Information processing device, information processing method, and program

JP7917804B2Active Publication Date: 2026-09-09MIXI INC
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2025029293
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-09-29
Filing Date
2025-02-26
Publication Date
2026-09-09
Estimated Expiration
2041-03-29

AI Technical Summary

Benefits of technology

【0008】 本発明の一態様によれば、ゲームの興趣性が向上し、多くのユーザにゲーム参加を促すことができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007917804000001
    Figure 0007917804000001
  • Figure 0007917804000002
    Figure 0007917804000002
  • Figure 0007917804000003
    Figure 0007917804000003
Patent Text Reader

Abstract

To provide an information processing apparatus, information processing method and program capable of prompting many users to participate in a game by improving taste of the game.SOLUTION: An information processing apparatus includes a first acquisition section for acquiring first information based on a moving operation executed by a first user to move a first object on a first layer set in a game field, a second acquisition section for acquiring second information based on a moving operation executed by a second user to move a second object on a second layer different from the first layer, set in the game field and acquiring third information based on an inserting operation executed to insert an insertion object on the first layer, a lottery section for drawing an effect of the insertion object, by a lottery, out of a collection including a plurality of types of effects based on the inserting operation, a display control section displaying the insertion object at an arrangement position on the first layer in a first terminal, and a game processing section exerting the effect of the insertion object selected by the lottery to progress the game.SELECTED DRAWING: Figure 10
Need to check novelty before this filing date? Find Prior Art

Description

[[Technical Field]]

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

[0002] Conventionally, in games such as online games, there has been known a game that allows users to participate in a way that supports other users by cheering on the other users or providing items while viewing game screens played by the other users, without actually playing the game themselves.

[0003] For example, Patent Document 1 discloses that when a viewer performs a predetermined gift execution operation, an item selected from items owned by the viewer or an item purchased by the viewer is granted to a competitor selected as the grantee, and a benefit is granted to the viewer who provided the item when the competitor uses the item. [[Prior Art Literature]] [[Patent Documents]]

[0004] [[Patent Document 1]] Japanese Unexamined Patent Application Publication No. 2018-1711283 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]

[0005] However, in Patent Document 1, after a viewer selects an intended competitor to whom an item is granted in advance, the selected item is granted to that competitor. Therefore, which competitor can receive the item and the effect that the competitor can obtain from the item are determined in advance, which makes the game lack entertainment appeal. When the interest of the game is reduced in this way, there is a possibility that the number of users participating in the game will not increase.

[0006] Therefore, the object of the present invention is to provide an information processing device, an information processing method, and a program that can enhance the enjoyment of games and encourage many users to participate in them. [Means for solving the problem]

[0007] An information processing device according to one aspect of the present invention includes: a first acquisition unit that acquires first information based on a movement operation performed by a first user to move a first object on a first layer set up in a game space; a second acquisition unit that acquires second information based on a movement operation performed by a second user to move a second object on a second layer different from the first layer set up in a game space, and third information based on an input operation performed by a second user to input an input object into the first layer; a lottery unit that selects the effect of an input object from a set including multiple types of effects based on the input operation; a display control unit that displays the input object at its placement position on the first layer on the first user's first terminal; and a game processing unit that activates the effect of the input object selected by lottery to advance the game. [Effects of the Invention]

[0008] According to one aspect of the present invention, the enjoyment of the game is improved, and it is possible to encourage more users to participate in the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a schematic diagram of a system including an information processing device according to one embodiment of the present invention. [Figure 2] This figure shows an example of the first and second layers. [Figure 3] This figure shows an example of a field. [Figure 4] This figure shows an example of the first screen displayed during gameplay. [Figure 5] This figure shows an example of the second screen displayed during gameplay. [Figure 6]This figure shows an example of the animation for dropping objects that are displayed during gameplay. [Figure 7] This figure shows an example of the animation for dropping objects that are displayed during gameplay. [Figure 8] This figure shows an example of the animation for dropping objects that are displayed during gameplay. [Figure 9] This figure shows an example of the animation for dropping objects that are displayed during gameplay. [Figure 10] This is a diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 11] This figure shows an example of user information for the first user. [Figure 12] This figure shows an example of user information for a second user. [Figure 13] This figure shows an example of collective information regarding the effects of an object. [Figure 14] This figure shows an example of the input history information for an object being inserted. [Figure 15] This diagram shows the first user-side flow according to one embodiment of the present invention. [Figure 16] This figure shows the second user-side flow according to one embodiment of the present invention. [Figure 17] This diagram shows the lottery processing flow for one embodiment of the present invention. [Modes for carrying out the invention]

[0010] The information processing apparatus, information processing method, and program of the present invention will be described in detail below with reference to preferred embodiments shown in the attached drawings. The embodiments described below are merely examples provided to facilitate understanding of the present invention and do not limit it. That is, the present invention can be modified or improved upon from the embodiments described below, without departing from its spirit. Naturally, the present invention includes equivalents thereof.

[0011] Further, the examples of screens described in the present specification and drawings are merely examples, and the screen configuration and design, the content of displayed information, the GUI (Graphical User Interface), and the like can be freely designed according to system design specifications, user preferences, and the like, and can be changed as appropriate.

[0012] <On the Game According to the Present Embodiment> The communication system shown in FIG. 1 (hereinafter referred to as information processing system S) is a communication system including an information processing apparatus according to an embodiment of the present invention (hereinafter referred to as server 10), and provides a game to a user (when simply referred to as "user", the term includes both a first user and a second user; the same applies hereinafter).

[0013] A game is content that a user plays by operating a first terminal 11 or a second terminal 12 while viewing a game screen on a game-play user terminal (the first terminal 11 and the second terminal 12), and in the present embodiment, the game is an online game (electronic game) provided using the information processing system S. When a user performs an operation for game play on the first terminal 11 or the second terminal 12, the first terminal 11 or the second terminal 12 receives game data distributed from a server computer of a game providing company (hereinafter referred to as server 10). On the first terminal 11 or the second terminal 12, video and audio corresponding to the received data are output, and the player progresses the game while checking the output video and audio. The first terminal 11 or the second terminal 12 transmits data indicating the player's operation content to the server 10, and the server 10 transmits game progress data corresponding to the player's operation content. Such data transmission and reception between the server 10 and the first terminal 11 or the second terminal 12 is repeatedly performed until the player finishes playing the game.

[0014] In the game of the present embodiment, a user plays structural units of the game, which are prepared in plural in the game and called areas. Also, in the game of the present embodiment, roles in the game are divided for users, and the play styles of users who play the game differ between the first user and the second user.

[0015] An area is a virtual space within a game that is set up with the objective of clearing it. As shown in Figures 2 and 3, an area is set up with a field (an example of a first layer) which is the play area and the air above the field (an example of a second layer). The first and second layers may be areas located at different heights in the game space. For example, the field as the first layer is the area where the first object can move (the area where the floor is placed), and the air above the field as the second layer is the area where the second object can move (the air). In other words, in this embodiment, the second layer is located above the first layer, and the first and second layers are configured to be at different heights. Note that the first and second layers are not limited to the above examples, for example, the lower floors of a building may be configured as the first layer and the upper floors of the building, which are higher than the lower floors, as the second layer, or the underwater area may be configured as the first layer and the water surface or air as the second layer. Furthermore, in the example described below, the first layer is positioned lower than the second layer, but the first layer may also be positioned higher than the second layer. In this embodiment, background objects such as obstacles are placed on the field to restrict the movement of the first object. Also, auxiliary objects (items) are scattered on the field, and when the first object comes into contact with these auxiliary objects, they have some effect on the first object, such as restoring the first object's health. Enemy characters appear on the field and attack or interfere with the first object, which is controlled by the first user, as they approach or move away from it. In the game of this embodiment, the content (clear conditions, difficulty, and the type, strength, or number of enemy characters that appear, etc.) changes from area to area. For example, if the clear condition is to eliminate all enemy characters that appear on the field, fulfilling that condition clears the area, and the player can proceed to the next area.

[0016] In the area shown in Figure 3, the first user operates the first terminal 11 to move a first object, which is a type of object (game object), on the field, and escapes from or attacks enemy characters that appear to defeat them. The first user can also acquire items (including drop objects described later) placed on the field by operating the first object. On the other hand, the second user does not operate the first object themselves. In other words, for the second user, playing (drone play) means operating the second terminal 12 to move a second object, which is a type of object, not on the field but in the air above the field (a different range of movement than the first object), and observing the first user's play (the actions of the first object operated by the first user on the field) from above. For example, the second object does not directly attack enemy characters or receive attacks from enemy characters, but is not limited to this. In the example described below, the second user assists the first user by dropping objects onto the field from above, or by placing pins on the field that represent coordinates, in order to assist or hinder the first user.

[0017] An object is a general term for game elements such as characters (including enemy characters) and items that appear in a game. The first object is the character that the first user controls as their avatar when playing the game. The first object is also assigned parameter values ​​that indicate attributes and abilities such as level, health (life), attack power, defense power, and movement speed. These parameter values ​​increase or decrease as the user progresses through the game. For example, health decreases when attacked by an enemy character, and increases or decreases according to the parameter values ​​set for items when items are used or equipped.

[0018] Examples of characters that constitute the first object and enemy characters include living things such as people, animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar to these.

[0019] The second object is a character controlled by a second user when playing the game. Suitable characters for the second object are those that mimic aircraft, such as drones, balloons, airships, airplanes, or helicopters, due to their characteristic of moving above the field. Furthermore, while the first object cannot move to locations with background objects such as obstacles on the field, the second object is not restricted in its movement by such background objects. Since the second object does not directly attack or is not directly attacked by enemy characters, it does not have parameters such as attack power or defense power. However, it may have parameters related to movement speed (which can be increased or decreased depending on the game's progress).

[0020] Items are objects used by users within the game, serving as resources to support or hinder the user. Items also include objects placed on the field by a second user. Items include those that modify the parameters of a primary object, such as restoring its health or increasing its attack power. Furthermore, items can have not only beneficial effects (primary effects) but also detrimental effects (secondary effects), such as temporarily reducing the primary object's movement speed. In-game currency is also included in the category of items. In-game currency can be used as currency (a medium of exchange) within the game, and can be exchanged for other items or characters, or consumed when playing, such as by placing objects.

[0021] An object is an item or other object that is placed by a second user at a location on the field that is arbitrarily or randomly determined, and which has some kind of effect (first effect or second effect) on the first user. For example, an object may be placed by the second user depending on the situation of the first user, such as when the first user is in a critical situation where they are about to be surrounded by enemy characters. If the effect of the object is activated for the first user, the game situation may improve, such as the first user escaping a predicament. On the other hand, an object may have not only an effect that is advantageous to the first user, but also an unfavorable effect (for example, an increase in enemy characters), so a variety of game developments can unfold, such as maintaining the first user's sense of anticipation while also creating tension and disappointment.

[0022] Here are some specific examples illustrating the differences in the in-game roles of the first and second users. (a) The first object controlled by the first user and the second object controlled by the second user are on different movable layers (Figure 3). That is, the first object can move on the first layer (field) but cannot move on the second layer (above the field), which is different from the first layer. Similarly, the second object can move on the second layer but cannot move on the first layer, which is different from the second layer. Therefore, the first object and the second object never intersect with each other in the game space. (b) The first object operated by the first user is constrained by the movement path of background objects such as obstacles placed in the field. On the other hand, the second object operated by the second user is not constrained by the movement path of those obstacles and can move freely over obstacles. (c) The first object operated by the first user can acquire items such as auxiliary objects and input objects placed in the field. On the other hand, the second object operated by the second user cannot acquire those items. (d) The first object controlled by the first user can be attacked by enemy characters that appear on the field, and can also attack enemy characters. On the other hand, the second object controlled by the second user will not encounter enemy characters, and therefore will not be attacked by enemy characters, nor can it attack enemy characters. However, it can place objects onto the field.

[0023] In the game of this embodiment, before the game starts, users can be assigned the roles of either the first user or the second user based on their selection as participants. While multiple users can be assigned to each of the first and second user roles, the number of users who can play as the first user should ideally have a minimum and maximum number of players, while the number of users who can play as the second user should have a maximum number of players, although the minimum number is not fixed. For example, based on the timing of entry into the game, a combination of eight players (four first users and four second users) may be automatically matched before the game starts. Furthermore, in this embodiment, first users can play as teams, or as teams of first and second users. For example, first user A and second user C can form Team A, and first user B and second user D can form Team B, allowing for team-based gameplay. In team battles, if a first user on the same team wins, the second user also wins.

[0024] Furthermore, the game of this embodiment is a co-op game (a so-called multiplayer game) that allows multiple users to play together by operating their respective first terminal 11 or second terminal 12. That is, users can not only play alone (solo play), but also play together with other users in a common area simultaneously in so-called multiplayer (hereinafter referred to as co-op play). Co-op games include cooperative games in which multiple users cooperate, and competitive games in which multiple users compete against each other, and either type is acceptable.

[0025] The combination of users who play the game together, the members of a team, or the members of a co-op play are not particularly limited, but for example, other users who have a friendship with a certain user and who have mutually approved each other's approval (hereinafter referred to as "friends") may play together or form a team.

[0026] As shown in Figure 4, the first screen G1 displayed on the first terminal 11 operated by the first user displays the first object, which is the avatar of the first user, and a field (a portion of the field) set based on the position of the first object. When the first object moves on the field, the portion including the first object is displayed according to its movement. At this time, the area of ​​the field displayed on the first screen G1 is limited to the area around the first object and is narrower than the area displayed on the second screen G2, which will be described later. Therefore, the first user has a narrower field of view than the second user and can only see enemy characters that are close to the first object, and cannot see enemy characters that are on the field outside the first screen G1 (for example, enemy characters waiting at the destination of movement or enemy characters before they enter the first screen G1 from outside the first screen G1). In this embodiment, movement operations to move the first object on the field and attack operations against enemy characters are performed by touching the screen (touch panel) of the first terminal 11 with a fingertip and performing predetermined actions, but are not limited to this. For example, it can also be operated using a controller other than the screen.

[0027] On the other hand, as shown in Figure 5, the second screen G2 displayed on the second terminal 12 operated by the second user displays gameplay footage of the first user playing the game. At this time, the second screen G2 can display part or all of the field from an overhead view, and it is possible to display parts of the field other than those shown on the first screen G1. Therefore, the second user can see a wider area than the area displayed on the first screen G1, and has a visual advantage over the first user. The location and range of the field to be displayed on the second screen G2 can be arbitrarily specified by the second user as long as it is within the field of the area where the first user is playing. For example, it is possible to specify and display a range that includes an area set based on the position of the first object operated by the first user who is cheering (or a first user on the same team). In this embodiment, the location of the field to be displayed on the second screen G2 corresponds to the position of the second object operated by the second user. In other words, the field within a predetermined range based on the position of the second object is displayed on the second screen G2, so the second user can change the location of the field displayed on the second screen G2 by moving the second object above the field. The range of the field displayed on the second screen G2 can also be changed (enlarged or reduced), and this display change operation can be done by touching and moving the zoom slider 80 located on the screen (touch panel) of the second terminal 12 with a fingertip, or by performing pinch-in and pinch-out gestures on the screen of the second terminal 12. Alternatively, it can be operated using a controller other than the screen (the same applies to the input operation described later). The range of the field displayed on the second screen G2 should be at most half of the entire field and at least about the same as the first screen G1. Area transitions are performed at the same time as the first user, and the second user can only view the area that the first user is playing in; the second user cannot see the fields of subsequent areas before the first user.

[0028] The second user can obtain information on the second screen G2 that the first user cannot see, and can share that information with the first user. For example, by placing a pin at any coordinate on the field, the second user can inform the first user that there are enemy characters that are not visible to the first user, that there are many enemy characters in the field ahead, or that auxiliary objects (items) are placed in the field ahead. If the pin is placed outside the first screen G1, information indicating the presence of the pin may be displayed on the outer edge of the first screen G1. In addition, information that identifies the second user who placed the pin (such as their name) may be displayed on the pin.

[0029] Furthermore, the second screen G2 is equipped with input buttons 81 and 82 that accept input operations for a second user to place an input object onto the field. In the game of this embodiment, the second user can place an object such as an item as an input object at any position on the field. At this time, the second user moves the second object to the field at any position on the field and taps the input buttons 81 and 82. In this embodiment, the effect (contents) of the input object is not arbitrarily selected by the second user. Rather, when the second user taps the input buttons 81 and 82, the type of input object, that is, the content of the effect exhibited by the input object, is randomly selected. Specifically, multiple types of object effects with different winning probabilities are prepared as candidates, and one or a predetermined number of object effects are selected from a set (virtual lottery box) containing the effects of these multiple candidate types of objects, and the effect of the selected object is set as the effect of the input object. Furthermore, the set that constitutes the population includes not only effects that are advantageous to the first user (first effect), but also effects that are disadvantageous to the first user (second effect), i.e., the effects of objects that act as duds.

[0030] Furthermore, this collection may include exclusive objects that can only be obtained through this lottery, that is, rare or highly effective objects that can only be acquired as input objects. It may also include objects corresponding to the attributes of the second user, that is, objects whose effects are only active to the first user who is friends with or on the same team as the second user. In addition, the collection may be set up for each area, and the effects of the input objects may reflect the characteristics of each area.

[0031] In this embodiment, each of the multiple types of object effects included in the set has a defined number of available effects. When an effect of an object is selected as the effect of an object being submitted, its available number is reduced by removing it from the set. Therefore, once an effect of an object has been selected as the effect of an object being submitted, it will not be selected again in subsequent draws unless a predetermined condition is met and its available number is reset to its initial value. As a result, each time an object is submitted, i.e., each time the draw is repeated, the total number of available effects of the objects included in the set decreases, thus improving the draw probability, i.e., the probability of each object's effect being selected. For example, suppose the set contains 4 α, 4 β, and 2 γ (10 in total) as effects of objects being submitted, and α is selected as the effect of an object being submitted. If this is done, the updated set will contain 3 α, 4 β, and 2 γ (9 in total). In subsequent draws, unless a predetermined condition is met and the available number is reset to its initial value, the effect of the object being submitted will be selected from this set of 9.

[0032] Here, the predetermined conditions for resetting the number of available items to its initial value include when the number of input objects reaches the total number of available effects for all objects included in the set, that is, when the effects of all objects have been fully utilized as input objects. In addition, if the position of a first object operated by a predetermined first user, or all first objects operated by multiple first users, moves out of a predetermined range, that is, if the area changes, the predetermined conditions are met and the number of available items is reset to its initial value.

[0033] Furthermore, in this embodiment, two types of input buttons 81 and 82 are provided, and the effect of the input object may differ depending on which input button 81 or 82 the second user taps to perform the input operation. Specifically, when input button 81 and input button 82 are tapped, the contents of the sets corresponding to each input button 81 and 82, that is, the type, number, or probability of winning the included objects, will differ. For example, when inputting an object by tapping input button 81, the probability of winning an input object that has an effect advantageous to the first user is higher than when inputting an object by tapping input button 82.

[0034] Furthermore, when a second user places an object, they may be required to spend a predetermined value (in-game currency). In this case, the amount of in-game currency consumed may differ depending on whether the object is placed using the placement buttons 81 or 82. For example, placing an object by tapping placement button 81 may consume more in-game currency than placing an object by tapping placement button 82. Alternatively, placing an object by tapping placement button 81 may consume in-game currency, while placing an object by tapping placement button 82 may not.

[0035] Furthermore, the input object may be selected by the second user from between Type 1 objects, whose effect type is already determined at the time of input, and Type 2 objects, whose effect type is not yet determined at the time of input. For Type 2 objects, the content of the effect to be exerted is randomly determined when the second user taps input buttons 81, 82, etc., or when the first user to whom the effect will be exerted is determined. In the case of Type 1 objects, whose effect type is determined, it is preferable that any of the multiple first users can acquire them, but for Type 2 objects, whose effect type is not yet determined, the second user may be allowed to specify the first user to whom the effect will be exerted. In other words, in the case of Type 2 objects, the first user designated by the second user may be given easier access to the input object than other first users. For example, access permissions may be controlled so that only the designated first user can acquire this input object, or the input object may be displayed only to the designated first user.

[0036] Furthermore, in the above, the effect of the input object is determined by lottery, and the placement location of the input object can be determined by the second user at any location. However, in conjunction with or instead of the lottery for the effect of the input object, the placement location of the input object, for example, which of the multiple first objects it should be placed near, may also be determined by lottery (second lottery). In this case, in order to ensure that the effect of the input object is exerted on first users who have not yet experienced its effect, the placement location may be preferentially determined from within a region set based on the position of the first object in the field operated by that first user.

[0037] In this embodiment, a so-called box gacha mechanism is employed in the lottery for the objects to be introduced, with a set number of available items for each. However, the system is not limited to this. For example, the lottery for the objects to be introduced may be performed without setting a number of available items or changing the lottery probability. Also, in this embodiment, the effect of the introduced objects is determined by lottery, but it is not always necessary to conduct a lottery. For example, when a certain amount of in-game currency is consumed, the second player may be able to select any object from the objects (items) they already possess as the object to be introduced, without a lottery. In this case, the player can simply drag and drop the object or tap it to place it on the field.

[0038] Here, referring to Figures 6 to 9, we will explain an example of the animation for inserting an object that is displayed during the game when a second user inserts an object. This animation screen is displayed on both the first user's first screen G1 and the second user's second screen G2.

[0039] First, when the second user taps the input buttons 81 and 82 displayed on the second screen G2, the input object is simulated to fall to the position specified by the second user, for example, the center of the second screen G2 (Figure 6). While the input object is falling, it is displayed in the first display mode, that is, in a lottery animation where the type of effect of the input object is unknown (an animation like a roulette wheel spinning in a lottery box), and at this point, neither the first nor the second user can determine the contents (effect) of the input object. The symbols in the lottery animation rotate to sequentially display symbols representing the winning objects (contents of the lottery box) as input objects. As mentioned above, the effect of the input object is already determined at the time of input (when the second user taps the input buttons 81 and 82), and the above is merely a visual representation.

[0040] When an object is placed on the field, a landing animation is performed using images and sounds (Figure 7). As long as the object remains on the field, even if the first object approaches, the lottery animation continues as long as it is outside the predetermined distance range from the placement position (until the first object touches the object being placed) (Figure 8). When the approaching first object reaches the predetermined distance range from the placement position (when the first object touches the object being placed), the lottery animation is canceled and the display switches to a second display mode in which the type of object being placed and the corresponding display mode, i.e., the type of effect of the object being placed is revealed, and the object being placed appears (Figure 9). After that, depending on the type of object being placed, the animation branches into two types: one where the effect is immediately activated the moment the first object touches it (for example, an item that instantly restores health the moment it is touched, or a bomb that instantly damages surrounding enemy characters), and another where the effect is activated when the first user acquires it and uses it at any time (for example, the right to restore health later, or a weapon that improves parameter values ​​after being equipped). In this embodiment, the effect of the inserted object is already determined before the lottery animation is performed. However, the effect of the inserted object may be determined by lottery at the moment the first object touches it.

[0041] Thus, in this embodiment, an input object is dropped, the content of the input object's effect is randomly selected, and from the start of input until predetermined conditions are met, it is displayed in the first display mode. Once the predetermined conditions are met, the display switches from the first display mode to the second display mode, and after the content of the input object's effect is determined by displaying it in the second display mode, the effect of the input object is activated.

[0042] Here, the predetermined conditions for switching from the first display mode to the second display mode include the first object reaching a predetermined distance from the placement position of the input object. At this time, when the first object reaches a predetermined distance from the placement position of the input object, the first user operating the first object may be determined as the first user to whom the effect of the input object will occur. Alternatively, the first user to whom the effect will occur may be determined separately after the content of the effect of the input object has been determined. For example, when the first object operated by first user A first touches the input object, the display mode switches from the first display mode to the second display mode. Then, after switching to the second display mode, when the first object operated by first user B, who has confirmed the content of the effect of the input object, touches the input object, first user B is determined as the first user to whom the effect of the input object will occur. In this case, first user B can acquire the input object whose effect content has been determined.

[0043] Furthermore, if multiple first users are playing together, the first user operating the first object that first reaches within a predetermined distance from the placement location of the input object is selected as the first user on whom the input object's effect will be applied, and the input object's effect will be applied to the first object operated by that selected first user. In other words, the input object's effect is limited to one first object operated by the first user on whom the effect is applied, and first objects operated by other first users who were not selected as targets for the effect will not be affected by the input object's effect, regardless of their position relative to the input object, even if they are located near it.

[0044] Furthermore, the object being inserted may display information that identifies the second user who inserted it (such as their name). Also, the display method of the inserted object may be such that, for the first user who is a friend of the second user who inserted it or a member of the same team, the contents of the inserted object can be identified at the time of insertion or at an earlier stage than other first users (for example, a display method that shows the type and form of the inserted object as shown in Figure 9). On the other hand, for first users who are not associated with the second user who inserted it or first users of the opposing team, the object may be displayed in a lottery animation state as described above (without displaying the lottery result), or the inserted object itself may be hidden. If, after the inserted object is inserted, the effect of that object has not been exerted on any first player, the inserted object may disappear when the area transition occurs (for example, after the contents have been revealed), or it may be returned to the second user (for example, before the contents have been revealed).

[0045] As a result, a second user can participate in the game by watching the first user's gameplay from an overhead perspective and either supporting or hindering the first user, a feature known as "drone play." In this drone play, the second user can see beyond the range that the first user cannot see, allowing for more than just watching the first user's gameplay. For example, when the first user is in a critical situation where they are about to be surrounded by enemies, the second user can share information with the first user, or deploy objects to support them by deploying them to an area set based on the first user's position. In particular, objects deployed to support the first user may, conversely, put the first user in an even more disadvantageous situation, leading to a variety of game developments and enhancing the game's appeal.

[0046] <Configuration of the information processing device and user terminal according to this embodiment> Next, the configuration of the information processing device and user terminals (first terminal 11, second terminal 12) according to one embodiment of the present invention will be described. The information processing device according to the first embodiment consists of a computer for game data distribution, more precisely a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer and, as shown in Figure 1, is connected to the first terminal 11 and the second terminal 12 so as to be able to communicate via a network 14, and together with the first terminal 11 and the second terminal 12, constructs an information processing system S for games. Note that the first terminals 11 may communicate with each other or the first terminal 11 and the second terminal 12 may communicate via the network 14, or they may communicate directly without going through the network 14 via Bluetooth® or Wi-Fi Direct, etc.

[0047] In the information processing system S of this embodiment, the game progresses through the cooperation of the server 10, the first terminal 11, and the second terminal 12, as described above. Specifically, the server 10 performs some of the game progression processing, while the first terminal 11 and the second terminal 12 perform some of the graphics processing, etc. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. Meanwhile, the first terminal 11 and the second terminal 12 progress the game in synchronization with the server 10, using the same rules, logic, and algorithms as the program executed on the server 10.

[0048] Furthermore, during cooperative play, a communication path for cooperative play is established between the first terminal 11 and the second terminal 12, and the transmission and reception of various data required for cooperative play is carried out according to a known communication method. The data at this time may be transmitted via a client-server method through the server 10, or via a P2P (peer-to-peer) method without going through the server 10. In addition, the mode of cooperative play is classified into fully synchronous and asynchronous types, and either mode may be adopted. The fully synchronous type includes key input synchronization methods and command input methods, while the asynchronous type includes server-centralized processing and client-distributed processing.

[0049] Server 10 may consist of a single computer or multiple computers arranged in parallel and distributed. Furthermore, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow described later (excluding information input and display) are performed by the server computer, so the first terminal 11 and the second terminal 12 only need to input information to be handed over to the server computer and display information distributed from the server computer.

[0050] As hardware, server 10 has a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these devices are electrically connected via a bus 25. Server 10 also has an operating system (OS) and a dedicated program for processing information related to the game installed as software. These programs correspond to the "program" of the present invention. By operating the processor 21 according to the above program, server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or by obtaining it (downloading) it via a network such as the Internet or an intranet.

[0051] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.

[0052] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0053] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0054] The storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. The storage 24 may be built into the server 10 or attached to the server body as an external device. Furthermore, the storage 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. In addition, distributed ledger technology such as blockchain may be used as the technology for recording various types of data to prevent unauthorized data tampering.

[0055] Server 10 distributes information necessary for the game's progress to each user and also collects and stores information from each user. The information stored by Server 10 includes each user's identification information, information about each user's game play history, information about the area, and information about the objects that are deployed. Server 10 also performs various information processing related to the game's progress, including the process of randomly selecting the effects of the deployed objects.

[0056] The first terminal 11 and the second terminal 12 are client terminals operated by the first user and second user, respectively, to play the game. These terminals consist of, for example, personal computers, smartphones, mobile phones, tablet devices, game consoles, television receivers capable of inputting information, and wearable devices. Although Figure 1 shows two first terminals 11 and two second terminals 12 for illustrative purposes, in reality, there are, of course, the number of first terminals 11 and second terminals 12 corresponding to the number of first and second users.

[0057] The first terminal 11 and the second terminal 12 receive game progress data from the server 10, and display the images (videos) indicated by that data on the display of the first terminal 11 or the second terminal 12, or on a display device such as a TV connected to the first terminal 11 or the second terminal 12, or output sound from a speaker or the like. In other words, in this embodiment, the first terminal 11 and the second terminal 12 function as a display unit and an audio output unit. Specifically, the first screen G1 is displayed on the first terminal 11 operated by the first user, and the second screen G2 is displayed on the second terminal 12 operated by the second user.

[0058] Furthermore, the first terminal 11 and the second terminal 12 receive user operations performed during gameplay and transmit information corresponding to those operations to the server 10. For example, the first user performs a movement operation at the first terminal 11 to move the first object on the field and transmits first information based on that movement operation to the server 10. The second user performs a movement operation at the second terminal 12 to move the second object in the air above the field, and a deployment operation to deploy a deployment object, and transmits second information based on the movement operation and third information based on the deployment operation to the server 10. In addition to the above, the first user performs operations at the first terminal 11 to select a play style, increase the parameter value of the first object, and activate the effects of acquired deployment objects. The second user performs operations at the second terminal 12 to select a play style and change the display area (field range) displayed on the second screen G2 (for example, moving the zoom slider 80 or pinching in / out on the touch panel).

[0059] <Functions of an information processing device according to the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be explained again from a functional standpoint. As shown in Figure 10, the server 10 has a storage unit 30, an acquisition unit 40, a display control unit 50, a lottery unit 60, and a game processing unit 70. Of these, the storage unit 30 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of the hardware equipment constituting the server 10 and the program installed on the server 10. If the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from one another. The following sections will provide a detailed explanation of each functional component.

[0060] (Storage part) The memory unit 30 stores information necessary for game progression and various other information necessary for playing the game. Specifically, it includes a user information memory unit 31, an area information memory unit 32, and an input object information memory unit 33.

[0061] The user information storage unit 31 stores first user information for the first user and second user information for the second user, for each user. The types (items) of information stored in the user information differ between the first user and the second user.

[0062] As shown in Figure 11, the first user information is linked to a username (identification ID or game account name) that identifies each user, and various information is stored. For example, the first user information includes the appearance of the first object, which is an avatar; the initial, upper limit, and current values ​​of each parameter value of the first object; the location of the first object in the area and on the field; information about the input objects acquired by the first user so far (e.g., the number of times the effect has been activated); and information about other users registered as friends (usernames). In addition, the first user information may also include other information, such as the user's personal information such as contact information; total game play time; login history (date and time of game play and number of game plays); game progress such as status; identification information and number of items owned; and payment history and total amount charged.

[0063] As shown in Figure 12, the second user information is linked to a username (identification ID or game account name) that identifies each user, and various information is stored. For example, the second user information includes the display range (area and range on the field) shown on the second screen G2, the history of objects the second user has placed so far, the amount of in-game currency they possess, and information about other users registered as friends (usernames). The display range corresponds to the area and position of the second object on the field. In addition, other information may be included in the second user information, such as the user's personal information such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), game progress such as status, values ​​of each parameter of the second object, identification information and number of items possessed (other than in-game currency), and payment history and total amount charged.

[0064] The area information storage unit 32 stores information about playable areas in the game, such as the characteristics of the area during gameplay, for example, the field configuration (placement of background objects and auxiliary objects), the types and number of enemy characters that appear, the difficulty level, and the conditions for playing, as well as the rewards for clearing the area, all linked to the area's identification information.

[0065] The input object information storage unit 33 stores various information about the input objects, such as set information regarding the effects of objects included in the set subject to lottery, and input history information of the input objects.

[0066] The collective information includes, as shown in Figure 13, the object's name, appearance, effect, and information regarding the initial and current number of available items. The current number of available items is the initial value minus the number of items selected by lottery. For example, a bomb explodes when the first object touches it on the field, damaging enemy characters within a predetermined range (including temporarily stopping the enemy characters' movements). The bomb's attack power and range of effect are set for each area. A decoy appears on the field when the first object touches it, and automatically performs actions such as attacking enemy characters or running around to attract them. The decoy is controlled to move away from enemy characters if they are nearby, and towards enemy characters if they are far away. A weapon (sword) can be held when the first object touches it on the field, and parameter value A increases after the first object equips it at any time.

[0067] The input history information stores information about previously input objects in chronological order and is overwritten each time an object is input. The input history information includes the type of input object, the area and location on the field where it was input, the username of the second user who input the object, the username of the first user who used the object (the first user whose effect was triggered by the input object), and information about its usage status. Regarding usage status, for example, if the first user who acquired an object, such as a weapon, has not yet equipped it to the first object, it will be recorded as "Not Used".

[0068] (Acquisition Department) The acquisition unit 40 acquires information (data) based on operations performed by the user on the first terminal 11 or the second terminal 12 during gameplay by communicating with the first terminal 11 or the second terminal 12, and as shown in Figure 10, it has a first acquisition unit 41 and a second acquisition unit 42.

[0069] The first acquisition unit 41 acquires first information based on operations performed by the first user on the first terminal 11 by communicating with the first terminal 11. The first information includes information based on movement operations performed by the first user to move the first object on the field which is the first layer, information based on attack operations to attack enemy characters using the first object, and information based on usage operations to activate the effects of deployed objects, as well as various selections, designations, instructions, requests, commands, permission or denial, registration and other input operations performed by the first user in each scene of the game. It also includes information based on operations related to cooperative play, such as recruiting for cooperative play, applying for cooperative play and operations regarding the acceptance or rejection of such applications.

[0070] The second acquisition unit 42 acquires second information, third information, and other information based on operations performed by the second user on the second terminal 12 by communicating with the second terminal 12. The second information includes movement information based on movement operations performed by the second user to move the second object in the air above the field, which is the second layer, and the third information includes information based on deployment operations performed by the second user to deploy a deployment object onto the field. The third information also includes information on selecting a deployment object from among first-type objects whose effect type is determined and second-type objects whose effect type is not determined, and information on specifying the first user who will activate the effect of the deployment object. Other information includes information based on display change operations that change the part displayed on the second screen G2, as well as various selections, specifications, instructions, requests, commands, permission or denial, registration, and other input operations performed by the second user in each scene of the game. It also includes information based on operations related to cooperative play, such as recruiting for cooperative play, applying for cooperative play, and operations regarding the acceptance or rejection of such applications.

[0071] (Display Control Unit) The display control unit 50 communicates with the first terminal 11 or the second terminal 12 to deliver information (data) necessary for the user's game progress to the first terminal 11 or the second terminal 12 while the user is playing the game, and displays the game screen, that is, a screen that reflects the results of information processing by the game processing unit 70, which will be described later. As shown in Figure 11, it has a first display control unit 51 and a second display control unit 52.

[0072] The first display control unit 51 displays a first screen G1 (Figure 4) on the first terminal 11 of the first user, showing a portion of the field including the position of the first object, in accordance with the movement of the first object. The first screen G1 also displays the object that has been placed in its designated position on the field, along with the aforementioned placement animation. Specifically, for a predetermined period, such as when the position of the first object is outside a predetermined distance range from the placement position of the object, the object is displayed in a lottery animation state (a display mode unrelated to the type of object being placed, in which the type of object cannot be determined). When the position of the first object reaches within a predetermined distance range from the placement position of the object, the object is displayed in a display mode corresponding to the type of object being placed. In other words, the display switches between a first display mode in which the object is displayed when its effect is unknown, and a second display mode in which the object is displayed when its effect is known. The object is displayed in the first display mode until a predetermined condition is met, and then displayed in the second display mode once the predetermined condition is met. Furthermore, on the first screen G1, for a specific first user associated with the second user who submitted the object, the submitted object is displayed in a display manner corresponding to the type of object, while for first users not associated with the second user who submitted the object, the submitted object is displayed in a display manner that is at least unrelated to the type of object.

[0073] The second display control unit 52 displays a second screen G2 on the second user's second terminal 12, which is a gameplay video showing the first user playing the game. The second screen G2 displays part or all of the field from an overhead view, depending on the position of the second object. Furthermore, the second screen G2 can display not only the area of ​​the field where the first object is located, but also parts other than those shown on the first screen G1. It is also possible to change the part of the field shown on the second screen G2 (the field range) according to information based on the movement operation or display change operation of the second object. In addition, the second screen G2 displays the objects that have been placed at their placement positions on the field, along with the aforementioned placement animation, similar to the first screen G1.

[0074] (Lottery section) The lottery unit 60 selects the effect of the object to be inserted from a set of candidates, each containing multiple types of object effects with different winning probabilities, based on the third information derived from the insertion operation. This set includes not only effects that are advantageous to the first user (first effect) but also effects that are disadvantageous to the first user (second effect), and the lottery unit 60 selects the effect of the object to be inserted from this set. This set is set based on the position of the first object in the field (set for each area), and the lottery unit 60 selects the effect of the object to be inserted from this set. This set may also include exclusive objects that can only be obtained through this lottery, and objects whose effects are only applied to the first user who is friends with the second user or on the same team, and the lottery unit 60 selects the effect of the object to be inserted from this set. Furthermore, if the object to be inserted is a second-type object, the lottery unit 60 selects the effect of the object to be inserted from a set containing multiple types of effects. Furthermore, the lottery unit 60 may consume in-game currency held by the second user when conducting the lottery, and may change the contents of the input object depending on the amount of in-game currency consumed.

[0075] Furthermore, each of the multiple types of object effects included in the set has a defined number of available effects. The lottery unit 60 subtracts the number of available effects of an object that has been selected as an effect of an input object by removing it from the set. Unless the number of available effects is reset to its initial value by fulfilling predetermined conditions, the unit restricts the selection of that effect in subsequent lotteries. The number of available effects is reset to its initial value when predetermined conditions are met, such as when moving to a different area, as described above.

[0076] Furthermore, the lottery unit 60 may also draw lots to determine the placement location of the input object, that is, which of the multiple first objects it should be placed near (second lottery). In this case, in order to ensure that the effects of the input object are exerted on first users who have not yet experienced the effects of the input object, the lottery unit may prioritize drawing lots for placement locations from areas set based on the position of the first object in the field operated by that first user.

[0077] (Game processing unit 70) The game processing unit 70 performs information processing necessary for the progress of the game. Specifically, it performs information processing to advance the game according to the first information acquired by the first acquisition unit 41, and the second and third information acquired by the second acquisition unit 42. For example, it moves the first object based on the first information, or places an input object based on the third information. It also advances the game by applying the effects of the input object selected by lottery to the first user, changing the parameter values ​​of the first object, etc. At this time, from among multiple first objects operated by multiple first users, one first object is selected based on its position relative to the input object, and the effects of the input object are applied to the selected first object. It also switches the input object from the first display mode to the second display mode and displays it, then applies the effects of the input object, or selects a first user from among multiple first users to apply the effects of the input object. Furthermore, it controls the first user specified by the third information so that it is easier for them to acquire the input object compared to other first users.

[0078] The configurations of server 10, first terminal 11, and second terminal 12 have been described above. While server 10, first terminal 11, and second terminal 12 generally possess various other functions, only the characteristic functions that contribute to the effectiveness of the information processing system S in this invention will be described here. Other known functions will not be illustrated or described.

[0079] <Information processing flow related to one embodiment of the present invention> Next, with reference to Figures 15 and 16, we will describe the information processing flow of the information processing system S having the above configuration, specifically the flow for advancing the game using the first terminal 11 and the second terminal 12 (hereinafter referred to as the game progression flow). The game progression flow employs the information processing method of the present invention; in other words, each step in the game progression flow corresponds to a component of the information processing method of the present invention. In the following, in order to explain the game progression flow in an easy-to-understand manner, we will explain the first user-side flow related to the first terminal 11 and the second user-side flow related to the second terminal 12 separately.

[0080] [First User-Side Flow] The first user-side flow proceeds, for example, according to the flow shown in Figure 15. As shown in Figure 15, first, the computer server 10 (specifically, the first display control unit 51) generates display control data to display the first screen G1 on the first terminal 11 and transmits it to the first user's first terminal 11 via the network 14 (S101).

[0081] Upon receiving display control data transmitted from server 10, the first terminal 11 displays the first screen G1 (Figure 4) on its screen (S102). If the first terminal 11 receives a movement operation on the first object by the first user on the first screen G1 (S103: YES), server 10 (specifically, the first acquisition unit 41) acquires first information based on that movement operation from the first terminal 11 via the network 14 (S104). Server 10 (specifically, the game processing unit 70) then moves the first object moved by the first user on the field based on that first information (S105), and server 10 (specifically, the first display control unit 51) generates display control data to display the first screen G1 reflecting the movement of the first object on the first terminal 11, and transmits it to the first user's first terminal 11 via the network 14 (S106).

[0082] Upon receiving the display control data transmitted from the server 10, the first terminal 11 displays a movement animation for the first object on the first screen G1 (Figure 4) displayed on the screen (S107). If the first user has not performed a movement operation on the first object (S103: NO), the process proceeds to the next step (S108).

[0083] Next, if the server 10 (specifically the game processing unit 70) determines that an object has been inserted by the second user (S108: YES), the server 10 (specifically the first display control unit 51) generates display control data to display the first screen G1, which reflects the insertion animation of the inserted object, on the first terminal 11, and transmits it to the first user's first terminal 11 via the network 14 (S109).

[0084] Upon receiving the display control data transmitted from the server 10, the first terminal 11 displays the insertion animation of the inserted object (Figures 6-9) on the first screen G1 displayed on the screen (S110). Then, if the server 10 (specifically the game processing unit 70) determines that the effect of the inserted object has been activated, such as when the first object touches the inserted object (S111: YES), the server 10 (specifically the first display control unit 51) generates display control data to display the first screen G1 that reflects the effect activation animation of the inserted object on the first terminal 11, and transmits it to the first user's first terminal 11 via the network 14 (S112). Upon receiving the display control data transmitted from the server 10, the first terminal 11 displays the effect activation animation of the inserted object (such as an animation where a bomb explodes and damages surrounding enemy characters) on the first screen G1 displayed on the screen (S110).

[0085] The server 10 (specifically, the game processing unit 70) then repeatedly executes the processes from S103 to S113 until the game ends (S114: NO), and terminates processing as soon as the game ends (S114: YES). In addition, if it is determined that no input object has been input (S108: NO), or if it is determined that the effect of the input object has not been exerted (S111: NO), the processes from S103 to S113 are also repeatedly executed.

[0086] [Second User Flow] On the other hand, the second user's flow proceeds, for example, according to the flow shown in Figure 16. As shown in Figure 16, first, the computer server 10 (specifically, the second display control unit 52) ​​generates display control data to display the second screen G2 on the second terminal 12 and transmits it to the second user's second terminal 12 via the network 14 (S201).

[0087] Upon receiving the display control data transmitted from the server 10, the second terminal 12 displays the second screen G2 (Figure 5) on its screen (S202). If the second terminal 12 receives a movement operation or display change operation of the second object by the second user on the second screen G2 (S203: YES), the server 10 (specifically, the second acquisition unit 42) acquires information based on those operations from the second terminal 12 via the network 14 (S204). The server 10 (specifically, the second display control unit 52) ​​then generates display control data to display the second screen G2 reflecting those operations on the second terminal 12, and transmits it to the second user's second terminal 12 via the network 14 (S205).

[0088] Upon receiving the display control data transmitted from server 10, the second terminal 12 changes the portion of the second screen G2 displayed on its screen and displays the second screen G2 again (Figure 5) (S206). If the second user has not performed any operation to move or change the display of the second object (S203: NO), the process proceeds to the next step (S207).

[0089] Next, when the second terminal 12 receives an input operation for an input object from the second user on its second screen G2 (S207: YES), the server 10 (specifically, the second acquisition unit 42) acquires third information based on that input operation from the second terminal 12 via the network 14 (S208). Then, the server 10 (specifically, the lottery unit 60) executes a lottery process to select the effect of the input object based on the third information (S209), the server 10 (specifically, the game processing unit 70) places the input object onto the field based on the lottery result (S210), and the server 10 (specifically, the second display control unit 52) ​​generates display control data to display the second screen G2, which reflects the input animation of the input object, on the second terminal 12, and transmits it to the second user's second terminal 12 via the network 14 (S211). Details of the lottery process (S209) will be described later.

[0090] Upon receiving the display control data transmitted from server 10, the second terminal 12 displays the animation of the inserted object (Figures 6-9) on the second screen G2 displayed on its screen (S212). Then, if server 10 (specifically, game processing unit 70) determines that the effect of the inserted object has been activated, such as when the first object operated by the first user touches the inserted object (S213: YES), server 10 (specifically, second display control unit 52) ​​generates display control data to display the second screen G2 that reflects the effect of the inserted object on the second terminal 12, and transmits it to the second user's second terminal 12 via network 14 (S214). Upon receiving the display control data transmitted from server 10, the second terminal 12 displays the effect of the inserted object (such as an animation where a bomb explodes and damages surrounding enemy characters) on the second screen G2 displayed on its screen (S215).

[0091] The server 10 (specifically, the game processing unit 70) then repeatedly executes the processes from S203 to S215 until the game ends (S216: NO), and terminates processing as soon as the game ends (S216: YES). In addition, if the input operation for the input object is not accepted (S207: NO), or if it is determined that the effect of the input object has not been achieved (S213: NO), the processes from S203 to S215 are also repeatedly executed.

[0092] The game progression flow ends when the series of steps shown in Figure 15 or Figure 16 above is completed. Thereafter, while the first user and the second user are playing the game, more precisely, while the first user is playing the game by manipulating the first object and the second user is playing with the drone, the above series of steps is repeated. The above is an example of a game progression flow.

[0093] [Lottery process] Next, an example of the lottery process will be explained based on Figure 17. The lottery process is a process executed on server 10 (specifically, lottery unit 60), and is performed in step S209 of the second user-side flow described above. Specifically, it is a process that selects the effect of an input object from a set containing multiple types of effects, in accordance with the third information based on the input operation.

[0094] Specifically, as shown in Figure 17, first, the computer server 10 (more specifically, the lottery unit 60; the same applies hereinafter) determines whether a predetermined condition is met, which is the condition for resetting the number of available objects in the set to its initial value (S301). If the server 10 determines that the predetermined condition is met (S301: YES), it sets the number of available effects for objects included in the set that are candidates for the effects of the input objects to its initial value (S302). On the other hand, if the server 10 determines that the predetermined condition is not met (S302: NO), it proceeds to the next process (S303) without setting the number of available effects to its initial value.

[0095] Next, the server 10 draws an effect from a set containing the effects of multiple types of objects, each for which a specified number of available effects are available (S303), and sets the effect of the drawn object as the effect of the input object (S304). Then, the server 10 subtracts one from the number of available effects of the object corresponding to the drawn object's effect from the effects of the objects included in the set (S305), updates the set in that state, stores it in the storage unit 30, and then terminates the process.

[0096] The lottery process ends when the above series of steps is completed. Thereafter, while the user is playing the game, or more precisely, when a third piece of information based on the input operation is obtained by a second user, the above series of steps will be repeated. The above is an example of a lottery process.

[0097] <Other Embodiments> To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments; other embodiments are also conceivable.

[0098] In the above embodiment, a server computer for game data distribution (i.e., server 10) functions as the information processing device of the present invention, but the invention is not limited to this, and some of the functions of server 10 may be provided in the first terminal 11 or the second terminal 12. For example, the functions of the lottery unit 60 or the game processing unit 70 may be provided in the first terminal 11 or the second terminal 12.

[0099] Furthermore, in this embodiment, user information and the like are stored and held on a server computer for game data distribution (i.e., server 10). However, a separate database server (not shown) may be provided and the information may be stored collectively on that database server, or it may be stored on the first terminal 11 or the second terminal 12.

[0100] The term "game" includes, for example, social games that can be played using only a web browser and a Social Networking Service (SNS) account. In this embodiment, users can, in principle, enjoy all functions for free, but some functions may be limited and available for use by paying a predetermined fee. In addition, various conditions may be set to give users an advantage when playing if they pay a predetermined fee. This fee may be based on a pay-per-use system, or it may be a one-time payment that is effective for a certain period (for example, one month or one year) for the user (subscription).

[0101] <Summary> The main features of the information processing apparatus, information processing method, and program according to the above embodiment are as follows.

[0102] [1] The information processing device according to this embodiment includes: a first acquisition unit that acquires first information based on a movement operation performed by a first user to move a first object on a first layer set up in the game space; a second acquisition unit that acquires second information based on a movement operation performed by a second user to move a second object on a second layer different from the first layer set up in the game space, and third information based on an input operation performed by a second user to input an input object on the first layer; a lottery unit that selects the effect of an input object from a set including multiple types of effects based on the input operation; a display control unit that displays the input object at its placement position on the first layer on the first user's first terminal; and a game processing unit that activates the effect of the input object selected by lottery to advance the game. According to the above information processing device, the effect of an object to be inserted is determined by lottery, and that object is then placed on the field. As a result, neither the second user who inserts the object nor the first user who will be affected by the object will know what effect the object will produce, leading to a variety of game developments, increasing the game's appeal, and encouraging more users to participate.

[0103] [2] In the above-described information processing device, when multiple first users play a game together, the game processing unit selects one first object from among multiple first objects operated by each of the multiple first users based on its position relative to the input object, and applies the effect of the input object to the selected first object. This means that the effects of the introduced object are not applied to all first users; rather, the first user who will benefit from the introduced object's effects is selected from among multiple first users. This further enhances the game's appeal and encourages even more users to participate.

[0104] [3] In the above-described information processing device, the display control unit is capable of switching between a first display mode, which displays the input object when its effect is unknown, and a second display mode, which displays the input object when its effect is known. The input object is displayed in the first display mode until a predetermined condition is met, and once the predetermined condition is met, the input object is displayed in the second display mode. The game processing unit then displays the input object in the second display mode and then activates the effect of the input object. This means that the effects of the introduced objects are activated after switching from Mode 1 to Mode 2, increasing anticipation for the introduced objects, further enhancing the game's appeal, and encouraging even more users to participate.

[0105] [4] In the above-described information processing device, when multiple first users play the game together, the display control unit switches the display of the input object from the first display mode to the second display mode when a first user is selected from among the multiple first users to activate the effect of the input object. This means that the effect of the object is revealed only after the first user to acquire the object is selected, increasing anticipation for the object, further enhancing the game's appeal, and encouraging even more users to participate.

[0106] [5] In the above-mentioned information processing device, when multiple first users play the game together, the game processing unit switches the input object from the first display mode to the second display mode and displays it, and then selects from among the multiple first users the first user who will be able to activate the effect of the input object. This allows players to acquire the desired object after its effect has been revealed, further enhancing the game's appeal and encouraging more users to participate.

[0107] [6] In the above-mentioned information processing device, the lottery unit performs a second lottery to determine the placement location. This allows for greater variety in the placement of objects, further enhancing the game's appeal and encouraging more users to participate.

[0108] [7] In the above-described information processing device, the lottery unit performs a second lottery to select a placement position from a region set based on the position on the first layer of the first object associated with the first user whose input object has not yet been activated. This will allow for greater variety in the placement of objects, and will also give first-time users who have not previously benefited from objects the opportunity to experience their effects. As a result, the game's appeal will be further enhanced, and more users will be encouraged to participate.

[0109] [8] In the above-described information processing device, the lottery unit selects the effect of the input object from a set of objects that have been set based on the position of the first object on the first layer. This will increase the variety of effects that can be achieved by the objects introduced, further enhancing the game's appeal and encouraging more users to participate.

[0110] [9] In the above information processing device, each of the multiple types of effects included in the set has a defined number of available effects, and the lottery unit reduces the number of available effects corresponding to the effect of the selected input object, and if the update condition is met, the number of available effects is returned to its initial value. This allows for a wider variety of effects from the objects being introduced, and if the set includes objects with significant effects, it increases the anticipation of both the first and second users regarding the draw. As a result, the game becomes even more engaging, encouraging more users to participate.

[0111]

[10] In the above-mentioned information processing device, the lottery unit resets the number of available items to its initial value when the position of the first object on the first layer moves outside a predetermined range. This allows for a wider variety of effects from the objects being introduced, and if the set includes objects with significant effects, it increases the anticipation of both the first and second users regarding the draw. As a result, the game becomes even more engaging, encouraging more users to participate.

[0112]

[11] In the above-described information processing device, the input object can be selected from a first-type object whose effect type is determined and a second-type object whose effect type is not determined, the second acquisition unit acquires third information based on the input operation performed to input the input object selected by the second user from among the first-type and second-type objects, and the lottery unit, if the input object is a second-type object, lotters the effect of the input object from a set that includes multiple types of effects. This increases the variety of objects that can be introduced, further enhancing the game's appeal and encouraging more users to participate.

[0113]

[12] In the above-described information processing device, the second acquisition unit acquires third information that allows specifying a first user to activate the effects of the second type object when the second type object is selected as the input object, and the game processing unit controls the first user specified by the third information so that it is easier for them to acquire the input object compared to other first users. This increases the variety of objects that can be thrown, and makes it easier for users to acquire those objects, further enhancing the game's appeal and encouraging even more users to participate.

[0114]

[13] Furthermore, according to the information processing method of this embodiment, the computer acquires first information based on a movement operation performed by a first user to move a first object on a first layer set up in the game space, second information based on a movement operation performed by a second user to move a second object on a second layer different from the first layer set up in the game space, and third information based on a drop operation performed by a second user to drop a drop object into the first layer, the computer draws an effect of the drop object from a set of multiple types of effects based on the drop operation, the computer displays the drop object at the placement position on the first layer on the first user's first terminal, and the computer activates the effect of the drop object selected by the draw to advance the game. According to the above information processing method, the effect of the object being introduced is determined by lottery, and the introduced object is then placed on the field. As a result, neither the second user who introduces the object nor the first user who introduces it knows what effect the introduced object will have or which first user will acquire it, thus increasing the excitement of the game and encouraging more users to participate.

[0115]

[14] Furthermore, according to the program of this embodiment, the computer is caused to acquire first information based on a movement operation performed by the first user to move a first object on a first layer set up in the game space, second information based on a movement operation performed by the second user to move a second object on a second layer different from the first layer set up in the game space, and third information based on a drop operation performed by the second user to drop a drop object into the first layer, and based on the drop operation, the computer is caused to draw an effect of the drop object from a set that includes multiple types of effects, the first terminal of the first user is caused to display the drop object at its placement position on the first layer, and the game is advanced by activating the effect of the drop object selected by the draw. According to the program described above, the effect of the object being introduced is determined by lottery, and the introduced object is then placed on the field. As a result, neither the second user who introduces the object nor the first user who introduces it knows what effect the introduced object will have or which first user will acquire it, thus increasing the excitement of the game and encouraging more users to participate. [Explanation of Symbols]

[0116] 10 servers 11. Terminal 1 12 Second Terminal 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Area Information Storage Unit 32 User information storage unit 33 Input Object Information Storage Unit 40 Acquisition Department 41 First acquisition part 42 Second acquisition part 50 Display Control Unit 51 First Display Control Unit 52 Second Display Control Unit 60 Lottery Department 70 Game Processing Unit 80 Zoom Slider 81 Input button 82 Input button G1 1st screen G2 2nd screen S Information Processing System

Claims

1. Equipped with a processor, The aforementioned processor, Display the first screen for the first user and the second screen for the second user. The first screen includes a first object operated by the first user and a field of a first distance range based on the position of the first object. The second screen includes a second object operated by the second user, the first object, a second field with a wider distance range than the first field with a wider distance range, and an operation button for dropping an item. When an operation from the second user is received on the aforementioned operation button, the input item selected by lottery from among multiple effect candidates is displayed on the first screen and the second screen. When the first object comes into contact with the input item, the effect of the input item is exerted on the first object. Information processing device.

2. The processor displays a first screen for the first user and a second screen for the second user. The first screen includes a first object operated by the first user and a field of a first distance range based on the position of the first object. The second screen includes a second object operated by the second user, the first object, a second field with a wider distance range than the first field with a wider distance range, and an operation button for dropping an item. When the processor receives an operation from the second user on the operation button, it displays the input item selected by lottery from among a plurality of effect candidates on the first screen and the second screen. The processor causes the effect of the inserted item to be exerted on the first object when the first object touches the inserted item. Information processing methods.

3. The first user operates on a first object, the second user operates on a second object, a second field with a wider distance range than the first field with a wider distance range displayed on the first user's screen, and an operation button for dropping items are displayed on the screen. When the second user makes an operation on the aforementioned operation button, the input item selected by lottery from among multiple effect candidates is displayed on the screen. When the first object touches the input item, the processor is instructed to perform a process that causes the effect of the input item to manifest on the first object. program.

4. The system comprises a server, a first terminal, and a second terminal. The aforementioned server, The first screen for the first user is displayed on the first terminal, and the second screen for the second user is displayed on the second terminal. The first screen includes a first object operated by the first user and a field of a first distance range based on the position of the first object. The second screen includes a second object operated by the second user, the first object, a second field with a wider distance range than the first field with a wider distance range, and an operation button for dropping an item. When an operation from the second user is received on the aforementioned operation button, the input item selected by lottery from among multiple effect candidates is displayed on the first screen and the second screen. When the first object comes into contact with the input item, the effect of the input item is exerted on the first object. system.

Citation Information

Patent Citations

  • Program, terminal, and server

    JP2016182296A

  • JP2018-1711283A

  • Program and game device

    JP2018108149A

  • Game system and computer program used for the same

    JP2019136169A

  • Distribution program, distribution method, computer and viewing terminal

    JP2020141813A