] Issues corresponding to [Appendix 3] One of the objectives of this invention is to give preferential treatment to players who post their content, compared to players who do not. [Note 3] The information processing device described in Note 2, wherein the second display control unit causes the terminal of the first player to display the second object with information that can identify the viewer attached, and the terminal of the second player to display the second object without information that can identify the viewer attached. With this, the information displayed can be preferentially treated for post-target players over non-post-target players.
[0187] Problem corresponding to [Supplementary Note 4] One object of the present invention is to enable a viewer to select appropriate posted content in accordance with the player that is the viewing destination. [Supplementary Note 4] The information processing apparatus according to Supplementary Note 1, wherein the second display control unit causes an object determined based on a designation by the viewer, among one or more candidates presented to the viewer in accordance with a first player that is the viewer's viewing destination, to be displayed as a second object. With this, the viewer can be enabled to select appropriate posted content in accordance with the player that is the viewing destination.
[0188] Problem corresponding to [Supplementary Note 5] One object of the present invention is to provide a mechanism for setting the range of players for which a viewer's second post is displayed, in accordance with the game situation of the post-target player. [Supplementary Note 5] The information processing apparatus according to Supplementary Note 1, wherein the second display control unit sets a predetermined condition in accordance with a game situation of the first player when the second post is accepted. With this, a mechanism can be provided for setting the range of players for which the viewer's second post is displayed, in accordance with the game situation of the post-target player.
[0189] Problem corresponding to [Supplementary Note 6] One object of the present invention is to realize display of a second post limited to the post-target player and a player having a cooperative relationship with the post-target player. [Supplementary Note 6] The information processing apparatus according to Supplementary Note 5, wherein when there is a second player having a cooperative relationship with the first player, the second display control unit causes the second object to be displayed on terminals of the second player and the first player. With this, display of the second post limited to the post-target player and a player having a cooperative relationship with the post-target player can be realized.
[0190] Problem corresponding to [Supplementary Note 7] One of the objectives of the present invention is to provide a mechanism for automatically controlling a player whose second post is displayed in accordance with the difference in game score from the post destination player. [Supplementary Note 7] The information processing apparatus according to Supplementary Note 5, wherein the second display control unit causes a terminal of a second player, which is determined based on a difference in game score from a first player, to display a second object. This makes it possible to provide a mechanism for automatically controlling a player whose second post is displayed in accordance with the difference in game score from the post destination player.
[0191] Problem corresponding to [Supplementary Note 8] One of the objectives of the present invention is to provide a mechanism that allows a viewer to select the range of players for which the viewer's post is displayed. [Supplementary Note 8] The information processing apparatus according to Supplementary Note 1, wherein the second display control unit causes a terminal of a player specified by an instruction from the viewer among the first player and a player who is in multiplayer with the first player to display the second object. This makes it possible to provide a mechanism that allows a viewer to select the range of players for which the viewer's post is displayed.
[0192] Problem corresponding to [Supplementary Note 9] One of the objectives of the present invention is to enable control of the range selectable by the viewer in accordance with the amount of a predetermined value consumed when posting. [Supplementary Note 9] The information processing apparatus according to Supplementary Note 8, wherein the second display control unit controls candidate players that the viewer can designate as target players for displaying the second object in accordance with the amount of the predetermined value consumed in the second post. This enables control of the range selectable by the viewer in accordance with the amount of a predetermined value consumed when posting.
[0193] Problem corresponding to [Supplementary Note 10] One of the objectives of the present invention is to limit the range selectable by the viewer to players whose play state is more advantageous than that of the post destination player. [Note 10] The second display control unit is an information processing device as described in Note 8, which, when there is a player with a superior play status to the first player, displays the player as a candidate player that the viewer can select. This allows viewers to limit their selection to players who have a superior playing position compared to the player whose video is being posted.
[0194] Issues corresponding to [Appendix 11] One of the objectives of the present invention is to automatically control the number or range of players to whom a second object is displayed, according to the amount of a predetermined value consumed when posting. [Note 11] The information processing apparatus according to Note 1, wherein the second display control unit controls the number or range of players who display the second object according to the amount of predetermined value consumed in the second post. This allows for the automatic control of the number or range of players to whom the second object is displayed, depending on the amount of predetermined value consumed when posting.
[0195] Issues corresponding to [Appendix 12] One of the objectives of the present invention is to make it possible to vary the display mode of a second object displayed on the player's terminal according to past performance regarding the content of viewer submissions. [Note 12] The second display control unit controls the display mode of the second object according to past performance regarding the content of viewer submissions, as described in Note 1. This allows the display of the second object shown on the player's terminal to be varied according to past performance regarding the content of viewer submissions.
[0196] Issues corresponding to [Appendix 13] One of the objectives of the present invention is to provide a mechanism that encourages posting content that matches the situation of multiplayer. [Note 13] The information processing device described in Note 1, further comprising a reward granting unit that grants rewards to viewers if the content indicated by the second object matches the multiplayer situation at the time of the second post. This allows us to provide a mechanism that encourages posting content that matches the multiplayer situation.
[0197] Issues corresponding to [Appendix 14] One of the objectives of the present invention is to provide a method that allows viewers to select the scope of content displayed in a post. [Note 14] An information processing method in which, when a first post is received from a viewer who is watching the play screen of the first player and does not involve the consumption of a predetermined value, the processor performs the following processes: displaying the first object on the terminal of the first player, while not displaying the first object on the terminal of the second player who is playing multiplayer with the first player; and when a second post is received from a viewer that involves the consumption of a predetermined value, the processor performs the following processes: displaying the second object on the terminal of the second player that satisfies at least a predetermined condition. This information processing method allows viewers to select the scope of what is displayed in a post.
[0198] Issues corresponding to [Appendix 15] One of the objectives of the present invention is to provide a method that allows viewers to select the scope of content displayed in a post. [Note 15] A program that, when a first post is received from a viewer watching the first player's gameplay screen without the consumption of a predetermined value, causes the processor to display the first object on the first player's terminal, while not displaying the first object on the terminal of the second player who is playing multiplayer with the first player. When a second post is received from a viewer that involves the consumption of a predetermined value, causes the processor to display the second object on the terminal of the second player who satisfies at least a predetermined condition. This program provides a method that allows viewers to choose how much of the posted content is displayed. [Explanation of symbols]
[0199] 1... Information processing system, 10... Server, 11... Processor, 12... Memory, 13... Auxiliary storage device, 14... Communication interface, 20, 20A, 20B, 20C, 20D, 20E, 20X, 20Y... Information terminal, 100... Game space, 101, 101A, 101B, 101C... Area, 102, 102A, 102B, 102C... Spot, 103, 103A, 103B, 103C, 103D, 103E... Doppelganger object, 111... Message display control unit, 112... Tip display control Sections 113…Reward Granting Section, 120…Memory Section, 121…Player Information, 122…Viewing User Information, 123…Spatial Layout Information, 124…Spot Information, 125…Exchange Timing Information, 126…Media Object Distribution Rules, 127…Battle Event Operation Rules, 128…Voting Operation Rules, 129…Final Ranking Determination Rules, 130…Reward Granting Rules, 200…Play Screen, 201…Area Screen, 202…Quota Section, 203…Exchange Timing Notice Section, 204…Score Section, 205…Hand Placement Area
Claims
1. When a first post that does not involve the consumption of a predetermined value is received from the terminal of a viewer who is watching the play screen of a first player who is playing multiplayer, the first display control unit displays a first object corresponding to the first post on the terminal of the first player, while not displaying the first object on the terminals of other players who are playing multiplayer with the first player, When a second post involving the consumption of a predetermined value is received from the viewer's terminal to the first player, a second display control unit causes at least the terminal of a second player among the other players that satisfies predetermined conditions in multiplayer to display a second object corresponding to the second post, An information processing device having
2. When the second display control unit receives the second post from the viewer, it causes the terminal of the first player to display the second object in a manner different from the second object to be displayed on the terminal of the second player. The information processing apparatus according to claim 1.
3. The second display control unit causes the terminal of the first player to display the second object with information that can identify the viewer attached, and causes the terminal of the second player to display the second object without information that can identify the viewer attached. The information processing apparatus according to claim 2.
4. The second display control unit displays, as the second object, an object determined based on the viewer's specification from among one or more candidates presented to the viewer in accordance with the first player which is the viewer's viewing destination. The information processing apparatus according to claim 1.
5. The second display control unit sets the predetermined conditions according to the game status of the first player when it receives the second post. The information processing apparatus according to claim 1.
6. The second display control unit, if there is a second player in a cooperative relationship with the first player, causes the second object to be displayed on the terminals of the second player and the first player. The information processing apparatus according to claim 5.
7. The second display control unit causes the second object to be displayed on the terminal of the second player, which is determined based on the difference in game scores between the first player and the second player. The information processing apparatus according to claim 5.
8. The second display control unit causes the second object to be displayed on the terminal of the first player and the player identified by the instruction from the viewer, among the players who are playing multiplayer with the first player. The information processing apparatus according to claim 1.
9. The second display control unit controls, in accordance with the amount of predetermined value consumed in the second post, a list of candidate players that the viewer can specify as players to display the second object. The information processing apparatus according to claim 8.
10. The second display control unit, if there is a player with a superior play status to the first player, displays that player as a candidate player that the viewer can select. The information processing apparatus according to claim 8.
11. The second display control unit controls the number or range of players who display the second object according to the amount of predetermined value consumed in the second post. The information processing apparatus according to claim 1.
12. The second display control unit controls the display mode of the second object according to past performance regarding the content of the viewer's posts. The information processing apparatus according to claim 1.
13. The system further includes a reward granting unit that grants a reward to the viewer if the content indicated by the second object matches the multiplayer situation at the time of the second post. The information processing apparatus according to claim 1.
14. When a first post that does not involve the consumption of a predetermined value is received from the terminal of a viewer who is watching the play screen of a first player who is playing multiplayer, the processor performs a process to display a first object corresponding to the first post on the terminal of the first player, while not displaying the first object on the terminals of other players who are playing multiplayer with the first player, When the viewer's terminal receives a second post from the first player that involves the consumption of a predetermined value, the processor performs a process to display a second object corresponding to the second post on the terminal of at least one of the other players that satisfies predetermined conditions in multiplayer. An information processing method that performs the following.
15. When a first post that does not involve the consumption of a predetermined value is received from the terminal of a viewer who is watching the play screen of a first player who is playing multiplayer, the processor causes the first player's terminal to display a first object corresponding to the first post, while not displaying the first object on the terminals of other players who are playing multiplayer with the first player. When the first player receives a second post from the viewer's terminal that involves the consumption of a predetermined value, the processor causes the second object corresponding to the second post to be displayed on the terminal of at least the second player among the other players that satisfies predetermined conditions in multiplayer. A program that executes a process.
Citation Information
Patent Citations
Live broadcast interface display method, apparatus and device, and readable storage medium
CN113041625A
Information processing system
JP2019061618A
Distribution server, distribution system, distribution method and program
JP2020005244A
Capture and delivery of online games spectators personalized commentaries to players
US20170182426A1