Information processing system, information processing method, and non-transitory computer-readable medium
Patent Information
- Application Number
- JP2025551030
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2026-03-05
- Estimated Expiration
- 2044-10-16
AI Technical Summary
Existing team battle games exacerbate the disparity between players with high and low gaming abilities, leading to a decrease in entertainment value as high-ability players receive higher rewards, making it difficult for low-ability players to enjoy the game.
An information processing system that adjusts team scores by adding first and second scores based on player character levels, where lower levels have lower probability but higher reward amounts for achieving conditions, allowing strategic level setting to balance gameplay and encourage team unity.
Enhances strategic freedom and enjoyment by allowing players with varying abilities to play together, providing solvable challenges for beginners and more difficult tasks for advanced players, thus improving the overall entertainment value of team battle games.
Abstract
Description
Information processing system, information processing method, and non-transitory computer-readable medium
[0001] The present disclosure relates to an information processing system, an information processing method, and a non-transitory computer-readable medium.
[0002] There is known a team battle game in which a plurality of users form a team and compete against other opposing teams, aiming to defeat the opponents. Here, Patent Literature 1 discloses that in order to encourage users with high gaming ability to participate in the team battle game, the value of the reward for users who participate in the game is higher when the user's gaming ability at the start of the game is high than when the user's gaming ability is low.
[0003] JP 2018-000367 A
[0004] However, according to the above-mentioned Patent Document 1, since high rewards are paid to users with high gaming ability, the disparity between users with high gaming ability and users with low gaming ability becomes larger. Therefore, there is a problem that it is difficult for users with high gaming ability and users with low gaming ability to continue enjoying the same game together. As such, there is a need for improving the entertainment value of games.
[0005] In view of the above-mentioned problems, an object of the present disclosure is to provide an information processing system, an information processing method, and a non-transitory computer-readable medium that can improve the entertainment value of games.
[0006] An information processing system according to one aspect of the present disclosure includes one or more processors, a memory, and one or more programs for progressing a game. The one or more programs are stored in the memory and configured to be executed by the one or more processors. The game is a game in which a team with a higher team score receives a higher evaluation for the game result. Each team includes one or more players. The one or more processors execute a registering step, a changing step, and a first adding step, wherein in the registering step, for each player participating in the game, in response to receiving, from a player terminal operated by the player, a setting request including a level of a character operated by the player in a virtual space, the registering step registers player information in a storage unit that at least associates the player with the level, the changing step changes the level corresponding to the player in the player information when a predetermined level changing event occurs for at least one player during the progress of the game, and the first adding step adds the first score in an amount corresponding to the level corresponding to the player to the team score of the team to which the player belongs when at least one player satisfies a first condition for earning a first score by operating the character during the progress of the game. The lower the level corresponding to the player, the lower the probability of earning the first score, but the larger the amount added if the first score is earned.
[0007] An information processing method according to one aspect of the present disclosure is an information processing method for progressing a game, executed on an information processing device. The game is a game in which a team with a higher team score receives a higher evaluation for the game result. The team includes one or more players. The information processing method includes a registration step, a change step, and a first addition step. In the registration step, for each player participating in the game, in response to receiving a setting request including the level of a character operated by the player in a virtual space from a player terminal operated by the player, player information associating the player with at least the level is registered in a storage unit. In the change step, when a predetermined level change event occurs for at least one player during the progress of the game, the level corresponding to the player is changed in the player information. In the first addition step, when at least one player satisfies a first awarding condition for acquiring a first score by operating the character during the progress of the game, the first score in an amount corresponding to the level corresponding to the player is added to the team score of the team to which the player belongs. The first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but the amount added when acquired is greater.
[0008] A non-transitory computer-readable medium according to one aspect of the present disclosure stores one or more programs for progressing a game. The game is a game in which a team with a higher team score receives a higher evaluation for the game result. The team includes one or more players. The one or more programs, when executed by a computer, include instructions for causing the computer to execute a registration step, a change step, and a first addition step. In the registration step, for each player participating in the game, in response to receiving, from a player terminal operated by the player, a setting request including the level of a character operated by the player in a virtual space, player information associating the player with at least the level is registered in a storage unit. In the change step, when a predetermined level change event occurs for at least one player during the progress of the game, the level corresponding to the player is changed in the player information. In the first addition step, when at least one player satisfies a first awarding condition for acquiring a first score by operating the character during the progress of the game, the first score in an amount corresponding to the level corresponding to the player is added to the team score of the team to which the player belongs. The first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but the amount added when acquired is greater.
[0009] The present disclosure makes it possible to provide an information processing system, an information processing method, and a non-transitory computer-readable medium that can improve the entertainment value of games.
[0010] 1 is a block diagram showing the configuration of an information processing system according to a first embodiment. FIG. 2 is a block diagram showing the hardware configuration of a player terminal. FIG. 3 is a block diagram showing the hardware configuration of an information processing device. FIG. 4 is a diagram showing an example of the relationship between level, possibility of obtaining a first score, and the award rate of the first score. FIG. 5 is a diagram showing an example of the relationship between level, possibility of obtaining a second score, and the award rate of the second score. FIG. 6 is a block diagram showing the functional configuration of a control unit. FIG. 7 is a flowchart showing the flow of information processing of the information processing device. FIG. 8 is a diagram showing an example of an image displayed on a display unit. FIG. 9 is a diagram showing an example of the data structure of a player information table stored in a storage unit. FIG. 10 is a diagram showing an example of an image displayed on a display unit. FIG. 11 is a diagram showing an example of the data structure of a player information table stored in a storage unit according to a first modified example. FIG. 12 is a flowchart showing the flow of information processing of an information processing device according to a second modified example. FIG. 13 is a diagram showing an example of an image displayed on a display unit according to the second modified example. FIG. 14 is a flowchart showing the flow of information processing of an information processing device according to a third modified example. FIG. 15 is a block diagram showing the configuration of an information processing system according to a second embodiment. FIG. 16 is a block diagram showing the functional configuration of a control unit. FIG. 17 is a sequence diagram showing the flow of information processing in the information processing system. FIG. 18 is a diagram showing an example of an image displayed on a display unit of a spectator terminal.
[0011] Hereinafter, embodiments of the present disclosure will be described in detail with reference to the drawings. In each drawing, the same or corresponding elements are designated by the same reference numerals, and for clarity of explanation, duplicate explanations will be omitted as necessary.
[0012] <Definition of Terms> In the following description, a "game" refers to a game that progresses in a virtual space in response to operations by a player.
[0013] In the following description, "level" refers to one of the properties of a character operated by a player in a virtual space, and indicates the level of ability that the character can demonstrate in a game. "Level" indicates, for example, the degree of stamina, attack power, defense power, movement speed, or range. "Level" differs from the player's own gaming ability (skill level) and may be freely set by the player. Note that a "character" is a virtual object or avatar that has the shape of a person, animal, etc. and can be controlled by the player in a virtual space.
[0014] In the following description, "in-game assets" refer to assets that can be used in a game, such as in-game currency, characters, weapons, tools, levels, experience points, or other items.
[0015] First Embodiment First, a first embodiment of the present disclosure will be described. 1. Hardware Configuration In this section, a hardware configuration of an information processing system according to the present embodiment will be described. Fig. 1 is a block diagram showing the configuration of an information processing system 1 according to the first embodiment.
[0016] 1.1 Information Processing System 1 The information processing system 1 is a computer system for executing a game in which multiple players participate. The information processing system 1 can execute various games. In this embodiment, the game is a game in which multiple players form a team and compete against other opposing teams, aiming to defeat the opponents. This is based on the premise that the higher the team score, the higher the evaluation of the game results. The game configuration will be described in detail later.
[0017] The information processing system 1 is a computer system including an information processing device 2 and multiple player terminals 3, namely, player terminals 3-1, 3-2, 3-3, 3-4, 3-5, 3-6, 3-7, and 3-8. The information processing device 2 and each player terminal 3 are communicatively connected via a network NW such as the Internet. Note that, although the information processing system 1 is illustrated in FIG. 1 as including eight player terminals 3, the number of player terminals 3 is not limited to this.
[0018] 1.2 Player Terminal 3 The player terminal 3 is a computer terminal operated by a player participating in a game. The player terminal 3 is used to play a game. For example, the player terminal 3 is a smartphone, a tablet terminal, a portable game console, a stationary game console, an arcade game console installed in an amusement facility or the like, a laptop computer, a desktop computer, or any other communication terminal capable of input and output. The player terminals 3-1 to 3-8 do not have to be communication terminals of the same type.
[0019] In the game, each player belongs to one of a plurality of teams. For example, players operating player terminals 3-1 to 3-4 belong to team A, and players operating player terminals 3-5 to 3-8 belong to team B.
[0020] 2 is a block diagram showing the hardware configuration of the player terminal 3. The player terminal 3 includes a control unit 31, a communication unit 35, a storage unit 36, an input unit 37, and a display unit 38, and these components are electrically connected via a communication bus inside the player terminal 3. The control unit 31 includes a processor 32, a ROM 33, and a RAM 34. The control unit 31, the communication unit 35, and the storage unit 36 are substantially similar to the control unit 21, the communication unit 25, and the storage unit 26 in the information processing device 2, which will be described later, and therefore will not be described here.
[0021] The input unit 37 may be included in the housing of the player terminal 3, or may be externally attached. For example, the input unit 37 may be integrated with the display unit 38 and implemented as a touch panel. Of course, switch buttons, a mouse, a QWERTY keyboard, or the like may be used instead of a touch panel. In other words, the input unit 37 accepts operation inputs made by the player. The inputs are transferred as command signals to the control unit 31 via a communication bus, and the control unit 31 can execute predetermined control or calculations as necessary.
[0022] The display unit 38 may be, for example, included in the housing of the player terminal 3 or may be externally attached. The display unit 38 displays a graphical user interface (GUI) screen that can be operated by the player. This is preferably implemented by selectively using display devices such as a CRT display, a liquid crystal display, an organic EL display, or a plasma display depending on the type of player terminal 3.
[0023] 1.3 Information Processing Device 2 The information processing device 2 is a server computer for executing the game. The information processing device 2 transmits game data for executing the game to the player terminals 3.
[0024] 3 is a block diagram showing the hardware configuration of the information processing device 2. The information processing device 2 includes a control unit 21, a communication unit 25, a storage unit 26, and an input unit 27, and these components are electrically connected via a communication bus inside the information processing device 2.
[0025] The control unit 21 includes a processor 22, a ROM 23, and a RAM 24. The processor 22 executes programs stored in the ROM 23 or the storage unit 26 to realize various functions. Each function will be described in detail in the next section. The ROM 23 is a non-transitory storage medium such as a read-only memory (ROM), and pre-stores various programs or data for the processor 22 to perform various controls or calculations. The RAM 24 is a volatile storage medium such as a random access memory (RAM), and is a storage area for temporarily storing information when the processor 22 is operating. Areas for performing various processes according to this embodiment can be reserved in the RAM 24.
[0026] The communication unit 25 is a communication interface for connecting to the network NW. The storage unit 26 is a storage device including a non-transitory computer-readable medium or a tangible storage medium.
[0027] The input unit 27 is omitted because it is substantially the same as the input unit 37 in the above-described player terminal 3. Note that the input unit 27 is not essential for the information processing device 2.
[0028] 2. Game Configuration The game configuration of this embodiment will now be described. In this embodiment, the genre of the game is not limited. For example, the game may be a role-playing game (RPG), a sports game, an adventure game, a shooting game, a training game, a fighting game, a roguelike game, or a roguelite game.
[0029] However, as described above, in this embodiment, the game is a team game in which multiple players form teams to compete against other opposing teams and aim to defeat the opponents. Specifically, the game is a game in which multiple players from at least one team operate their respective characters in the same virtual space to accomplish predetermined quests or missions. The game is a game in which teams compete against each other to see who can get the highest team score, calculated as the sum of the scores earned by players belonging to each team during the course of the game. In this embodiment, there are two teams participating in the game, but there may be three or more teams. The score is the amount of points awarded to a team as a result of players operating characters to complete quests or missions presented in the game.
[0030] Here, a quest refers to a task or condition that must be achieved in a game. A quest has its own set of clearing conditions. A mission refers to a task or condition that must be achieved in a game, separate from a quest, or a task or condition that is desirable to achieve. A mission has its own clearing conditions that differ from those of a quest. For example, a quest may be to "reach the goal within the time limit," whereas a mission may be to "defeat enemy characters encountered before reaching the goal" or "obtain a specified item placed in the field."
[0031] In this embodiment, the score is divided into a first score and a second score. The first score is a score that is awarded to a team to which a player who satisfies a first condition belongs when the first condition is met. As an example, the first condition is to complete a predetermined mission.
[0032] Here, the first score is set such that the lower the level set by the player, the lower the possibility of obtaining the first score, but the lower the level set by the player, the larger the amount that is added when the first score is obtained, i.e., the amount to be awarded. As an example, the amount to be awarded may be calculated by multiplying a reference amount to be awarded that is determined in accordance with the first award condition by an award rate that is determined according to the level.
[0033] 4 is a diagram showing an example of the relationship between the level, the possibility of obtaining a first score, and the first score award rate. The possibility of obtaining a first score is the probability that a player will satisfy the first award condition within a predetermined time. In other words, the possibility of obtaining a first score corresponds to the difficulty level for clearing the first award condition.
[0034] Here, if the level is L, the possibility P1 of acquiring the first score and the first score award rate G1 may be expressed by the following equations (1) and (2): P1 = p11(L) ... (1) G1 = g11(L) ... (2) The function p11 representing the possibility P1 of acquiring the first score is a monotonically increasing function or a monotonically non-decreasing function that may increase but never decrease as the value of the variable L increases. On the other hand, the function g11 representing the first score award rate G1 is a monotonically decreasing function or a monotonically non-increasing function that may decrease but never increase as the value of the variable L increases.
[0035] As shown in this figure, the difficulty level is set so that the lower the level L set by the player, the higher the difficulty of satisfying the first awarding condition, i.e., the lower the possibility P1 of acquiring the first score. Note that the difficulty level may be set so that the first awarding condition cannot be satisfied when the level is less than the first threshold. On the other hand, the awarding rate is set so that the lower the level L set by the player, the higher the awarding rate G1 of the first score when the first awarding condition is satisfied.
[0036] In the example shown in the figure, function g11 is a discontinuous step function, but it is not limited to this and may be a continuous function. In the above example, function p11 is a nonlinear function, but it may be a linear function. Furthermore, the variable for the first score award rate or the variable for the possibility of obtaining the first score may include parameters other than the level L. For example, if the first score award condition is to accomplish the mission of "defeating specified enemy characters encountered before reaching the goal point," the first score award rate may be calculated based on the time required to defeat the enemy characters in addition to the level.
[0037] The second score is a score that is awarded to a team to which a player who satisfies a second condition belongs when the second condition is satisfied. For example, the second condition is to complete a predetermined quest.
[0038] Here, the lower the level set by the player, the lower the possibility of obtaining the second score, but the amount of the second score to be awarded when the second awarding condition is met is a score that does not depend on the level. As an example, the amount of the second score to be awarded may be calculated by multiplying a reference amount to be awarded that is determined in accordance with the second awarding condition by an awarding rate for determining the amount of the second score to be awarded.
[0039] 5 is a diagram showing an example of the relationship between the level, the possibility of obtaining the second score, and the rate at which the second score is awarded. The possibility of obtaining the second score is the probability that the player will satisfy the second award condition within a predetermined time. In other words, the possibility of obtaining the second score corresponds to the difficulty level for clearing the second award condition.
[0040] Here, if the level is L, the possibility P2 of obtaining the second score and the rate G2 of granting the second score may be expressed by the following equations (3) and (4): P2 = p21 (L) ... (3) G2 = α ... (4) The function p21 representing the possibility P2 of obtaining the second score is a monotonically increasing function or a monotonically non-decreasing function that may increase but will not decrease as the value of the variable L increases.
[0041] As shown in this figure, the difficulty level is set so that the lower the level L set by the player, the higher the difficulty of satisfying the second award condition, i.e., the lower the possibility P2 of obtaining the second score. Note that the difficulty level may be set so that the second award condition cannot be satisfied when the level is below the second threshold. On the other hand, the award rate G2 of the second score when the second award condition is satisfied is a constant α, independent of the level set by the player.
[0042] In the example shown in this figure, function p21 is a nonlinear function, but it may also be a linear function. Furthermore, the variable of the possibility P2 of obtaining the second score may include not only the level L but also other parameters. Furthermore, while the second score award rate G2 is set to a constant α independent of the level, it may also vary based on other parameters. Examples of other parameters may include the attributes of the player, the attributes of the selected character, or the time required to satisfy the second award condition. For example, if the second award condition is to complete a quest that requires reaching the goal within a time limit, the second score award rate may be calculated based on the time it takes to reach the goal.
[0043] The second score may be a monotonically decreasing or non-increasing score, in other words, the lower the level set by the player, the smaller the amount of the second score to be awarded when the second awarding condition is satisfied. In this case, the possibility of obtaining the second score may or may not depend on the level.
[0044] 3. Functional Configuration This section describes the functional configuration of the information processing device 2. Fig. 6 is a block diagram showing the functional configuration of the control unit 21. The control unit 21 of the information processing device 2 executes a program to realize the functions of a registration unit 210, a progress control unit 211, a first addition unit 212, a second addition unit 213, a determination unit 214, and a display control unit 215.
[0045] As a registration step, the registration unit 210 registers, in the storage unit 26, information associating a player, a level, and a team with each player belonging to each of a plurality of teams participating in the game as player information in response to the player setting a level. Note that a player setting a level refers to a series of processes from when the player inputs a level via the input unit 37 of the player terminal 3 to when the player terminal 3 transmits information related to the input level to the information processing device 2. The information processing device 2 then receives the information related to the level and accepts the setting.
[0046] The progress control unit 211 controls the progress of the game based on the game data, player information, and player operations. For example, the progress control unit 211 reads out game data and a level corresponding to the player operating the player terminal 3 from the storage unit 26, and in response to detecting a player operation, generates game data that reflects the level and player operation and transmits the game data to the player terminal 3.
[0047] In the first addition step, when at least one player satisfies a first awarding condition for earning a first score during the course of the game, the first addition unit 212 adds a first score of an amount corresponding to the level of the player to the team score of the team to which the player belongs. The first addition unit 212 may add the first score to the team score directly or indirectly. Direct addition means adding the first score to the team score immediately when the first awarding condition is satisfied. Indirect addition means that the first addition unit 212 executes the following first awarding step and first calculation step in the first addition step. For example, in the first awarding step, when at least one player satisfies a condition for earning a first score during the course of the game, the first addition unit 212 may temporarily award to the player a first score of an amount corresponding to the level of the player. Then, in the first calculation step, the first addition unit 212 may add, for each of a plurality of teams, the sum of first scores earned during the course of the game by two or more players belonging to the team to the team score. The timing of the first calculation step may be simultaneous with the first granting step of granting the player, or may be immediately after the first granting step, or may be after the end of the game.
[0048] In the second addition step, for each player belonging to each of the multiple teams, when the player satisfies a second condition for earning a second score during the game, the second addition unit 213 adds the second score to the team score of the team to which the player belongs. Note that the second addition unit 213 may add the second score to the team score directly or indirectly. The definitions of direct addition and indirect addition are the same as those in the first addition step described above, and therefore will not be described here.
[0049] In the determination step, the determination unit 214 determines the ranking of the teams participating in the game so that the higher the team score, the higher the ranking.
[0050] The display control unit 215 displays the results of various processes executed by the above-mentioned registration unit 210, progress control unit 211, first addition unit 212, second addition unit 213, or determination unit 214 on the display unit 38 of the player terminal 3. That is, the display control unit 215 transmits the results of various processes to the player terminal 3 via the communication unit 25, and the player terminal 3 displays the results of various processes on the display unit 38.
[0051] 4. Operation of Information Processing System 1 In this section, the flow of the information processing method executed by the information processing device 2 will be described with reference to the drawings. Note that the order of the processes can be changed as appropriate, multiple processes can be executed simultaneously, or some processes can be omitted.
[0052] 7 is a flowchart showing the flow of information processing of the information processing device 2. First, the registration unit 210 accepts a level setting from each player (S10). Next, for each player who has set a level, the registration unit 210 registers information associating the player, the team to which the player belongs, and the level as player information (S11). Player information will be described in detail later.
[0053] The progress control unit 211 then starts the game. Next, the first adder 212 determines whether any player has satisfied the first condition for awarding (S12). If the first adder 212 determines that a player has satisfied the first condition for awarding (YES in S12), the first adder 212 reads the level set by that player from the player information and determines the amount of the first score to be awarded based on the level (S13). At this time, the first adder 212 determines the amount of the first score to be awarded so that the lower the level set by the player, the greater the amount to be awarded.
[0054] The first adder 212 then updates the team score of the team to which the player belongs based on the amount of the first score awarded (S14). That is, the first adder 212 adds the amount of the first score awarded to the team score. The first adder 212 then proceeds to S15.
[0055] On the other hand, if the first addition unit 212 determines that there is no player who satisfies the first awarding condition (NO in S12), the process proceeds to S15.
[0056] In S15, the second adder 213 determines whether any player has satisfied the second score awarding condition. If the second adder 213 determines that any player has satisfied the second score awarding condition (YES in S15), it determines the amount of the second score to be awarded (S16). At this time, the second adder 213 determines the amount of the second score to be awarded without depending on the level set by the player.
[0057] The second adder 213 then updates the team score of the team to which the player belongs based on the amount of the second score awarded (S17). That is, the second adder 213 adds the amount of the second score awarded to the team score. The second adder 213 then proceeds to S18.
[0058] On the other hand, if the second addition unit 213 determines that there is no player who satisfies the second awarding condition (NO in S15), the process returns to S12.
[0059] In S18, the control unit 21 determines whether the game has ended. The game end condition may be that the game time limit has elapsed, that one of the players has performed an operation to end the game, or that all players belonging to at least one team have completed a quest. However, the game end condition is not limited to this, and may also be that all players belonging to at least one team have run out of operating means. For example, the game end condition may be that a player's operating means has run out when an attribute value, such as the stamina value, of the character operated by that player becomes 0.
[0060] The control unit 21 repeats the processes shown in S12 to S18 until it determines that the game has ended. When the control unit 21 determines that the game has ended (YES in S18), the determination unit 214 determines the rankings of the teams based on the team scores (S19). At this time, the determination unit 214 determines the rankings of the teams so that the higher the team score, the higher the ranking. The display control unit 215 then outputs information regarding the rankings of the teams to the display unit 38 of the player terminal 3 (S20).
[0061] [Effect] In this way, in a game, particularly a team battle game, the information processing device 2 determines the rankings of teams based on the results of the aggregation of first scores, in which the lower the level, the larger the amount of first score awarded. Therefore, players participating in the game can strategically set the level of each player to help their team win, taking into account the game abilities of the players who make up the team and the amount of first score awarded. This increases the degree of strategic freedom in games, particularly team battle games, and improves the enjoyment of the game.
[0062] Furthermore, the information processing device 2 can freely set a level for each player, regardless of the player's own gaming ability. For example, by setting a high level for a player with low gaming ability and a low level for a player with high gaming ability, players with different gaming abilities can continuously enjoy the same game together while maximizing the first score awarded to the team. For example, by devising the level setting, the information processing device 2 can provide solvable challenges for beginners and more difficult challenges for advanced players within the same game. Therefore, by having competing players play the same game, the entertainment value of the competitive game can be improved. Furthermore, since multiple players belonging to each team play the same game, players with different gaming abilities within a team can continuously enjoy the same game together, thereby strengthening team unity. This can improve the entertainment value of the team battle game.
[0063] Furthermore, in the team battle game, the information processing device 2 determines the rankings of the teams based on the aggregated results of not only the first score but also a second score, the relationship between the acquisition possibility and the award rate being different from that of the first score. By further complicating the structure of the team scores, the degree of freedom in strategy in the team battle game can be further expanded, and the game's enjoyment can be further enhanced.
[0064] 4.2 Details of Information Processing Next, the details of the above-mentioned information processing will be described.
[0065] [Level Setting Method: S10] The level can be set by the player in two ways: by inputting the absolute value of the level, and by inputting the difference from the reference level. Fig. 8 is a diagram showing an example of an image 10 that is displayed on the display unit 38 of the player terminal 3 when the player sets the level. The example shown in this figure employs a method in which the player inputs the difference from the reference level.
[0066] The image 10 includes a message saying "Please set the level," a reference level 101, an object 103 for specifying the amount by which the level is to be lowered, an object 104 for specifying the amount by which the level is to be raised, and a specified level 102. The specified level 102 is calculated by subtracting or adding the specified amount from the reference level 101. The image 10 may further include an object 105 for determining the specified level 102. In response to the player selecting the object 105, the player terminal 3 transmits a setting request including information about the specified level 102 to the information processing device 2. The level is thereby set.
[0067] That is, in the registration step, the registration unit 210 may determine that a player has set a level in response to receiving an input from the player of the amount by which the level should be increased or decreased in the registration step. The difference from the reference level affects the possibility of obtaining the first score and the rate at which the first score should be awarded, and by adopting a method of inputting the difference from the reference level in this manner, the player can easily recognize the degree of influence.
[0068] The reference level 101 may be variable depending on the player's gaming ability, past performance, or experience, or may be constant and independent of the player.
[0069] Alternatively, the game may be configured so that the player can specify the amount of reduction from the reference level but cannot specify the amount of increase. This allows the player to explore the level that is the boundary between whether the first or second condition is met, which stimulates curiosity, and also creates a sense of tension in the player because once the level is reduced, it cannot be increased. This increases the interest of the game. Furthermore, if the player makes a mistake in operation and reduces the level more than expected, it becomes difficult to predict the outcome of the game, further increasing the interest.
[0070] [Registering Player Information: S11] Fig. 9 is a diagram showing an example of the data structure of a player information table T1 stored in the storage unit 26. The player information table T1 includes information associating each player with the team to which the player belongs and the player's level. For example, the player information table T1 includes a team ID T11, a player ID T12, and a level T13.
[0071] The team ID T11 is information for identifying a team. The player ID T12 is information for identifying a player. The level T13 is the level set by the player. In the example shown in this figure, team A includes four players PL1, PL2, PL3, and PL4, and the levels of players PL1, PL2, PL3, and PL4 are 50, 80, 20, and 90, respectively.
[0072] The player information table T1 may further include a cumulative amount of first scores T14, a cumulative amount of second scores T15, and a team score T16. The cumulative amount of first scores T14 is the cumulative total of first scores acquired by the player during the course of the game. The cumulative amount of second scores T15 is the cumulative total of second scores acquired by the player during the course of the game. The team score T16 is the sum of the cumulative amount of first scores T14 and the cumulative amount of second scores T15 acquired by all players belonging to the team.
[0073] The first adder 212 may update the cumulative amount of the first score T14 and the team score T16 based on the amount of the first score determined in S13. The second adder 213 may update the cumulative amount of the second score T15 and the team score T16 based on the amount of the second score determined in S16.
[0074] Note that the first addition unit 212 may add the cumulative amount T14 of first scores already awarded to the player to the team score T16, on the condition that the player satisfies the second awarding condition. In other words, if there is a player who has not satisfied the second awarding condition by the end of the game, the first addition unit 212 may not include the cumulative amount T14 of first scores awarded to that player in the team score T16. Alternatively, the first addition unit 212 may add to the team score T16 an amount obtained by subtracting a predetermined amount from the cumulative amount T14 of first scores for a player who has not satisfied the second awarding condition. This requires the player to adjust their level so that it satisfies both the second awarding condition and the first awarding condition when setting their level, thereby increasing the difficulty of level setting and further enhancing the enjoyment of the game.
[0075] [Game Progress] After the game starts, multiple players belonging to a team play one game simultaneously. Figure 10 shows an example of an image 11 displayed on the display unit 38 of the player terminal 3 during the game.
[0076] Image 11 includes objects representing characters C1, C2, C3, and C4 operated by each player, an object representing an enemy character E, and an object representing an item I. Each of characters C1, C2, C3, and C4 is required to complete the mission of defeating enemy character E and the mission of obtaining item I while aiming to achieve the quest of reaching the goal point.
[0077] Furthermore, the image 11 may include level information 111 of players belonging to the player's team. This allows each player to check the level set by the player himself or herself or the levels set by other players on the player's team while the game is in progress. This makes it easier for players to take strategic actions, such as having a player with a higher level help a player with a lower level, depending on the progress of the game.
[0078] The image 11 may also include time information 112 and score information 113. The time information 112 may indicate the time remaining until the end of the game. The time information 112 may also indicate the time elapsed since the start of the game. The score information 113 indicates the team score at that time, but may also include the cumulative amounts of the first score and second score awarded to each player in addition to the team score. Note that multiple players on a team may separately play different sub-games included in the main game.
[0079] 5. Modifications Although the first embodiment has been described above, the first embodiment can be modified as follows. [First Modification: Level Configuration] In the first embodiment described above, the level is treated as a single ability value for determining the possibility of obtaining the first score and the second score. However, the level may be configured from various independent ability values for determining the possibility of obtaining the first score and the second score.
[0080] For example, a level may be composed of at least a first ability value and a second ability value. The first ability value and the second ability value are values indicating different degrees of ability, and a player may be able to freely set each ability value. In this case, in the registration step, the registration unit 210 accepts a level setting by each player belonging to each of the multiple teams in accordance with the player setting the first ability value and the second ability value. Then, the registration unit 210 associates the first ability value and the second ability value with the player and registers them in the storage unit 26.
[0081] 11 is a diagram showing an example of the data structure of a player information table T2 stored in the storage unit 26 according to the first modified example. The player information table T2 differs from the player information table T1 in that it includes a level T23 instead of the level T13. The level T23 is composed of an attack power T231, a defense power T232, and a movement speed T233. The attack power T231, the defense power T232, and the movement speed T233 are examples of a first ability value and a second ability value.
[0082] The first adder 212 may then determine at least one of the possibility of acquiring the first score, the amount to be awarded, and the award rate based on the first ability value and the second ability value.
[0083] For example, if the attack power is x, the defense power is y, and the movement speed is z, the first score acquisition possibility P1 and the first score grant rate G1 may be expressed by the following equations (5) and (6): P1 = p12(x, y, z) ... (5) G1 = g12(x, y, z) ... (6) The function p12 representing the acquisition possibility P1 is a monotonically increasing function or a monotonically non-decreasing function for each of the variables x, y, and z, which may increase but never decrease as the values of the variables increase. On the other hand, the function g12 representing the grant rate G1 is a monotonically decreasing function or a monotonically non-increasing function for each of the variables x, y, and z, which may decrease but never increase as the values of the variables increase.
[0084] As described above, the possibility P1 of acquiring the first score and the rate G1 of granting the first score are calculated comprehensively based on the attack power x, the defense power y, and the movement speed z. However, when the defense power y and the movement speed z are the same, the lower the attack power x, the lower the possibility P1 of acquiring the first score. However, when the defense power y and the movement speed z are the same, the lower the attack power x, the greater the amount of the first score granted. The above relationship between the ability value and the possibility of acquisition and grant rate is the same whether the ability value is the defense power y or the movement speed z.
[0085] In this way, by making the configuration of the acquisition possibility and the award rate more complex and allowing various parameters to be freely set, it is possible to increase the interest of the player.
[0086] [Second Modification: Changing Level Between Stages] In the first embodiment described above, the timing for setting and registering the level was before the game started. However, in the second modification, the registration unit 210 can accept the setting or change while the game is in progress. That is, in response to a player setting or changing their level while the game is in progress, the registration unit 210 may register or update information in the player information table that associates the player, their level, and the team to which the player belongs.
[0087] Furthermore, if a game is composed of multiple stages, the registration unit 210 may accept a level change after a predetermined stage has been cleared but before moving on to the next stage. Specifically, the registration unit 210 executes a change step of transmitting change screen information for accepting a level change to the player terminal 3 of each player at any time between the end of the first stage and the start of the second stage. Then, in response to receiving a level change request from the player terminal 3 via the change screen information, the registration unit 210 changes the player information corresponding to the player of the player terminal 3. This allows each team to develop a level setting strategy for each stage, thereby increasing the interest of the game. This also makes it less likely that players will get bored with the game and makes it easier to maintain motivation.
[0088] FIG. 12 is a flowchart showing the flow of information processing by an information processing device according to a second modified example. The steps shown in FIG. 12 are essentially the same as those shown in FIG. 7 , except that S21 to S23 are included instead of S18. That is, after executing S17, the control unit 21 determines whether the current stage has ended (S21). The stage end condition may be that the time limit set for the current stage has elapsed, that one of the players has performed an operation to end the stage, or that all players belonging to at least one team have completed a quest set for the stage. However, the stage end condition is not limited to this, and may also be that all players belonging to at least one team have run out of control means. For example, a player running out of control means may be that an attribute value, such as the stamina value, of the character controlled by that player becomes zero.
[0089] The control unit 21 repeats the processes shown in S12 to S17 and S21 until it determines that the stage has ended. If the control unit 21 determines that the stage has ended (YES in S21), it determines whether the game has ended (S22). The game end condition may include the condition described in S18 of FIG. 7 as well as the completion of all stages included in the game. If the game has not ended, such as if any stage remains (NO in S22), the registration unit 210 transmits and displays change screen information to the player terminal 3 of each player at any time between the end of the first stage and the start of the second stage (S23). The registration unit 210 then returns the process to S10. That is, in response to receiving a level change request from the player terminal 3 via the change screen information, the registration unit 210 changes the player information associated with the player of that player terminal 3. On the other hand, if it determines that the game has ended (YES in S22), the determination unit 214 determines the rankings of the teams based on their team scores (S19).
[0090] FIG. 13 is a diagram showing an example of an image 10a displayed on the display unit according to the second modified example. The image is generated by the player terminal 3 from change screen information. The image 10a includes a message stating "You can change the level of the next stage," a current level 101a, an object 103a for specifying the amount of level reduction, an object 104a for specifying the amount of level increase, and a post-change level 102a. The post-change level 102a is the level used in the next stage and is calculated by subtracting or adding the specified amount from the current level 101a. The image 10a may further include an object 105a for determining the post-change level 102a. In response to the player selecting the object 105a, the player terminal 3 transmits a change request including information about the post-change level 102a to the information processing device 2. This changes the level. That is, in the registration step, the registration unit 210 may determine that a player has changed his or her level in response to receiving an input from the player of the amount of increase or decrease in level of the player belonging to each of the multiple teams. The difference from the current level affects the possibility of obtaining and the rate at which the first score is awarded in the next stage, and by adopting a method of inputting the difference from the current level in this manner, the player can easily recognize the degree of the above-mentioned influence.
[0091] [Third Modification: Level Change Due to Level Change Event] Furthermore, when a predetermined event (hereinafter referred to as a level change event) occurs to change the player's level while the player is playing the game, the registration unit 210 may change the level corresponding to the player in the player information. After the level change, the player will be playing at a level different from the initial setting, making it difficult to predict the game outcome. This increases the entertainment value of the game.
[0092] A level-changing event may be a first event that occurs based on a player's voluntary operation. For example, the first event may be when a player acquires a level-changing item placed on the playfield, or when the player's character enters a predetermined area (e.g., a level-up point). In this case, the first event may be classified into an event for raising a level and an event for lowering a level. For example, the registration unit 210 may increase the player's level by a predetermined amount when the player acquires an item for raising the player's level, and may decrease the player's level by a predetermined amount when the player acquires an item for lowering the player's level. Because the first event occurs based on a player's voluntary operation, players can intentionally change their level during the game. Therefore, each player can strategically change their level while taking into account the progress of the game. This increases the degree of strategic freedom in games, particularly team-based games, and improves the game's enjoyment.
[0093] The level change event may also be a second event that occurs regardless of the player's voluntary operation. For example, the second event may be encountering a predetermined enemy character or colliding with a flying or falling object. In this case, the second event may be classified into an event for raising the level and an event for lowering the level. The condition for the second event to occur may be the passage of a predetermined time from a predetermined state, a predetermined operation by a player on another team, or the character of a player on another team reaching a predetermined state. Because the second event occurs unintentionally, unexpected level changes make it difficult to predict the game outcome. This increases the interest of the game.
[0094] It is also possible for both the first event and the second event to occur for a single player during the course of the game. For example, if a player's level is unintentionally changed to a disadvantage due to the occurrence of the second event, the player can operate the character so that the first event occurs, which will return the player to the previous level.
[0095] Furthermore, the registration unit 210 may change at least one of the type of level change event, the occurrence frequency, and the amount of level change, based on at least one of the type of game, type of stage, and play time played by the player. Stages constitute a game, and may be set according to the difficulty level, for example.
[0096] Fig. 14 is a flowchart showing the flow of information processing by an information processing device according to the third modification. The steps shown in Fig. 14 are basically the same as the steps shown in Fig. 7, but differ in that they include S24 to S25. S24 to S25 are located between S11 and S12.
[0097] Specifically, after the game starts following S11, the registration unit 210 determines whether a level change event has occurred for any player (S24). If the registration unit 210 determines that a level change event has occurred for any player (YES in S24), it changes the level corresponding to that player in the player information (S25). At this time, the registration unit 210 changes the level by an amount corresponding to the type of level change event. The registration unit 210 then proceeds to S12.
[0098] In the first embodiment and the modified example, the team score is the sum of the first score and the second score, but the team score does not have to include the second score. In this case, the processes shown in S15 to S17 in Figures 7, 12, and 14 may be omitted.
[0099] Second Embodiment Next, a second embodiment of the present disclosure will be described. The second embodiment differs from the first embodiment in that spectators can watch the game remotely. In the second embodiment, the game is electronic sports (e-sports).
[0100] 15 is a block diagram showing the configuration of an information processing system 1a according to embodiment 2. The information processing system 1a differs from the information processing system 1 in that it includes an information processing device 2a instead of the information processing device 2, and an audience terminal 4.
[0101] The spectator terminals 4 are computer terminals operated by spectators watching the game. For example, the spectator terminals 4 may be smartphones, tablet terminals, portable game consoles, stationary game consoles, commercial game consoles installed in amusement facilities, laptop computers, desktop computers, or other communication terminals capable of input and output. The hardware configuration of the spectator terminals 4 is substantially the same as that of the player terminals 3, so a description thereof will be omitted.
[0102] Here, spectators can view the progress of the game in real time or at a predetermined time using the spectator terminals 4. Also, spectators can use the spectator terminals 4 to vote for the rankings among multiple teams.
[0103] The information processing device 2a has basically the same configuration and functions as the information processing device 2, but differs from the information processing device 2 in that it includes a control unit 21a instead of the control unit 21. The information processing device 2a is capable of accepting votes from spectators. The information processing device 2a is also configured to be able to award rewards to teams based on the team ranking or team score. The information processing device 2a is also configured to be able to award benefits to spectators based on the voting results and team rankings.
[0104] 16 is a block diagram showing the functional configuration of the control unit 21a. By executing a program, the control unit 21a realizes the functions of a registration unit 210, a progress control unit 211, a first addition unit 212, a second addition unit 213, and a determination unit 214, as well as a display control unit 215a, a vote acceptance unit 216, and a reward granting unit 217.
[0105] During the progress of the game, the display control unit 215a displays the progress status on the display unit of the spectator terminal 4. That is, the display control unit 215a transmits information regarding the processing results of the progress control unit 211 to the spectator terminal 4, and the spectator terminal 4 displays the received information on the display unit.
[0106] In the vote acceptance step, the vote acceptance unit 216 accepts votes for the rankings of the teams from spectators who can view the progress of the game. That is, in response to detecting a voting operation from a spectator, the spectator terminal 4 transmits voting information regarding the team rankings to the information processing device 2a. In this way, the vote acceptance unit 216 accepts the voting information.
[0107] In the reward granting step, the reward granting unit 217 determines the value of the reward to be granted to each team. For example, the reward granting unit 217 determines the value of the reward to be granted to each of the multiple teams based on at least one of the team score and the team ranking information of the team. The team ranking information is information on the ranking between the teams determined by the determination unit 214. Note that the value of the reward may be determined based on the amount and type of the reward.
[0108] Here, in this second embodiment, the rewards given to players are in-game assets. In-game assets are assets that can be used in the game and may be exchangeable for out-of-game assets that can be used outside the game. As an example, the out-of-game assets may be legal tender or cryptocurrency. By providing incentives to players belonging to a team, it is possible to increase the degree of contribution to the team and improve the enjoyment of the game. Note that the rewards given to teams may be out-of-game assets instead of or in addition to in-game assets.
[0109] The reward granting unit 217 may also determine the value of a benefit to be granted to a spectator. For example, the reward granting unit 217 determines the value of a benefit to be granted to each spectator who has performed a voting operation, based on the voting information and the ranking of the team. The value of the benefit may be determined based on the amount and type of the benefit.
[0110] In this second embodiment, the benefits given to spectators are out-of-game assets, such as legal currency or cryptocurrency. By giving benefits to spectators, it is possible to encourage spectators to actively participate. It is also possible to increase the interest of spectators in the game. Note that the benefits given to spectators may be in-game assets instead of or in addition to out-of-game assets.
[0111] 17 is a sequence diagram showing the flow of information processing in the information processing system 1a. First, when a spectator performs a voting operation (S30), the spectator terminal 4 transmits voting information related to the voting operation to the information processing device 2 (S31). In this case, the information transmitted by the spectator terminal 4 may include, in addition to the voting information, a spectator ID, which is information for identifying the spectator.
[0112] 18 is a diagram showing an example of an image 12 displayed on the display unit of the spectator terminal 4. The image 12 includes a message saying "Vote for the following team," as well as objects 121 and 122 for selecting a team to participate in the game. The spectator selects an object corresponding to the team that will win the game, and selects an object 123 for deciding the team to vote for. In response to the selection operation, the spectator terminal 4 transmits voting information including information about the team corresponding to the selected object, and the spectator ID to the information processing device 2.
[0113] Although the above-described voting screen is configured to allow spectators to select one winning team, it may also be configured to allow spectators to input the ranking of each team. Furthermore, if there are n competing teams, the voting acceptance unit 216 may accept voting information from spectators regarding the rankings of the top m teams (m<n, n and m are natural numbers). For example, if there are four competing teams, the voting acceptance unit 216 may accept voting information from spectators to predict the first and second place teams.
[0114] Returning to Figure 17, we will continue with the explanation. The voting acceptance unit 216 of the information processing device 2a, which has received the voting information, registers information associating the voting information with the spectator ID in the storage unit 26 (S32). The control unit 21 then executes the processes shown in S10 to S18 of Figure 7. At this time, from the start of the game to the end of the game, the display control unit 215a of the information processing device 2a transmits information indicating the progress of the game to the player terminal 3 and the spectator terminal 4. The player terminal 3 then displays a screen based on the progress on the display unit 38 (S33). The spectator terminal 4 also displays a screen based on the progress on its display unit (S34).
[0115] When the game ends, the determination unit 214 of the information processing device 2a determines the rankings of the teams (S19). The display control unit 215a then transmits ranking information, which is information about the rankings of the teams, to the player terminals 3 and the spectator terminals 4 (S20). The player terminals 3 and the spectator terminals 4 that have received the ranking information display the rankings of the teams on their display units (S35, S36).
[0116] The reward granting unit 217 of the information processing device 2a then determines the value of the reward to be granted to each team based on the team score and ranking information (S37). Specifically, the reward granting unit 217 determines the type and amount of reward to be granted to each of the multiple teams based on the team score and ranking information of that team. The display control unit 215a then displays the determined reward value on the display unit 38 of the player terminal 3 (S38).
[0117] The reward granting unit 217 may determine the value of the reward to be granted to each player. In this case, the reward granting unit 217 may determine the value of the player's reward so that there is no difference between players within a team, or may determine the value of the reward for each player belonging to a team. In the latter case, the reward granting unit 217 may determine the value of the player's reward so that the greater the player's contribution to the team score, i.e., the higher the team score obtained, the greater the reward value. This can provide players with an incentive to make greater contributions to their team, further increasing the enjoyment of the game.
[0118] The reward granting unit 217 of the information processing device 2a determines the value of the reward to be granted to each spectator who performed a voting operation based at least on the voting information and ranking information (S39). At this time, the information that forms the basis of the determination process may include the team score of the voting team in addition to the voting information and ranking information. The display control unit 215a then displays the determined reward value on the display unit of the spectator terminal 4 (S40).
[0119] [Effect] In this way, the information processing device 2a is configured to allow spectators to watch the game remotely and to accept votes from spectators, allowing not only players but also spectators to enjoy the game event.
[0120] In this second embodiment, the process of awarding rewards to teams (S37 to S38) and the process of awarding benefits to spectators (S39 to S40) may be omitted. Furthermore, the reward awarding unit 217 may determine whether to award benefits to spectators based on the spectator's place of residence, nationality, or location where the game is held. Furthermore, when the reward awarding unit 217 performs the process of awarding benefits to spectators, it may determine whether the type of benefit is to be an in-game asset or an out-of-game asset based on the spectator's place of residence, nationality, or location where the game is held.
[0121] Here, the screen displayed on the player terminal 3 in S33 and the screen displayed on the spectator terminal 4 in S34 may contain different information.
[0122] 19 is a diagram showing an example of an image 13 displayed on the display unit 38 of a player terminal 3. As an example, the image 13 is an image displayed on the display unit of the player terminal 3 of a player belonging to Team A. The image 13 includes a progress screen 131 showing the progress of Team A to which the player belongs, a progress screen 132 showing the progress of Team B, the opponent, and current team score information 133. The progress screen 131 showing the progress of Team A includes level information 134 of players belonging to Team A. On the other hand, the progress screen 132 showing the progress of Team B does not need to include level information of players belonging to Team B. The image 13 may also include chat information 135, 136 showing chat messages received from spectators.
[0123] In this way, the display control unit 215a may restrict the display on the player terminal 3 operated by each player of level information related to teams other than the team to which the player belongs, among the multiple teams participating in the game (second display control step). Restricting the display may mean not displaying the information or processing the image so that it is difficult to view. By not letting the opposing team know the level information of the player's team, it becomes more difficult to predict the outcome of the game, and the entertainment value of the game can be further increased.
[0124] 20 is a diagram showing an example of an image 14 displayed on the display unit of the spectator terminal 4. The image 14 includes a progress screen 141 showing the progress of Team A, a progress screen 142 showing the progress of Team B, and current team score information 143. Unlike the above-mentioned progress screen 131, the progress screen 141 showing the progress of Team A does not include level information 134 of players belonging to Team A. Note that the progress screen 142 showing the progress of Team B, the team score information 143, and the chat information may be similar to the above-mentioned progress screen 132, team score information 133, and chat information 135 and 136.
[0125] In this way, the display control unit 215a may restrict the display of level information related to the multiple teams participating in the game on the spectator terminals 4 operated by the spectators (first display control step). By not letting spectators know the team level information, it becomes more difficult to predict the game outcome, and the entertainment value of the game event can be further increased.
[0126] Spectators may be able to view the game progress from the viewpoints of some of the players participating in the game. That is, the display control unit 215a may cause the spectator terminal 4 to display the same screen as the progress screen displayed on the player terminals 3 of some of the players participating in the game. Furthermore, spectators may be able to specify the player's viewpoint from which they want to view the game progress. That is, the spectator terminal 4 may transmit information about the player designated as the viewpoint the spectator wants to view to the information processing device 2, and the display control unit 215a may display the same screen as the progress screen displayed on the player terminal 3 of the player designated by the spectator. In this case, the display of level information may also be restricted. The control unit 21a may tally information about the player designated as the viewpoint the spectator wants to view, calculate the ranking among the players, and display it on the spectator terminal 4. This allows spectators to see which players are popular, further increasing the interest of the game event. The reward granting unit 217 may use the ranking designated as the viewpoint the spectator wants to view as the basis for determining the value of the reward to be granted to the player. The reward awarding unit 217 may also use the rankings designated by spectators as the viewpoints they would like to view as the basis for determining the odds for the next tournament.
[0127] Although the present disclosure has been described above with reference to the embodiments, the present disclosure is not limited to the above. Various modifications that can be understood by those skilled in the art can be made to the configuration and details of the present disclosure within the scope of the invention.
[0128] For example, in the first and second embodiments and various modified examples, a team is assumed to have multiple players. However, the number of players in a team may be one. In this case, one team may have one player and the other team may have multiple players, or all teams may have one player, resulting in a substantially individual match. In a competitive game configured in this manner, the information processing device 2 determines the ranking based on the results of tallying scores, including the first scores, acquired by the players. Note that when a team consists of one player, the tallying score acquired by each individual player becomes the team score. Therefore, players participating in the game can strategically set the level of each player to win, taking into account their own gaming ability and the amount of first score awarded. This increases the degree of freedom in strategies in competitive games and improves their enjoyment. In particular, when a level change screen is displayed on the player terminal 3 after each stage is completed, allowing the level to be changed, as in the second modified example of the first embodiment, players can devise a level setting strategy for each stage, thereby increasing the enjoyment of the game regardless of their own gaming ability. This also makes it less likely for players to get bored of playing, regardless of their own gaming ability, and makes it easier to maintain their motivation. Furthermore, although the above-described embodiment is based on the premise that teams compete against each other, the present invention can also be applied to applications that do not involve a match. For example, one or more players belonging to one team may play the game of this embodiment as practice, without the premise of competing with other teams for the highest team score. Even in this case, the same effects as those described above can be achieved.
[0129] Furthermore, for example, in the first and second embodiments, the information processing devices 2 and 2a store player information in the storage unit 26, but the information processing devices 2 and 2a may store player information in an external storage device.
[0130] The game may also be comprised of multiple stages. For example, the game may be comprised of individual stages and special stages. As an example, the game may be configured so that, after the player clears several individual stages, the player encounters a boss in the next special stage. This configuration can effectively provide the player with tension and relaxation. In a game configured in this way, at least one of the first and second granting conditions, the relationship between the level and the acquisition possibility, and the relationship between the level and the granting rate may be different for each type of stage.
[0131] Furthermore, the number of players constituting a team is not limited to four. The control units 21, 21a of the information processing devices 2, 2a may determine that matching has been established and allow the game to start if the number of players participating in the game on each team is the same. However, it is desirable that each team have two or more players. The more players participating, the easier it is to avoid so-called match-fixing, in which players pre-determine the outcome of a game and only appear to be competing seriously on the surface.
[0132] Furthermore, even if the number of players constituting each team differs between teams, the control unit 21, 21a of the information processing device 2, 2a may be able to execute the game. Specifically, the control unit 21, 21a of the information processing device 2, 2a may register player information of players participating in the game on each team, and may start the game in response to receiving a game start request from any of the player terminals 3, regardless of the number of players constituting the team. In particular, when a reward awarding process such as that of embodiment 2 is performed, a team with a smaller number of players has a lower chance of winning compared to a team with a larger number of players, but the reward per player when a team wins is higher. Therefore, teams can strategically determine the number of players, which increases the interest of the game.
[0133] Furthermore, the display control method by the display control unit 215, 215a may be a "browser type" or an "application type." In the "browser type," the display control unit 215, 215a generates screen information based on a series of display control information associated with the progress of the game that has been stored in advance, in response to a data acquisition request associated with an input operation from the player terminal 3, and transmits the screen information to the player terminal 3. The player terminal 3 then performs display processing on the web browser. On the other hand, in the "application type," the player terminal 3 downloads an application program from the information processing device 2, 2a in advance. The player terminal 3 executes the application program, generates screen information based on the display control information included in the application program and data acquired from the information processing device 2, 2a in response to an input operation, and displays the screen.
[0134] Furthermore, for example, in the first and second embodiments, the information processing devices 2 and 2a are described as single devices. However, some or all of the components of the information processing devices 2 and 2a may be realized by multiple information processing devices, circuits, etc. In this case, the multiple information processing devices, circuits, etc. may be centrally or decentralized. For example, the information processing devices, circuits, etc. may be realized as a client-server system, a cloud computing system, or the like, in which each device is connected via a communication network. Furthermore, the functions of the information processing devices 2 and 2a may be provided in the form of SaaS (Software as a Service).
[0135] In the above examples, the program can be stored and supplied to a computer using various types of non-transitory computer-readable media. Non-transitory computer-readable media include various types of tangible storage media. Examples of non-transitory computer-readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), CD-ROMs (Read Only Memory), CD-Rs, CD-RWs, DVDs (Digital Versatile Discs), and semiconductor memories (e.g., mask ROMs, PROMs (Programmable ROMs), EPROMs (Erasable PROMs), flash ROMs, and RAMs (Random Access Memory)). The program may also be supplied to a computer by various types of transitory computer-readable media. Examples of transitory computer-readable media include electrical signals, optical signals, and electromagnetic waves. The temporary computer-readable medium can supply the program to the computer via a wired communication path such as an electric wire or an optical fiber, or via a wireless communication path.
[0136] Some or all of the above embodiments may be described as in the following supplementary notes, but are not limited to the following: (Supplementary Note 1) An information processing device including a control unit, wherein the control unit executes a registration step, a first addition step, and a determination step, wherein, for each player belonging to each of a plurality of teams participating in a game, in the registration step, the control unit registers information associating the player, the level, and the team in a storage unit in accordance with the player setting a level, in the first addition step, when at least one player meets a condition for acquiring a first score during the progress of the game, the control unit adds the first score in an amount corresponding to the level corresponding to the player to the team score of the team to which the player belongs, in the determination step, and determines rankings among the plurality of teams such that the larger the team score, the higher the ranking, and the lower the level corresponding to the player, the lower the possibility of acquiring the first score, but the larger the amount added when the first score is acquired. (Supplementary Note 2) The information processing device described in Supplementary Note 1, wherein the control unit executes a first granting step and a first calculation step in the first adding step, and wherein the control unit, in the first granting step, if the at least one player meets the condition for acquiring the first score during the progress of the game, grants the player the amount of the first score corresponding to the level corresponding to the player, and in the first calculation step, adds, for each of the plurality of teams, the total of the first scores acquired during the progress of the game by two or more players belonging to the team to the team score.(Supplementary Note 3) The information processing device according to Supplementary Note 1 or 2, wherein the control unit further includes a second addition step, wherein in the second addition step, for each player belonging to each of the plurality of teams, when the player satisfies a condition for acquiring a second score during the progress of the game, the control unit adds the second score to the team score of the team to which the player belongs, and wherein the lower the level corresponding to the player, the smaller the amount of the second score that is added when acquired, or the lower the level of the player, the lower the possibility of acquiring the second score, but the amount is independent of the level. (Supplementary Note 4) The information processing device according to any one of Supplementary Notes 1 to 3, wherein the control unit determines that the player has set the level in response to receiving an input of an amount to decrease the level from the player in the registration step. (Supplementary Note 5) The information processing device according to any one of Supplementary Notes 1 to 4, wherein the level is made up of at least a first ability value and a second ability value, and the control unit, in the registration step, for each player belonging to each of a plurality of teams, registers information in the storage unit associating the player with the first ability value and the second ability value in accordance with the player setting the first ability value and the second ability value, and the control unit determines at least one of the possibility of obtaining the first score and the amount to be added based on the first ability value and the second ability value. (Supplementary Note 6) The information processing device according to any one of Supplementary Notes 1 to 5, wherein the control unit further executes a vote acceptance step, and in the vote acceptance step, the control unit accepts votes for the ranking among the plurality of teams from spectators who can view the progress of the game. (Appendix 7) The control unit further executes a first display control step, and in the first display control step, the control unit restricts the display of the level information related to the multiple teams participating in the game on a spectator terminal operated by a spectator. An information processing device described in any one of Appendices 1 to 6.(Supplementary Note 8) The information processing device according to any one of Supplementary Notes 1 to 7, wherein the control unit further executes a second display control step, and in the second display control step, the control unit restricts display of the level information related to teams other than the team to which the player belongs, out of the plurality of teams, on a player terminal operated by the player. (Supplementary Note 9) The information processing device according to any one of Supplementary Notes 1 to 8, wherein the control unit further executes a reward granting step, and in the reward granting step, the control unit determines, for each of the plurality of teams, an amount or type of in-game assets to be granted to the team based on the team score of the team or the ranking of the team, and the in-game assets are in-game assets that can be used in the game and are exchangeable for out-of-game assets that can be used outside the game. (Supplementary Note 10) An information processing system comprising: an information processing device having a control unit; and a player terminal operated by a player, wherein the control unit executes a registration step, a first addition step, and a determination step, wherein in the registration step, for each player belonging to each of a plurality of teams participating in a game, the control unit registers information associating the player, the level, and the team in a storage unit in accordance with the player setting the level, in the first addition step, when at least one player meets a condition for acquiring a first score during the progress of the game, the control unit adds the first score in an amount corresponding to the level corresponding to the player to the team score of the team to which the player belongs, in the determination step, and determines a ranking among the plurality of teams such that the larger the team score, the higher the ranking, and the first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but is added in a larger amount when acquired.(Supplementary Note 11) An information processing method executed on an information processing device, the information processing method comprising: a registration step, a first addition step, and a determination step; in the registration step, for each player belonging to each of a plurality of teams participating in a game, information correlating the player, the level, and the team in accordance with the player setting the level, is registered in a storage unit; in the first addition step, when at least one player meets a condition for acquiring a first score during the progress of the game, the first score in an amount corresponding to the level corresponding to the player is added to the team score of the team to which the player belongs; in the determination step, rankings among the plurality of teams are determined such that the larger the team score, the higher the ranking; and the first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but is added in a larger amount when acquired. (Supplementary Note 12) A program for causing an information processing device to execute a registration step, a first addition step, and a determination step, wherein in the registration step, for each player belonging to each of a plurality of teams participating in a game, information correlating the player, the level, and the team is registered in a storage unit in accordance with the level set by the player; in the first addition step, when at least one player meets a condition for acquiring a first score during the progress of the game, the first score in an amount corresponding to the level corresponding to the player is added to the team score of the team to which the player belongs; in the determination step, rankings among the plurality of teams are determined such that the larger the team score, the higher the ranking; and the first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but is added in a larger amount when acquired.
[0137] REFERENCE SIGNS LIST 1 Information processing system 1a Information processing system 2 Information processing device 3 Player terminal 4 Spectator terminal 10, 11, 12, 13, 14 Image 21 Control unit 22 Processor 23 ROM 24 RAM 25 Communication unit 26 Storage unit 27 Input unit 31 Control unit 32 Processor 33 ROM 34 RAM 35 Communication unit 36 Storage unit 37 Input unit 38 Display unit 101 Reference level 102 Post-designation level 103, 104, 105, 121, 122, 123 Object 111 Level information 112 Time information 113 Score information 131, 132 Progression screen 133 Team score information 134 Level information 135, 136 Chat information 210 Registration unit 211 Progression control unit 212 First addition unit 213 Second addition unit 214 Determination unit 215 Display control unit 216 Voting acceptance unit 217 Reward granting unit T1, T2 Player information table C1, C2, C3, C4 Character E Enemy character I Item
Claims
1. one or more processors; Memory and one or more programs for progressing the game; the one or more programs are stored in the memory and configured to be executed by the one or more processors; The game is a game in which a team with a higher team score receives a higher evaluation for the game result, The team includes one or more players, the one or more processors perform a registering step, a modifying step, and a first adding step; in the registration step, for each player participating in the game, in response to receiving a setting request including a level of a character operated in the virtual space by the player from a player terminal operated by the player, registering player information in a storage unit that associates the player with at least the level; in the changing step, when a predetermined level change event occurs for at least one player during the progress of the game, the level corresponding to the player in the player information can be changed; in the first adding step, when at least one player satisfies a first condition for acquiring a first score by operating the character in the virtual space during the progress of the game, adding the first score in an amount corresponding to the level corresponding to the player to the team score of the team to which the player belongs; The first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but the amount added when the first score is acquired is larger. Information processing system.
2. the level change event is a first event or a second event; the first event occurs based on an operation of the at least one player; The second event occurs regardless of the operation. The information processing system according to claim 1 .
3. The one or more processors: In the changing step, the type, frequency of occurrence of the level change event, or the amount of change in the level due to the level change event is changed based on at least one of the type of the game played by the at least one player and the type of stage constituting the game. The information processing system according to claim 1 .
4. Each of the teams includes a plurality of players; the game is a game in which the plurality of players belonging to at least one team operate characters corresponding to each of the plurality of players in the same virtual space, thereby aiming to accomplish a predetermined quest or a predetermined mission; The information processing system according to claim 1 .
5. the one or more processors further perform a second adding step; in the second adding step, when at least one player belonging to the team satisfies a second awarding condition for acquiring a second score during the progress of the game, adding the second score to the team score of the team to which the player belongs; The second score is a score whose amount is added when acquired as the level corresponding to the player is lower, or whose acquisition possibility is lower as the level of the player is lower, but whose amount is independent of the level. The information processing system according to claim 1 .
6. the level is composed of at least a first ability value and a second ability value, The one or more processors: in the registration step, in response to receiving a setting request including the first ability value and the second ability value from a player terminal operated by each player belonging to the team, registering information associating the player with the first ability value and the second ability value in the storage unit; determining at least one of the possibility of obtaining the first score and the amount to be added based on the first ability value and the second ability value; The information processing system according to claim 1 .
7. the game is a game in which a plurality of teams compete to see who can get the highest team score, The one or more processors further perform a vote receiving step; In the vote acceptance step, votes for the ranking of the team scores among the plurality of teams are accepted from spectators who can view the progress of the game. The information processing system according to claim 1 .
8. the one or more processors further perform a first display control step; In the first display control step, display of the level information related to the teams participating in the game is restricted on spectator terminals operated by spectators who can view the progress of the game. The information processing system according to claim 1 .
9. the game is a game in which a plurality of teams compete to see who can get the highest team score, the one or more processors further perform a second display control step; In the second display control step, the display of the level information related to a team other than the team to which the player belongs is restricted on the player terminal operated by the player. The information processing system according to claim 1 .
10. the game is a game in which a plurality of teams compete to see who can get the highest team score, The one or more processors further perform a rewarding step; In the reward granting step, for each of the plurality of teams, an amount or type of in-game assets to be granted to the team is determined based on the team score of the team or the ranking of the team score of the team; The in-game assets are in-game assets that can be used within the game and can be exchanged for out-of-game assets that can be used outside the game. The information processing system according to claim 1 .
11. An information processing method for progressing a game, executed in an information processing device, comprising: The game is a game in which a team with a higher team score receives a higher evaluation for the game result, The team includes one or more players, The information processing method includes a registration step, a change step, and a first addition step, in the registration step, for each player participating in the game, in response to receiving a setting request including a level of a character operated in the virtual space by the player from a player terminal operated by the player, registering player information in a storage unit that associates the player with at least the level; in the changing step, when a predetermined level change event occurs for at least one player during the progress of the game, the level corresponding to the player in the player information can be changed; in the first adding step, when at least one player satisfies a first condition for acquiring a first score by operating the character in the virtual space during the progress of the game, adding the first score in an amount corresponding to the level corresponding to the player to the team score of the team to which the player belongs; The first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but the amount added when the first score is acquired is larger. Information processing methods.
12. A non-transitory computer-readable medium storing one or more programs for progressing a game, The game is a game in which a team with a higher team score receives a higher evaluation for the game result, The team includes one or more players, the one or more programs include instructions that, when executed by a computer, cause the computer to perform a registering step, a modifying step, and a first adding step; in the registration step, for each player participating in the game, in response to receiving a setting request including a level of a character operated in the virtual space by the player from a player terminal operated by the player, registering player information in a storage unit that associates the player with at least the level; in the changing step, when a predetermined level change event occurs for at least one player during the progress of the game, the level corresponding to the player in the player information can be changed; in the first adding step, when at least one player satisfies a first condition for acquiring a first score by operating the character in the virtual space during the progress of the game, adding the first score in an amount corresponding to the level corresponding to the player to the team score of the team to which the player belongs; The first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but the amount added when the first score is acquired is larger. Non-transitory computer-readable medium.