Information processing device, information processing method, and program
Patent Information
- Application Number
- JP2025063863
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-09-29
- Filing Date
- 2025-04-08
- Publication Date
- 2026-09-09
- Estimated Expiration
- 2041-03-09
AI Technical Summary
【0008】 本発明の一態様によれば、第2ユーザがフィールド上に投入した投入オブジェクトの配置位置が、フィールド中、第1画面に映る部分の外にあった場合にも、投入オブジェクトの存在を第1ユーザに容易に気付かせることができる。これにより、第2ユーザの投入オブジェクトが有効に利用され、オブジェクト投入を通じた第2ユーザのゲーム参加を促すことが可能となる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program. [Background Art]
[0002] As an example of an online game that can be played by a plurality of users together, there is known a game in which a second user can provide support / interference items, in-game characters or the like to a first user who operates an operation character in the game (see, for example, Patent Documents 1 to 3).
[0003] In the game described in the above patent documents, for example, a character operated by the first user moves within an area, and the second user places a support item in the same area. Then, when the first user's operation character moves within the area to the placement position of the item placed by the second user, the effect of the support item is imparted to the first user. [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2018-171283 [Patent Document 2] Japanese Patent No. 6722316 [Patent Document 3] Japanese Patent No. 6599080 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] In games like the one described above, where the player controls a character within an area, or more precisely, on a field within that area, the first user, who controls the character, may only see a portion of the field (for example, a certain area including the controlled character) on the screen. On the other hand, from a gameplay perspective, it is preferable that the placement of items, etc., placed by the second user (hereinafter referred to as "placed objects") be freely determined on the field. However, in that case, it is possible that the second user's placed objects may exist in a part of the field that is not displayed to the first user at a given time. In such a situation, the first user may not notice the presence of the placed objects, and the placed objects may not be used effectively (i.e., the second user's operation to place objects may be wasted).
[0006] Therefore, the object of the present invention is to provide an information processing device, an information processing method, and a program that can easily allow a first user to recognize the presence of input objects located outside the portion of the field that is displayed on the first user's screen. [Means for solving the problem]
[0007] An information processing device according to one aspect of the present inventor includes: a first reception unit that receives a movement operation performed by a first user in a game to move an object to be operated on the field; a second reception unit that receives an input operation performed by a second user who plays the game together with the first user and assists the first user to input an object to be input onto the field; and a display control unit that controls the first user's first terminal to display a first screen that shows a portion of the field corresponding to the movement operation. The display control unit is characterized in that, when the placement position of the input object determined according to the input operation is outside the portion of the field that is shown on the first screen, it controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen. [Effects of the Invention]
[0008] According to one aspect of the present invention, even if the placement of an object placed by a second user on the field is outside the area of the field visible on the first screen, the first user can easily become aware of the presence of the object. This allows the second user's placed object to be effectively utilized and encourages the second user's participation in the game through object placement. [Brief explanation of the drawing]
[0009] [Figure 1] This figure shows an example of an area in a game. [Figure 2] This is a diagram showing an example of the first screen. [Figure 3] This figure shows an example of the second screen. [Figure 4] This is a conceptual diagram showing an information processing device and a user terminal related to one embodiment of the present invention. [Figure 5] This figure shows the functions of an information processing device according to one embodiment of the present invention. [Figure 6] This figure shows an example of user information for the first user. [Figure 7] This figure shows an example of user information for the second user. [Figure 8] This figure shows an example of input information. [Figure 9] This figure shows the first terminal with the input object displayed on the first screen. [Figure 10] The left figure in Figure 10 is a magnified view of a portion of the field, and the right figure shows the first terminal where the display object is shown on the first screen (Part 1). [Figure 11] The left side of Figure 11 is a magnified view of a portion of the field, and the right side shows the first terminal where the display object is shown on the first screen (part 2). [Figure 12] This figure shows an example of the first screen, where additional information is displayed along with the display object. [Figure 13] This figure shows another example of the first screen, where additional information is displayed along with the display objects. [Figure 14] It is a diagram showing screen transitions at the start of a game. [Figure 15] It is a diagram (part 1) showing the flow of processing executed by a server and a first terminal among information processing according to an embodiment of the present invention. [Figure 16] It is a diagram (part 2) showing the flow of processing executed by a server and a first terminal among information processing according to an embodiment of the present invention. [Figure 17] It is a diagram showing the flow of processing executed by a server and a second terminal among information processing according to an embodiment of the present invention. [Figure 18] It is a diagram showing screen transitions for object purchase. MODE FOR CARRYING OUT THE INVENTION
[0010] Hereinafter, the information processing apparatus, information processing method, and program of the present invention will be described with reference to a preferred embodiment shown in the accompanying drawings (hereinafter referred to as the present embodiment). It should be noted that the embodiment described below is merely one specific example given to facilitate understanding of the present invention, and does not limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit thereof. Naturally, the present invention also includes equivalents thereof. In addition, the screen examples shown in the drawings referred to in the following description are merely examples, and the configuration of the screen, the content of displayed information, the GUI (Graphical User Interface), and the like can be freely designed and appropriately modified according to the content of information processing, the design specifications of the system, user preferences, and the like.
[0011] [Game according to the present embodiment] Prior to describing the information processing device according to this embodiment, a specific game playable through the information processing device (hereinafter simply referred to as "game") will be described. A game is content that a user plays by operating a game terminal while viewing the game screen on the terminal, and more specifically, it is an online game that utilizes data communication. Here, online games may include, for example, social games that can be played using only a web browser and an SNS (Social Networking Service) account.
[0012] The game progresses by moving a controlled object on a field set within the area illustrated in Figure 1, and clearing areas by fulfilling conditions such as reaching a predetermined position on the field or defeating predetermined enemies (an example of a specific object) that appear on the field. The game genre (classification) is not particularly limited.
[0013] Here, "area" refers to the in-game space set up for the purpose of clearing, and is a two-dimensional or three-dimensional space. "Field" refers to the area set up within the area where the controlled object can move (the area with the gray floor in Figure 1). An "operated object" is a game medium that moves around the field in response to the actions of the user playing the game (see below for details, the first user). The appearance (display image) of the operated object is not particularly limited and can be set to any appearance according to the game's concept. Below, we will explain using the example of an operated object being a humanoid character.
[0014] In addition, other objects besides the controlled object appear on the field, including the aforementioned enemies (shown as black circles in Figure 1) and support items and other auxiliary objects (shown as white triangles in Figure 1). Enemies and auxiliary objects may move on the field or remain stationary at predetermined locations on the field. Furthermore, in the game, additional objects can be added to the field based on user actions (specifically, the second user, which will be discussed later). These objects will be described in detail later.
[0015] The user progresses through the game by moving a controlled object on the field, defeating enemies, and utilizing auxiliary and spawnable objects, thereby clearing areas. In this embodiment, multiple areas are playable in the game, and each area has its own field. When the user clears one area, they move to the next area and move the controlled object on the field set in the next area. However, there is no particular limit to the number of playable areas in the game, i.e., the number of fields; it may be just one.
[0016] Furthermore, in this embodiment, users can play the game alone or play the game collaboratively with other users. In other words, the game is a cooperative play-enabled game (a so-called multiplayer game) in which multiple users can operate their respective terminals to play in the same area.
[0017] In cooperative gameplay, each of the multiple users selects a role at the start of play and plays according to that role during the game. In this embodiment, there are two types of roles that each user can select: "Object Manipulation" and "Play Assistance." Object Manipulation is the role of manipulating the controlled object to move it on the field, and the user who selects the Object Manipulation role will be referred to as "User 1" below. Play Assistance is the role of playing the game together with User 1 and assisting User 1, and the user who selects the Play Assistance role will be referred to as "User 2" below. Here, assisting User 1 means playing the game from a different position than User 1, and through operations different from User 1 (in other words, operations unique to User 2), supporting User 1's gameplay (specifically, moving the controlled object to advance the game) and helping User 1 to progress the game to their advantage.
[0018] In this embodiment, the minimum number of first users (lower limit) is predetermined, and cooperative gameplay can only begin if the number of first users is equal to or greater than this lower limit. On the other hand, there is no lower limit for the number of second users; as long as the number of first users is equal to or greater than the lower limit, cooperative gameplay can begin even if there are any number of second users, for example, zero. The maximum number of participants in cooperative gameplay for both first and second users is not particularly limited, but may be set to a number based on the game specifications, for example.
[0019] The first user performs a movement operation on their terminal (user terminal) to move the object to be manipulated on the field while viewing the first screen G1 displayed on their terminal. The first screen G1 is a part of the field (the area enclosed by the dashed line in Figure 1), specifically a screen that displays a certain range within the field, including the object to be manipulated, as shown in Figure 2.
[0020] The first user checks the status and current position of their manipulated object on the first screen G1, and performs movement operations while viewing the first screen G1 as shown in Figure 2. When a movement operation is performed, the manipulated object moves on the field in accordance with the operation, and the range of the field displayed on the first screen G1 changes accordingly. In other words, the first screen G1 is a screen that displays only a portion of the field corresponding to the movement operation, and the first user can only see a portion of the field while playing the game.
[0021] Incidentally, the first screen G1 shown in Figure 2 is a view of a portion of the field from directly above, but it is not limited to this. The first screen G1 may also be a view of a portion of the field from any angle (view angle), and that angle may be freely changed by the first user.
[0022] Furthermore, parameter values are set for the first user in relation to the first user. Parameter values are values that the first user manages as they progress through the game, and in this embodiment, they are numerical values representing the state and abilities of the controlled object operated by the first user. Specifically, parameter values include status values such as health and hunger of the controlled object, ability values such as attack power and movement speed, and attribute values such as size (display size).
[0023] Parameter values change as the game progresses, and more specifically, they change in conjunction with the movement and state changes of the object controlled by the first user in the game. For example, when the controlled object moves on the field or is affected by enemies on the field (specifically, attacks or interference from enemies), one of the parameter values, health, decreases. Note that parameter values do not necessarily have to change in conjunction with the movement or state changes of the controlled object; for example, they may change based on actions taken by the first user.
[0024] Furthermore, the first user can acquire auxiliary objects and input objects on the field by bringing the controlled object close to or into contact with these objects, and can also utilize or activate the effects of the acquired objects during gameplay. Here, the effect of an object refers to the in-game effect (including in-game effects) granted to the first user who utilizes / activates that effect, and specifically includes changing the parameter values corresponding to the first user, and causing predetermined events to occur at or around the controlled object operated by the first user (for example, reducing the number of enemies that appear).
[0025] A single first user can control one or more manipulated objects. When controlling two or more manipulated objects, the first user switches between them as appropriate, and a portion of the field displayed on the first screen G1 changes accordingly. Furthermore, when the first user controls two or more manipulated objects, parameter values are set for each manipulated object, and the parameter values of each manipulated object correspond to the parameter values of the first user. In the following explanation, unless otherwise specified, we will assume that a single user controls only one manipulated object.
[0026] In addition, in co-op mode, two or more users can choose to control objects and play as the first user. In this case, there are controlled objects for each first user on the field (see Figure 1), and each first user will control their corresponding controlled object. Multiple first users may cooperate to clear the same area, compete against each other within the same area, or divide into multiple teams and compete against each other within the same area.
[0027] During gameplay, the second user primarily observes the first user's gameplay through the second screen G2 displayed on their own device (user device). The second screen G2 is an overhead view of the field where the controlled object operated by the first user exists (for example, a view of the field from above), and it is possible to display parts of the field other than those shown on the first screen G1. For example, as shown in Figure 3, the second screen G2 can display the entire field, and it is also possible to enlarge and display a part of the field in response to zoom operations performed by the second user on the second screen G2 (for example, touching the second screen G2 with two fingers and widening the distance between them, a so-called pinch-out operation). By enlarging or shrinking the part of the field displayed on the second screen G2, it is possible to give the second user, who is viewing the field from above through the second screen G2, the impression (visual effect) that the altitude of their field of view is rising or falling.
[0028] Furthermore, the area that can be displayed on the second screen G2 is limited to the field area where the object being manipulated by the first user in co-op play with the second user exists. Also, the area that can be displayed on the second screen G2 at once may be changed depending on the area. For example, as shown in Figure 3, for areas with relatively small fields, the entire field may be displayed on the second screen G2. On the other hand, for areas with relatively large fields that would be difficult to see if displayed on a single screen, only a portion of the field may be displayed on the second screen G2, and when the second user performs a predetermined screen operation, the portion of the field displayed on the second screen G2 may be slid (scrolled). Furthermore, while the second screen G2 shown in Figure 3 is a view of the field from directly above, it is not limited to this. The second screen G2 may also be a view of the field from any angle (view angle), and that angle may be freely changed by a second user.
[0029] During co-op gameplay, the second user does not control an object (character) that can attack enemies or acquire auxiliary and drop objects on the field, unlike the controlled object operated by the first user. Therefore, the second user does not have parameter values that change in response to the actions of specific objects on the field (specifically, attacks from enemies or interference, etc.), such as health.
[0030] On the other hand, during co-op gameplay, the second user can perform a "throw-in" operation to place throw-in objects (indicated by a star in Figure 1) onto the field for purposes such as assisting (supporting) the first user. A "throw-in object" is an item or character used by the first user in the game to support the first user's gameplay. In order to use a throw-in object, the first user moves their controlled object closer to the throw-in object's placement location on the field.
[0031] Then, when the distance between the manipulated object and the input object reaches a predetermined distance (for example, when the manipulated object touches the input object), the effect of the input object is granted (activated) to the first user who is manipulating the manipulated object. The second user, however, is not granted the effect of the input object, regardless of whether they or another second user submitted it.
[0032] The effect of an input object is, for example, to change the parameter values corresponding to the first user who uses the input object. The parameter values corresponding to the first user are values that the first user manages as they progress through the game, and in this embodiment, they are numerical values set for the object controlled by the first user. Specifically, the parameter values include status values such as health and hunger, ability values such as attack power and movement speed, and attribute values such as size (display size) of the object controlled by the first user. If the first user controls multiple objects, parameter values are set for each of the multiple objects, and the parameter values of each object become the parameter values corresponding to the first user.
[0033] Parameter values change as the game progresses, and more specifically, they change in conjunction with the movement and state changes of the object controlled by the first user in the game. For example, moving around the field or touching an enemy on the field will decrease one of the parameter values, namely health. Note that parameter values do not necessarily have to change in conjunction with the movement and state changes of the controlled object; for example, they may change based on actions performed by the first user.
[0034] Incidentally, in this embodiment, the current value of the parameter is displayed near the object being manipulated on the first screen G1, as shown in Figure 2, for confirmation by the first user, and is also displayed on the second screen G2, as shown in Figure 3, for confirmation by the second user. However, it is not limited to this, and the current value of the parameter may be displayed only on the first screen G1 and not on the second screen G2.
[0035] Furthermore, parameter values change depending on the use of input objects or auxiliary objects. For example, if the first user uses an item for restoring health, which is an example of an input object, the health value of the object controlled by that first user will be restored. Also, if the first user uses an item for increasing movement speed, which is another example of an input object, the movement speed of the object controlled by that first user will increase for a certain period of time.
[0036] Furthermore, the number of types of objects to be introduced and the effects of each type are not particularly limited and can be arbitrarily determined according to the content of the game. In addition, introduced objects are not limited to those that provide effects to support the first user's gameplay; objects that provide effects to hinder the first user's gameplay may also be included as introduced objects. Furthermore, there are no particular limitations on the display manner of introduced objects, but a manner that corresponds to the type of object, especially the effect when used, is preferred. For example, some objects disappear from the field immediately after the effect is applied, some remain on the field for a certain period of time after the effect is activated and the effect persists, and if an object applies an effect multiple times, its display manner changes each time the effect is applied.
[0037] When the second user performs an input operation, they select an object to be used as an input object from among the objects they possess in the game (possessed objects), and specify the placement location of the input object on the field.
[0038] Furthermore, the objects selected as input objects, and their placement on the field, are not limited to being determined based on the second user's will; they may also be determined automatically by lottery or other means. Additionally, the selection of input objects is not limited to those owned by the second user; for example, a pre-defined list of multiple objects may be provided, and when the second user fulfills certain conditions within the game, one or more objects may be randomly selected from this list as input objects.
[0039] The process of dropping objects, that is, selecting the object to drop and specifying its placement location, is performed via the second screen G2 during co-op gameplay (see Figure 18). Specifically, during gameplay, the second user selects an object to drop by clicking the icon of the object they wish to drop from among the icons of the objects they possess displayed on the second screen G2. Then, the second user specifies any point on the field displayed on the second screen G2 and sets that point as the placement location for the dropped object. Note that the placement location for dropped objects is limited to the field within the area where the second user is playing co-op with the first user.
[0040] Each time an object is submitted as an input object, it is consumed, and the number of objects you possess decreases. When the number of objects you possess reaches 0, that object (i.e., the object you have insufficient quantity of) can no longer be selected as an input object.
[0041] Furthermore, if the input object is not used by the first user (i.e., the first user does not benefit from the input object), the unused input object may be returned to the second user who input it after the co-op game ends. In other words, the number of objects owned by the second user that were input as input objects may be increased by the number of unused input objects.
[0042] On the other hand, during co-op play, a second user can purchase objects to replenish any missing objects (in other words, increase their possession count), that is, to acquire the aforementioned objects by paying a price. For example, if a second user clicks on the icon of an object they are short of among the icons of owned objects displayed on the second screen G2 during co-op play, the second screen G2 will transition from the left diagram to the right diagram in Figure 18, and the object purchase screen G3 will pop up.
[0043] On the object purchase screen G3, for the object that the second user clicked on the icon of, i.e., the object they do not possess enough of, multiple purchase quantities and their corresponding prices are presented. The second user selects the desired purchase quantity and clicks the purchase confirmation button set for the selected quantity. This increases the number of the object they possess by the selected purchase quantity, and adds the purchased object to the list of objects they can use. In addition, a payment process is performed for the second user to receive payment for the object purchase. The payment process may be a publicly known billing process, or, if payment is made with in-game currency, the amount of in-game currency held by the second user may be deducted according to the price. Furthermore, if the amount of in-game currency held by the second user is less than the price, they may be redirected from the object purchase screen G3 to an in-game currency purchase screen (not shown), where they can purchase in-game currency before returning to the object purchase screen G3 and purchasing the object using the procedure described above.
[0044] Regarding object purchases, they are not limited to cases where the number of objects owned is insufficient. For example, during co-op gameplay, the second user may be prompted to purchase a type of object selected based on the first user's gameplay status, and the second user may be able to purchase that object. Specifically, during gameplay, based on the changes in the parameter values of the object controlled by the first player, an object effective for the changed parameter values (for example, an object that restores the parameter values) is selected, and the type of selected object, along with its price (in in-game currency), is presented to the second user. In this case, the second user can acquire the presented object by paying the price and add it to their possessions, i.e., to their list of potential objects to contribute.
[0045] As mentioned above, only the second user can purchase objects during co-op play; the first user cannot. On the other hand, before the start of co-op play or after the end of co-op play, both the first and second users may purchase objects that can be used as input objects.
[0046] Furthermore, the purchase price of an object may be the same whether it is purchased during co-op play or before / after co-op play, or it may be more expensive when purchased during co-op play. Also, during specific periods in co-op play (for example, when enemies or bosses appear on the field), the purchase price of an object may be higher than during other periods.
[0047] Furthermore, even if an object purchased during co-op play is used as an input object, there may be cases where the input object is not used by the first user during that co-op play (i.e., the effect of the input object is not activated). In such cases, after the co-op play ends, a process may be implemented to refund (grant) the price paid for the purchase of that object to the second user who performed the input operation.
[0048] Furthermore, objects that can be used as input objects may be obtained by means other than the purchase described above. For example, a second user may obtain them by playing an event in the game (for example, a lottery event in which items can be obtained).
[0049] When a second user performs an input operation, the input object, along with its associated objects, is placed at a location determined by that input operation (specifically, a location specified by the second user). The associated objects are indicators that the input object has been placed (input) at the aforementioned location, and specifically include shapes such as arrows or pins, callouts as shown in Figure 1, or icons corresponding to the input object.
[0050] If an input object is placed within the area visible on the first screen G1 within the field, the input object and its associated objects will be displayed on the first screen G1, allowing the first user to recognize the presence of the input object by viewing the first screen G1 displaying these objects.
[0051] Regarding the accompanying objects, it should be noted that the callout-type accompanying objects can, for example, display the type of object being submitted, the username of the second user who submitted the object, and the username of the first user designated by that second user as the recipient of the object.
[0052] Furthermore, when multiple first users and second users play the game together, the second user can specify which of the multiple first users will use the input object during the input operation. In cases where multiple first users are divided into multiple teams, the second user can specify one team as the recipient of the input object.
[0053] In addition, in co-op mode, two or more users can choose to play as spectators and participate as second users. In this case, each second user can perform the deployment operation individually, and deployment objects will be deployed (placed) on the field for each second user.
[0054] By the way, if a second user places an object onto the field, and the object's placement is within the area of the field that is visible on the first screen G1, the first user can directly see the object displayed on the first screen G1. On the other hand, if the placement location of the input object is outside the area visible on the first screen G1 within the field, the input object will not be displayed on the first screen G1, and the first user will not be able to directly confirm the input object. Therefore, in this embodiment, measures are taken to allow the first user to recognize the presence of the input object when its placement location is outside the area visible on the first screen G1 (see, for example, Figures 10-13). This is a characteristic configuration of the present invention and will be explained in detail in a later section.
[0055] [Regarding the information processing device and each user's terminal in this embodiment] Next, the information processing device and each user's terminal according to this embodiment will be described with reference to Figure 4. In the following description, we will assume a scenario where four users—two first users and two second users—play a game (specifically, in the same area) together. However, the following description is not limited to the above scenario and can be applied to cases where there is at least one first user and at least one second user.
[0056] The first user and the second user each possess a device for playing games. Hereafter, the device owned by the first user will be referred to as the first device 11, and the device owned by the second user will be referred to as the second device 12. In Figure 4, the devices owned by the first users, users A and B, correspond to the first device 11, and the devices owned by the second users, users C and D, correspond to the second device 12.
[0057] The first terminal 11 and the second terminal 12 are client terminals, and specifically consist of a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of information input, or wearable device. The first terminal 11 and the second terminal 12 are each connected to the server 10 via a communication network 14, as shown in Figure 4. The communication network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).
[0058] Server 10 is an example of the "information processing device" of the present invention, and is a computer that performs various information processing related to game progression, such as generating and sending / receiving data necessary for game progression, and more specifically, is an SNS server in this embodiment. Server 10 may consist of a single computer, or it may consist of 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, since a series of information processes related to game progression (excluding information input and display) are performed by Server 10, the first terminal 11 and the second terminal 12 only need to input information to be handed over to Server 10 and display information distributed from Server 10.
[0059] As hardware components, the server 10 includes a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 6, which are electrically connected via a bus 25. The processor 21 may be composed of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.
[0060] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory). 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).
[0061] 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.
[0062] Furthermore, the server 10 has software installed, including an operating system (OS) program and an information processing program for game progression. These programs correspond to the "programs" of the present invention, and are executed by the processor 21, allowing the server 10 to function as an information processing device of the present invention.
[0063] To explain in more detail, during gameplay, the server 10 generates display control data for the first screen G1 by executing the above program and sends it to the first terminals 11 of the first users A and B, and generates display control data for the second screen G2 and sends it to the second terminals 12 of the second users C and D.
[0064] Furthermore, server 10 accepts movement operations from both first users A and B. In this case, server 10 executes a process to move the object being operated on the field corresponding to the first user who performed the movement operation. Then, server 10 generates display control data to display the first screen G1 and the second screen G2, which reflect the position of the object being operated on after the movement, and transmits the generated display control data to the first terminal 11 and the second terminal 12.
[0065] Furthermore, the server 10 receives input operations from one or both of the second users C and D, and more specifically, obtains data indicating the content of the input operation from the second terminal 12 of the second user who performed the input operation. In this case, the server 10 executes a process to place the input object on the field in accordance with the input operation. The server 10 then generates display control data to display the first screen G1 and the second screen G2, which reflect the state in which the input object has been placed on the field, and transmits the generated display control data to the first terminal 11 and the second terminal 12. The first terminal 11 to which the display control data is transmitted at this time (i.e., the first terminal 11 to which the field in which the input object has been placed is displayed on the first screen G1) may be the first terminal 11 of each of the two first users A and B, or it may be limited to the first terminal 11 of the first user specified by the second user who performed the input operation.
[0066] The above program may be obtained by reading it from a computer-readable recording medium, or it may be obtained (downloaded) via a network such as the Internet or an intranet.
[0067] [About the functions of the information processing device of this embodiment] To explain the configuration of server 10 again from a configuration perspective, as shown in Figure 5, server 10 has a first reception unit 31, a second reception unit 32, a game processing unit 33, a storage unit 34, and a display control unit 35. Of these functional units, the storage unit 34 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of various hardware devices that make up server 10 and programs installed on server 10. Each functional unit will be explained in detail below.
[0068] (First Reception Desk) The first reception unit 31 receives operations performed by the first user through the first terminal 11 during gameplay, and acquires data indicating the details of the operations from the first terminal 11 via the communication network 14. The operations received by the first reception unit 31 include movement operations performed by the first user to move the object to be operated on the field. Movement operations are performed by the first user through the first screen G1 displayed on the first terminal 11, and in the case shown in Figure 2, for example, this is an operation in which the object to be operated on is touched on the first screen G1 and dragged to the destination. Furthermore, when multiple first users play together in the same area, the first reception unit 31 accepts movement commands from each first user.
[0069] (Second reception desk) The second reception unit 32 receives operations performed by the second user through the second terminal 12 while the first user and the second user are playing the game together, and obtains data indicating the details of the operations from the second terminal 12 via the communication network 14. Operations received by the second reception unit 32 include insertion operations, display change operations, purchase operations, and post-insertion operations.
[0070] An input operation is an operation performed by a second user to place an input object onto the field. In this embodiment, an input operation includes an operation in which the second user selects an input object from among the objects they possess in the game (in other words, an operation in which they select one of several types of input objects), and an operation in which the second user specifies the placement location of the input object on the field. The second reception unit 32 accepts these operations as input operations. Furthermore, when multiple first users and second users play the game together, the second reception unit 32 can accept an operation in which the second user specifies the recipient of the input object (the person who will use the input object) from among the multiple first users as an input operation.
[0071] Display change operations are operations performed by a second user to change the portion of the field displayed on the second screen G2. Examples include operations to enlarge the portion displayed on the second screen G2 (pinch-out operation) and operations to shrink the portion displayed on the second screen G2 (pinch-in operation).
[0072] The purchase operation is the process by which a second user purchases an object that is a candidate for inclusion during co-op gameplay. More specifically, it is the operation of acquiring an object by paying for an object that cannot be selected as an inclusion object due to insufficient possession. The purchase operation is performed through the object purchase screen G3, for example, by selecting the desired purchase quantity on that screen and clicking the purchase button.
[0073] Post-insertion operations are performed by a second user after the initial insertion operation. These operations are intended to alert the first user that the inserted object is on the field, for example, by repeatedly touching a designated area on the second screen G2 (specifically, the area on the field corresponding to the placement of the inserted object). While post-insertion operations are usually performed multiple times by the second user after the initial insertion, they may be performed only once. It should be noted that post-insertion operations do not affect the activation or alteration of the effects of the inserted object, but rather, as described above, are solely intended to draw the first user's attention to the inserted object.
[0074] Furthermore, if multiple second users play together in the same area, the second reception unit 32 will accept the above operations (i.e., input operation, display change operation, purchase operation, and post-input operation) for each second user.
[0075] (Game performance) The game processing unit 33 performs information processing to advance the game, and when the first user and the second user play together, it performs information processing to advance the game according to the operations received from each user. For example, when the first reception unit 31 receives a movement operation from the first user, the game processing unit 33 performs a process to move the object controlled by the first user that performed the movement operation on the field according to the movement operation. Along with this process, the game processing unit 33 moves the enemies on the field in conjunction with the movement of the controlled object, and also changes the parameter values of the controlled object after the movement as appropriate. For example, if the controlled object touches an enemy, it performs a process to reduce the health value as a parameter value.
[0076] Furthermore, when multiple first users play the game together, the game processing unit 33 changes the parameter values of each controlled object controlled by each first user according to the progress of the game, specifically based on the movement and state changes of each controlled object.
[0077] Furthermore, when the second reception unit 32 receives an input operation from the second user, the game processing unit 33 executes a process to place (input) the input object onto the field in accordance with the input operation. Also, when the object being manipulated by the first user reaches the placement position of the input object on the field (i.e., the position where the manipulated object touches the input object), the game processing unit 33 executes a process to grant the first user who is manipulating that object an effect corresponding to the type of input object at the placement position.
[0078] (Storage part) The memory unit 34 stores various information necessary for playing the game and includes an area information storage unit 41, a user information storage unit 42, and an input information storage unit 43, as shown in Figure 5.
[0079] The area information storage unit 41 stores information about each of the multiple areas that have been set (hereinafter referred to as "area information"). The area information includes information about the field, the types and locations of enemies that appear on the field, the types and locations of auxiliary objects placed on the field, and the conditions for clearing the area.
[0080] The user information storage unit 42 stores information about the user playing the game (hereinafter referred to as "user information"), and stores user information for each user when multiple users play the game together. User information includes the user's name (username), identification ID, and the area being played, and in the case of cooperative play, it also includes the user's role in the game (i.e., whether they are the first user or the second user) and the names or identification IDs of the other users playing together. Furthermore, if multiple first users play the game together and the multiple first users are divided into multiple teams, the user information for each first user includes the name of the team they belong to and the names and identification IDs of the other users belonging to that team.
[0081] Furthermore, when the first and second users play the game together, information unique to each user is stored as user information. As shown in Figure 6, the first user's user information includes information about the manipulated object that the user controls, specifically the appearance of the manipulated object, the initial value, upper limit and current value of the parameter values, and the current position in the field. As shown in Figure 7, the second user's user information includes information about the owned objects that can be used as input objects (specifically, the type and number of owned objects) and information indicating the range of the field to be displayed on the second screen G2. Also, when multiple first users play the game divided into multiple teams, the second user will belong to one of the teams, and in that case, the second user's user information will include the team to which they belong and the names and identification IDs of the first users belonging to that team.
[0082] The input information storage unit 43 stores information regarding the input of input objects onto the field by the second user (hereinafter referred to as input information). If multiple input objects are input into a single field, the unit stores input information for each input object. As shown in Figure 8, the input information includes the username of the second user who input the input object, the type and location of the input object, the username of the first user who specified the usage destination of the input object if the second user specified it, and the usage status (whether or not an effect was granted).
[0083] (Display Control Unit) The display control unit 35 controls each user's terminal and displays a screen (game screen) on each user's terminal that reflects the results of information processing by the game processing unit 33. When the first user and the second user play the game together, the display control unit 35 consists of a first display control unit 51 and a second display control unit 52, as shown in Figure 5, and each display control unit controls the terminal of the corresponding user.
[0084] To explain in more detail, the first display control unit 51 controls the terminal of the first user, i.e., the first terminal 11, and displays the first screen G1 on the first terminal 11, which shows the portion of the field that includes the object to be operated on. To explain in more detail, the first display control unit 51 reads the user information of the first user stored in the user information storage unit 42, identifies the current position of the object to be operated on by the first user, generates display control data for the first screen G1 based on the identified current position, and transmits the generated display control data to the first terminal 11.
[0085] On the first terminal 11, a first screen G1 is displayed that shows a portion of the field, including the object being manipulated. At this time, when the first display control unit 51 displays the first screen G1 on the first terminal 11, it displays the current value of a predetermined parameter of the object being manipulated near the object being manipulated on the first screen G1 (see Figure 2). Furthermore, when the game processing unit 33 moves the object being manipulated in response to the first user's movement operation, the first display control unit 51 controls the first terminal 11 to display the first screen G1 showing the moved object being manipulated in the field.
[0086] Furthermore, when multiple first users play the game together, the first display control unit 51 individually controls each first user's first terminal 11 and displays a first screen G1 corresponding to each first user, that is, a first screen G1 showing the manipulated objects controlled by each first user in the field.
[0087] The second display control unit 52 controls the second user's second terminal 12 to display the second screen G2 on the second terminal 12. More specifically, the second display control unit 52 reads the second user's user information stored in the user information storage unit 42, identifies the area the second user is playing in and its display range, generates display control data for the second screen G2 based on the identified information, and transmits the generated display control data to the second terminal 12.
[0088] On the second terminal 12 side, a second screen G2 is displayed that shows the portion of the field corresponding to the above-mentioned display range. In this case, if there is an object controlled by the first user in the portion of the field that is displayed on the second screen G2, the second display control unit 52 displays the current value of a predetermined parameter of that object on the second screen G2 near that object (see Figure 3).
[0089] Furthermore, when the second reception unit 32 receives a display change operation, the second display control unit 52 changes the portion of the field displayed on the second screen G2 based on the display change operation. Specifically, it controls the second terminal 12 of the second user who performed the display change operation, and displays the second screen G2 showing the portion of the field corresponding to the changed display range. This makes it possible to change the range displayed on the second screen G2 in the field (i.e., the range that the second user can view) regardless of the position of the object being operated on.
[0090] Furthermore, when a second user initiates a purchase operation to buy an object (specifically, an object for which they do not have enough), the second display control unit 52 controls the second terminal 12 of the second user who performed the purchase operation and displays the object purchase screen G3 as a pop-up on the second screen G2 (see the right diagram in Figure 18).
[0091] Furthermore, when multiple second users play in the same area, the second display control unit 52 individually controls each second user's second terminal 12 and displays a second screen G2 corresponding to each second user, that is, a second screen G2 that displays the display range set for each second user.
[0092] Then, when the game processing unit 33 places an input object on the field in response to the input operation of the second user, the second display control unit 52 displays a second screen G2 on the second terminal 12 that shows the field with the input object and the aforementioned auxiliary objects placed at the placement position specified by the second user. Accordingly, if the above placement position is within the area displayed on the first screen G1, the first display control unit 51 controls the first terminal 11 to display the first screen G1 with the input object and auxiliary objects placed at the above placement position on the first terminal 11, as shown in Figure 9. At this time, the first display control unit 51 may also display information about the second user who inserted the input object (for example, the name of the second user) near or inside the auxiliary objects on the first screen G1.
[0093] Furthermore, if an object to be manipulated on the field touches an input object, and the effect of the input object is applied to the first user who is manipulating the object to be manipulated, the first display control unit 51 controls the first terminal 11 to display a visual effect corresponding to the effect on the first terminal 11. For example, in a situation where multiple first users and second users are playing the game together, if the effect of an input object is applied to one first user, the first display control unit 51 will display a message indicating that the effect of the input object has been applied to the first user, or the ID and name of the first user to whom the effect of the input object was applied, as a visual effect on the first terminal 11 of the other first users.
[0094] On the other hand, as shown in the left diagram of Figure 10, if the placement position of the input object is outside the area displayed on the first screen G1, the first display control unit 51 controls the first terminal 11 to display a display icon ic at a predetermined position on the first screen G1, as shown in the right diagram of Figure 10. Specifically, the first display control unit 51 generates display control data to display a display icon ic at a predetermined position on the first screen G1 and transmits the generated display control data to the first terminal 11.
[0095] The display icon ic is an example of a display object corresponding to an input object placed at the above-mentioned position, and is displayed on the first screen G1 to make the first user aware of the existence and position of the input object when the input object's position is outside the area visible on the first screen G1. The display icon ic according to this embodiment is composed of, for example, a scaled-down image of the input object. Alternatively, instead of the display icon (ic), characters or symbols indicating the input object, or images specified by a second user, may be displayed as the display object.
[0096] Furthermore, as shown in the right-hand diagram of Figure 10, the display icon ic is displayed in the first screen G1 at a display position corresponding to the placement position of the input object. Specifically, the first display control unit 51 determines the display position of the display icon ic according to the positional relationship between the placement position of the input object in the field and the portion that is displayed on the first screen G1 (the portion enclosed by the dashed line in the left-hand diagram of Figure 10).
[0097] More specifically, the display position of the display icon ic is determined so that the position of the input object as seen from the part of the field that is displayed on the first screen G1 and the display position of the display icon ic on the first screen G1 are in the same orientation. Therefore, if the positional relationship between the position of the input object in the field and the part that is displayed on the first screen G1 changes, the first display control unit 51 changes the display position of the display icon ic on the first screen G1 based on the change in the positional relationship, as shown in Figures 10 and 11.
[0098] Furthermore, when determining the display position of the display icon ic, the first display control unit 51 reads the user information of the first user stored in the user information storage unit 42 (specifically, the current position on the field of the object to be operated) and the input information stored in the input information storage unit 43, and determines the display position based on this information.
[0099] Furthermore, when multiple first users play the game together, the first display control unit 51 controls each first user's first terminal 11 to display the first screen G1 for each first user on each first terminal 11. In this situation, if the placement of an object to be input is outside the area displayed on the first screen G1 for two or more first users, a display icon ic will be displayed on the first screen G1 on each of the first terminals 11 of those two or more first users. The display position of the display icon ic at this time is determined for each first user. In other words, since a portion of the field displayed on the first screen G1 may change for each first user, the display position of the display icon ic is also determined according to the first screen G1 for each first user to reflect this.
[0100] However, the system is not limited to the above case. It is also possible to display the display icon ic on the first screen G1 of the first user designated by the second user during the input operation, while not displaying the display icon ic on the first screen G1 of any other first user. In other words, the first display control unit 51 may transmit the display control data to display the display icon ic at a predetermined position on the first screen G1 only to the first terminal 11 of the first user designated by the second user among the multiple first users.
[0101] Furthermore, in the same manner as described above, the display icon ic may be displayed on the first screen G1 of any of the first users who satisfy any of the following conditions 1 to 3, while the display icon ic may not be displayed on the first screen G1 of any other first users. In other words, the first display control unit 51 may control the first terminal 11 of a first user who satisfies a predetermined condition (specifically, any of conditions 1 to 3) to display the display icon ic at a predetermined position on the first screen G1. Condition 1: When multiple first users play the game divided into multiple teams, the first user must belong to the same team as the second user who submitted the object. Condition 2: The user must be the first user operating the object to be manipulated, which is located within a predetermined range from the placement location of the input object in the field. Condition 3: The user must be the first user selected based on the effect of the input object and the current value of the corresponding parameter (hereinafter referred to as the target parameter value).
[0102] To give a specific example of condition 3 above, when an input object that grants the effect of restoring stamina is input, the display icon 'ic' corresponding to the input object may be displayed on the first screen G1 of the first user whose current stamina value is the minimum or below the standard value.
[0103] As described above, in this embodiment, if the placement location of the input object in the field is outside the area visible on the first screen G1, the above-mentioned display icon ic is displayed on the first screen G1 at a display position corresponding to the placement location of the input object. As a result, even in the above case, the first user can easily notice the presence of the input object on the field and understand its placement location through the first screen G1.
[0104] Furthermore, if there are multiple input objects located outside the area visible on the first screen G1, a display icon 'ic' may be displayed for each object. However, the more display icons 'ic' there are, the harder the first screen G1 becomes to read. Therefore, an upper limit may be set on the number of display icons 'ic' that can be displayed on the first screen G1. In this case, if the number of input objects located outside the area visible on the first screen G1 exceeds the above upper limit, the system may select a number of input objects corresponding to the upper limit, starting with those closest to the object being manipulated, and display an icon 'ic' (i.e., the same number of display icons 'ic' as the upper limit) for each of the selected input objects. Alternatively, for each of the multiple input objects located outside the area visible on the first screen G1, a priority may be determined based on its relationship to the target parameter value of the first user, and the input objects on which the display icon 'ic' is displayed may be selected according to their priority.
[0105] Furthermore, the first display control unit 51 may appropriately change the manner in which it displays the display icon ic, for reasons such as more effectively making the presence of an object to be introduced to the first user. Examples of the display manner of the display icon ic include the display color of the display icon ic, the contrast with the surrounding color, the display size, the presence or absence of additional information, changes such as rotation or blinking, and the presence or absence of highlighting. The rules for changing the display manner are stored in advance in the storage unit 34, and the first display control unit 51 changes the display manner according to the progress of the game at that time in accordance with the above-mentioned change rules.
[0106] As a first case for changing the display mode of the display icon ic, the first display control unit 51 may, for example, display the display icon ic in a display mode corresponding to the type of object inserted as an input object from among multiple types of objects. For example, when a certain input object is inserted, the display icon ic may be a scaled-down version of that input object, or it may be displayed in a color corresponding to the type of that input object.
[0107] In a second case, the first display control unit 51 may display a display icon ic in a display manner based on the surrounding conditions of the input object in the field. The surrounding conditions of the input object refer, for example, to the presence or absence, or number of objects, within a predetermined range from the placement position of the input object on the field. Objects within the predetermined range include, for example, enemies or auxiliary objects that appear near the placement position of the input object, or other input objects other than the input object at the above placement position. The "predetermined range" includes, for example, a position that is less than or equal to a predetermined distance from the placement position, and further includes a range that is considered to be near the placement position in the technical field of the present invention. To give a specific example of the second case, if enemies appear around the input object, or if auxiliary objects that grant the same type of effect as the input object are placed around the input object, the input object and its corresponding display icon ic may be displayed in a different display manner than usual (for example, a larger display size than usual).
[0108] In a third case, the first display control unit 51 may display a display icon ic in a display mode based on the distance between the current position of the object being operated on in the field and the position of the object being inserted. Specifically, the shorter the distance (i.e., the closer the object being operated on is to the object being inserted), the display icon ic may be displayed in a larger display size (or a smaller display size).
[0109] Furthermore, the additional information displayed on the display icon (ic) may be changed according to the distance mentioned above. For example, the amount of additional information may be increased as the distance decreases. Specifically, until the distance becomes less than or equal to the first distance, only the display icon (ic) of the input object in a reduced size is displayed. After that, until the distance becomes less than or equal to the second distance (which is smaller than the first distance), information about the second user who input the input object is added and displayed as additional information. After that, until the distance becomes less than or equal to the third distance (which is smaller than the second distance), information corresponding to the ancillary objects near the input object (for example, information written within the ancillary objects) may be added and displayed. In this case, as the object being manipulated approaches the input object, the amount of information the first user can learn about the input object increases.
[0110] Furthermore, in situations where the placement of input objects is outside the area visible on the first screen G1 in the field, the display and hiding of the display icon ic may be switched based on the above distance. Specifically, the display icon ic may be hidden when the above distance exceeds a predetermined value, and displayed when the above distance falls below the predetermined value. The predetermined value may be changed according to the number of input objects placed outside the area visible on the first screen G1. For example, if the number of input objects placed outside the area visible on the first screen G1 exceeds a predetermined number, the predetermined value may be set to be smaller than when the number of input objects does not exceed a predetermined number.
[0111] In a fourth case, the first display control unit 51 may change the display mode of the display icon ic according to the number of times the post-insertion operation of the second user is performed when the second reception unit 32 receives the post-insertion operation of the second user. For example, if the second user performs a post-insertion operation by touching the display area of the insertion object on the second screen G2 multiple times, the display icon ic may be made to blink or be highlighted according to the number of times the second user touches the screen. In addition, the display time or highlighting time of the display icon ic may be controlled according to the number of screen touches.
[0112] In a fifth case, if another object (specifically, an enemy) is displayed at the display position of the display icon ic (overlapsing with the display icon ic), the first display control unit 51 may change the display mode of the display icon ic, as the enemy will become difficult to see. In this case, for example, the display icon ic may be temporarily hidden, or it may be displayed in a way that does not obstruct the display of the enemy, such as by graying it out.
[0113] Furthermore, for reasons such as improving the gameplay, especially the enjoyment of cooperative play, the first display control unit 51 may notify the first terminal 11 of additional information along with the display icon ic during cooperative gameplay. Specifically, the first display control unit 51 may control the first terminal 11 to display the display icon ic at a display position corresponding to the placement position of the input object on the first screen G1, as shown in Figure 12, and also notify the first terminal 11 of information about the second user who input the input object (for example, the username). The notification of information about the second user is not particularly limited and may be displayed near the display icon ic on the first screen G1, or conversely, at a position away from the display icon ic.
[0114] Regarding the above configuration, for example, in a situation where multiple first users and second users are playing the game together, the first users who meet predetermined conditions (specifically, any of the conditions 1 to 3 mentioned above) may be notified of information about the second user who inserted the object, while first users who do not meet the predetermined conditions may not be notified. In other words, the first display control unit 51 may control only the first terminal 11 of the first user who meets the predetermined conditions, display a display icon ic at a display position corresponding to the placement position of the inserted object on the first screen G1, and notify the second user of information.
[0115] As another example, in a situation where multiple first users and second users are playing a game together, if a second user specifies the recipient of an input object (the first user to whom the input object should be used) during the input operation, information about the specified first user (for example, the username) may also be notified, as shown in Figure 13. In other words, the first display control unit 51 may control each of the first terminals 11 of the multiple first users to display a display icon ic at a display position corresponding to its placement on the first screen G1, and also notify the first user specified by the second user. The notification of information about the specified first user is not particularly limited and may be displayed near the display icon ic on the first screen G1, or conversely, at a position away from the display icon ic.
[0116] As another example, in a situation where multiple first users and second users are playing the game together, when one first user's manipulated object approaches an input object on the field, additional information about that first user (hereinafter referred to as the first user approaching the input object) may be displayed near the display icon 'ic' on the first screen G1 of the other first users. In other words, for example, the message "Granted to User A!" in Figure 13 may be replaced with the message "User A is about to acquire!" and a screen with this message may be displayed. This allows other first users to be notified of the presence of a first user approaching an input object. Furthermore, to determine which of the multiple first users has the manipulated object closest to the input object, the current position of the manipulated object can be identified from the user information of each first user, and the first user whose current position has moved the furthest toward the input object's placement location during a predetermined period can be set as the first user closest to the input object.
[0117] [Regarding the information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing method using the information processing device (i.e., server 10) according to this embodiment will be described. In the following description of the information processing method according to this embodiment, the flow of information processing for game progression executed by server 10 will be mainly described.
[0118] The information processing for game progression according to this embodiment is divided into two stages: the stage from when the user logs into the game and starts playing, and the stage when the user actually plays the game. Regarding the former, the transitions of the game screen displayed on the user's terminal will be explained from a GUI perspective, referring to the example screen shown in Figure 14. Regarding the latter, the flowcharts shown in Figures 15 to 17 will be explained.
[0119] After the user logs into the game using their device and performs the required input, the player selection screen shown in Figure 14 (the screen on the left in the figure) will be displayed. The user selects either single-player mode or cooperative mode, where multiple players cooperate to play in the same area, and touches one of the two play mode selection buttons displayed on the screen. The following explanation will assume that the user has selected cooperative mode.
[0120] When a user selects co-op play, their terminal sends data indicating their selection to the server 10. The server 10 identifies the user who selected co-op play and then, within a certain time, determines whether there are other users who have selected co-op play. If there are other users who have selected co-op play, the server 10 sends display control data for the role selection screen (the screen on the right in the figure) shown in Figure 14 to the terminals of each user who selected co-op play.
[0121] Each user who selects co-op play chooses one of two roles—object control or gameplay spectator—through a role selection screen displayed on their terminal, that is, whether to play as User 1 or User 2, and touches one of the two role selection buttons displayed on the screen. After each user has selected a role, their terminal sends data indicating their selection to Server 10. Upon receiving the role selection results from each user who has selected co-op play, Server 10 determines the number of users participating in the co-op play and each user's role at that point. After completing these procedures, multiple users who have selected co-op play can begin playing the game together.
[0122] In this embodiment, a minimum number of users (lower limit) is set for the first user. Therefore, the system waits until the number of users participating as the first user (i.e., the number of players who have selected the role of the first user) exceeds the lower limit, and cooperative play begins once the number of first users exceeds the lower limit. Furthermore, in this embodiment, once co-op play begins, other users cannot join the co-op play until it ends. However, the game is not limited to this, and it may also be possible to allow other users to join the co-op play midway through.
[0123] Information processing after the start of gameplay differs depending on each user's role. Information processing for the first user (hereinafter referred to as the first user flow) proceeds as shown in Figures 15 and 16, while information processing for the second user (hereinafter referred to as the second user flow) proceeds as shown in Figure 17. The following describes each flow.
[0124] (First user side flow) The first user's flow is executed via communication between server 10 and the first user's terminal (first terminal 11). Furthermore, if multiple first users play in the same area together, the first user's flow is executed for each first user.
[0125] In this flow, first, the server 10 generates display control data for the first screen G1 and sends it to the first terminal 11, thereby controlling the first terminal 11 and displaying the first screen G1 on the first terminal 11 (S001, S002). The first screen G1 displayed on the first terminal 11 at the start of gameplay shows the portion of the field that corresponds to the initial position (start position) of the object being manipulated by the first user.
[0126] During gameplay, the first user performs movement operations via the first screen G1 to move the manipulated object on the field at any time (S003). When a movement operation is performed, the server 10 receives the movement operation through communication with the first terminal 11 (S004) and executes a process to move the first user's manipulated object on the field in response to the movement operation (S005). Subsequently, the server 10 controls the first terminal 11 by generating display control data for the first screen G1 that shows a portion of the field including the manipulated object after the movement (hereinafter referred to as "first screen G1 after movement") and sending it to the first terminal 11, causing the first screen G1 after movement to be displayed on the first terminal 11 (S006, S007). Subsequently, each time the first user performs a move operation, steps S004 to S007 are repeated, thereby continuously updating the first screen G1 after the move.
[0127] Although not specifically shown in the diagram, during gameplay, the server 10 changes the parameter values of the object being controlled by the first user in accordance with the movement and state changes of the object, and updates the user information stored in the memory unit 34 accordingly (in particular, the current values of the parameter values of the object being controlled).
[0128] Furthermore, when an object is placed on the field by the second user's input operation (S008), the server 10 determines whether the placement position of the object is outside the area visible on the first user's first screen G1 (S009). If the placement position is outside the area visible on the first screen G1, the server 10 generates display control data for the display icon ic and transmits it to the first terminal 11 to control the first terminal 11 (S010). As a result, the first terminal 11 displays the display icon ic corresponding to the object at a display position corresponding to the placement position of the object on the first screen G1 (more specifically, at a position in the same direction as when viewing the object from the area visible on the first screen in the field) (S011).
[0129] Furthermore, when displaying a display icon ic on the first screen G1 in the first terminal 11, it is preferable to change the display mode of the display icon ic according to the situation at that time. Specifically, as mentioned above, it is preferable to change the display mode according to the type of object that was inserted as an inserted object, the surrounding conditions of the inserted object in the field (for example, the number of enemies that appear near the inserted object), the presence or absence of other objects (for example, enemies) at the display position of the display icon ic, and the number of operations performed by the second user after insertion. Furthermore, in situations where the placement position of the input object is outside the area visible on the first screen G1, the display icon 'ic' may be switched on and off based on the distance between the current position of the object being manipulated and the placement position of the input object.
[0130] Furthermore, when multiple first users and second users play the game together, the display icon ic may be displayed on the first screen G1 of each of the multiple first users (specifically, first users who satisfy the condition that the placement position of the input object is outside the first screen G1). Alternatively, the display icon ic may be displayed only on the first screen G1 of a specific first user, specifically, only on the first screen G1 of a first user designated by the second user who input the input object. In addition, the display icon ic may be displayed only on the first screen G1 of a first user who satisfies predetermined conditions (specifically, any of the conditions 1 to 3 described above). Furthermore, along with the display of the display icon ic, information about the second user who input the input object, or information about the first user designated by the second user, may also be notified.
[0131] On the other hand, in step S009, if the placement position is within the area displayed on the first screen G1, the server 10 generates display control data for the first screen G1 and transmits it to the first terminal 11 to control the first terminal 11 (S012). On the first terminal 11 side, the display icon ic is not displayed, and the first screen G1 is displayed showing a portion of the field where the input object is placed at the above placement position (S013). Also, although not specifically shown in the figures, when the object to be operated reaches a position where it touches the input object, the server 10 executes a process to grant the effect of the input object to the first user operating the object to be operated, and accordingly updates the user information stored in the storage unit 34 (in particular, the current values of the parameter values of the object to be operated).
[0132] Of the steps described above, steps S003 to S013 are repeated until the game ends (S014). Here, the end of the game is defined as the fulfillment of conditions for ending cooperative gameplay by multiple users, such as clearing a designated area, the expiration of a predetermined game play time (time limit), or when one or all users request to stop playing (retire). Then, when the game ends, the first user's flow ends at that point.
[0133] (Second user side flow) The second user's flow is executed via communication between server 10 and the second user's terminal (second terminal 12). Furthermore, if multiple second users play in the same area together, the second user's flow is executed for each second user.
[0134] In this flow, first, server 10 generates display control data for the second screen G2 and sends it to the second terminal 12, thereby controlling the second terminal 12 and displaying the second screen G2 on the second terminal 12 (S021, S022). The second user can then view the first user's gameplay (more simply, the movement of manipulated objects on the field and the progress of the game linked to that movement) through the second screen G2.
[0135] During gameplay, when a second user performs a display change operation through the second screen G2 to change the display range of the second screen G2 (S023), the server 10 receives the display change operation through communication with the second terminal 12 (S024). The server 10 then generates display control data for the second screen G2 based on the received display change operation and controls the second terminal 12 by sending this data to the second terminal 12 (S025). As a result, the second screen G2 showing the changed display range is displayed on the second terminal 12 (S026).
[0136] Furthermore, during gameplay, a second user can perform an input operation through the second screen G2. When an input operation is performed (S027), the server 10 receives the input operation through communication with the second terminal 12 (S028). Based on the received input operation, the server 10 executes a process to input (place) the input object onto the field. Specifically, the server 10 places the object selected by the second user from among the objects they possess in the input operation onto the field at the placement location specified by the second user (S029).
[0137] Although not shown in Figure 17, when an object is inserted, the server 10 generates new display control data for the second screen G2 and sends this data to the second terminal 12 to control it. As a result, the second terminal 12 displays the second screen G2, which shows the field where the inserted object is placed.
[0138] Furthermore, among the objects owned by the second user, those objects that are submitted to the field as input objects are consumed, reducing the number of such objects owned by the second user, and the second user's user information is updated accordingly. However, this is not limited to this; if an input object is not used by the first user for a certain period of time, that object may be returned to the second user (it may be returned to the second user's possessions). Additionally, for objects whose quantity is insufficient (specifically, objects whose quantity reaches 0), a second user can increase their quantity by purchasing them through the object purchase screen G3 during gameplay, after which they can be selected as input objects.
[0139] Of the steps described above, steps S023 to S029 are repeated until the game ends (S030). When the game ends, the second user flow ends at that point.
[0140] [Other embodiments] To date, we have described the information processing apparatus, information processing method, and program of the present invention with specific examples. However, the embodiments described above are merely examples, and other embodiments may also be conceivable.
[0141] In the above-described embodiment, a server computer (server 10) that performs information processing for game progression functions as the information processing device of the present invention, but the invention is not limited to this. Some of the functions of server 10 may be provided on the terminals of the users playing the game, namely the first terminal 11 and the second terminal 12. For example, the first terminal 11 may be equipped with a function corresponding to the first reception unit 31, the second terminal 12 may be equipped with a function corresponding to the second reception unit 32, and one or both of the first terminal 11 and the second terminal 12 may be equipped with a function corresponding to the display control unit 35. In that case, the first terminal 11 and the second terminal 12 will cooperate to constitute the information processing device of the present invention.
[0142] Furthermore, in the above-described embodiment, the communication method between the first terminal 11 and the second terminal 12 is a client-server method via the server 10, but a peer-to-peer (P2P) method without the server 10 may also be used. In that case, the first terminal 11 and the second terminal 12 will cooperate to function as the information processing device of the present invention.
[0143] Furthermore, in the above-described embodiment, the terminal of the second user performing the input operation (second terminal 12) displays a second screen G2 showing all or part of the field, but it is not limited to this. Instead of displaying the second screen G2 showing the field, the second terminal 12 may display a screen for input operations (for example, a screen for selecting input objects). In that case, the second user will only perform support operations for the first user, i.e., input operations, without watching the first user's gameplay. Furthermore, when displaying a portion of the field on the second screen G2, the second user may perform an operation to switch (change) the portion of the field displayed on the second screen G2. In this case, a predetermined object (hereinafter referred to as the screen switching object) may be displayed on the second screen G2, and the portion of the field displayed on the second screen G2 may be switched by the second user operating the screen switching object. The screen switching object is a character modeled after an aerial vehicle such as a UAV (Unmanned Aerial Vehicle), and unlike the controlled object operated by the first user, it cannot defeat enemies on the field or acquire auxiliary or drop objects. Instead, it flies and moves around in the air above the field (a virtual space set at a different height from the field) and drops drop objects.
[0144] [summary] The information processing device of the present invention includes a first reception unit that receives a movement operation performed by a first user in a game to move an object to be manipulated on the field, a second reception unit that receives an input operation performed by a second user who plays the game with the first user and assists the first user to input an object to be input onto the field, and a display control unit that controls the first user's first terminal to display a first screen showing a portion of the field corresponding to the movement operation. When the placement position of the input object determined according to the input operation is outside the portion of the field that is displayed on the first screen, the display control unit controls the first terminal to display a display object (specifically, a display icon) corresponding to the input object at a display position on the first screen that corresponds to the placement position. With the above configuration, even if the placement of an object to be introduced is outside the area of the field visible on the first screen, the presence and placement of the object can be easily noticed by the first user. As a result, the introduced object will be effectively utilized by the first user. This, in turn, encourages the second user to participate in the game through object introduction, thereby improving the enjoyment of the game.
[0145] Furthermore, the information processing device of the present invention may have a game processing unit that advances the game. In this case, when multiple users play the game together, the game processing unit may start cooperative play of the game when the number of first users is equal to or greater than a predetermined minimum required number, and the number of second users is any number. According to the above configuration, if the number of first users is greater than or equal to the minimum required number, co-op gameplay can be started regardless of the number of second users.
[0146] Furthermore, the game processing unit may change the parameter values set for the first user when the manipulated object is affected by a specific object on the field. On the other hand, the second user does not need to have any parameter values set that change as a result of the above-mentioned effect. With the above configuration, the second user can enjoy playing together with the first user without being affected by any specific objects on the field.
[0147] Furthermore, when the manipulated object reaches its placement position, the game processing unit may grant the first user, who is manipulating the manipulated object that has reached the placement position, an effect corresponding to the type of input object placed at that position. On the other hand, the game processing unit does not have to grant the effect to the second user. With the above configuration, the second user does not utilize the effects of the input objects, thus not preventing those effects from being applied to the first user, and can concentrate on playing in a way that assists the first user.
[0148] Furthermore, in the information processing device of the present invention, while the first user and the second user are playing a game together, the second reception unit may receive input operations, which include operations in which the second user selects an input object from among the objects he possesses in the game and specifies its placement position on the field, and acquisition operations, in which the second user acquires objects that he does not possess enough of to select as input objects by paying a fee. With the above configuration, the second user can decide the type of object to be deployed and its placement on the field according to their own will, thus increasing the enjoyment of the game for the second user. Furthermore, since objects that the second user does not possess in sufficient quantities can be purchased during gameplay, even if they do not have the object they want to deploy on the field, they can replenish that object as needed, further increasing the enjoyment of the game for the second user.
[0149] Furthermore, in the information processing apparatus of the present invention, the display control unit may display the display object in a display manner based on the object that is located within a predetermined range from the placement position in the field. With the above configuration, the first user can infer the situation near the placement of the input object (for example, the number of enemies appearing around the input object, the presence of auxiliary objects, etc.) from the way the displayed objects are shown, thereby further enhancing the enjoyment of the game.
[0150] Furthermore, in the information processing apparatus of the present invention, if the placement position is outside the portion of the field that is displayed on the first screen, the display control unit may switch the display and hiding of the display object based on the distance between the current position of the object to be operated on in the field and the placement position. With the above configuration, the first user can understand whether the input object is located near or far from the current position of the manipulated object by switching the display / hide status of the displayed object. This allows the input object to be used more effectively, making it easier to encourage the second user to participate in the game through object input.
[0151] Furthermore, in the information processing device of the present invention, when multiple first users and second users play a game together, the second reception unit may accept input operations that include the second user specifying one of the multiple first users. In this case, the display control unit may display a display object at a position corresponding to its placement on the first screen on the first terminal of the first user specified by the second user among the multiple first users. According to the above configuration, by displaying an object on the first screen of a first user designated by a second user among multiple first users, the existence and placement location of the object can be notified to that first user. This allows, for example, a second user to cooperate with a specific first user in the game, further enhancing the enjoyment of the game.
[0152] Furthermore, the information processing device of the present invention may have a game processing unit that advances the game. Also, when multiple first users and second users play the game together, the game processing unit may change the parameter values corresponding to each first user according to the progress of the game. In this case, it is more preferable that the display control unit displays the display object at a position corresponding to the placement position on the first screen on the first terminal of the first user selected from among the multiple first users based on the effect of the input object placed at the placement position and the corresponding parameter value. According to the above configuration, the existence and placement location of an object can be notified to a first user selected from among several first users based on the effect of the object and its corresponding parameter value. For example, if a health recovery object is placed on the field, the first user with the lowest current health value can be notified. This allows for more effective use of the objects, making it easier to encourage second users to participate in the game through object placement.
[0153] Furthermore, in the information processing device of the present invention, when multiple first users and second users play a game together, the display control unit may display a display object at a display position corresponding to its placement on the first screen on the first terminal of a first user who satisfies predetermined conditions, and may also notify the second user who inserted the input object. With the above configuration, the first user who meets the predetermined conditions can be informed of the existence and placement of the object to be inserted, as well as the second user who inserted the object, thereby further enhancing the enjoyment of the game.
[0154] Furthermore, in the information processing device of the present invention, the display control unit may, among a plurality of first users, display information on the display object at a display position corresponding to the placement position on the first screen, and also notify the second user who inserted the input object, at the first terminal of the first user whose input object is located within a predetermined range from the placement position in the field. With the above configuration, the first user, who is operating an object to be manipulated near the input object, can be informed of the existence and placement of the input object, thus ensuring that the input object is used effectively. Furthermore, the first user can be informed of the second user who input the input object, making it easier to build a cooperative relationship between the first and second users, thereby further encouraging the second user to participate in the game.
[0155] Furthermore, in the information processing apparatus of the present invention, the display control unit may target only the first terminal of a first user that satisfies predetermined conditions, display information on a display object at a display position corresponding to its placement on the first screen, and notify the second user who inserted the input object. With the above configuration, only the first user who meets the predetermined conditions can be informed of the existence and placement of the object to be inserted, as well as the second user who inserted the object, thus further enhancing the enjoyment of the game.
[0156] Furthermore, in the information processing apparatus of the present invention, the second reception unit may receive post-insertion operations performed by the second user after the insertion operation. In this case, the display control unit may control the first terminal to change the display mode of the display object according to the number of times the post-insertion operation has been performed. According to the above configuration, the display mode of the display object can be changed depending on the number of operations performed by the second user after the initial insertion (post-insertion operations). This change in display mode draws the attention of the first user to the display object, making it easier for the first user to notice the presence and placement of the inserted object. As a result, the inserted object becomes more readily available to the first user, thus more effectively encouraging the second user's participation in the game through object insertion.
[0157] Furthermore, in the information processing device of the present invention, when multiple first users and second users play a game together, the display control unit may, when the object being manipulated by one of the multiple first users approaches the input object on the field, display information about that first user along with the display object on each of the other first users' first terminals. With the above configuration, the presence of a first user approaching an object can be notified to other first users. This can enhance the enjoyment of games played collaboratively by multiple first users.
[0158] Furthermore, the information processing method of the present invention is characterized in that a computer receives a movement operation performed by a first user in a game, which moves an object to be manipulated on the field; a drop operation performed by a second user who plays the game with the first user and assists the first user, which drops an object onto the field; the computer controls the first user's first terminal to display a first screen showing a portion of the field corresponding to the movement operation; and if the placement position of the drop object determined according to the drop operation is outside the portion of the field shown on the first screen, the computer controls the first terminal to display a display object corresponding to the drop object at a display position on the first screen corresponding to the placement position. The above information processing method makes it easy for the first user to notice the presence and location of an object to be inserted, even if the object's placement is outside the area of the field visible on the first screen.
[0159] Furthermore, the present invention is a program that causes a computer to accept movement operations performed by a first user in a game to move an object to be manipulated on the field, accepts insertion operations performed by a second user who plays the game with the first user and assists the first user to insert an object into the field, controls the first user's first terminal to display a first screen showing a portion of the field corresponding to the movement operation, and if the placement position of the inserted object determined by the insertion operation is outside the portion of the field shown on the first screen, controls the first terminal to display the inserted object and a corresponding display object at a display position on the first screen corresponding to the placement position. By running the above program on a computer, even if the placement of the input object is outside the area of the field that is visible on the first screen, the presence and placement of the input object can be easily noticed by the first user. [Explanation of Symbols]
[0160] 10. Server (Information Processing Device) 11. Terminal 1 12 Second Terminal 14. Communications Network 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 31. Reception Desk 1 32 Second Reception Department 33 Game Processing Section 34 Storage section 35 Display Control Unit 41 Area Information Storage Unit 42 User information storage unit 43 Input information storage section 51 First Display Control Unit 52 Second Display Control Unit G1 1st screen G2 2nd screen G3 Object Purchase Screen ic display icon (display object)
Claims
1. It has a processor, and the processor is In the game, multiple first-party users perform movement operations to move the controlled object on the field. The system accepts input operations performed by a second user who supports the first user's gameplay by inputting objects onto the field, Control the first terminal of the first user to display a first screen that shows a portion of the field corresponding to the movement operation, If the placement position of the input object, determined according to the input operation, is outside the portion of the field visible on the first screen, a display object corresponding to the input object is displayed in a manner corresponding to the distance between the object operated by the first user and the placement position of the input object. The second user accepts the input operation, which includes an operation in which the second user designates one of the plurality of first users. Among the plurality of first users, the display object is displayed on the terminal of the first user designated by the second user at a position corresponding to the placement position on the first screen. Information processing device.
2. The processor receives movement commands performed by multiple first users in the game, which move the controlled object on the field. The processor receives an input operation performed by a second user to assist the first user's gameplay by inputting an object onto the field. The processor controls the first terminal of the first user to display a first screen that shows a portion of the field corresponding to the movement operation. If the placement position of the input object, determined in accordance with the input operation, is outside the portion of the field that is visible on the first screen, the processor displays a display object corresponding to the input object in a manner corresponding to the distance between the object being operated by the first user and the placement position of the input object. The processor receives the input operation, which includes an operation in which the second user designates one of the plurality of first users. The processor causes the display object to be displayed on the terminal of the first user designated by the second user among the plurality of first users, at a position corresponding to the placement position on the first screen. Information processing methods.
3. In the game, multiple first-party users perform movement operations to move the controlled object on the field. The system accepts input operations performed by a second user who supports the first user's gameplay by inputting objects onto the field. Control the first terminal of the first user to display a first screen that shows a portion of the field corresponding to the movement operation, If the placement position of the input object, determined according to the input operation, is outside the portion of the field visible on the first screen, a display object corresponding to the input object is displayed in a manner corresponding to the distance between the object operated by the first user and the placement position of the input object. The system accepts the input operation, which includes an operation in which the second user designates one of the plurality of first users. Among the plurality of first users, the display object is displayed on the terminal of the first user designated by the second user at a position corresponding to the placement position on the first screen. A program that instructs the processor to perform a task.
4. The system comprises a server and a terminal, and the server is In the game, multiple first-party users perform movement operations on the terminal to move the controlled object on the field. The system accepts input operations performed by a second user who supports the first user's gameplay by inputting objects onto the field. Control the first terminal of the first user to display a first screen on the terminal that shows a portion of the field corresponding to the movement operation, If the placement position of the input object, determined according to the input operation, is outside the portion of the field visible on the first screen, a display object corresponding to the input object is displayed on the terminal in a manner corresponding to the distance between the object being operated by the first user and the placement position of the input object. The terminal receives the input operation, which includes the operation in which the second user designates one of the plurality of first users. Among the plurality of first users, the display object is displayed on the terminal of the first user designated by the second user at a position corresponding to the placement position on the first screen. system.
Citation Information
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