WO2024071030A1 - Program and game system - Google Patents

Program and game system Download PDF

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Publication number
WO2024071030A1
WO2024071030A1 PCT/JP2023/034709 JP2023034709W WO2024071030A1 WO 2024071030 A1 WO2024071030 A1 WO 2024071030A1 JP 2023034709 W JP2023034709 W JP 2023034709W WO 2024071030 A1 WO2024071030 A1 WO 2024071030A1
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WO
WIPO (PCT)
Prior art keywords
player
information
action
content
reward
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PCT/JP2023/034709
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French (fr)
Japanese (ja)
Inventor
能勢 直樹
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株式会社コロプラ
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Filing date
Publication date
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Publication of WO2024071030A1 publication Critical patent/WO2024071030A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Definitions

  • This disclosure relates to a program and a game system.
  • Non-Patent Document 1 provides content in which multiple players cooperate to conquer one instance dungeon. After conquering the instance dungeon, each player can vote for the most impressive player (MIP) from among the other players.
  • MIP most impressive player
  • each player may mistakenly take an action, such as voting for a player they do not intend to vote for.
  • an action such as voting for a player they do not intend to vote for.
  • the enjoyment of the game for the players decreases.
  • a program includes causing a computer to function as a means for providing content in which multiple players, including a first player and a second player, can participate, and a means for granting the second player the right to take action against the first player in accordance with a specific condition satisfied by the first player within the content when progress information or result information of the content is presented to the second player.
  • This disclosure prevents a decrease in the player's enjoyment.
  • FIG. 1 is a diagram showing an overview of a game system.
  • 2 is a diagram showing an example of a module configuration of a terminal included in the game system of FIG. 1.
  • 2 is a diagram showing an example of a module configuration of a server included in the game system of FIG. 1.
  • FIG. 3 is a diagram showing an example of a plane transition in the terminal of FIG. 2 .
  • FIG. 4 is a diagram showing an example of a data structure in the server of FIG. 3 .
  • FIG. 4 is a diagram showing an example of a data structure in the server of FIG. 3 .
  • FIG. 13 is a diagram showing an example of a process flow for progressing through content included in the main part of a game.
  • FIG. 1 is a diagram showing an overview of a game system.
  • 2 is a diagram showing an example of a module configuration of a server included in the game system of FIG. 1.
  • FIG. 3 is a diagram showing an example of a plane transition in the terminal of FIG. 2 .
  • FIG. 13 is a diagram showing an example of a process flow for displaying a match result in the main part of a game.
  • FIG. 13 is a diagram showing an example of a process flow for receiving an action reward in a sub-part of a game.
  • FIG. 3 is a diagram showing an example of a home screen displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a home screen (reward box window) displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a profile screen displayed on the terminal of FIG. 2.
  • FIG. 3 is a diagram showing an example of a profile screen (achievement list) displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a playing surface displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a home screen (reward box window) displayed on the terminal of FIG. 2 .
  • FIG. 3 is a diagram showing an example of a home screen (reward box window) displayed on the terminal of FIG. 2 .
  • the game system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200.
  • the game system 10 is provided as a home system or a business system.
  • the plurality of terminals 100 are configured to communicate with the server 200 via the network 20.
  • the game system 10 provides a game.
  • the term "game” simply refers to a game provided by the game system 10.
  • a user of each terminal 100 becomes a player and plays the game.
  • Each terminal 100 is an example of a computer.
  • the server 200 is an example of a computer.
  • the network 20 is configured with the Internet and a mobile communication system including a wireless base station.
  • the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.
  • LTE Long Term Evolution
  • the terminals 100 are used as game terminals.
  • the terminals 100 used as game terminals provide users with a function for playing a game (hereinafter, referred to as a game function).
  • the users of the terminals 100 can be players 11 of the game.
  • the terminals 100A and 100B are assumed to be used by a first player 11A and a second player 11B, respectively.
  • the first player 11A and the second player 11B are two players who can be arbitrarily selected from a plurality of users who use the game.
  • Some of the terminals 100 may be used as distribution terminals.
  • the distribution terminal may provide users with a function for distributing videos including a distributor's gameplay.
  • Some of the terminals 100 may be used as viewing terminals.
  • the viewing terminal may provide users with a function for viewing videos distributed by a distributor.
  • the terminal 100 is a smartphone.
  • the terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), or a tablet computer.
  • Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
  • PC personal computer
  • the terminal 100 includes a processor 110, a memory 120, and a storage 130.
  • the terminal 100 may further include a communication interface (IF) 140 and an input/output IF 150.
  • the terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164.
  • Each of the multiple components included in the terminal 100 is connected to a communication bus 180.
  • the processor 110 executes a series of instructions contained in a program stored in the memory 120 or the storage 130 in response to a signal provided to the terminal 100 or in response to the satisfaction of a predetermined condition.
  • the processor 110 is realized as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other computing device.
  • the memory 120 temporarily stores programs and data.
  • the programs are read from the storage 130.
  • the data includes data transmitted to the terminal 100 and data generated by the processor 110.
  • the memory 120 is realized as a RAM (Random Access Memory) or other volatile memory.
  • Storage 130 permanently stores programs and data.
  • storage 130 is realized as a ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device.
  • Storage 130 may also be realized as a removable storage device, such as a memory card.
  • the programs stored in storage 130 include game programs and communication programs.
  • the game programs realize game functions.
  • the game programs realize functions for providing a virtual space and manipulating objects placed in the virtual space.
  • the game programs realize functions for providing an environment in which the player can play the game.
  • the communication program realizes the function of communicating with other computers (e.g., server 200).
  • Programs stored in storage 130 may include distribution programs, viewing programs, operating systems, simulation programs, user authentication programs, and other programs.
  • the data stored in storage 130 may include data defining the virtual space, data defining objects to be placed in the virtual space, and player basic information.
  • the objects to be placed in the virtual space may include character objects used by the player as avatars, character objects other than the avatars, and terrain objects that make up the field.
  • the player basic information may include a player ID, player name, gender, age, address, and the like.
  • the player basic information may include the avatar used by the player, player rank, and the player's achievements in the game.
  • the player basic information may include in-game currency, in-game items, and action rewards owned by the player.
  • the communication IF 140 is connected to the network 20.
  • the communication IF 140 communicates with other computers (e.g., the server 200) connected to the network 20.
  • the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF.
  • the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF.
  • the communication IF 140 is not limited to those mentioned above.
  • the input/output IF 150 communicates with an external input/output device 190.
  • the input/output IF 150 is realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication IF.
  • the input/output IF 150 is realized as a Bluetooth (registered trademark) or other wireless communication IF.
  • the input/output device 190 is a controller.
  • the input/output IF 150 transmits an instruction output from the processor 110 to the controller.
  • the instruction instructs the controller to vibrate, output sound, or emit light.
  • the controller executes vibration, sound output, or light emission in response to the instruction.
  • the controller has one or more operation parts.
  • the one or more operation parts include a button, a key, a switch, a handle, a bar, a touch pad, or a stick.
  • the controller transmits an output value based on a user's operation on the operation part to the terminal 100.
  • the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor.
  • the controller may be configured to transmit an output value of the motion sensor to the terminal 100.
  • the controller may be attached to and detached from the terminal 100.
  • the input/output device 190 is not limited to the above.
  • the input/output device 190 may be a camera.
  • the camera may be configured to transmit an image of the user to the terminal 100.
  • the input/output device 190 may be a distance measurement sensor.
  • the distance measurement sensor may be configured to transmit an output value based on detection of the user's hand, a marker, or the like to the terminal 100.
  • the microphone 160 converts the user's speech into an audio signal (electrical signal) and transmits it to the processor 110.
  • the speaker 162 converts the audio signal into sound and outputs it to the user.
  • the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
  • the touch screen 164 includes a monitor 166 and a touch sensor 167.
  • the monitor 166 is realized as a transmissive or non-transmissive display device.
  • the monitor 166 is realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or other display device.
  • the monitor 166 displays various images.
  • the images displayed on the monitor 166 include various objects such as backgrounds, user avatars, obstacles, characters, windows, buttons, menus, lists, and icons.
  • the monitor 166 is not limited to those described above.
  • the monitor 166 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
  • the touch sensor 167 transmits an output value based on a user's operation on the monitor 166 to the processor 110.
  • the touch sensor 167 is realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensor.
  • the input surface of the touch sensor 167 is a part or all of the display surface of the monitor 166.
  • the touch sensor 167 can be used as an operation device configured to accept a user's input operation.
  • the processor 110 accepts the user's physical contact operation on the input surface of the touch sensor 167 as the user's input operation.
  • the user's input operation on the touch sensor 167 includes a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes.
  • the operation device is not limited to the above-mentioned configuration.
  • the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 20 as a user's input operation.
  • the processor 110 accepts a signal transmitted from an external input/output device 190 as a user's input operation.
  • the input/output device 190 is a camera and a distance measuring sensor
  • the processor 110 detects a user's hand from the received captured image
  • the processor 110 accepts a gesture (a series of movements of the user's hand) detected based on the captured image and the output value as a user's input operation.
  • the input/output device 190 is a controller
  • the processor 110 accepts an output value transmitted from the controller as a user's input operation.
  • the server 200 may be a general-purpose computer such as a workstation or a PC.
  • the server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input/output IF 250.
  • Each of the components included in the server 200 is connected to a communication bus 280.
  • the processor 210 executes a series of instructions contained in a program stored in the memory 220 or the storage 230 in response to a signal provided to the server 200 or in response to the establishment of a predetermined condition.
  • the processor 210 is realized as a CPU, a GPU, an MPU, an FPGA, or other computing device.
  • the memory 220 temporarily stores programs and data.
  • the programs are read from the storage 230.
  • the data may include data sent to the server 200 and data generated by the processor 210.
  • the memory 220 is realized as a RAM or other volatile memory.
  • Storage 230 permanently stores programs and data.
  • storage 130 is realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device.
  • Storage 230 may also be realized as a removable storage device, such as a memory card.
  • Server 200 may use programs stored in an external storage device instead of storage 230. For example, in situations where multiple game systems 10 are used, such as an amusement facility, programs and data can be updated all at once.
  • the programs stored in storage 230 include a game program and a communication program.
  • the game program realizes a game function.
  • the game program realizes a function for providing a virtual space and for operating objects (avatars, for example) placed in the virtual space.
  • the communication program realizes the function of communicating with other computers.
  • the programs stored in storage 230 may include a distribution program, an operating system, a simulation program, a user authentication program, and other programs.
  • the data stored in storage 230 may include data defining a virtual space, data defining objects to be placed in the virtual space, and basic player information.
  • the communication IF 240 is connected to the network 20.
  • the communication IF 240 communicates with other computers (as an example, multiple terminals 100) connected to the network 20.
  • the communication IF 240 is realized as a LAN or other wired communication IF.
  • the communication IF 240 is realized as a Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication IF.
  • the communication IF 240 is not limited to those mentioned above.
  • the input/output IF 250 communicates with an external input/output device (not shown).
  • the input/output IF 250 is realized as a USB, DVI, HDMI (registered trademark), or other wired communication IF.
  • the input/output IF 250 is realized as a Bluetooth (registered trademark), or other wireless communication IF.
  • the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input/output module 107.
  • the control module 101 includes a game module 102.
  • the game module 102 and the rendering module 104 are realized by a processor 110.
  • the memory module 105 is realized by a memory 120 and a storage 130.
  • the communication module 106 is realized by a communication IF 140.
  • the input/output module 107 is realized by the processor 110, a touch sensor 167, and an input/output IF 150.
  • the input/output module 107 detects and accepts a user's input operation on the touch sensor 167, and a user's input operation on an external operating device via the input/output IF 150.
  • the input/output module 107 accepts a user's input operation on the touch sensor 167, it detects the coordinates of the input position and identifies the type of the input operation.
  • the types of input operations that the input/output module 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes.
  • the input/output module 107 detects that the contact input from the touch sensor 167 has been released.
  • the communication module 106 receives various information from one or more servers 200.
  • the information that the communication module 106 receives from the server 200 may include game progress information and player basic information.
  • the game progress information is information for controlling the progress of the game.
  • the game progress information includes various requests.
  • the game progress information may include one or more types of objects to be placed in the virtual space, the coordinates of the objects, the actions of the objects, and other information.
  • the objects placed in the virtual space may include character objects used by the player as avatars, character objects other than the avatars, and terrain objects that make up the field.
  • the communication module 106 transmits various types of information to one or more servers 200.
  • the information transmitted by the communication module 106 to the server 200 may include game play information and player basic information.
  • the game play information is information for reflecting the operation input by the player in the progress of the game.
  • the game play information is output in response to the input operation received by the input/output module 107.
  • the game play information includes various requests.
  • the game play information may include avatar setting information.
  • the game play information is generated by the game module 102.
  • the game module 102 performs processing to progress the game.
  • the game module 102 reads data defining a virtual space from the memory module 105.
  • the game module 102 constructs a virtual space according to the read data.
  • the game module 102 reads data defining an object from the memory module 105.
  • the game module 102 places the object in the virtual space according to the read data.
  • the game module 102 identifies the player's instruction according to the coordinates of the input position accepted by the input/output module 107, the type of input operation, and the progress of the game.
  • the game module 102 can make various judgments regarding the progress of the game.
  • the game module 102 can make various selections regarding the progress of the game.
  • the game module 102 generates game play information according to the user's instruction, various judgment results, and various selection results.
  • the game play information generated by the game module 102 is transmitted to the server 200 by the communication module 106.
  • the rendering module 104 creates a surface image to be displayed on the monitor 166.
  • the rendering module 104 creates an image of the game surface according to game progress information received via the communication module 106.
  • the rendering module 104 creates an image of the game surface according to game play information generated by the game module 102.
  • the rendering module 104 displays the image of the game surface on the monitor 166.
  • the rendering module 104 may be configured to display the image of the game surface on an external display device via the input/output IF 150.
  • the rendering module 104 may be configured to display the image of the game surface on an external display device via the communication IF 140.
  • the game surface is an image that controls and depicts 2D or 3D objects.
  • the game surface includes an image that depicts character objects and terrain objects arranged in a virtual space.
  • the rendering module 104 may control and draw 2D or 3D UI objects.
  • the game surface includes UI objects necessary for user input operations.
  • UI objects are information that assists user input operations necessary to progress through the game.
  • UI objects are icons, buttons, lists, windows, and menus.
  • the various UI objects shown in this disclosure are merely examples and are not limited to these aspects.
  • the processing in the terminal 100 is realized by hardware and software executed by the processor 110.
  • Such software may be stored in advance in the memory module 105, such as a hard disk.
  • the software may be stored in a non-volatile data recording medium that can be read by a computer, such as a CD-ROM, and distributed as a program product.
  • This software may be provided as a downloadable program product by an information provider connected to a network such as the Internet.
  • Such software is read from the data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as the server 200 via the communication module 106, and then temporarily stored in the memory module.
  • the software is read from the memory module by the processor 110 and stored in the RAM or the like in the form of an executable program.
  • the processor 110 executes the program.
  • the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input/output module 207.
  • the control module 201 includes a game module 202.
  • the game module 202 is implemented by a processor 210.
  • the memory module 205 is implemented by a memory 220 and a storage 230.
  • the communication module 206 is implemented by a communication IF 240.
  • the input/output module 207 is implemented by the processor 210 and an input/output IF 250.
  • the communication module 206 receives various information from each terminal 100.
  • the information that the communication module 206 receives from each terminal 100 includes game play information and player basic information.
  • the communication module 206 transmits various information to each terminal 100.
  • the information that the communication module 206 transmits to each terminal 100 includes game progress information and player basic information.
  • the input/output module 107 may detect and accept user input operations on an external operating device via the input/output IF 250.
  • the game module 202 performs processing to provide an environment for playing a game. As an example, the game module 202 performs processing to provide an environment for changing avatar settings. The game module 202 updates the setting information of the avatar of the user who uses the terminal 100 in accordance with game play information received by the communication module 206 from the terminal 100.
  • the game module 202 performs processing to provide an environment in which a virtual space is shared by multiple players.
  • the game module 202 reads data defining the virtual space from the memory module 205.
  • the game module 202 constructs the virtual space in accordance with the data.
  • the game module 202 reads data defining objects from the memory module 205.
  • the game module 202 places various objects in the virtual space in accordance with the read data.
  • the game module 202 progresses the game according to game play information received by the communication module 206 from multiple terminals 100.
  • the game module 202 can make various decisions related to the progress of the game.
  • the game module 202 can make various selections related to the progress of the game.
  • the game module 202 generates game progress information according to the results of these processes.
  • the game progress information is transmitted to each terminal 100 by the communication module 206.
  • the processing in the server 200 is realized by hardware and software executed by the processor 210.
  • Such software may be stored in advance in the memory module 205, such as a hard disk.
  • the software may be stored in a non-volatile data recording medium that can be read by a computer, such as a CD-ROM, and distributed as a program product.
  • This software may be provided as a downloadable program product by an information provider connected to a network such as the Internet.
  • Such software is read from the data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer, such as an external storage device, via the communication module 206, and then temporarily stored in the memory module.
  • the software is read from the memory module by the processor 210 and stored in a memory, such as a RAM, in the form of an executable program.
  • the processor 210 executes the program.
  • a game includes multiple parts having different characteristics.
  • the multiple parts include a main part and a sub-part.
  • a player prepares in the sub-part before participating in the main part.
  • the main part is a part in which multiple users decide whether to win or lose based on some criteria.
  • the main part has the following specifications:
  • two players compete against each other one-on-one.
  • the main part may include playing a golf match in a virtual space as a competitive content.
  • multiple players operate their own avatars in a field (hole) constructed in a virtual space.
  • the operation of the avatar may include selection of a golf club, instruction of a shot direction, instruction to start a swing, instruction of a swing size, and instruction of a shot timing.
  • the criterion for determining victory or defeat is to satisfy a predetermined victory condition.
  • the victory condition is that a total score is better than that of the opposing player at the end of one round (18 holes). In this way, multiple players can participate in the content included in the main part.
  • a subpart may be specified as follows: In the sub-part, the player prepares for the main part. Preparation for the main part includes changing the settings of the avatar. For example, the player can change the type of character used as the avatar. For example, the player can change the equipment and items that the avatar will possess. If the main part includes a golf match, the equipment may be golf clubs, golf wear, and shoes. As an example, the equipment increases the ability value of the avatar. As an example, the ability value is stamina, flying distance, and control. As an example, the equipment increases the skills that the avatar can use. As an example, the items can be used by the avatar. As an example, the items temporarily increase the ability value of the avatar. The items restore the ability value of the avatar that has been reduced.
  • the multiple players are each ranked.
  • the game has multiple ranks.
  • the multiple ranks may include, in order from the lowest rank to the highest rank, a bronze rank, a silver rank, a gold rank, a platinum rank, and a diamond rank.
  • a player's rank increases or decreases depending on the result of the main part. As an example, a player gains a certain number of points by defeating an opposing player in the main part. A player loses a certain number of points by losing to an opposing player in the main part.
  • a player's rank increases when the player's owned points reach the points of the next rank.
  • a player's rank decreases when the player's owned points fall below the points of the current rank.
  • the owned points may change at the end of the main part.
  • a player may acquire achievements by accomplishing several tasks.
  • a task that a player accomplishes in order to acquire an achievement is called a specific task.
  • a plurality of specific tasks are provided to a player.
  • the plurality of specific tasks may include only required tasks, may include only optional tasks, or may include both.
  • a required task is required to be accomplished in order to progress in the game.
  • a optional task is not required to be accomplished in order to progress in the game.
  • Each of the plurality of specific tasks is configured to include one or more task conditions. A specific task is accomplished when all of the one or more task conditions that constitute the specific task are satisfied.
  • Each specific task is a task that can be achieved in the main part.
  • the specific tasks may be tasks that can be achieved in each sub-part.
  • the specific tasks may be tasks related to golf.
  • the specific task of "no first miss shot” is a task that combines task condition 1 of "first time” and task condition 2 of "zero miss shots”.
  • the specific task of "achieving par for the first time” is a task that combines task condition 1 of "first time” and task condition 2 of "par”.
  • the specific task of "first 10 consecutive wins” is a task that combines task condition 1 of "first time” and task condition 2 of "10 consecutive wins”.
  • the specific task of "10 consecutive wins” is a task that combines task condition 1 of "anytime” and task condition 2 of "10 consecutive wins”.
  • the achievements may include normal achievements and specific achievements.
  • the normal achievements and the specific achievements are different in at least one of the task condition 1 and the task condition 2.
  • the specific achievements may not include "anytime” as a task condition and may include "first time”.
  • the normal achievements may not include "first time” as a task condition and may include "anytime”.
  • Regular achievements and special achievements may include achievements with the same task condition 2.
  • each player can take an action (hereinafter, referred to as a specific action) to express his/her opinion to players other than himself/herself.
  • a specific action is tapping a "Like! button" which is an example of a UI object (hereinafter, simply referred to as "Like”).
  • "Like” is an example of an action to express a positive opinion, such as being able to sympathize with, agreeing with, liking, enjoying, or supporting a player other than himself/herself.
  • the specific action may be an action to express a negative opinion, such as being unable to sympathize with, disagreeing with, disliking, finding something boring, or not supporting a player other than himself/herself.
  • a "like” may be permitted if the opposing player has achieved an achievement in a golf match.
  • a “like” is not permitted if the opposing player has not achieved an achievement in a golf match.
  • a player may "like” an achievement that the opposing player has achieved in a golf match.
  • a player may not “like” an achievement that the opposing player has not achieved in a golf match.
  • a message corresponding to the achievement achieved by the player who has been "liked” is notified to that player.
  • a player achieving an achievement is an example of a specific condition being satisfied.
  • a UI object for performing a specific action is an example of rights information.
  • An action according to a specific condition satisfied by the first player 11A in the content is an example of an input operation using rights information.
  • a player who performs a specific action may earn an action reward.
  • a player who has a specific action received may earn an action reward.
  • a player who gives a "like” may earn an action reward.
  • a player who has been "liked” may earn an action reward.
  • the content of the action reward is based on the achievements earned by the player who has been "liked.”
  • the action reward is in-game currency (coins).
  • the action reward may be equipment and items that can be used in the game.
  • the action reward may be titles, records, and the like that cannot be used in the game.
  • the game screens displayed on each terminal 100 include a home screen 40, a profile screen 50, a match screen 60, and a result screen 70.
  • the home screen 40 and the profile screen 50 are displayed in a sub-part of the game.
  • the match screen 60 and the result screen 70 are displayed in the main part of the game.
  • the result screen 70 is displayed after the content of the main part ends and before transitioning to the sub-part.
  • the result screen 70 may be displayed each time the main part ends when the main part is repeatedly executed.
  • the memory 220 and storage 230 in the server 200 serve as a memory module 205 and store information for managing achievements in a game (hereinafter referred to as achievement management information).
  • Each achievement in the game is assigned an achievement ID.
  • An achievement name is associated with the achievement ID.
  • Achievement condition 1 and task condition 2 that constitute a specific task are associated with the achievement ID.
  • a "priority" which is an example of a predetermined rule is associated with the achievement ID.
  • the priority is a parameter for determining the achievement to be the target of a specific action (like) when a number of achievements exceeding a specific number are obtained in content included in the main part.
  • the specific number is 2. Without being limited to this, the specific number may be 1, or 3 or more.
  • the priority is preferably set so that achievements that are difficult to obtain, achievements with good action rewards (type and amount), or achievements that can be obtained a small number of times can be preferentially selected.
  • the achievement ID is associated with a first template 76 and a second template 77.
  • the first template 76 and the second template 77 indicate objects to be displayed on the terminal 100 of the player who has been "liked".
  • the first template 76 and the second template 77 may also be displayed on the terminal 100 of the player who has "liked”.
  • the first template 76 and the second template 77 may differ depending on the type of achievement.
  • the first template may include character data indicating the name of the achievement as information indicating the type of achievement.
  • the second template may differ between the achievements of the first group and the achievements of the second group.
  • the first group has a lower difficulty of achievement defined by the combination of the task condition 1 and the task condition 2 compared to the second group.
  • the second template is character data of "Good! corresponding to the achievements of the first group and "Great” corresponding to the achievements of the second group.
  • the achievement ID is associated with a reward coin as an example of a behavioral reward. Regular achievements and special achievements differ in at least one of the type and amount of the action reward. As an example, special achievements are better action rewards than regular achievements.
  • the achievement ID is associated with information indicating whether or not the achievement is to be displayed in the acquisition history.
  • the memory 220 and storage 230 in the server 200 store basic player information in the game as the memory module 205.
  • "XXXXX" shown in FIG. 6 indicates any data for identifying the associated information.
  • Each player is assigned a player ID.
  • personal information such as the player's name, gender, age, and address is associated with the player ID.
  • In-game currency, items, and gift boxes owned by the player are associated with the player ID.
  • the avatar, points, and rank used by the player are associated with the player ID.
  • Information that can identify achievements acquired by the player to whom the player ID is assigned (hereinafter referred to as acquired achievement information) is associated with the player ID.
  • the acquired achievement information is an achievement ID that indicates achievements that the player has already acquired. Without being limited to this, the acquired achievement information may be information stored for each achievement and information indicating whether each achievement has been acquired.
  • step S101 the processor 110 of the terminal 100B used by the second player 11B accepts a match start operation (content start operation) as the game module 102.
  • step S102 the processor 110 of the terminal 100B transmits a match start request to the server 200 as the game module 102.
  • step S103 the processor 110 of the terminal 100A used by the first player 11A accepts a match start operation as the game module 102.
  • step S104 the processor 110 of the terminal 100A transmits a match start request to the server 200 as the game module 102.
  • step S105 the processor 210 of the server 200, as the game module 202, receives a match start request from the terminal 100A and the terminal 100B.
  • step S106 the processor 210 of the server 200, as the game module 202, matches multiple players participating in one main part.
  • the processor 210 matches players who will compete in a golf match.
  • step S107 the processor 210 of the server 200, as the game module 202, sends a match start notification to the terminals 100A and 100B.
  • step S107 the processor 110 of the terminal 100A, as the game module 202, receives the match start notification.
  • step S109 the processor 210 of the terminal 100A, as the rendering module 104, displays the match surface 60 on the monitor 166.
  • step S110 the processor 110 of the terminal 100B, as the game module 202, receives the match start notification.
  • step S111 the processor 210 of the terminal 100B, as the rendering module 104, displays the match surface 60 on the monitor 166. This allows the golf match, which is the main part of the content, to begin.
  • step S112 the processor 210 of the server 200 executes processing to progress the content (for example, a golf match) as the game module 202.
  • the processor 210 creates a virtual space.
  • the processor 210 places one or more objects in the virtual space.
  • the processor 210 places a terrain object to create a golf course.
  • the processor 210 places character objects such as an avatar, a golf ball, and spectators.
  • the processor 210 of the server 200 may receive game play information from the terminals 100A and 100B used by multiple players participating in the same main part.
  • the processor 210 generates game progress information in response to the game play information received from the terminals 100A and 100B.
  • the processor 210 transmits the generated game progress information to the terminals 100A and 100B. Send to 00B.
  • step S113 the processor 110 of the terminal 100B, as the game module 202, accepts various operations by the second player 11B.
  • the operation of the avatar may include selection of a golf club, instruction of a shot direction, instruction to start a swing, instruction of a swing size, and instruction of a shot timing.
  • the processor 110 of the terminal 100B generates game play information indicating the accepted operations.
  • the processor 110 of the terminal 100B transmits the generated game play information to the server 200.
  • the processor 110 of the terminal 100B, as the game module 102 may receive game progress information.
  • the processor 110 of the terminal 100B, as the rendering module 104 displays the playing surface 60 on the monitor 166 according to the game progress information.
  • step S114 the processor 110 of the terminal 100A, as the game module 202, performs the same process as in step S113.
  • the processor 110 of the terminal 100A performs the same processing as in step S113 as the rendering module 104.
  • step S115 the processor 210 of the server 200, as the game module 202, ends the game when the end condition of the content in the main part is satisfied.
  • the game module 202 can function as a means for providing content in which multiple players, including the first player 11A and the second player 11B, can participate (hereinafter referred to as a content providing means).
  • step S201 the processor 210 of the server 200, as the game module 202, identifies the achievement status of a new specific task for each of the multiple players who participated in the content of the main part.
  • the processor 210 can identify unacquired achievements of the player by referring to the acquired achievement information associated with the player ID.
  • the processor 210 identifies an achievement corresponding to a specific task in which both the task condition 1 and the task condition 2 are satisfied in the current main part. That is, the processor 210 identifies an achievement newly acquired by the player in the current main part.
  • an achievement newly acquired by a player is referred to as a "new achievement”.
  • the processor 210 identifies a new achievement of the first player 11A and a new achievement of the second player 11B, respectively.
  • processor 210 determines all new achievements as achievements that are the target of a specific action (hereinafter referred to as target achievements). On the other hand, when the number of new achievements exceeds a specific number, processor 210 selects a specific number of new achievements as target achievements according to the priority associated with the achievement ID. As an example, processor 210 selects a specific number (for example, 2) of new achievements in order of highest priority. As an example, assume that "First 10 consecutive wins” with priority [2], "No first missed shots” with priority [13], and “Promotion to diamond” with priority [23] are identified as new achievements. In this case, processor 210 selects "First 10 consecutive wins" and "No first missed shots” as target achievements.
  • step S202 the processor 210 of the server 200, as the game module 202, sends a result display request to terminal 100A and terminal 100B.
  • the result display request may include information indicating the target achievements among the new achievements of each player who participated in the main part.
  • the result display request sent to terminal 100A may include information indicating the target achievements of the first player 11A and information indicating the target achievements of the opposing player, the second player 11B.
  • the result display request sent to terminal 100B may include information indicating the target achievements of the second player 11B and information indicating the target achievements of the opposing player, the first player 11A.
  • step S203 the processor 110 of the terminal 100B receives a result display request as the game module 102.
  • step S204 the processor 110 of the terminal 100B displays a result screen 70 on the monitor 166 as the rendering module 104.
  • the processor 110 of the terminal 100B presents the target achievements of the first player 11A and the target achievements of the second player 11B on the result screen 70 to the second player 11B.
  • the result screen 70 displayed on the monitor 166 of the terminal 100B may include a UI object (a "Like! button, for example) for the second player 11B to take a specific action toward the first player 11A.
  • the result surface 70 is an example of result information of the content. Obtaining an achievement is an example of a specific condition being satisfied.
  • a UI object for performing a specific action may be displayed on the terminal 100 of the second player 11B, thereby granting the second player 11B the right to act against the first player 11A.
  • the processor 210 of the server 200 may cause the terminal 100 to display a UI object for performing a specific action by transmitting a result display request.
  • the game module 202 may function as a means (hereinafter referred to as a right granting means) for granting the second player 11B the right to act against the first player 11A in accordance with a specific condition satisfied by the first player 11A in the content when presenting the result information of the content to the second player 11B.
  • a right granting means for granting the second player 11B the right to act against the first player 11A in accordance with a specific condition satisfied by the first player 11A in the content when presenting the result information of the content to the second player 11B.
  • the game module 202 can function as a means for presenting achievement information corresponding to a specific condition satisfied by the first player 11A in the content to the second player 11B (hereinafter referred to as achievement information presenting means).
  • the game module 202 can function as a means for presenting rights information indicating a right (for example, a UI object for performing a specific action) to the second player 11B together with the achievement information (hereinafter referred to as a rights information presenting means).
  • a rights information presenting means for example, a UI object for performing a specific action
  • step S204 the processor 110 of the terminal 100B can display the result surface 70 on the monitor 166 based on the result display request. Therefore, it can be understood that the game module 102 and the rendering module 104 function as at least one of a right granting means, an achievement information presenting means, and a rights information granting means by executing step S204.
  • step S205 the processor 110 of the terminal 100A receives a result display request as the game module 102.
  • step S206 the processor 110 of the terminal 100A displays a result screen 70 on the monitor 166 as the rendering module 104.
  • the processor 110 of the terminal 100A presents the target achievements of the first player 11A and the target achievements of the second player 11B to the first player 11A on the result screen 70.
  • the result screen 70 displayed on the monitor 166 of the terminal 100A may include a UI object (for example, a "Like! button) for the first player 11A to take a specific action toward the second player 11B.
  • the achievement information and rights information may be presented on the terminal 100A.
  • the first player 11A may be granted the right to take an action toward the second player 11B.
  • step S207 the processor 110 of the terminal 100B, as the game module 102, accepts a specific operation.
  • the specific operation is an operation input instructing "like", which is an example of a specific action.
  • step S208 the processor 110 of the terminal 100B, as the game module 102, transmits specific operation information to the server 200.
  • the specific operation information may include information indicating that a specific action has been performed.
  • the specific operation information may include information indicating a target achievement in which a specific action has been performed, among the target achievements of the first player 11A.
  • the specific operation information may include information indicating that an operation input instructing "like" has been performed.
  • step S210 the processor 210 of the server 200 receives the specific operation information as the game module 202.
  • step S211 the processor 210 of the server 200 receives the specific operation information as the game module 202.
  • step S211 the processor 210 of the server 200 transmits a specific display request to the terminal 100A and the terminal 100B as the game module 202.
  • the specific display request may include information instructing the display of a standard phrase corresponding to a target achievement in which a specific action was performed, among the target achievements of the first player 11A.
  • the specific display request may include information instructing the display of a standard phrase corresponding to a target achievement with the highest priority, among the target achievements of the first player 11A.
  • step S212 the processor 110 of the terminal 100A receives a specific display request as the game module 102.
  • step S213 the processor 110 of the terminal 100A displays a template (message) indicated in the specific display request on the monitor 166 as the rendering module 104.
  • the first template and the second template corresponding to the target achievement are examples of behavioral information corresponding to a specific condition satisfied by the first player 11A in the content.
  • the game module 202 can function as a means (hereinafter referred to as a first behavioral information presenting means) for presenting behavioral information corresponding to a specific condition satisfied by the first player 11A in the content to the first player 11A when the second player 11B acts against the first player 11A.
  • the processor 110 of the terminal 100A can display behavioral information on the monitor 166 based on the specific display request. Therefore, by executing step S213, the rendering module 104 can also be understood to function as a first behavior information presentation means.
  • step S214 the processor 110 of the terminal 100B receives a specific display request as the game module 102.
  • the processor 110 of the terminal 100B as the rendering module 104, displays a template (message) corresponding to the target achievement for which a specific action has been taken on the monitor 166.
  • the game module 202 can function as a means (hereinafter referred to as a second action information presentation means) for presenting action information corresponding to a specific condition satisfied by the first player 11A in the content to the second player 11B when the second player 11B takes an action against the first player 11A.
  • step S215 the processor 110 of the terminal 100B can display the action information on the monitor 166 based on the specific display request. Therefore, by executing step S215, the rendering module 104 can also be understood to function as a first behavior information presentation means.
  • step S216 the processor 210 of the server 200, as the game module 202, stores information on the action reward (hereinafter referred to as action reward information) in the memory 220 or storage 230 as the memory module 205.
  • the processor 210 stores the first action reward information in association with the player ID of the second player 11B who performed the specific action.
  • the first action reward information is information indicating the content of the action reward, the player ID of the first player 11A who was the target of the specific action by the second player 11B, and the target achievement of the first player 11A.
  • the processor 210 stores the second action reward information in association with the player ID of the first player 11A who performed the specific action.
  • the second action reward information is information indicating the content of the action reward, the player ID of the second player 11B who was the target of the specific action by the first player 11A, and the target achievement of the first player 11A.
  • Each action reward information may include information indicating whether or not the corresponding action reward has been received.
  • the game module 202 can function as a means (hereinafter referred to as a first reward granting means) for granting a reward to the first player 11A when the second player 11B acts against the first player 11A.
  • the game module 202 can function as a means (hereinafter referred to as a second reward granting means) for granting a reward to the second player 11B when the second player 11B acts against the first player 11A.
  • the action reward can also be granted when the first player 11A acts against the second player 11B.
  • the processor 210 can grant an action reward corresponding to a target achievement when a specific action is taken with respect to the target achievement.
  • the processor 210 does not grant an action reward corresponding to a new achievement that was not selected as a target achievement and a target achievement for which a specific action was not taken. Additionally, the processor 210 grants specific rewards of the same content (type and amount) to the first player 11A and the second player 11B.
  • step S220 the processor 110 of the terminal 100A functions as the rendering module 104 to display the home screen 40 on the monitor 166. In other words, the display of the result screen 70 is terminated.
  • step S221 the processor 110 of the terminal 100B functions as the rendering module 104 to display the home screen 40 on the monitor 166. In other words, the display of the result screen 70 is terminated.
  • step S301 the processor 110 of the terminal 100, as the game module 102, accepts a reward display operation.
  • the reward display operation is an operation instructing the display of the behavior reward acquired by the player.
  • step S302 the processor 110 of the terminal 100, as the game module 102, transmits a reward information request to the server 200.
  • the reward information request may include the player ID of the player who performed the reward display operation.
  • the reward information request is information instructing the server 200 to transmit first behavior reward information and second behavior reward information.
  • step S305 the processor 210 of the server 200, as the game module 202, receives the reward information request.
  • step S306 the processor 210 of the server 200, as the game module 202, acquires the first behavior reward information and the second behavior reward information associated with the player ID included in the reward information request from the memory 220 or the storage 230 as the memory module 205.
  • step S307 the processor 210 of the server 200, as the game module 202, transmits each acquired behavior reward information to the terminal 100.
  • step S308 the processor 110 of the terminal 100, as the game module 102, receives each piece of behavior reward information.
  • the processor 110 of the terminal 100, as the rendering module 104 may display on the monitor 166 information indicating the behavior reward before receipt and information indicating the behavior reward that has already been received, based on each piece of behavior reward information.
  • the processor 110 For an action reward acquired in response to a player performing a specific action, the processor 110 displays on the monitor 166, based on each action reward information, player information indicating the player who performed the specific action that triggered the acquisition of the action reward. For an action reward acquired in response to a player performing a specific action, the processor 110 displays on the monitor 166, based on each action reward information, information indicating the player who was the target of the specific action.
  • the game module 202 can function as a means for presenting to the first player 11A player information indicating that the action that triggered the granting of a reward to the first player 11A was an action by the second player 11B (hereinafter referred to as a first player information presenting means).
  • the game module 202 can also function as a means for presenting to the second player 11B player information indicating that the action that triggered the granting of a reward to the first player 11A was an action by the second player 11B (hereinafter referred to as a second player information presenting means).
  • the processor 110 may display player information on the monitor 166 based on each piece of action reward information. Therefore, it can be understood that the rendering module 104 functions as at least one of the first player information presentation means and the second player information presentation means by executing step S309.
  • step S309 the processor 110 displays trigger information indicating the target achievement that was the subject of a specific action for each action reward on the monitor 166 based on each action reward information.
  • the game module 202 can function as a means (hereinafter referred to as trigger information presentation means) for presenting to the first player 11A trigger information indicating which of a plurality of specific conditions the action that triggered the granting of a reward to the first player 11A corresponds to.
  • the processor 110 of the terminal 100A and the terminal 100B can display trigger information on the monitor 166 based on each action reward information. Therefore, it can be understood that the rendering module 104 functions as trigger information presentation means by executing step S309.
  • step S310 the processor 110 of the terminal 100, as the game module 102, accepts an operation to receive a behavior reward.
  • the receiving operation may be an operation to instruct the player to receive the multiple behavior rewards all at once (hereinafter referred to as a bulk receiving operation).
  • the receiving operation may be an operation to instruct the player to receive the behavior rewards individually (hereinafter referred to as an individual receiving operation).
  • the processor 110 of the terminal 100, as the game module 102 transmits a request to receive a behavior reward to the server 200.
  • the request to receive a behavior reward may include information indicating the behavior reward that the player will receive from among the unreceived behavior rewards held by the player.
  • step S312 the processor 210 of the server 200, as the game module 202, receives a request to receive an action reward.
  • step S313 the processor 210 of the server 200, as the game module 202, grants the action reward indicated in the received request to the player.
  • the processor 210 adds and associates in-game currency, items, equipment, etc. as action rewards to the player ID.
  • the processor 210 updates the action reward information to indicate that the action reward has already been received.
  • step S314 the processor 210 of the server 200, as the game module 202, sends a display update request to the terminal 100.
  • step S315 the processor 110 of the terminal 100, as the game module 102, receives the display update request.
  • step S316 the processor 110 of the terminal 100, as the rendering module 104, updates and displays on the monitor 166 information indicating the behavior reward before receipt and information indicating the behavior reward that has already been received.
  • the home surface 40 and the profile surface 50 are displayed on the monitor 166.
  • the match surface 60 and the result surface 70 are displayed on the monitor 166.
  • the home surface 40, the profile surface 50, the match surface 60, and the result surface 70 may include various UI objects.
  • the home screen 40 may include a name board 41, a rank board 42, a match start button 43, a profile button 44, a reward box button 45, and a reward box window 46.
  • the name board 41 may include information indicating a player's name.
  • the rank board 42 may include information indicating a player's rank.
  • the home screen 40 may include an avatar 90 of the player.
  • the avatar 90 may differ depending on the player.
  • the avatar 90 may change as the avatar settings are changed through gameplay.
  • tapping on the area where the match start button 43 is displayed is a match start operation that instructs a transition to the main part.
  • the processor 110 of the terminal 100 as the game module 102, accepts a match start operation, it transmits a match start request to the server 200.
  • the match start operation and request can also be understood as a content start operation and request, respectively.
  • tapping on the portion where the profile button 44 is displayed is an operation to instruct the display of the profile screen 50 (hereinafter referred to as a profile display operation).
  • tapping on the portion where the reward box button 45 is displayed is a reward display operation.
  • the reward display operation is an operation to instruct the display of the reward box window 46.
  • the reward box window 46 may include one or more behavioral reward boards 461, a list button 462, a receipt history button 463, one or more receive buttons 464, a bulk receive button 465, and a close button 466.
  • Each behavior reward board 461 may include information indicating the content of the behavior reward. As an example, this information is text data such as "20 coins" and "200 coins”. Each behavior reward board 461 may include information indicating that the reward shown on the behavior reward board is a reward acquired based on a specific behavior. As an example, this information is text data such as "This is the reward when you get a 'like'.” As an example, this information is text data such as "This is the reward when you get a 'like'.” In other words, the behavior reward board 461 may indicate a behavior reward when a player using the terminal 100 performs a specific behavior, or may indicate a behavior reward when a player using the terminal 100 is subjected to a specific behavior.
  • Each behavior reward board 461 may include player information indicating the player who performed a specific behavior. As an example, this player information is text data of "Player C" and "Player D" indicating the player's name. Each behavior reward board 461 may include trigger information indicating the target achievement that was the subject of the specific behavior. As an example, this trigger information is text data of "Birdie” and "First Par” indicating the achievement name.
  • the behavior reward board 461 is an example of behavior reward information.
  • the behavior reward information may include at least one of the following information: the content (type and amount) of the behavior reward, the player who performed the specific behavior, and the target achievement.
  • the multiple behavioral reward boards 461 may include information indicating the content of rewards different from behavioral rewards.
  • rewards different from behavioral rewards may include login rewards and event rewards.
  • Rewards different from behavioral rewards may include rewards that can be obtained without requiring a specific behavior when the player achieves an achievement.
  • each of the multiple behavioral reward boards 461 corresponds to one receive button 464.
  • Each of the multiple behavioral reward boards 461 may include one receive button 464.
  • each receive button 464 corresponds to a behavioral reward that has been acquired and has not yet been received.
  • tapping on the portion where the receive button 464 is displayed is an individual receive operation that instructs the user to receive the behavioral reward corresponding to that receive button 464.
  • tapping on the portion where the all-at-once button 465 is displayed is a all-at-once receive operation that instructs the user to receive all behavioral rewards.
  • tapping on the area where the receipt history button 463 is displayed is an operation to instruct the display of a list of the behavioral reward board 461 showing the behavioral rewards that have already been received (hereinafter referred to as a received list display operation).
  • tapping on the area where the list button 462 is displayed is an operation to instruct the display of a list of the behavioral reward board 461 showing the behavioral rewards that have not yet been received (hereinafter referred to as a pre-received list display operation).
  • tapping on the area where the close button 466 is displayed is an operation to instruct the deletion of the reward box window 46 (hereinafter referred to as a reward display end operation).
  • step S308 When the processor 110 of the terminal 100 receives a reward display operation, in step S308, it receives first behavior reward information and second behavior reward information from the server 200.
  • the processor 110 of the terminal 100 as the rendering module 104, creates a behavior reward board 461 showing the behavior reward before receipt and a behavior reward board 461 showing the behavior reward already received according to each behavior reward information.
  • step S309 the processor 110 of the terminal 100, as the rendering module 104, displays a reward box window 46 including one or more behavior reward boards 461 on the monitor 166.
  • the processor 110 of the terminal 100 when the processor 110 of the terminal 100 receives a reward display operation or a pre-received list display operation, it displays a reward box window 46 including one or more behavior reward boards 461 showing the behavior reward before receipt on the monitor 166 as the rendering module 104.
  • the processor 110 of the terminal 100 as the rendering module 104 displays a reward box window 46 including one or more behavior reward boards 461 showing the received behavior rewards on the monitor 166.
  • the processor 110 may omit displaying the receive button 464.
  • the processor 110 of the terminal 100 as the rendering module 104 ends displaying the reward box window 46 on the monitor 166.
  • the profile surface 50 may include a name board 51, a rank board 52, a play record button 53, a back button 54, and an achievement list 55.
  • the name board 51 may include information indicating the player's name.
  • the rank board 52 may include information indicating the player's rank.
  • the profile surface 50 may include an avatar 90 of the player.
  • tapping on the area where the play record button 53 is displayed is an operation to instruct the player to display or hide a specific achievement among the achievements the player has acquired (hereinafter referred to as a specific display operation).
  • tapping on the area where the back button 54 is displayed is an operation to instruct the player to return to the home screen 40 (hereinafter referred to as a home display operation).
  • the achievement list 55 may include information indicating whether or not each of the multiple specific achievements has been acquired.
  • the achievement list 55 may include multiple specific achievement panels 56.
  • Each of the multiple specific achievement panels 56 may include information indicating one specific achievement.
  • the information indicating a specific achievement is the achievement name.
  • Each specific achievement panel 56 may include information indicating whether or not the corresponding specific achievement has been acquired.
  • the specific achievement panel 56 may include an unacquired panel 561 indicating that the corresponding specific achievement has not been acquired, and an acquired panel 562 indicating that the corresponding specific achievement has been acquired.
  • the unacquired panel 561 and the acquired panel 562 differ in at least some of the elements that make up these objects.
  • the acquired panel 562 includes text data that reads " ⁇ Achieved," but the unacquired panel 561 does not include that text data.
  • the unacquired panel 561 and the acquired panel 562 have different object brightness. Thus, it is possible to understand whether or not each specific achievement has been achieved.
  • the achievement list 55 may be able to display multiple specific achievement panels 56 by scrolling.
  • the processor 110 of the terminal 100 When the processor 110 of the terminal 100 receives a specific display operation, it sends a reward information request to the server 200. When the processor 210 of the server 200 receives the reward information request, it sends the acquired achievement information stored in the memory 220 or storage 230 as the memory module 205 to the terminal 100. When the processor 110 of the terminal 100 receives the acquired achievement information, it creates a specific achievement panel 56 as the rendering module 104. As an example, when a specific achievement has been acquired, it creates an acquired panel 562 showing this specific achievement. As an example, when a specific achievement has not been acquired, it creates an unacquired panel 561 showing this specific achievement.
  • the processor 110 of the terminal 100 displays an achievement list 55 including the created multiple specific achievement panels 56 on the monitor 166.
  • the processor 110 of the terminal 100 ends the display of the achievement list 55 on the monitor 166 as the rendering module 104 when it receives a specific display operation.
  • the processor 110 of the terminal 100 receives a home display operation, it acts as a rendering module 104 and displays the home screen 40 on the monitor 166.
  • a playing surface 60 may include a score 61 of a competitive game and a field 62 on which the competitive game takes place.
  • the field 62 is a golf course on which a golf game takes place.
  • the field 62 may include undulating terrain.
  • the field 62 may include grass, trees, a sandbox, a pond, a river, an ocean, and spectators.
  • the playing surface 60 may include player avatars 90.
  • the playing surface 60 may include an avatar 90A of the first player 11A and an avatar 90B of the second player 11B.
  • a drag operation or a tap operation on the portion where the avatar 90 is displayed is an operation for instructing the action of the avatar (hereinafter referred to as an avatar instruction operation).
  • the avatar instruction operation may include selection of a golf club, instruction of a shot direction, instruction to start a swing, instruction of a swing size, and instruction of a shot timing.
  • the processor 110 of the terminal 100A updates the display content of the playing field 60 on the monitor 166 in real time in response to the game progress information received from the server 200.
  • the processor 110 of the terminal 100A updates the display content of the playing field 60 on the monitor 166 in real time in response to the game play information generated in response to the avatar instruction operation.
  • the result surface 70 may include information indicating the target achievements of the players who participated in the main part (hereinafter referred to as achievement information).
  • the target achievements are all or part of the new achievements.
  • the achievement information is an achievement panel 71.
  • one or more achievement panels 71 may include text data such as "First par achieved,”"First great shot,” and "First birdie achieved” as information indicating the achievement name. In this way, the achievement panel 71 is an example of achievement information according to a specific condition.
  • the result surface 70 may include the player's own avatar 90 and the opposing player's avatar 90.
  • One or more achievement panels 71 showing the player's target achievements are displayed in association with the player's avatar 90.
  • One or more achievement panels 71 showing the opposing player's target achievements are displayed in association with the opposing player's avatar 90.
  • association with the avatar 90 means displaying the panels in a position overlapping or next to the avatar.
  • the result surface 70 may include a UI object that allows a player to take a specific action toward the opposing player.
  • this UI object is a single "Like” button 73.
  • the "Like” button 73 is displayed in association with the opposing player's avatar 90.
  • associating the button with the avatar 90 means displaying the button in a position that overlaps with or is lined up with the avatar.
  • the "Like” button 73 is displayed in association with the opposing player's achievements panel 71.
  • associating the button with the achievements panel 71 means displaying the button in a position that overlaps with or is lined up with the avatar.
  • the "Like” button 73 included in the result surface 70 is the same regardless of the type of the opposing player's target achievement.
  • the single Like button 73 is an example of rights information indicating the right to act against the first player 11A.
  • rights information indicating the right to act against the first player 11A.
  • multiple pieces of achievement information are presented to the second player 11B along with one piece of rights information.
  • obtaining a certain achievement is an example of a first specific condition
  • obtaining an achievement different from the certain achievement is an example of a second specific condition.
  • the actions that the second player 11B can take against the first player 11A are the same when the first player 11A satisfies the first specific condition in the content and when the first player 11A satisfies the second specific condition in the content.
  • the result surface 70 may include information indicating a message sent from one player to another player (hereinafter, referred to as message information 75) (see Figures 16 and 18).
  • the message information 75 may be displayed when a specific action is taken toward a player other than the player himself, or when a specific action is taken by a player other than the player himself.
  • the message information 75 may include a first template 76 and a second template 77 associated with an achievement ID.
  • Message information 75 is an example of behavioral information.
  • the first template 76 and the second template 77 differ depending on the type of achievement.
  • the behavioral information presented to the first player 11A differs depending on whether it is presented in response to a first specific condition that the first player 11A has satisfied within the content or a second specific condition that the first player 11A has satisfied within the content.
  • message information 75 may be displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
  • the message information 75 is placed at a position corresponding to the avatar 90 of the player.
  • the facial expression, voice, posture, and movement of the player's avatar 90 may change.
  • the message information 75 is placed at a position corresponding to the avatar 90 of the player other than the player himself.
  • the facial expression, voice, posture, and movement of the avatar 90 of the player other than the player himself may change.
  • the position corresponding to the avatar 90 is a position overlapping with the avatar or a position lined up with the avatar.
  • the message information 75 is placed at a position corresponding to the achievements panel 71 of the player.
  • the position corresponding to the achievements panel 71 is a position overlapping with or aligned with the avatar.
  • tapping on the portion where the Like button 73 is displayed is a specific operation.
  • the processor 110 of the terminal 100A as the game module 102, accepts the specific operation.
  • the second player 1 A result screen 70B is displayed on the monitor 166 of the terminal 100B used by the second player 11B.
  • the result screen 70B may include an avatar 90B of the second player 11B and an avatar 90A of the first player 11A.
  • An achievement panel 71B showing the target achievements of the second player 11B is displayed in association with the avatar 90B.
  • An achievement panel 71A showing the target achievements of the first player 11A is displayed in association with the avatar 90A.
  • a Like button 73 for the second player 11B to perform a specific action is displayed in association with the avatar 90A of the first player 11A. It is assumed that the second player 11B taps the Like button 73 displayed on the monitor 166 of the terminal 100B.
  • message information 75 is displayed on monitor 166 of terminal 100B in association with avatar 90B of second player 11B.
  • Message information 75 may include text data of "Nice birdie! as a first template 76 corresponding to "first birdie” which is the target achievement of first player 11A, and text data of "Good! as a second template 77.
  • message information 75 may be displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
  • a result screen 70A is displayed on the monitor 166 of the terminal 100A used by the first player 11A.
  • the result screen 70B may include an avatar 90A of the first player 11A and an avatar 90B of the opponent, the second player 11B.
  • An achievement panel 71A showing the target achievements of the first player 11A is displayed in association with the avatar 90A.
  • An achievement panel 71B showing the target achievements of the second player 11B is displayed in association with the avatar 90B.
  • a Like button 73 for the first player 11A to perform a specific action is displayed in association with the avatar 90B of the second player 11B.
  • Message information 75 is displayed on the monitor 166 of the terminal 100A used by the first player 11A in association with the avatar 90B of the second player 11B.
  • the message information 75 may include a first template 76 of "Nice birdie! corresponding to the target achievement "first birdie" of the first player 11A, and a second template 77 of "Good!”. Note that when multiple achievement panels 71 are displayed, that is, when there are multiple target achievements, the message information 75 may be displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
  • the home screen 40B is displayed on the monitor 166 of the terminal 100B.
  • the second player 11B taps the reward box button 45 displayed on the monitor 166 of the terminal 100B.
  • the reward box window 46 is displayed on the monitor 166 of the terminal 100B.
  • the reward box window 46 may include an action reward board 461B showing the newly acquired action reward.
  • the action reward board 461B may include information showing the content of the action reward.
  • the action reward board 461B may include text data of "This is the reward when you 'like'” as information showing that the second player 11B has acquired the action reward by performing a specific action.
  • the action reward board 461B may include text data of "Player A” as information showing the player who performed the specific action.
  • the behavior reward board 461B may include text data such as "first birdie” as trigger information indicating the target achievement of performing a specific behavior.
  • the home screen 40A is displayed on the monitor 166 of the terminal 100A.
  • the first player 11A taps the reward box button 45 displayed on the monitor 166 of the terminal 100A.
  • the reward box window 46 is displayed on the monitor 166 of the terminal 100A.
  • the result screen 70 of the previous main part golf match
  • the first player 11A has received a "like" from the second player 11B for the target achievement of the first player 11A, and thus has newly acquired an action reward for the action.
  • the reward box window 46 may include an action reward board 461A indicating the newly acquired action reward.
  • the action reward board 461A may include information indicating the content of the action reward.
  • the action reward board 461A may include text data of "This is the reward when you get a 'like'” as information indicating that the action reward was acquired by performing a specific action from the second player 11B.
  • the behavior reward board 461A may include text data such as "Player B” as information indicating the player against whom the specific behavior was performed.
  • the behavior reward board 461A may include text data such as "First birdie” as trigger information indicating the target achievement for which the specific behavior was performed.
  • the second player 11B can acquire the right to take an action (for example, a "Like") against the first player 11A according to the specific condition that the first player 11A has satisfied.
  • the second player 11B can then use this right to take an action against the first player 11A according to the specific condition.
  • This makes it difficult for the second player 11B to take an action to have a different intention from the target player of the action. This makes it possible to prevent a decrease in the enjoyment of the players.
  • the specific condition can be satisfied by a player acquiring an achievement.
  • action information corresponding to a specific condition for example, message information 75
  • the first player 11A is likely to feel enjoyment when a specific condition is met.
  • the second player 11B only needs to take the same action (for example, clicking "like") regardless of whether the first or second specific condition is met.
  • the first and second specific conditions are to obtain different achievements.
  • the first player 11A is presented with different action information (for example, message information 75) depending on whether the first or second specific condition is met. Therefore, the first player 11A is likely to feel enjoyment when a specific condition is met.
  • Rights information indicating the rights (for example, the Like button 73) is presented to the second player 11B along with achievement information according to a specific condition (for example, the achievement panel 71).
  • a specific condition for example, the achievement panel 71.
  • Behavioral information corresponding to a specific condition (e.g., message information 75) is presented to the second player 11B.
  • the second player 11B can easily confirm the specific condition corresponding to the behavior he or she has performed.
  • Behavioral information in response to specific conditions (e.g., message information 75) is presented to the second player 11B together with the avatar 90B of the second player 11B. This makes it easier for the second player 11B to recognize the behavior in response to the specific conditions in association with his or her own avatar 90B.
  • a reward is given to the first player 11A in accordance with an action that complies with a specific condition. Then, by being presented with the player information, the first player 11A can understand which of the multiple players the action of which caused the reward to be given.
  • the player information is the action reward board 461.
  • the action reward board 461 may include information indicating the player who performed the specific action.
  • the first player 11A can understand which specific condition the action for which the reward was granted corresponds to.
  • the trigger information is the action reward board 461.
  • the action reward board 461 may include information indicating which of multiple specific conditions the action that triggered the granting of the reward corresponds to.
  • the content (type and amount) of the action reward is the same for the first player 11A and the second player 11B. Therefore, both the player who has the specific action performed and the player who performs the specific action can gain benefits by gaining achievements and performing the specific action.
  • the above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
  • the main part is not limited to two players competing one-on-one.
  • the main part may be a part where one player competes against multiple players, a part where multiple players compete against one player, or a part where multiple players compete against multiple players.
  • the main part is not limited to two camps competing against each other.
  • the main part may be a part where three or more camps compete against each other.
  • the main part is not limited to including a golf match as the competitive content.
  • the main part may include sports such as soccer, tennis, table tennis, boxing, or basketball as the competitive content.
  • the main part may include races such as car races, yacht races, ski races, or flight races as the competitive content.
  • the main part may also include a plurality of contents among these.
  • the specific condition may be changed arbitrarily depending on the content. As an example, the specific condition may be, when the content includes a soccer match, obtaining an achievement of scoring three goals in one game.
  • the main part is not limited to including competitive content.
  • the content may be cooperative content in which a plurality of players cooperate to tackle one task.
  • the cooperative content is content in which a plurality of players cooperate to build a city or develop a character.
  • the content included in the main part may be content in which one or more players compete against or cooperate with an NPC (non-player character).
  • the player may be able to perform a specific action against the NPC.
  • the action reward when the player performs a specific action against the NPC may be the same as or different from the action reward when the player performs a specific action against the player.
  • a game is not limited to including two parts as the multiple parts with different characteristics.
  • a game may be made up of one part, two parts, or three or more parts.
  • an achievement that can be repeatedly obtained (for example, 10 consecutive wins) may be awarded with an action reward only when the achievement is obtained for the first time and a specific action is taken.
  • a specific action can be taken each time the achievement is obtained, but an action reward may only be awarded for the specific action when it is obtained for the first time.
  • Achievements that can be repeatedly obtained may be selectable as a target achievement only when they are obtained for the first time.
  • specific actions can only be taken for the first achievement.
  • the specific action is not limited to "Like".
  • the specific action may be sending predetermined text data (standard text or free text) to the other player.
  • the specific action may be making a friend request to the other player.
  • the specific action may be following the other player.
  • the specific action may be giving a gift to the other player.
  • the result surface 70 is not limited to including achievement information (achievement panel 71, as an example) indicating target achievements that are a part of the new achievements.
  • the result surface 70 may include achievement information for all of the new achievements as target achievements. In other words, an upper limit on the number of target achievements does not need to be set.
  • the processor 210 of the server 200 as the game module 202, selects all of the new achievements as target achievements.
  • the result surface 70 may include information indicating achievements other than the target achievements among the new achievements.
  • the result screen 70 is not limited to being displayed after the content (for example, a golf match) has ended. In addition to or instead of being displayed after the content has ended, the result screen 70 may be displayed during the content as a screen showing intermediate results. As an example, the result screen 70 may be displayed when nine holes in a golf match have ended. In this modified example, the result screen 70 is an example of progress information of the content. Also, the timing at which the result screen 70 is displayed is not limited to once, and may be two or more times.
  • the right to perform a specific action on a player other than oneself is not limited to being granted between the end of content in a competitive game (for example, a golf match) and the end of the main part.
  • the right to perform a specific action on a player other than oneself may be granted before the end of the content, provided that the player other than oneself has met a specific condition within the content.
  • the right to perform a specific action on a player other than oneself may be granted after the main part ends and the game returns to the sub-part.
  • the result surface 70 is not limited to displaying one piece of message information 75 when a specific action is taken.
  • the message information 75 is not limited to being displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
  • message information 75 may be displayed in association with each target achievement.
  • the content of each piece of message information 75 may be content according to the associated target achievement (for example, a first standard phrase and a second standard phrase).
  • the result surface 70 is not limited to including one Like button 73. If the opposing player has multiple target achievements, a Like button may be displayed in association with each achievement panel 71. According to this modified example, multiple pieces of achievement information (achievement panels 71 as an example) are presented to the second player 11B along with respective rights information (Like buttons 73 as an example). Thus, the second player 11B can understand that he or she can perform the action of inputting operations according to the specific conditions indicated by each piece of achievement information.
  • the player who took the specific action and the player who was taken by the specific action are not limited to being given the same action reward.
  • the content of the specific reward may be different for the player who took the specific action and the player who was taken by the specific action.
  • the action reward may be better for the player who took the specific action than for the player who was taken by the specific action, or it may be better for the player who was taken by the specific action.
  • the action reward may be given only to the player who took the specific action, or only to the player who was taken by the specific action.
  • a normal achievement where task condition 1 is "first time” may have a better behavioral reward than a specific achievement where task condition 1 is "anytime.”
  • a reward other than the action reward may be given.
  • the processor 210 of the server 200 may give a reward other than the action reward to the player. In this case, it is preferable that the action reward is better than the other reward.
  • the action reward may be awarded to a new achievement that was not selected as the target achievement, in addition to or instead of the target achievement.
  • the message information 75 is not limited to being displayed on both the terminal 100 of the player who performed the specific action and the terminal 100 of the player who was subjected to the specific action.
  • the message information 75 may be displayed on the terminal 100 of the player who was subjected to the specific action, without being displayed on the terminal 100 of the player who performed the specific action.
  • One or more of the modules included in the control modules 101, 201 may be realized using circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
  • ASIC Application Specific Integrated Circuit
  • PLD Programmable Logic Device
  • FPGA Field-Programmable Gate Array
  • MCU Micro Control Unit
  • One or more modules included in the control modules 101, 201 may be realized by software using a processor.
  • a computer including at least one of the control modules 101, 201 includes a processor, memory, and storage.
  • the above programs and various data are recorded in the storage so that they can be read by the processor.
  • the programs are deployed in the memory.
  • the processor then reads the programs from the storage and executes them to realize the effects of the present disclosure.
  • the storage can be realized as a non-volatile storage device, as already explained.
  • the program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves).
  • the program may be recorded on a recording medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
  • some or all of the processes and steps executed by the processor 210 of the server 200 as the game module 202 may be executed by the processor 110 of the terminal 100 as the game module 102.
  • some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game module 102 may be executed by the processor 210 of the server 200 as the game module 202.
  • all of the processes and steps described in the embodiments and modifications may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.
  • any specific process and step among the processes and steps described in the embodiments and modifications may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step among the processes and steps described in the embodiments and modifications may be executed by the processor 110 of the terminal 100. That is, in the game system 10, the computer may be composed of one or more terminals 100 and one or more servers 200.
  • the various means realized by the processor 210 of the server 200 may be realized in their entirety by the processor 110 of the terminal 100, or any part may be realized by the processor 210 of the server 200 and the remainder may be realized by the processor 110 of the terminal 100.
  • the various means realized by the game module 202 are not limited to being constituted by one processor 210, but may be constituted by multiple processors included in one server 200 or multiple servers 200.
  • the various means realized by the game module 102 and the rendering module 104 are not limited to being constituted by one processor 110, but may be constituted by multiple processors included in one terminal 100 or multiple terminals 100.
  • the various means may be constituted by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200.
  • a program that causes a computer (100, 200) to function as a means (102, 202, S112) for providing content in which multiple players, including a first player (11A) and a second player (11B), can participate, and a means (102, 202, S202, S204) for granting to the second player the right to take action against the first player in accordance with a specific condition that the first player has satisfied in the content, when presenting progress information (70) or result information (70) of the content to the second player.
  • Appendix 2 The program described in Appendix 1 causes the computer (100, 200) to function as a means (102, 202, S211, S213) for presenting to the first player, when the second player (11B) takes an action against the first player (11A), action information (75, 77) corresponding to the specific condition that the first player has satisfied within the content.
  • appendix 3 The program described in appendix 2, in which the specific conditions include a first specific condition and a second specific condition, the actions that the second player (11B) can take against the first player (11A) are the same when the first player satisfies the first specific condition in the content and when the first player satisfies the second specific condition in the content, and the behavioral information (75, 77) presented to the first player is different when it is presented in response to the first specific condition that the first player has satisfied in the content and when it is presented in response to the second specific condition that the first player has satisfied in the content.
  • the specific conditions include a first specific condition and a second specific condition
  • the actions that the second player (11B) can take against the first player (11A) are the same when the first player satisfies the first specific condition in the content and when the first player satisfies the second specific condition in the content
  • the behavioral information (75, 77) presented to the first player is different when it is presented in response to the first specific condition that the first player
  • appendix 4 The program described in appendix 1 causes the computer (100, 200) to function as a means (102, 202, S202, S204) for presenting to the second player (11B) performance information (71) corresponding to the specific condition satisfied by the first player (11A) in the content, and a means (102, 202, S202, S204) for presenting to the second player rights information (73) indicating the rights together with the performance information, and the action corresponding to the specific condition satisfied by the first player in the content is an input operation using the rights information.
  • Appendix 5 The program described in Appendix 4, in which, when the first player (11A) satisfies multiple specific conditions within the content, multiple pieces of performance information (71) are presented to the second player (11B) together with the rights information (73).
  • Appendix 6 The program described in Appendix 4, in which, when the first player (11A) satisfies multiple specific conditions within the content, multiple pieces of performance information (71) are presented to the second player (11B) along with one piece of rights information (73).
  • Appendix 7 A program described in appendix 2 or appendix 3 that causes the computer (100, 200) to function as a means (102, 202, S211, S215) for presenting to the second player (11B) behavioral information (75, 77) corresponding to the specific condition satisfied by the first player in the content when the second player (11B) takes an action against the first player (11A).
  • Appendix 8 The program described in Appendix 7, in which behavioral information (75, 77) corresponding to the specific condition satisfied by the first player (11A) within the content is presented to the second player (11B) together with the second player's avatar (90B).
  • Appendix 9 The program described in Appendix 1 that causes the computer (100, 200) to function as a means (102, 202, S216) for granting a reward to the first player when the second player (11B) takes an action against the first player (11A), and a means (102, 202, S307, S309) for presenting to the first player player player information (461) indicating that the action that triggered the granting of the reward to the first player was an action by the second player.
  • Appendix 10 The program described in Appendix 9 causes the computer (100, 200) to function as a means (202, S307, S309) for presenting to the first player trigger information (461) indicating which of a plurality of specific conditions the action that triggered the granting of a reward to the first player (11A) corresponds to.
  • a computer comprising: means (102, 202, S112) for providing content in which multiple players, including a first player (11A) and a second player (11B), can participate; and means (102, 202, S202, S204) for granting the second player the right to act against the first player in accordance with a specific condition satisfied by the first player in the content when presenting progress information (70) or result information (70) of the content to the second player.
  • a game system including a computer (100, 200), the computer including a means (102, 202, S112) for providing content in which multiple players including a first player (11A) and a second player (11B) can participate, and a means (102, 202, S202, S204) for granting the second player the right to act against the first player in accordance with a specific condition satisfied by the first player in the content when presenting progress information (70) or result information (70) of the content to the second player.

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Abstract

This program causes a computer to function as a means for providing content in which a plurality of players including a first player and a second player can participate, and a means for granting to the second player a right to act with respect to the first player according to a specific condition satisfied by the first player in the content, when interim information or result information of the content is presented to the second player.

Description

プログラム、ゲームシステムPrograms, game systems
本開示は、プログラム、及びゲームシステムに関する。 This disclosure relates to a program and a game system.
非特許文献1によって開示されたゲームシステムは、複数のプレイヤが協力して1つのインスタンスダンジョンを攻略するコンテンツを提供する。インスタンスダンジョンの攻略後に、各プレイヤは、自分以外のプレイヤの中から、最も印象に残ったプレイヤ(MIP)に対して投票できる。 The game system disclosed in Non-Patent Document 1 provides content in which multiple players cooperate to conquer one instance dungeon. After conquering the instance dungeon, each player can vote for the most impressive player (MIP) from among the other players.
しかしながら、従来のゲームシステムにおいて、各プレイヤは、誤認等によって、自分が意図しないプレイヤに対して投票等の行動をする可能性がある。つまり、行動をおこしたプレイヤの意図と、その行動の対象プレイヤとが一致しない状況が発生する虞がある。そのような状況が発生した場合に、プレイヤの楽しさが減少する。 However, in conventional game systems, each player may mistakenly take an action, such as voting for a player they do not intend to vote for. In other words, there is a risk of a situation occurring in which the intention of the player who took an action does not match the target player of that action. When such a situation occurs, the enjoyment of the game for the players decreases.
本開示の一態様に係るプログラムは、コンピュータを、第1プレイヤ及び第2プレイヤを含む複数のプレイヤが参加できるコンテンツを提供する手段と、前記コンテンツの経過情報又は結果情報を前記第2プレイヤに対して提示する際に、前記第1プレイヤが前記コンテンツ内で満たした特定条件に応じて、前記第1プレイヤに対して行動する権利を、前記第2プレイヤに付与する手段と、として機能させることを含む。 A program according to one aspect of the present disclosure includes causing a computer to function as a means for providing content in which multiple players, including a first player and a second player, can participate, and a means for granting the second player the right to take action against the first player in accordance with a specific condition satisfied by the first player within the content when progress information or result information of the content is presented to the second player.
本開示によれば、プレイヤの楽しさが減少することを抑制する。 This disclosure prevents a decrease in the player's enjoyment.
ゲームシステムの概要を示す図である。FIG. 1 is a diagram showing an overview of a game system. 図1のゲームシステムが含む端末のモジュール構成の一例を示す図である。2 is a diagram showing an example of a module configuration of a terminal included in the game system of FIG. 1. 図1のゲームシステムが含むサーバのモジュール構成の一例を示す図である。2 is a diagram showing an example of a module configuration of a server included in the game system of FIG. 1. 図2の端末における面遷移の一例を示す図である。FIG. 3 is a diagram showing an example of a plane transition in the terminal of FIG. 2 . 図3のサーバにおけるデータ構造の一例を示す図である。FIG. 4 is a diagram showing an example of a data structure in the server of FIG. 3 . 図3のサーバにおけるデータ構造の一例を示す図である。FIG. 4 is a diagram showing an example of a data structure in the server of FIG. 3 . ゲームのメインパートに含まれるコンテンツを進行する処理の流れの一例を示す図である。FIG. 13 is a diagram showing an example of a process flow for progressing through content included in the main part of a game. ゲームのメインパートにおいて、対戦結果を表示する処理の流れの一例を示す図である。FIG. 13 is a diagram showing an example of a process flow for displaying a match result in the main part of a game. ゲームのサブパートにおいて、行動報酬を受け取る処理の流れの一例を示す図である。FIG. 13 is a diagram showing an example of a process flow for receiving an action reward in a sub-part of a game. 図2の端末に表示されるホーム面の一例を示す図である。FIG. 3 is a diagram showing an example of a home screen displayed on the terminal of FIG. 2 . 図2の端末に表示されるホーム面(報酬ボックスウィンドウ)の一例を示す図である。FIG. 3 is a diagram showing an example of a home screen (reward box window) displayed on the terminal of FIG. 2 . 図2の端末に表示されるプロフィール面の一例を示す図である。FIG. 3 is a diagram showing an example of a profile screen displayed on the terminal of FIG. 2. 図2の端末に表示されるプロフィール面(実績リスト)の一例を示す図である。FIG. 3 is a diagram showing an example of a profile screen (achievement list) displayed on the terminal of FIG. 2 . 図2の端末に表示される対戦面の一例を示す図である。FIG. 3 is a diagram showing an example of a playing surface displayed on the terminal of FIG. 2 . 図2の端末に表示される結果面の一例を示す図である。FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 . 図2の端末に表示される結果面の一例を示す図である。FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 . 図2の端末に表示される結果面の一例を示す図である。FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 . 図2の端末に表示される結果面の一例を示す図である。FIG. 3 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2 . 図2の端末に表示されるホーム面(報酬ボックスウィンドウ)の一例を示す図である。FIG. 3 is a diagram showing an example of a home screen (reward box window) displayed on the terminal of FIG. 2 . 図2の端末に表示されるホーム面(報酬ボックスウィンドウ)の一例を示す図である。FIG. 3 is a diagram showing an example of a home screen (reward box window) displayed on the terminal of FIG. 2 .
本開示に係るゲームシステムについて図面を参照しつつ説明する。
[ゲームシステムの概略]
図1に示すように、ゲームシステム10は、ネットワーク20と、複数の端末100と、1以上のサーバ200と、を含む。ゲームシステム10は、家庭用のシステムとして、又は業務用のシステムとして提供される。複数の端末100は、ネットワーク20を介してサーバ200と通信するように構成される。ゲームシステム10は、ゲームを提供する。以下の説明において、単に「ゲーム」という場合、ゲームシステム10が提供するゲームを意味する。各端末100のユーザは、プレイヤとなってゲームをプレイする。各端末100は、コンピュータの一例である。サーバ200は、コンピュータの一例である。
The game system according to the present disclosure will be described with reference to the drawings.
[Game System Overview]
As shown in FIG. 1, the game system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The game system 10 is provided as a home system or a business system. The plurality of terminals 100 are configured to communicate with the server 200 via the network 20. The game system 10 provides a game. In the following description, the term "game" simply refers to a game provided by the game system 10. A user of each terminal 100 becomes a player and plays the game. Each terminal 100 is an example of a computer. The server 200 is an example of a computer.
[ネットワーク]
一例として、ネットワーク20は、インターネット、及び無線基地局を含む移動通信システムで構成される。一例として、移動通信システムは、3G、4G、5G移動通信システム、LTE(Long Term Evolution)、又はアクセスポイントによってインターネットに接続可能な無線ネットワークとして実現できる。
[network]
As an example, the network 20 is configured with the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.
[端末のハードウェア構成]
いくつかの端末100は、ゲーム端末として使用される。ゲーム端末として使用される端末100は、ゲームをプレイする機能(以下、ゲーム機能という)をユーザに提供する。端末100のユーザは、ゲームのプレイヤ11になり得る。端末100A、及び端末100Bは、それぞれ第1プレイヤ11A、及び第2プレイヤ11Bによって使用されるものとする。第1プレイヤ11A及び第2プレイヤ11Bは、ゲームを利用する複数のユーザのうち任意に選択できる2人である。いくつかの端末100は、配信端末として使用されてもよい。配信端末は、配信者のゲームプレイを含む動を配信する機能をユーザに提供するとよい。いくつかの端末100は、視聴端末として使用されてもよい。視聴端末は、配信者が配信する動を視聴する機能をユーザに提供するとよい。
[Device hardware configuration]
Some of the terminals 100 are used as game terminals. The terminals 100 used as game terminals provide users with a function for playing a game (hereinafter, referred to as a game function). The users of the terminals 100 can be players 11 of the game. The terminals 100A and 100B are assumed to be used by a first player 11A and a second player 11B, respectively. The first player 11A and the second player 11B are two players who can be arbitrarily selected from a plurality of users who use the game. Some of the terminals 100 may be used as distribution terminals. The distribution terminal may provide users with a function for distributing videos including a distributor's gameplay. Some of the terminals 100 may be used as viewing terminals. The viewing terminal may provide users with a function for viewing videos distributed by a distributor.
一例として、端末100は、スマートフォンである。端末100は、フィーチャーフォン、PDA(Personal Digital Assistant)、又はタブレット型コンピュータといった、携帯端末装置であってもよい。各端末100は、パーソナルコンピュータ(PC)、又はワークステーションといった、固定端末装置であってもよい。 As an example, the terminal 100 is a smartphone. The terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
一例として、端末100は、プロセッサ110と、メモリ120と、ストレージ130と、を備える。端末100は、さらに、通信インターフェース(IF)140と、入出力IF150と、を備えてもよい。端末100は、さらに、マイク160と、スピーカ162と、タッチスクリーン164と、を備えてもよい。端末100が備える複数の構成要素の各々は、通信バス180に接続される。 As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may further include a communication interface (IF) 140 and an input/output IF 150. The terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164. Each of the multiple components included in the terminal 100 is connected to a communication bus 180.
プロセッサ110は、端末100に与えられる信号に応じて、又は予め定められた条件が成立したことに応じて、メモリ120又はストレージ130に記憶されているプログラムに含まれる一連の命令を実行する。例えば、プロセッサ110は、CPU(Central Processing Unit)、GPU(Graphics Processing Unit)、MPU(Micro Processor Unit)、FPGA(Field-Programmable Gate Array)、又は、その他の演算装置として実現される。 The processor 110 executes a series of instructions contained in a program stored in the memory 120 or the storage 130 in response to a signal provided to the terminal 100 or in response to the satisfaction of a predetermined condition. For example, the processor 110 is realized as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other computing device.
メモリ120は、プログラム、及びデータを一時的に記憶する。一例として、プログラムは、ストレージ130から読み出される。データは、端末100に送信されたデータと、プロセッサ110によって生成されたデータと、を含む。例えば、メモリ120は、RAM(Random Access Memory)、又はその他の揮発性のメモリとして実現される。 The memory 120 temporarily stores programs and data. As an example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 is realized as a RAM (Random Access Memory) or other volatile memory.
ストレージ130は、プログラム、及びデータを永続的に記憶する。例えば、ストレージ130は、ROM(Read-Only Memory)、ハードディスク装置、フラッシュメモリ、又はその他の不揮発性記憶装置として実現される。ストレージ130は、メモリカードのように、着脱可能な記憶装置として実現されてもよい。 Storage 130 permanently stores programs and data. For example, storage 130 is realized as a ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Storage 130 may also be realized as a removable storage device, such as a memory card.
ストレージ130に格納されるプログラムは、ゲームプログラム、及び通信プログラムを含む。一例として、ゲームプログラムは、ゲーム機能を実現する。ゲームプログラムは、仮想空間の提供と、当該仮想空間に配置されるオブジェクトを操作するための機能を実現する。ゲームプログラムは、プレイヤがゲームプレイをするための環境を提供する機能を実現する。 The programs stored in storage 130 include game programs and communication programs. As an example, the game programs realize game functions. The game programs realize functions for providing a virtual space and manipulating objects placed in the virtual space. The game programs realize functions for providing an environment in which the player can play the game.
通信プログラムは、他のコンピュータ(例えば、サーバ200)と通信する機能を実現する。ストレージ130に格納されるプログラムは、配信プログラム、視聴プログラム、オペレーティングシステム、シミュレーションプログラム、ユーザ認証プログラム、及びその他のプログラムを含んでもよい。 The communication program realizes the function of communicating with other computers (e.g., server 200). Programs stored in storage 130 may include distribution programs, viewing programs, operating systems, simulation programs, user authentication programs, and other programs.
例えば、ストレージ130に格納されるデータは、仮想空間を規定するデータ、仮想空間に配置されるオブジェクトを規定するデータ、及びプレイヤ基本情報を含み得る。仮想空間に配置されるオブジェクトは、プレイヤがアバターとして使用するキャラクタオブジェクト、アバター以外のキャラクタオブジェクト、及びフィールドを構成する地形オブジェクトを含み得る。一例として、プレイヤ基本情報は、プレイヤid、プレイヤ名、性別、年齢、及び住所等を含む。詳しくは後述する通り、プレイヤ基本情報は、プレイヤが使用するアバター、プレイヤランク、ゲームにおけるプレイヤの実績を含み得る。プレイヤ基本情報は、プレイヤが保有するゲーム内通貨、ゲーム内アイテム、及び行動報酬を含み得る。 For example, the data stored in storage 130 may include data defining the virtual space, data defining objects to be placed in the virtual space, and player basic information. The objects to be placed in the virtual space may include character objects used by the player as avatars, character objects other than the avatars, and terrain objects that make up the field. As an example, the player basic information may include a player ID, player name, gender, age, address, and the like. As described in more detail below, the player basic information may include the avatar used by the player, player rank, and the player's achievements in the game. The player basic information may include in-game currency, in-game items, and action rewards owned by the player.
通信IF140は、ネットワーク20に接続される。通信IF140は、ネットワーク20に接続されている他のコンピュータ(例えば、サーバ200)と通信する。例えば、通信IF140は、LAN(Local Area Network)、又はその他の有線通信IFとして実現される。例えば、通信IF140は、Wi-Fi(登録商標)、Bluetooth(登録商標)、NFC(Near Field Communication)、又はその他の無線通信IFとして実現される。通信IF140は、上述したものに限られない。 The communication IF 140 is connected to the network 20. The communication IF 140 communicates with other computers (e.g., the server 200) connected to the network 20. For example, the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF. For example, the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF. The communication IF 140 is not limited to those mentioned above.
入出力IF150は、外部の入出力機器190と通信する。例えば、入出力IF150は、USB(Universal Serial Bus)、DVI(Digital Visual Interface)、HDMI(登録商標)(High-Definition Multimedia Interface)、又は、その他の有線通信IFとして実現される。例えば、入出力IF150は、Bluetooth(登録商標)、又はその他の無線通信IFとして実現される。 The input/output IF 150 communicates with an external input/output device 190. For example, the input/output IF 150 is realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication IF. For example, the input/output IF 150 is realized as a Bluetooth (registered trademark) or other wireless communication IF.
一例として、入出力機器190は、コントローラである。例えば、入出力IF150は、プロセッサ110から出力された命令を、コントローラに送信する。当該命令は、振動、音声出力、又は発光をコントローラに指示する。コントローラは、命令を受信すると、当該命令に応じて、振動、音声出力、又は発光を実行する。コントローラは、1以上の操作部品を有する。例えば、1以上の操作部品は、ボタン、キー、スイッチ、ハンドル、バー、タッチパッド、又はスティックを含む。コントローラは、操作部品に対するユーザの操作に基づく出力値を端末100へ送信する。一例として、コントローラは、加速度センサ、及び角速度センサといったモーションセンサを備えてもよい。コントローラは、モーションセンサの出力値を端末100へ送信するように構成されてもよい。コントローラは、端末100に対して取付け、及び取外しできてもよい。 As an example, the input/output device 190 is a controller. For example, the input/output IF 150 transmits an instruction output from the processor 110 to the controller. The instruction instructs the controller to vibrate, output sound, or emit light. When the controller receives the instruction, it executes vibration, sound output, or light emission in response to the instruction. The controller has one or more operation parts. For example, the one or more operation parts include a button, a key, a switch, a handle, a bar, a touch pad, or a stick. The controller transmits an output value based on a user's operation on the operation part to the terminal 100. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attached to and detached from the terminal 100.
入出力機器190は、上述したものに限られない。例えば、入出力機器190は、カメラであってもよい。カメラは、ユーザを撮影した撮影像を端末100へ送信するように構成されてもよい。例えば、入出力機器190は、測距センサであってもよい。測距センサは、ユーザの手、又はマーカー等の検知に基づく出力値を端末100へ送信するように構成されてもよい。 The input/output device 190 is not limited to the above. For example, the input/output device 190 may be a camera. The camera may be configured to transmit an image of the user to the terminal 100. For example, the input/output device 190 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the user's hand, a marker, or the like to the terminal 100.
マイク160は、ユーザの発話を音声信号(電気信号)に変換してプロセッサ110へ送信する。スピーカ162は、音声信号を音声に変換してユーザへ出力する。端末100は、スピーカ162に加えて、又は代えて、イヤホン、又はイヤホンを接続できるイヤホンジャックを備えてもよい。 The microphone 160 converts the user's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 162 converts the audio signal into sound and outputs it to the user. In addition to or instead of the speaker 162, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
タッチスクリーン164は、モニタ166と、タッチセンサ167と、を含む。モニタ166は、透過型、又は非透過型の表示装置として実現される。例えば、モニタ166は、液晶モニタ、有機EL(Electro Luminescence)モニタ、又はその他の表示装置として実現される。モニタ166は、各種の像を表示する。モニタ166に表示する像は、背景、ユーザのアバター、障害物、キャラクタ、ウィンドウ、ボタン、メニュー、リスト、及びアイコンといった各種のオブジェクトを含む。モニタ166は、上述したものに限らない。例えば、モニタ166は、左目用の像を表示するサブモニタと、右目用の像を表示するサブモニタと、を含む3Dモニタであってもよい。 The touch screen 164 includes a monitor 166 and a touch sensor 167. The monitor 166 is realized as a transmissive or non-transmissive display device. For example, the monitor 166 is realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or other display device. The monitor 166 displays various images. The images displayed on the monitor 166 include various objects such as backgrounds, user avatars, obstacles, characters, windows, buttons, menus, lists, and icons. The monitor 166 is not limited to those described above. For example, the monitor 166 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
タッチセンサ167は、モニタ166に対するユーザの操作に基づく出力値をプロセッサ110へ送信する。一例として、タッチセンサ167は、静電容量式タッチセンサ、抵抗膜式タッチセンサ、超音波式タッチセンサ、又はその他のタッチセンサとして実現される。タッチセンサ167の入力面は、モニタ166の表示面の一部又は全部である。タッチセンサ167は、ユーザの入力操作を受け付けるように構成された操作機器として使用され得る。例えば、操作機器がタッチセンサ167である場合、プロセッサ110は、タッチセンサ167の入力面に対するユーザの物理的な接触操作をユーザの入力操作として受け付ける。例えば、タッチセンサ167に対するユーザの入力操作は、タッチ操作、スライド操作、スワイプ操作、タップ操作、ドラッグ操作、及びその他の態様による操作を含む。 The touch sensor 167 transmits an output value based on a user's operation on the monitor 166 to the processor 110. As an example, the touch sensor 167 is realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensor. The input surface of the touch sensor 167 is a part or all of the display surface of the monitor 166. The touch sensor 167 can be used as an operation device configured to accept a user's input operation. For example, when the operation device is the touch sensor 167, the processor 110 accepts the user's physical contact operation on the input surface of the touch sensor 167 as the user's input operation. For example, the user's input operation on the touch sensor 167 includes a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes.
操作機器は、上述した構成に限らない。例えば、操作機器が通信IF140である場合、プロセッサ110は、ネットワーク20を介して接続された操作装置(不図示)から送信される信号をユーザの入力操作として受け付ける。例えば、操作機器が入出力IF150である場合、プロセッサ110は、外部の入出力機器190から送信される信号をユーザの入力操作として受け付ける。例えば、入出力機器190がカメラ及び測距センサである場合に、プロセッサ110は、受信した撮影像からユーザの手が検出されると、撮影像及び出力値に基づき検出されるジェスチャ(ユーザの手の一連の動き)をユーザの入力操作として受け付ける。例えば、入出力機器190がコントローラである場合、プロセッサ110は、コントローラから送信される出力値をユーザの入力操作として受け付ける。 The operation device is not limited to the above-mentioned configuration. For example, when the operation device is the communication IF 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 20 as a user's input operation. For example, when the operation device is the input/output IF 150, the processor 110 accepts a signal transmitted from an external input/output device 190 as a user's input operation. For example, when the input/output device 190 is a camera and a distance measuring sensor, when the processor 110 detects a user's hand from the received captured image, the processor 110 accepts a gesture (a series of movements of the user's hand) detected based on the captured image and the output value as a user's input operation. For example, when the input/output device 190 is a controller, the processor 110 accepts an output value transmitted from the controller as a user's input operation.
[サーバのハードウェア構成]
サーバ200は、ワークステーション、又はPC等の汎用コンピュータであってもよい。サーバ200は、プロセッサ210と、メモリ220と、ストレージ230と、通信IF240と、入出力IF250と、を備える。サーバ200が備える複数の構成要素の各々は、通信バス280に接続される。
[Server hardware configuration]
The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input/output IF 250. Each of the components included in the server 200 is connected to a communication bus 280.
プロセッサ210は、サーバ200に与えられる信号に応じて、又は、予め定められた条件が成立したことに応じて、メモリ220又はストレージ230に格納されているプログラムに含まれる一連の命令を実行する。例えば、プロセッサ210は、CPU、GPU、MPU、FPGA、又はその他の演算装置として実現される。 The processor 210 executes a series of instructions contained in a program stored in the memory 220 or the storage 230 in response to a signal provided to the server 200 or in response to the establishment of a predetermined condition. For example, the processor 210 is realized as a CPU, a GPU, an MPU, an FPGA, or other computing device.
メモリ220は、プログラム、及びデータを一時的に記憶する。一例として、プログラムは、ストレージ230から読み出される。データは、サーバ200に送信されたデータと、プロセッサ210によって生成されたデータと、を含み得る。例えば、メモリ220は、RAM、又はその他の揮発性メモリとして実現される。 The memory 220 temporarily stores programs and data. As an example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 is realized as a RAM or other volatile memory.
ストレージ230は、プログラム、及びデータを永続的に記憶する。例えば、ストレージ130は、ROM、ハードディスク装置、フラッシュメモリ、又はその他の不揮発性記憶装置として実現される。ストレージ230は、メモリカードのように、着脱可能な記憶装置として実現されてもよい。サーバ200は、ストレージ230に代えて、外部の記憶装置に格納されているプログラムを使用してもよい。例えば、アミューズメント施設のように、複数のゲームシステム10が使用される場面において、プログラム及びデータの更新を一括して行うことができる。 Storage 230 permanently stores programs and data. For example, storage 130 is realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. Storage 230 may also be realized as a removable storage device, such as a memory card. Server 200 may use programs stored in an external storage device instead of storage 230. For example, in situations where multiple game systems 10 are used, such as an amusement facility, programs and data can be updated all at once.
ストレージ230に記憶されるプログラムは、ゲームプログラム、及び通信プログラムを含む。一例として、ゲームプログラムは、ゲーム機能を実現する。一例として、ゲームプログラムは、仮想空間の提供と、当該仮想空間に配置されるオブジェクト(一例としてアバター)を操作するための機能を実現する。 The programs stored in storage 230 include a game program and a communication program. As an example, the game program realizes a game function. As an example, the game program realizes a function for providing a virtual space and for operating objects (avatars, for example) placed in the virtual space.
通信プログラムは、他のコンピュータと通信する機能を実現する。ストレージ230に格納されるプログラムは、配信プログラム、オペレーティングシステム、シミュレーションプログラム、ユーザ認証プログラム、及びその他のプログラムを含んでもよい。例えば、ストレージ230に格納されるデータは、仮想空間を規定するデータ、仮想空間に配置されるオブジェクトを規定するデータ、及びプレイヤ基本情報を含み得る。 The communication program realizes the function of communicating with other computers. The programs stored in storage 230 may include a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in storage 230 may include data defining a virtual space, data defining objects to be placed in the virtual space, and basic player information.
通信IF240は、ネットワーク20に接続される。通信IF240は、ネットワーク20に接続されている他のコンピュータ(一例として複数の端末100)と通信する。例えば、通信IF240は、LAN、又はその他の有線通信IFとして実現される。例えば、通信IF240は、Wi-Fi(登録商標)、Bluetooth(登録商標)、NFC、又はその他の無線通信IFとして実現される。通信IF240は、上述したものに限られない。 The communication IF 240 is connected to the network 20. The communication IF 240 communicates with other computers (as an example, multiple terminals 100) connected to the network 20. For example, the communication IF 240 is realized as a LAN or other wired communication IF. For example, the communication IF 240 is realized as a Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication IF. The communication IF 240 is not limited to those mentioned above.
入出力IF250は、外部の入出力機器(不図示)と通信する。例えば、入出力IF250は、USB、DVI、HDMI(登録商標)、又はその他の有線通信IFとして実現される。例えば、入出力IF250は、Bluetooth(登録商標)、又はその他の無線通信IFとして実現される。 The input/output IF 250 communicates with an external input/output device (not shown). For example, the input/output IF 250 is realized as a USB, DVI, HDMI (registered trademark), or other wired communication IF. For example, the input/output IF 250 is realized as a Bluetooth (registered trademark), or other wireless communication IF.
[端末のモジュール構成]
図2に示すように、端末100は、コントロールモジュール101と、レンダリングモジュール104と、メモリモジュール105と、通信モジュール106と、入出力モジュール107と、を備える。コントロールモジュール101は、ゲームモジュール102を備える。ゲームモジュール102、及びレンダリングモジュール104は、プロセッサ110によって実現される。メモリモジュール105は、メモリ120、及びストレージ130によって実現される。通信モジュール106は、通信IF140によって実現される。入出力モジュール107は、プロセッサ110、タッチセンサ167、及び入出力IF150によって実現される。
[Device module configuration]
2, the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input/output module 107. The control module 101 includes a game module 102. The game module 102 and the rendering module 104 are realized by a processor 110. The memory module 105 is realized by a memory 120 and a storage 130. The communication module 106 is realized by a communication IF 140. The input/output module 107 is realized by the processor 110, a touch sensor 167, and an input/output IF 150.
入出力モジュール107は、タッチセンサ167に対するユーザの入力操作、及び入出力IF150を介した外部の操作機器に対するユーザの入力操作を検知し、受け付ける。一例として、入出力モジュール107は、タッチセンサ167に対するユーザの入力操作を受け付けた場合、入力位置の座標を検出し、当該入力操作の種類を特定する。例えば、入出力モジュール107が特定できる入力操作の種類は、タッチ操作、スライド操作、スワイプ操作、タップ操作、ドラッグ操作、及びその他の態様による操作を含み得る。入出力モジュール107は、連続して検知されていた入力操作が途切れると、タッチセンサ167から接触入力が解除されたことを検知する。 The input/output module 107 detects and accepts a user's input operation on the touch sensor 167, and a user's input operation on an external operating device via the input/output IF 150. As an example, when the input/output module 107 accepts a user's input operation on the touch sensor 167, it detects the coordinates of the input position and identifies the type of the input operation. For example, the types of input operations that the input/output module 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes. When a continuous input operation that has been detected is interrupted, the input/output module 107 detects that the contact input from the touch sensor 167 has been released.
通信モジュール106は、1以上のサーバ200から、各種の情報を受信する。一例として、通信モジュール106がサーバ200から受信する情報は、ゲーム進行情報、及びプレイヤ基本情報を含み得る。ゲーム進行情報は、ゲームの進行を制御するための情報である。ゲーム進行情報は、各種の要求を含む。ゲーム進行情報は、仮想空間に配置する1以上のオブジェクトの種類、オブジェクトの座標、オブジェクトの動作、及びその他の情報を含み得る。仮想空間に配置されるオブジェクトは、プレイヤがアバターとして使用するキャラクタオブジェクト、アバター以外のキャラクタオブジェクト、及びフィールドを構成する地形オブジェクトを含み得る。 The communication module 106 receives various information from one or more servers 200. As an example, the information that the communication module 106 receives from the server 200 may include game progress information and player basic information. The game progress information is information for controlling the progress of the game. The game progress information includes various requests. The game progress information may include one or more types of objects to be placed in the virtual space, the coordinates of the objects, the actions of the objects, and other information. The objects placed in the virtual space may include character objects used by the player as avatars, character objects other than the avatars, and terrain objects that make up the field.
通信モジュール106は、1以上のサーバ200に対して、各種の情報を送信する。一例として、通信モジュール106がサーバ200へ送信する情報は、ゲームプレイ情報、及びプレイヤ基本情報を含み得る。ゲームプレイ情報は、プレイヤによる操作入力をゲームの進行に反映させるための情報である。ゲームプレイ情報は、入出力モジュール107が受け付けた入力操作に応じて出力される。ゲームプレイ情報は、各種の要求を含む。一例として、ゲームプレイ情報は、アバターの設定情報を含み得る。一例として、ゲームプレイ情報は、ゲームモジュール102によって生成される。 The communication module 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication module 106 to the server 200 may include game play information and player basic information. The game play information is information for reflecting the operation input by the player in the progress of the game. The game play information is output in response to the input operation received by the input/output module 107. The game play information includes various requests. As an example, the game play information may include avatar setting information. As an example, the game play information is generated by the game module 102.
ゲームモジュール102は、ゲームを進行させるための処理を行う。ゲームモジュール102は、メモリモジュール105から、仮想空間を規定するデータを読み出す。ゲームモジュール102は、読み出したデータに応じて、仮想空間を構築する。ゲームモジュール102は、メモリモジュール105から、オブジェクトを規定するデータを読み出す。ゲームモジュール102は、読み出したデータに応じて、仮想空間にオブジェクトを配置する。ゲームモジュール102は、入出力モジュール107が受け付けた入力位置の座標と、入力操作の種類と、ゲームの進行状況と、に応じて、プレイヤの指示を特定する。ゲームモジュール102は、ゲームの進行に関する各種の判定を行い得る。ゲームモジュール102は、ゲームの進行に関する各種の選を行い得る。ゲームモジュール102は、ユーザの指示、各種の判定結果、及び各種の選結果に応じてゲームプレイ情報を生成する。ゲームモジュール102が生成したゲームプレイ情報は、通信モジュール106によってサーバ200へ送信される。 The game module 102 performs processing to progress the game. The game module 102 reads data defining a virtual space from the memory module 105. The game module 102 constructs a virtual space according to the read data. The game module 102 reads data defining an object from the memory module 105. The game module 102 places the object in the virtual space according to the read data. The game module 102 identifies the player's instruction according to the coordinates of the input position accepted by the input/output module 107, the type of input operation, and the progress of the game. The game module 102 can make various judgments regarding the progress of the game. The game module 102 can make various selections regarding the progress of the game. The game module 102 generates game play information according to the user's instruction, various judgment results, and various selection results. The game play information generated by the game module 102 is transmitted to the server 200 by the communication module 106.
レンダリングモジュール104は、モニタ166に表示する面像を作成する。レンダリングモジュール104は、通信モジュール106を介して受信したゲーム進行情報に応じてゲーム面の像を作成する。レンダリングモジュール104は、ゲームモジュール102が生成したゲームプレイ情報に応じてゲーム面の像を作成する。レンダリングモジュール104は、ゲーム面の像をモニタ166に表示する。レンダリングモジュール104は、入出力IF150を介して、外部の表示装置にゲーム面の像を表示するように構成されてもよい。レンダリングモジュール104は、通信IF140を介して、外部の表示装置にゲーム面の像を表示するように構成されてもよい。ゲーム面は、2D、又は3Dのオブジェクトを制御、及び描した像である。ゲーム面は、仮想空間に配置されたキャラクタオブジェクト、及び地形オブジェクトを描した像を含む。 The rendering module 104 creates a surface image to be displayed on the monitor 166. The rendering module 104 creates an image of the game surface according to game progress information received via the communication module 106. The rendering module 104 creates an image of the game surface according to game play information generated by the game module 102. The rendering module 104 displays the image of the game surface on the monitor 166. The rendering module 104 may be configured to display the image of the game surface on an external display device via the input/output IF 150. The rendering module 104 may be configured to display the image of the game surface on an external display device via the communication IF 140. The game surface is an image that controls and depicts 2D or 3D objects. The game surface includes an image that depicts character objects and terrain objects arranged in a virtual space.
レンダリングモジュール104は、2D又は3DのUIオブジェクトを制御、及び描してもよい。ゲーム面は、ユーザの入力操作に必要なUIオブジェクトを含む。UIオブジェクトは、ゲームを進行するために必要なユーザの入力操作を補助する情報である。例えば、UIオブジェクトは、アイコン、ボタン、リスト、ウィンドウ、及びメニューである。本開示で示す各種のUIオブジェクトは、何れも一例に過ぎず、それらの態様に限らない。 The rendering module 104 may control and draw 2D or 3D UI objects. The game surface includes UI objects necessary for user input operations. UI objects are information that assists user input operations necessary to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to these aspects.
端末100における処理は、ハードウェアと、プロセッサ110により実行されるソフトウェアと、によって実現される。このようなソフトウェアは、ハードディスク等のメモリモジュール105に予め格納されていてもよい。ソフトウェアは、CD-ROM等のように、コンピュータが読み取りできる不揮発性のデータ記録媒体に格納されて、プログラム製品として流通してもよい。このソフトウェアは、インターネット等のネットワークに接続されている情報提供事業者によって、ダウンロードできるプログラム製品として提供されてもよい。このようなソフトウェアは、光ディスク駆動装置等のデータ読取装置によってデータ記録媒体から読み取られて、又は、通信モジュール106を介してサーバ200といった他のコンピュータからダウンロードされた後、メモリモジュールに一旦格納される。そのソフトウェアは、プロセッサ110によってメモリモジュールから読み出され、実行可能なプログラムの形式でRAM等に格納される。プロセッサ110は、そのプログラムを実行する。 The processing in the terminal 100 is realized by hardware and software executed by the processor 110. Such software may be stored in advance in the memory module 105, such as a hard disk. The software may be stored in a non-volatile data recording medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. This software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. Such software is read from the data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as the server 200 via the communication module 106, and then temporarily stored in the memory module. The software is read from the memory module by the processor 110 and stored in the RAM or the like in the form of an executable program. The processor 110 executes the program.
[サーバのモジュール構成]
図3に示すように、サーバ200は、コントロールモジュール201と、メモリモジュール205と、通信モジュール206と、入出力モジュール207と、を備える。コントロールモジュール201は、ゲームモジュール202を備える。ゲームモジュール202は、プロセッサ210によって実現される。メモリモジュール205は、メモリ220、及びストレージ230によって実現される。通信モジュール206は、通信IF240によって実現される。入出力モジュール207は、プロセッサ210、及び入出力IF250によって実現される。
[Server module configuration]
3, the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input/output module 207. The control module 201 includes a game module 202. The game module 202 is implemented by a processor 210. The memory module 205 is implemented by a memory 220 and a storage 230. The communication module 206 is implemented by a communication IF 240. The input/output module 207 is implemented by the processor 210 and an input/output IF 250.
通信モジュール206は、各端末100から、各種の情報を受信する。一例として、通信モジュール206が各端末100から受信する情報は、ゲームプレイ情報、及びプレイヤ基本情報を含む。通信モジュール206は、各端末100に対して、各種の情報を送信する。一例として、通信モジュール206が各端末100へ送信する情報は、ゲーム進行情報、及びプレイヤ基本情報を含む。入出力モジュール107は、入出力IF250を介した外部の操作機器に対するユーザの入力操作を検知し、受け付けるとよい。 The communication module 206 receives various information from each terminal 100. As an example, the information that the communication module 206 receives from each terminal 100 includes game play information and player basic information. The communication module 206 transmits various information to each terminal 100. As an example, the information that the communication module 206 transmits to each terminal 100 includes game progress information and player basic information. The input/output module 107 may detect and accept user input operations on an external operating device via the input/output IF 250.
ゲームモジュール202は、ゲームをプレイする環境を提供するための処理を行う。一例として、ゲームモジュール202は、アバターの設定を変更する環境を提供するための処理を行う。ゲームモジュール202は、端末100から通信モジュール206が受信したゲームプレイ情報に応じて、当該端末100を使用するユーザのアバターの設定情報を更新する。 The game module 202 performs processing to provide an environment for playing a game. As an example, the game module 202 performs processing to provide an environment for changing avatar settings. The game module 202 updates the setting information of the avatar of the user who uses the terminal 100 in accordance with game play information received by the communication module 206 from the terminal 100.
一例として、ゲームモジュール202は、仮想空間を複数のプレイヤによって共有する環境を提供するための処理を行う。ゲームモジュール202は、メモリモジュール205から、仮想空間を規定するデータを読み出す。ゲームモジュール202は、データに応じて、仮想空間を構築する。ゲームモジュール202は、オブジェクトを規定するデータをメモリモジュール205から読み出す。ゲームモジュール202は、読み出したデータに応じて、各種のオブジェクトを仮想空間に配置する。 As an example, the game module 202 performs processing to provide an environment in which a virtual space is shared by multiple players. The game module 202 reads data defining the virtual space from the memory module 205. The game module 202 constructs the virtual space in accordance with the data. The game module 202 reads data defining objects from the memory module 205. The game module 202 places various objects in the virtual space in accordance with the read data.
ゲームモジュール202は、複数の端末100から通信モジュール206が受信したゲームプレイ情報に応じて、ゲームを進行させる。ゲームモジュール202は、ゲームの進行に関する各種の判定を行い得る。ゲームモジュール202は、ゲームの進行に関する各種の選を行い得る。ゲームモジュール202は、これらの処理の結果に応じて、ゲーム進行情報を生成する。ゲーム進行情報は、通信モジュール206によって各端末100へ送信される。 The game module 202 progresses the game according to game play information received by the communication module 206 from multiple terminals 100. The game module 202 can make various decisions related to the progress of the game. The game module 202 can make various selections related to the progress of the game. The game module 202 generates game progress information according to the results of these processes. The game progress information is transmitted to each terminal 100 by the communication module 206.
サーバ200における処理は、ハードウェアと、プロセッサ210により実行されるソフトウェアと、によって実現される。このようなソフトウェアは、ハードディスク等のメモリモジュール205に予め格納されてもよい。ソフトウェアは、CD-ROM等のように、コンピュータが読み取りできる不揮発性のデータ記録媒体に格納されて、プログラム製品として流通してもよい。このソフトウェアは、インターネット等のネットワークに接続されている情報提供事業者によって、ダウンロードできるプログラム製品として提供されてもよい。このようなソフトウェアは、光ディスク駆動装置等のデータ読取装置によってデータ記録媒体から読み取られて、又は、通信モジュール206を介して外部記憶装置といった他のコンピュータからダウンロードされた後、メモリモジュールに一旦格納される。そのソフトウェアは、プロセッサ210によってメモリモジュールから読み出され、実行可能なプログラムの形式でRAM等のメモリに格納される。プロセッサ210は、そのプログラムを実行する。 The processing in the server 200 is realized by hardware and software executed by the processor 210. Such software may be stored in advance in the memory module 205, such as a hard disk. The software may be stored in a non-volatile data recording medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. This software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. Such software is read from the data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer, such as an external storage device, via the communication module 206, and then temporarily stored in the memory module. The software is read from the memory module by the processor 210 and stored in a memory, such as a RAM, in the form of an executable program. The processor 210 executes the program.
[ゲームの全体概要]
一例として、ゲームは、性質が異なる複数のパートを含む。一例として、複数のパートは、メインパートと、サブパートと、を含む。一例として、プレイヤは、サブパートにおいて準備を整えてから、メインパートに参加する。一例として、メインパートは、複数のユーザが何らかの基準に基づいて勝敗を決めるパートである。
[Overall game overview]
As an example, a game includes multiple parts having different characteristics. As an example, the multiple parts include a main part and a sub-part. As an example, a player prepares in the sub-part before participating in the main part. As an example, the main part is a part in which multiple users decide whether to win or lose based on some criteria.
[メインパート]
一例として、メインパートは、以下のような仕様である。
メインパートにおいて、2人のプレイヤは、一対一で対戦する。一例として、メインパートは、対戦型のコンテンツとして、仮想空間においてゴルフ対戦を行うことを含み得る。ゴルフ対戦において、複数のプレイヤは、仮想空間に構築されたフィールド(ホール)において、各自のアバターを操作する。アバターの操作は、ゴルフクラブの選択、ショット方向の指示、スイングの開始指示、スイングの大きさの指示、及びショットタイミングの指示を含むとよい。メインパートにおいて、勝敗を決める基準は、予め定められた勝利条件を満たすことである。一例として、勝利条件は、1ラウンド(18ホール)が終了した時点において、合計スコアが相手方プレイヤよりも良いことである。このように、メインパートに含まれるコンテンツには、複数のプレイヤが参加できる。
[Main part]
As an example, the main part has the following specifications:
In the main part, two players compete against each other one-on-one. As an example, the main part may include playing a golf match in a virtual space as a competitive content. In a golf match, multiple players operate their own avatars in a field (hole) constructed in a virtual space. The operation of the avatar may include selection of a golf club, instruction of a shot direction, instruction to start a swing, instruction of a swing size, and instruction of a shot timing. In the main part, the criterion for determining victory or defeat is to satisfy a predetermined victory condition. As an example, the victory condition is that a total score is better than that of the opposing player at the end of one round (18 holes). In this way, multiple players can participate in the content included in the main part.
[サブパート]
一例として、サブパートは、以下のような仕様である。
サブパートにおいて、プレイヤは、メインパートの準備を行う。メインパートの準備は、アバターの設定を変更することを含む。例えば、プレイヤは、アバターとして使用するキャラクタの種類を変更できる。例えば、プレイヤは、アバターに所持させる装備品及びアイテムを変更できる。メインパートがゴルフ対戦を含む場合に、装備品は、ゴルフクラブ、ゴルフウェア、及びシューズであるとよい。一例として、装備品は、アバターの能力値を増やす。一例として、能力値は、スタミナ、飛距離、コントロールである。一例として、装備品は、アバターが使用可能なスキルを増やす。一例として、アイテムは、アバターが使用できる。一例として、アイテムは、アバターの能力値を一時的に増やす。アイテムは、減少したアバターの能力値を回復する。
[Subpart]
As an example, a subpart may be specified as follows:
In the sub-part, the player prepares for the main part. Preparation for the main part includes changing the settings of the avatar. For example, the player can change the type of character used as the avatar. For example, the player can change the equipment and items that the avatar will possess. If the main part includes a golf match, the equipment may be golf clubs, golf wear, and shoes. As an example, the equipment increases the ability value of the avatar. As an example, the ability value is stamina, flying distance, and control. As an example, the equipment increases the skills that the avatar can use. As an example, the items can be used by the avatar. As an example, the items temporarily increase the ability value of the avatar. The items restore the ability value of the avatar that has been reduced.
[プレイヤのランク]
ゲームにおいて、複数のプレイヤは、それぞれランク付けされる。ゲームは、複数のランクを備える。一例として、複数のランクは、最低ランクから最高ランクの順に、ブロンズランク、シルバーランク、ゴールドランク、プラチナランク、及びダイヤランクを含み得る。プレイヤのランクは、メインパートの結果に応じて上がる、又は下がる。一例として、プレイヤは、メインパートで相手方プレイヤに勝利することによって所定のポイントを得る。プレイヤは、メインパートで相手方プレイヤに敗北することによって所定のポイントを失う。プレイヤのランクは、そのプレイヤの保有ポイントが次ランクのポイントに到達することによって上がる。プレイヤのランクは、そのプレイヤの保有ポイントが現ランクのポイントを割り込むことによって下がる。保有ポイントは、メインパートの終了時に変動し得る。
[Player Rank]
In the game, multiple players are each ranked. The game has multiple ranks. As an example, the multiple ranks may include, in order from the lowest rank to the highest rank, a bronze rank, a silver rank, a gold rank, a platinum rank, and a diamond rank. A player's rank increases or decreases depending on the result of the main part. As an example, a player gains a certain number of points by defeating an opposing player in the main part. A player loses a certain number of points by losing to an opposing player in the main part. A player's rank increases when the player's owned points reach the points of the next rank. A player's rank decreases when the player's owned points fall below the points of the current rank. The owned points may change at the end of the main part.
[ゲームにおけるプレイヤの実績]
ゲームにおけるプレイヤの実績について説明する。
ゲームにおいて、プレイヤは、いくつかの課題を達成することで実績を獲得し得る。プレイヤが実績を獲得するために達成する課題を、特定課題という。ゲームにおいて、複数の特定課題がプレイヤに提供される。複数の特定課題は、必須課題のみを含んでもよいし、任意課題のみを含んでもよいし、両方を含んでもよい。必須課題は、ゲームを進行するために、達成が必要とされる。任意課題は、ゲームを進行するために、達成が必要とされない。複数の特定課題は、それぞれ1以上の課題条件を含んで構成される。特定課題は、その特定課題を構成する1以上の課題条件が全て満たされることによって達成される。
[Player Achievements in the Game]
The achievements of the player in the game will now be described.
In a game, a player may acquire achievements by accomplishing several tasks. A task that a player accomplishes in order to acquire an achievement is called a specific task. In a game, a plurality of specific tasks are provided to a player. The plurality of specific tasks may include only required tasks, may include only optional tasks, or may include both. A required task is required to be accomplished in order to progress in the game. A optional task is not required to be accomplished in order to progress in the game. Each of the plurality of specific tasks is configured to include one or more task conditions. A specific task is accomplished when all of the one or more task conditions that constitute the specific task are satisfied.
各特定課題は、メインパートにおいて達成し得る課題である。特定課題は、それぞれサブパートにおいて達成し得る課題であってもよい。一例として、特定課題は、ゴルフに関する課題であるとよい。例えば、「初ミスショット無し」という特定課題は、「初めて」という課題条件1と、「ミスショットがゼロ」という課題条件2と、を組み合わせた課題である。「初パー達成」という特定課題は、「初めて」という課題条件1と、「パー」という課題条件2と、を組み合わせた課題である。「初10連勝」という特定課題は、「初めて」という課題条件1と、「10連勝」という課題条件2と、を組み合わせた課題である。「10連勝」という特定課題は、「いつでも」という課題条件1と、「10連勝」という課題条件2と、を組み合わせた課題である。実績は、通常実績と、特定実績と、を含み得る。通常実績及び特定実績は、課題条件1及び課題条件2のうち少なくとも一方が異なる。特定実績は、課題条件として「いつでも」を含まず、かつ「初めて」を含み得る。通常実績は、課題条件として、「初めて」を含まず、「いつでも」を含み得る。通常実績及び特定実績は、課題条件2が同じ実績を含み得る。 Each specific task is a task that can be achieved in the main part. The specific tasks may be tasks that can be achieved in each sub-part. As an example, the specific tasks may be tasks related to golf. For example, the specific task of "no first miss shot" is a task that combines task condition 1 of "first time" and task condition 2 of "zero miss shots". The specific task of "achieving par for the first time" is a task that combines task condition 1 of "first time" and task condition 2 of "par". The specific task of "first 10 consecutive wins" is a task that combines task condition 1 of "first time" and task condition 2 of "10 consecutive wins". The specific task of "10 consecutive wins" is a task that combines task condition 1 of "anytime" and task condition 2 of "10 consecutive wins". The achievements may include normal achievements and specific achievements. The normal achievements and the specific achievements are different in at least one of the task condition 1 and the task condition 2. The specific achievements may not include "anytime" as a task condition and may include "first time". The normal achievements may not include "first time" as a task condition and may include "anytime". Regular achievements and special achievements may include achievements with the same task condition 2.
[自分以外のプレイヤに対する特定行動]
各プレイヤは、特定条件が満たされた場合に、自分以外のプレイヤに対して自分の考えを表明する行動(以下、特定行動という)ができる。つまり、特定条件が満たされることによって、自分以外のプレイヤに対して特定行動をする権利が付与される。一例として、特定行動は、UIオブジェクトの一例である「いいね!ボタン」を、タップ操作すること(以下、単に「いいね」という)である。「いいね」は、自分以外のプレイヤに対して、共感できる、同感である、好き、楽しい、又は支持するといった、肯定的な考えを表明する行動の一例である。これに限らず、特定行動は、自分以外のプレイヤに対して、共感できない、異論がある、嫌い、つまらない、又は支持しないといった、否定的な考えを表明する行動であってもよい。
[Specific actions towards players other than yourself]
When a specific condition is satisfied, each player can take an action (hereinafter, referred to as a specific action) to express his/her opinion to players other than himself/herself. In other words, when a specific condition is satisfied, the right to take a specific action toward players other than himself/herself is granted. As an example, the specific action is tapping a "Like! button" which is an example of a UI object (hereinafter, simply referred to as "Like"). "Like" is an example of an action to express a positive opinion, such as being able to sympathize with, agreeing with, liking, enjoying, or supporting a player other than himself/herself. Without being limited thereto, the specific action may be an action to express a negative opinion, such as being unable to sympathize with, disagreeing with, disliking, finding something boring, or not supporting a player other than himself/herself.
一例として、「いいね」は、ゴルフ対戦において相手方プレイヤが実績を獲得した場合に許容され得る。「いいね」は、ゴルフ対戦において相手方プレイヤが実績を獲得していない場合に許容され得ない。プレイヤは、ゴルフ対戦において相手方プレイヤが獲得した実績に対して「いいね」できる。プレイヤは、ゴルフ対戦において相手方プレイヤが獲得していない実績に対して「いいね」できない。ゲームでは、「いいね」されたプレイヤが達成した実績に対応したメッセージが、当該プレイヤに通知される。メインパートのコンテンツにおいて、プレイヤが実績を獲得することは、特定条件が満たされることの一例である。特定行動をするためのUIオブジェクトは、権利情報の一例である。第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じた行動は、権利情報を使用した入力操作の一例である。 As an example, a "like" may be permitted if the opposing player has achieved an achievement in a golf match. A "like" is not permitted if the opposing player has not achieved an achievement in a golf match. A player may "like" an achievement that the opposing player has achieved in a golf match. A player may not "like" an achievement that the opposing player has not achieved in a golf match. In the game, a message corresponding to the achievement achieved by the player who has been "liked" is notified to that player. In the main part of the content, a player achieving an achievement is an example of a specific condition being satisfied. A UI object for performing a specific action is an example of rights information. An action according to a specific condition satisfied by the first player 11A in the content is an example of an input operation using rights information.
[特定行動に伴う報酬]
ゲームにおいて、特定行動をしたプレイヤは、行動報酬を獲得し得る。ゲームにおいて、特定行動をされたプレイヤは、行動報酬を獲得し得る。一例として、ゲームにおいて、「いいね」したプレイヤは、行動報酬を獲得し得る。一例として、「いいね」されたプレイヤは、行動報酬を獲得し得る。行動報酬の内容は、「いいね」されたプレイヤが獲得した実績に応じた内容である。一例として、行動報酬は、ゲーム内通貨(coin)である。これに限らず、行動報酬は、ゲーム内で使用できるものとして、装備品及びアイテムであってもよい。また、行動報酬は、ゲーム内で使用できないものとして、称号及び記録などであってもよい。
[Rewards for specific actions]
In a game, a player who performs a specific action may earn an action reward. In a game, a player who has a specific action received may earn an action reward. As an example, in a game, a player who gives a "like" may earn an action reward. As an example, a player who has been "liked" may earn an action reward. The content of the action reward is based on the achievements earned by the player who has been "liked." As an example, the action reward is in-game currency (coins). Without being limited thereto, the action reward may be equipment and items that can be used in the game. Furthermore, the action reward may be titles, records, and the like that cannot be used in the game.
[端末における面遷移の概要]
端末100における面遷移の概要について説明する。
図4に示すように、端末100のモニタ166には、ゲームのパート、ゲームの進行状況、及びプレイヤの指示に応じて各種の面が表示される。一例として、各端末100にて表示されるゲーム面には、ホーム面40、プロフィール面50、対戦面60、及び結果面70を含む。ホーム面40及びプロフィール面50は、ゲームのサブパートにおいて表示される。対戦面60及び結果面70は、ゲームのメインパートにおいて表示される。結果面70は、メインパートのコンテンツが終了してからサブパートへ移行する前に表示される。結果面70は、メインパートが繰り返し実行される場合に、メインパートが終了するごとに表示されてもよい。
[Overview of screen transitions on devices]
An overview of the plane transition in the terminal 100 will be described.
As shown in Fig. 4, various screens are displayed on the monitor 166 of the terminal 100 according to the part of the game, the progress of the game, and the player's instructions. As an example, the game screens displayed on each terminal 100 include a home screen 40, a profile screen 50, a match screen 60, and a result screen 70. The home screen 40 and the profile screen 50 are displayed in a sub-part of the game. The match screen 60 and the result screen 70 are displayed in the main part of the game. The result screen 70 is displayed after the content of the main part ends and before transitioning to the sub-part. The result screen 70 may be displayed each time the main part ends when the main part is repeatedly executed.
[データ構造]
図5に示すように、サーバ200におけるメモリ220及びストレージ230は、メモリモジュール205として、ゲームにおける実績を管理するための情報(以下、実績管理情報という)を記憶する。
[data structure]
As shown in FIG. 5, the memory 220 and storage 230 in the server 200 serve as a memory module 205 and store information for managing achievements in a game (hereinafter referred to as achievement management information).
ゲームにおける各実績には、それぞれ実績idが割り当てられている。実績idには、実績名が対応付けられる。実績idには、特定課題を構成する課題条件1及び課題条件2が対応付けられる。実績idには、所定の規則の一例である「優先度」が対応付けられる。優先度は、メインパートに含まれるコンテンツにおいて、特定数を超える数の実績が獲得された場合に、特定行動(いいね)の対象とする実績を決定するためのパラメータである。一例として、特定数は、2である。これに限らず、特定数は1でもよく、3以上であってもよい。優先度は、獲得難易度が高い実績、行動報酬の内容(種類及び量)が良い実績、又は、実績の獲得可能回数が少ない実績が優先的に選択され得るように設定されるとよい。 Each achievement in the game is assigned an achievement ID. An achievement name is associated with the achievement ID. Achievement condition 1 and task condition 2 that constitute a specific task are associated with the achievement ID. A "priority" which is an example of a predetermined rule is associated with the achievement ID. The priority is a parameter for determining the achievement to be the target of a specific action (like) when a number of achievements exceeding a specific number are obtained in content included in the main part. As an example, the specific number is 2. Without being limited to this, the specific number may be 1, or 3 or more. The priority is preferably set so that achievements that are difficult to obtain, achievements with good action rewards (type and amount), or achievements that can be obtained a small number of times can be preferentially selected.
実績idには、第1定型文76、及び第2定型文77が対応付けられる。第1定型文76及び第2定型文77は、「いいね」されたプレイヤの端末100に表示するオブジェクトを示す。第1定型文76及び第2定型文77は、「いいね」したプレイヤの端末100にも表示され得る。第1定型文76及び第2定型文77は、実績の種類に応じて異なり得る。一例として、第1定型文は、実績の種類を示す情報として実績名を示す文字データ含み得る。一例として、第2定型文は、第1グループの実績と、第2グループの実績とで異なり得る。第1グループは、第2グループと比べて、課題条件1及び課題条件2の組み合わせによって規定される達成難易度が低い。一例として、第2定型文は、第1グループの実績に対応する「Good!」と、第2グループの実績に対応する「Great」の文字データである。実績idには、行動報酬の一例として、報酬coinが対応付けられる。通常実績と特定実績とでは、行動報酬の内容として、種類及び量の少なくとも一方が異なる。一例として、特定実績は、通常実績と比べて、良い内容の行動報酬である。実績idには、獲得履歴の表示対象とするか否かを示す情報が対応付けられる。 The achievement ID is associated with a first template 76 and a second template 77. The first template 76 and the second template 77 indicate objects to be displayed on the terminal 100 of the player who has been "liked". The first template 76 and the second template 77 may also be displayed on the terminal 100 of the player who has "liked". The first template 76 and the second template 77 may differ depending on the type of achievement. As an example, the first template may include character data indicating the name of the achievement as information indicating the type of achievement. As an example, the second template may differ between the achievements of the first group and the achievements of the second group. The first group has a lower difficulty of achievement defined by the combination of the task condition 1 and the task condition 2 compared to the second group. As an example, the second template is character data of "Good!" corresponding to the achievements of the first group and "Great" corresponding to the achievements of the second group. The achievement ID is associated with a reward coin as an example of a behavioral reward. Regular achievements and special achievements differ in at least one of the type and amount of the action reward. As an example, special achievements are better action rewards than regular achievements. The achievement ID is associated with information indicating whether or not the achievement is to be displayed in the acquisition history.
図6に示すように、サーバ200におけるメモリ220及びストレージ230は、メモリモジュール205として、ゲームにおけるプレイヤ基本情報を記憶する。なお、図6において示す「XXXXX」は、対応付けられた情報を特定するための任意のデータを示す。各プレイヤには、プレイヤidが割り当てられている。プレイヤidには、プレイヤ名、性別、年齢、及び住所等といった個人情報が対応付けられる。プレイヤidには、プレイヤが保有するゲーム内通貨、アイテム、及びプレゼントボックスが対応付けられる。プレイヤidには、プレイヤが使用するアバター、ポイント、及びランクが対応付けられる。プレイヤidには、当該プレイヤidが割り当てられたプレイヤが獲得した実績を特定可能な情報(以下、獲得実績情報という)が対応付けられる。一例として、獲得実績情報は、プレイヤが獲得済みである実績を示す実績idである。これに限らず、獲得実績情報は、実績ごとに記憶される情報であって、かつ実績ごとに獲得済みであるか否かを示す情報であってもよい。 As shown in FIG. 6, the memory 220 and storage 230 in the server 200 store basic player information in the game as the memory module 205. Note that "XXXXX" shown in FIG. 6 indicates any data for identifying the associated information. Each player is assigned a player ID. Personal information such as the player's name, gender, age, and address is associated with the player ID. In-game currency, items, and gift boxes owned by the player are associated with the player ID. The avatar, points, and rank used by the player are associated with the player ID. Information that can identify achievements acquired by the player to whom the player ID is assigned (hereinafter referred to as acquired achievement information) is associated with the player ID. As an example, the acquired achievement information is an achievement ID that indicates achievements that the player has already acquired. Without being limited to this, the acquired achievement information may be information stored for each achievement and information indicating whether each achievement has been acquired.
[ゲームのメインパートに含まれるコンテンツを進行する処理の流れの一例]
ゲームのメインパートに含まれるコンテンツを進行する処理の一例について説明する。図7に示すように、ステップS101において、第2プレイヤ11Bが使用する端末100Bのプロセッサ110は、ゲームモジュール102として、対戦開始操作(コンテンツ開始操作)を受け付ける。ステップS102において、端末100Bのプロセッサ110は、ゲームモジュール102として、対戦開始要求をサーバ200へ送信する。ステップS103において、第1プレイヤ11Aが使用する端末100Aのプロセッサ110は、ゲームモジュール102として、対戦開始操作を受け付ける。ステップS104において、端末100Aのプロセッサ110は、ゲームモジュール102として、対戦開始要求をサーバ200へ送信する。
[An example of the process flow for progressing through the content included in the main part of the game]
An example of a process for progressing through content included in the main part of a game will be described. As shown in Fig. 7, in step S101, the processor 110 of the terminal 100B used by the second player 11B accepts a match start operation (content start operation) as the game module 102. In step S102, the processor 110 of the terminal 100B transmits a match start request to the server 200 as the game module 102. In step S103, the processor 110 of the terminal 100A used by the first player 11A accepts a match start operation as the game module 102. In step S104, the processor 110 of the terminal 100A transmits a match start request to the server 200 as the game module 102.
ステップS105において、サーバ200のプロセッサ210は、ゲームモジュール202として、端末100A及び端末100Bから対戦開始要求を受信する。ステップS106において、サーバ200のプロセッサ210は、ゲームモジュール202として、1つのメインパートに参加する複数のプレイヤをマッチングする。一例として、プロセッサ210は、ゴルフ対戦において対戦するプレイヤ同士をマッチングする。ここでは、第1プレイヤ11Aと第2プレイヤ11Bとがマッチングされたとする。 In step S105, the processor 210 of the server 200, as the game module 202, receives a match start request from the terminal 100A and the terminal 100B. In step S106, the processor 210 of the server 200, as the game module 202, matches multiple players participating in one main part. As an example, the processor 210 matches players who will compete in a golf match. Here, it is assumed that the first player 11A and the second player 11B are matched.
ステップS107において、サーバ200のプロセッサ210は、ゲームモジュール202として、対戦開始通知を端末100A及び端末100Bへ送信する。ステップS107において、端末100Aのプロセッサ110は、ゲームモジュール202として、対戦開始通知を受信する。ステップS109において、端末100Aのプロセッサ210は、レンダリングモジュール104として、対戦面60をモニタ166に表示する。ステップS110において、端末100Bのプロセッサ110は、ゲームモジュール202として、対戦開始通知を受信する。ステップS111において、端末100Bのプロセッサ210は、レンダリングモジュール104として、対戦面60をモニタ166に表示する。これにより、メインパートのコンテンツであるゴルフ対戦が開始され得る。 In step S107, the processor 210 of the server 200, as the game module 202, sends a match start notification to the terminals 100A and 100B. In step S107, the processor 110 of the terminal 100A, as the game module 202, receives the match start notification. In step S109, the processor 210 of the terminal 100A, as the rendering module 104, displays the match surface 60 on the monitor 166. In step S110, the processor 110 of the terminal 100B, as the game module 202, receives the match start notification. In step S111, the processor 210 of the terminal 100B, as the rendering module 104, displays the match surface 60 on the monitor 166. This allows the golf match, which is the main part of the content, to begin.
ステップS112において、サーバ200のプロセッサ210は、ゲームモジュール202として、コンテンツ(一例としてゴルフ対戦)を進行する処理を実行する。ステップS112において、プロセッサ210は、仮想空間を作成する。プロセッサ210は、仮想空間に1以上のオブジェクトを配置する。例えば、プロセッサ210は、地形オブジェクトを配置してゴルフコースを作成する。例えば、プロセッサ210は、アバター、ゴルフボール、及び観客といったキャラクタオブジェクトを配置する。 In step S112, the processor 210 of the server 200 executes processing to progress the content (for example, a golf match) as the game module 202. In step S112, the processor 210 creates a virtual space. The processor 210 places one or more objects in the virtual space. For example, the processor 210 places a terrain object to create a golf course. For example, the processor 210 places character objects such as an avatar, a golf ball, and spectators.
ステップS112において、サーバ200のプロセッサ210は、ゲームモジュール202として、同じメインパートに参加する複数のプレイヤがそれぞれ使用する端末100A及び端末100Bから、ゲームプレイ情報を受信し得る。プロセッサ210は、これらの端末100A及び端末100Bから受信したゲームプレイ情報に応じて、ゲーム進行情報を生成する。プロセッサ210は、生成したゲーム進行情報を端末100A及び端末1
00Bへ送信する。
In step S112, the processor 210 of the server 200, as the game module 202, may receive game play information from the terminals 100A and 100B used by multiple players participating in the same main part. The processor 210 generates game progress information in response to the game play information received from the terminals 100A and 100B. The processor 210 transmits the generated game progress information to the terminals 100A and 100B.
Send to 00B.
ステップS113において、端末100Bのプロセッサ110は、ゲームモジュール202として、第2プレイヤ11Bによる各種の操作を受け付ける。一例として、アバターの操作は、ゴルフクラブの選択、ショット方向の指示、スイングの開始指示、スイングの大きさの指示、及びショットタイミングの指示を含むとよい。端末100Bのプロセッサ110は、受け付けた操作を示すゲームプレイ情報を生成する。端末100Bのプロセッサ110は、生成されたゲームプレイ情報を、サーバ200へ送信する。端末100Bのプロセッサ110は、ゲームモジュール102として、ゲーム進行情報を受信し得る。端末100Bのプロセッサ110は、レンダリングモジュール104として、ゲーム進行情報に応じて対戦面60をモニタ166に表示する。ステップS114において、端末100Aのプロセッサ110は、ゲームモジュール202として、ステップS113と同様の処理を行う。ステップS114において、端末100Aのプロセッサ110は、レンダリングモジュール104として、ステップS113と同様の処理を行う。 In step S113, the processor 110 of the terminal 100B, as the game module 202, accepts various operations by the second player 11B. As an example, the operation of the avatar may include selection of a golf club, instruction of a shot direction, instruction to start a swing, instruction of a swing size, and instruction of a shot timing. The processor 110 of the terminal 100B generates game play information indicating the accepted operations. The processor 110 of the terminal 100B transmits the generated game play information to the server 200. The processor 110 of the terminal 100B, as the game module 102, may receive game progress information. The processor 110 of the terminal 100B, as the rendering module 104, displays the playing surface 60 on the monitor 166 according to the game progress information. In step S114, the processor 110 of the terminal 100A, as the game module 202, performs the same process as in step S113. In step S114, the processor 110 of the terminal 100A performs the same processing as in step S113 as the rendering module 104.
ステップS115において、サーバ200のプロセッサ210は、ゲームモジュール202として、メインパートにおけるコンテンツの終了条件が満たされると、当該ゲームを終了させる。ゲームモジュール202は、ステップS112を実行することによって、第1プレイヤ11A及び第2プレイヤ11Bを含む複数のプレイヤが参加できるコンテンツを提供する手段(以下、コンテンツ提供手段という)として機能し得る。 In step S115, the processor 210 of the server 200, as the game module 202, ends the game when the end condition of the content in the main part is satisfied. By executing step S112, the game module 202 can function as a means for providing content in which multiple players, including the first player 11A and the second player 11B, can participate (hereinafter referred to as a content providing means).
[対戦結果を表示する処理の流れの一例]
対戦結果を表示する処理の流れの一例について説明する。
図8に示すように、ステップS201において、サーバ200のプロセッサ210は、ゲームモジュール202として、メインパートのコンテンツに参加した複数のプレイヤごとに、新たな特定課題の達成状況を特定する。一例として、プロセッサ210は、プレイヤidに対応付けられた獲得実績情報を参照することで、プレイヤの未獲得実績を特定できる。プロセッサ210は、今回のメインパートにおいて、課題条件1及び課題条件2が何れも満たされた特定課題に対応する実績を特定する。つまり、プロセッサ210は、今回のメインパートにおいて、プレイヤが新たに獲得した実績を特定する。以下の説明では、プレイヤによって新たに獲得された実績を「新実績」という。一例として、第1プレイヤ11A及び第2プレイヤ11Bがゴルフ対戦に参加している場合に、プロセッサ210は、第1プレイヤ11Aの新実績、及び第2プレイヤ11Bの新実績をそれぞれ特定する。
[An example of a process flow for displaying match results]
An example of the flow of a process for displaying a match result will be described.
As shown in FIG. 8, in step S201, the processor 210 of the server 200, as the game module 202, identifies the achievement status of a new specific task for each of the multiple players who participated in the content of the main part. As an example, the processor 210 can identify unacquired achievements of the player by referring to the acquired achievement information associated with the player ID. The processor 210 identifies an achievement corresponding to a specific task in which both the task condition 1 and the task condition 2 are satisfied in the current main part. That is, the processor 210 identifies an achievement newly acquired by the player in the current main part. In the following description, an achievement newly acquired by a player is referred to as a "new achievement". As an example, when the first player 11A and the second player 11B are participating in a golf competition, the processor 210 identifies a new achievement of the first player 11A and a new achievement of the second player 11B, respectively.
プロセッサ210は、新実績の数が特定数を超えない場合に、全ての新実績を特定行動の対象とする実績(以下、対象実績という)として決定する。一方、プロセッサ210は、新実績の数が特定数を超える場合に、実績idに対応付けられた優先度に応じて、特定数の新実績を対象実績として選択する。一例として、プロセッサ210は、優先度が高い実績から順に特定数(一例として2)の新実績を選択する。一例として、優先度[2]の「初10連勝」と、優先度[13]の「初ミスショット無し」と、優先度[23]の「ダイヤ昇格」と、が新実績として特定されたとする。この場合に、プロセッサ210は、「初10連勝」及び「初ミスショット無し」を、対象実績として選択する。 When the number of new achievements does not exceed a specific number, processor 210 determines all new achievements as achievements that are the target of a specific action (hereinafter referred to as target achievements). On the other hand, when the number of new achievements exceeds a specific number, processor 210 selects a specific number of new achievements as target achievements according to the priority associated with the achievement ID. As an example, processor 210 selects a specific number (for example, 2) of new achievements in order of highest priority. As an example, assume that "First 10 consecutive wins" with priority [2], "No first missed shots" with priority [13], and "Promotion to diamond" with priority [23] are identified as new achievements. In this case, processor 210 selects "First 10 consecutive wins" and "No first missed shots" as target achievements.
次に、ステップS202において、サーバ200のプロセッサ210は、ゲームモジュール202として、結果表示要求を端末100A及び端末100Bに送信する。結果表示要求は、メインパートに参加した各プレイヤの新実績のうち対象実績を示す情報を含み得る。一例として、端末100Aへ送信される結果表示要求は、第1プレイヤ11Aの対象実績を示す情報と、相手方プレイヤである第2プレイヤ11Bの対象実績を示す情報と、を含み得る。一例として、端末100Bへ送信される結果表示要求は、第2プレイヤ11Bの対象実績を示す情報と、相手方プレイヤである第1プレイヤ11Aの対象実績を示す情報と、を含み得る。 Next, in step S202, the processor 210 of the server 200, as the game module 202, sends a result display request to terminal 100A and terminal 100B. The result display request may include information indicating the target achievements among the new achievements of each player who participated in the main part. As an example, the result display request sent to terminal 100A may include information indicating the target achievements of the first player 11A and information indicating the target achievements of the opposing player, the second player 11B. As an example, the result display request sent to terminal 100B may include information indicating the target achievements of the second player 11B and information indicating the target achievements of the opposing player, the first player 11A.
ステップS203において、端末100Bのプロセッサ110は、ゲームモジュール102として、結果表示要求を受信する。ステップS204において、端末100Bのプロセッサ110は、レンダリングモジュール104として、結果面70をモニタ166に表示する。端末100Bのプロセッサ110は、結果面70において、第1プレイヤ11Aの対象実績及び第2プレイヤ11Bの対象実績を、第2プレイヤ11Bに提示する。端末100Bのモニタ166に表示される結果面70は、第2プレイヤ11Bが第1プレイヤ11Aに対して特定行動をするためのUIオブジェクト(一例として「いいね!ボタン」)を含み得る。 In step S203, the processor 110 of the terminal 100B receives a result display request as the game module 102. In step S204, the processor 110 of the terminal 100B displays a result screen 70 on the monitor 166 as the rendering module 104. The processor 110 of the terminal 100B presents the target achievements of the first player 11A and the target achievements of the second player 11B on the result screen 70 to the second player 11B. The result screen 70 displayed on the monitor 166 of the terminal 100B may include a UI object (a "Like!" button, for example) for the second player 11B to take a specific action toward the first player 11A.
結果面70は、コンテンツの結果情報の一例である。実績を獲得することは、特定条件が満たされることの一例である。一例として、特定行動をするためのUIオブジェクトが、第2プレイヤ11Bの端末100において表示されることによって、第1プレイヤ11Aに対して行動する権利が第2プレイヤ11Bに付与され得る。上記の通り、ステップS202において、サーバ200のプロセッサ210は、結果表示要求を送信することによって、端末100に、特定行動をするためのUIオブジェクトを表示させ得る。よって、ゲームモジュール202は、ステップS202を実行することによって、コンテンツの結果情報を第2プレイヤ11Bに対して提示する際に、第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じて、第1プレイヤ11Aに対して行動する権利を、第2プレイヤ11Bに付与する手段(以下、権利付与手段という)として機能し得る。 The result surface 70 is an example of result information of the content. Obtaining an achievement is an example of a specific condition being satisfied. As an example, a UI object for performing a specific action may be displayed on the terminal 100 of the second player 11B, thereby granting the second player 11B the right to act against the first player 11A. As described above, in step S202, the processor 210 of the server 200 may cause the terminal 100 to display a UI object for performing a specific action by transmitting a result display request. Thus, by executing step S202, the game module 202 may function as a means (hereinafter referred to as a right granting means) for granting the second player 11B the right to act against the first player 11A in accordance with a specific condition satisfied by the first player 11A in the content when presenting the result information of the content to the second player 11B.
ゲームモジュール202は、ステップS202を実行することによって、第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じた実績情報を、第2プレイヤ11Bに提示する手段(以下、実績情報提示手段という)として機能し得る。ゲームモジュール202は、ステップS202を実行することによって、権利を示す権利情報(一例として特定行動をするためのUIオブジェクト)を、実績情報と共に第2プレイヤ11Bに提示する手段(以下、権利情報提示手段という)として機能し得る。また、第1プレイヤ11Aがコンテンツ内で複数の特定条件を満たした場合に、複数の実績情報が、それぞれ権利情報と共に第2プレイヤ11Bに提示される。上述の通り、ステップS204において、端末100Bのプロセッサ110は、結果表示要求に基づいて、結果面70をモニタ166に表示させ得る。よって、ゲームモジュール102及びレンダリングモジュール104は、ステップS204を実行することによって、権利付与手段、実績情報提示手段、及び権利情報付与手段のうち少なくとも1つとして機能するとも把握できる。 By executing step S202, the game module 202 can function as a means for presenting achievement information corresponding to a specific condition satisfied by the first player 11A in the content to the second player 11B (hereinafter referred to as achievement information presenting means). By executing step S202, the game module 202 can function as a means for presenting rights information indicating a right (for example, a UI object for performing a specific action) to the second player 11B together with the achievement information (hereinafter referred to as a rights information presenting means). In addition, when the first player 11A satisfies multiple specific conditions in the content, multiple pieces of achievement information are presented to the second player 11B together with the rights information. As described above, in step S204, the processor 110 of the terminal 100B can display the result surface 70 on the monitor 166 based on the result display request. Therefore, it can be understood that the game module 102 and the rendering module 104 function as at least one of a right granting means, an achievement information presenting means, and a rights information granting means by executing step S204.
ステップS205において、端末100Aのプロセッサ110は、ゲームモジュール102として、結果表示要求を受信する。ステップS206において、端末100Aのプロセッサ110は、レンダリングモジュール104として、結果面70をモニタ166に表示する。端末100Aのプロセッサ110は、結果面70において、第1プレイヤ11Aの対象実績及び第2プレイヤ11Bの対象実績を第1プレイヤ11Aに提示する。端末100Aのモニタ166に表示される結果面70は、第1プレイヤ11Aが第2プレイヤ11Bに対して特定行動をするためのUIオブジェクト(一例として「いいね!ボタン」)を含み得る。よって、実績情報及び権利情報は、端末100Aにおいて提示され得る。第2プレイヤ11Bに対して行動する権利が第1プレイヤ11Aに付与され得る。 In step S205, the processor 110 of the terminal 100A receives a result display request as the game module 102. In step S206, the processor 110 of the terminal 100A displays a result screen 70 on the monitor 166 as the rendering module 104. The processor 110 of the terminal 100A presents the target achievements of the first player 11A and the target achievements of the second player 11B to the first player 11A on the result screen 70. The result screen 70 displayed on the monitor 166 of the terminal 100A may include a UI object (for example, a "Like!" button) for the first player 11A to take a specific action toward the second player 11B. Thus, the achievement information and rights information may be presented on the terminal 100A. The first player 11A may be granted the right to take an action toward the second player 11B.
ステップS207において、端末100Bのプロセッサ110は、ゲームモジュール102として、特定操作を受け付ける。一例として、特定操作は、特定行動の一例である「いいね」を指示する操作入力である。ステップS208において、端末100Bのプロセッサ110は、ゲームモジュール102として、特定操作情報をサーバ200へ送信する。特定操作情報は、特定行動がされたことを示す情報を含み得る。特定操作情報は、第1プレイヤ11Aの対象実績のうち、特定行動がされた対象実績を示す情報を含み得る。一例として、特定操作情報は、「いいね」を指示する操作入力がされたことを示す情報を含み得る。 In step S207, the processor 110 of the terminal 100B, as the game module 102, accepts a specific operation. As an example, the specific operation is an operation input instructing "like", which is an example of a specific action. In step S208, the processor 110 of the terminal 100B, as the game module 102, transmits specific operation information to the server 200. The specific operation information may include information indicating that a specific action has been performed. The specific operation information may include information indicating a target achievement in which a specific action has been performed, among the target achievements of the first player 11A. As an example, the specific operation information may include information indicating that an operation input instructing "like" has been performed.
ステップS210において、サーバ200のプロセッサ210は、ゲームモジュール202として、特定操作情報を受信する。ステップS211において、サーバ200のプロセッサ210は、ゲームモジュール202として、特定操作情報を受信する。ステップS211において、サーバ200のプロセッサ210は、ゲームモジュール202として、特定表示要求を端末100A及び端末100Bへ送信する。特定表示要求は、第1プレイヤ11Aの対象実績のうち、特定行動がされた対象実績に対応する定型文の表示を指示する情報を含み得る。一例として、特定表示要求は、第1プレイヤ11Aの対象実績のうち、最も優先度が高い対象実績に対応する定型文の表示を指示する情報を含み得る。 In step S210, the processor 210 of the server 200 receives the specific operation information as the game module 202. In step S211, the processor 210 of the server 200 receives the specific operation information as the game module 202. In step S211, the processor 210 of the server 200 transmits a specific display request to the terminal 100A and the terminal 100B as the game module 202. The specific display request may include information instructing the display of a standard phrase corresponding to a target achievement in which a specific action was performed, among the target achievements of the first player 11A. As an example, the specific display request may include information instructing the display of a standard phrase corresponding to a target achievement with the highest priority, among the target achievements of the first player 11A.
ステップS212において、端末100Aのプロセッサ110は、ゲームモジュール102として、特定表示要求を受信する。ステップS213において、端末100Aのプロセッサ110は、レンダリングモジュール104として、特定表示要求に示される定型文(メッセージ)をモニタ166に表示する。対象実績に対応する第1定型文及び第2定型文は、第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じた行動情報の一例である。ゲームモジュール202は、ステップS211を実行することによって、第2プレイヤ11Bが第1プレイヤ11Aに対して行動をした場合に、第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じた行動情報を、第1プレイヤ11Aに提示する手段(以下、第1行動情報提示手段という)として機能し得る。上述の通り、ステップS213において、端末100Aのプロセッサ110は、特定表示要求に基づいて行動情報をモニタ166に表示させ得る。よって、レンダリングモジュール104は、ステップS213を実行することによって、第1行動情報提示手段として機能するとも把握できる。 In step S212, the processor 110 of the terminal 100A receives a specific display request as the game module 102. In step S213, the processor 110 of the terminal 100A displays a template (message) indicated in the specific display request on the monitor 166 as the rendering module 104. The first template and the second template corresponding to the target achievement are examples of behavioral information corresponding to a specific condition satisfied by the first player 11A in the content. By executing step S211, the game module 202 can function as a means (hereinafter referred to as a first behavioral information presenting means) for presenting behavioral information corresponding to a specific condition satisfied by the first player 11A in the content to the first player 11A when the second player 11B acts against the first player 11A. As described above, in step S213, the processor 110 of the terminal 100A can display behavioral information on the monitor 166 based on the specific display request. Therefore, by executing step S213, the rendering module 104 can also be understood to function as a first behavior information presentation means.
ステップS214において、端末100Bのプロセッサ110は、ゲームモジュール102として、特定表示要求を受信する。ステップS215に示すように、端末100Bのプロセッサ110は、レンダリングモジュール104として、特定行動がされた対象実績に対応する定型文(メッセージ)をモニタ166に表示する。ゲームモジュール202は、ステップS211を実行することによって、第2プレイヤ11Bが第1プレイヤ11Aに対して行動をした場合に、第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じた行動情報を、第2プレイヤ11Bに提示する手段(以下、第2行動情報提示手段という)として機能し得る。また、第1プレイヤ11Aがコンテンツ内で満たした特定条件に応じた行動情報は、第2プレイヤ11Bに対して、第2プレイヤ11Bのアバター90Bと共に提示され得る。上述の通り、ステップS215において、端末100Bのプロセッサ110は、特定表示要求に基づいて行動情報をモニタ166に表示させ得る。よって、レンダリングモジュール104は、ステップS215を実行することによって、第1行動情報提示手段として機能するとも把握できる。 In step S214, the processor 110 of the terminal 100B receives a specific display request as the game module 102. As shown in step S215, the processor 110 of the terminal 100B, as the rendering module 104, displays a template (message) corresponding to the target achievement for which a specific action has been taken on the monitor 166. By executing step S211, the game module 202 can function as a means (hereinafter referred to as a second action information presentation means) for presenting action information corresponding to a specific condition satisfied by the first player 11A in the content to the second player 11B when the second player 11B takes an action against the first player 11A. In addition, the action information corresponding to a specific condition satisfied by the first player 11A in the content can be presented to the second player 11B together with the avatar 90B of the second player 11B. As described above, in step S215, the processor 110 of the terminal 100B can display the action information on the monitor 166 based on the specific display request. Therefore, by executing step S215, the rendering module 104 can also be understood to function as a first behavior information presentation means.
ステップS216において、サーバ200のプロセッサ210は、ゲームモジュール202として、行動報酬に関する情報(以下、行動報酬情報という)を、メモリモジュール205としてのメモリ220又はストレージ230に記憶する。プロセッサ210は、第1行動報酬情報を、特定行動をした第2プレイヤ11Bのプレイヤidに対応付けて記憶する。一例として、第1行動報酬情報は、行動報酬の内容、第2プレイヤ11Bが特定行動の対象とした第1プレイヤ11Aのプレイヤid、及び第1プレイヤ11Aの対象実績を示す情報である。プロセッサ210は、第2行動報酬情報を、特定行動をされた第1プレイヤ11Aのプレイヤidに対応付けて記憶する。一例として、第2行動報酬情報は、行動報酬の内容、第1プレイヤ11Aを特定行動の対象とした第2プレイヤ11Bのプレイヤid、及び第1プレイヤ11Aの対象実績を示す情報である。各行動報酬情報は、対応する行動報酬を受取済みであるか否かを示す情報を含み得る。 In step S216, the processor 210 of the server 200, as the game module 202, stores information on the action reward (hereinafter referred to as action reward information) in the memory 220 or storage 230 as the memory module 205. The processor 210 stores the first action reward information in association with the player ID of the second player 11B who performed the specific action. As an example, the first action reward information is information indicating the content of the action reward, the player ID of the first player 11A who was the target of the specific action by the second player 11B, and the target achievement of the first player 11A. The processor 210 stores the second action reward information in association with the player ID of the first player 11A who performed the specific action. As an example, the second action reward information is information indicating the content of the action reward, the player ID of the second player 11B who was the target of the specific action by the first player 11A, and the target achievement of the first player 11A. Each action reward information may include information indicating whether or not the corresponding action reward has been received.
ゲームモジュール202は、S216を実行することによって、第2プレイヤ11Bが第1プレイヤ11Aに対して行動をした場合に、第1プレイヤ11Aに対して報酬を付与する手段(以下、第1報酬付与手段という)として機能し得る。ゲームモジュール202は、S216を実行することによって、第2プレイヤ11Bが第1プレイヤ11Aに対して行動をした場合に、第2プレイヤ11Bに対して報酬を付与する手段(以下、第2報酬付与手段という)として機能し得る。なお、行動報酬は、第1プレイヤ11Aが第2プレイヤ11Bに対して行動をした場合も同様に付与され得る。一例として、プロセッサ210は、対象実績に対して特定行動がされた場合に、当該対象実績に対応する行動報酬を付与し得る。つまり、プロセッサ210は、プレイヤが複数の新実績を獲得した場合であっても、対象実績として選択されなかった新実績、及び、特定行動がされなかった対象実績に対応する行動報酬を付与しない。また、プロセッサ210は、第1プレイヤ11A及び第2プレイヤ11Bに対して、同じ内容(種類及び量)の特定報酬を付与する。 By executing S216, the game module 202 can function as a means (hereinafter referred to as a first reward granting means) for granting a reward to the first player 11A when the second player 11B acts against the first player 11A. By executing S216, the game module 202 can function as a means (hereinafter referred to as a second reward granting means) for granting a reward to the second player 11B when the second player 11B acts against the first player 11A. Note that the action reward can also be granted when the first player 11A acts against the second player 11B. As an example, the processor 210 can grant an action reward corresponding to a target achievement when a specific action is taken with respect to the target achievement. In other words, even if the player has acquired multiple new achievements, the processor 210 does not grant an action reward corresponding to a new achievement that was not selected as a target achievement and a target achievement for which a specific action was not taken. Additionally, the processor 210 grants specific rewards of the same content (type and amount) to the first player 11A and the second player 11B.
ステップS220において、端末100Aのプロセッサ110は、レンダリングモジュール104として、ホーム面40をモニタ166に表示する。つまり、結果面70の表示は、終了される。ステップS221において、端末100Bのプロセッサ110は、レンダリングモジュール104として、ホーム面40をモニタ166に表示する。つまり、結果面70の表示は、終了される。 In step S220, the processor 110 of the terminal 100A functions as the rendering module 104 to display the home screen 40 on the monitor 166. In other words, the display of the result screen 70 is terminated. In step S221, the processor 110 of the terminal 100B functions as the rendering module 104 to display the home screen 40 on the monitor 166. In other words, the display of the result screen 70 is terminated.
[行動報酬を受け取る処理の流れ]
行動報酬を受け取る処理の流れの一例について説明する。
図9に示すように、ステップS301において、端末100のプロセッサ110は、ゲームモジュール102として、報酬表示操作を受け付ける。報酬表示操作は、プレイヤが獲得した行動報酬の表示を指示する操作である。ステップS302において、端末100のプロセッサ110は、ゲームモジュール102として、報酬情報要求をサーバ200へ送信する。報酬情報要求は、報酬表示操作をしたプレイヤのプレイヤidを含み得る。報酬情報要求は、サーバ200に対して、第1行動報酬情報及び第2行動報酬情報の送信を指示する情報である。ステップS305において、サーバ200のプロセッサ210は、ゲームモジュール202として、報酬情報要求を受信する。
[Process flow for receiving behavioral rewards]
An example of the flow of a process for receiving a behavior reward will be described.
As shown in FIG. 9 , in step S301, the processor 110 of the terminal 100, as the game module 102, accepts a reward display operation. The reward display operation is an operation instructing the display of the behavior reward acquired by the player. In step S302, the processor 110 of the terminal 100, as the game module 102, transmits a reward information request to the server 200. The reward information request may include the player ID of the player who performed the reward display operation. The reward information request is information instructing the server 200 to transmit first behavior reward information and second behavior reward information. In step S305, the processor 210 of the server 200, as the game module 202, receives the reward information request.
ステップS306において、サーバ200のプロセッサ210は、ゲームモジュール202として、報酬情報要求に含まれるプレイヤidに対応付けられた第1行動報酬情報及び第2行動報酬情報を、メモリモジュール205としてのメモリ220又はストレージ230から取得する。ステップS307において、サーバ200のプロセッサ210は、ゲームモジュール202として、取得された各行動報酬情報を端末100へ送信する。 In step S306, the processor 210 of the server 200, as the game module 202, acquires the first behavior reward information and the second behavior reward information associated with the player ID included in the reward information request from the memory 220 or the storage 230 as the memory module 205. In step S307, the processor 210 of the server 200, as the game module 202, transmits each acquired behavior reward information to the terminal 100.
ステップS308において、端末100のプロセッサ110は、ゲームモジュール102として、各行動報酬情報を受信する。ステップS309において、端末100のプロセッサ110は、レンダリングモジュール104として、各行動報酬情報に基づいて、受取前の行動報酬を示す情報、及び受取済みの行動報酬を示す情報をモニタ166に表示し得る。 In step S308, the processor 110 of the terminal 100, as the game module 102, receives each piece of behavior reward information. In step S309, the processor 110 of the terminal 100, as the rendering module 104, may display on the monitor 166 information indicating the behavior reward before receipt and information indicating the behavior reward that has already been received, based on each piece of behavior reward information.
プロセッサ110は、プレイヤが特定行動をされたことに応じて獲得した行動報酬については、当該行動報酬を獲得する契機となった特定行動をしたプレイヤを示すプレイヤ情報を、各行動報酬情報に基づいてモニタ166に表示する。プロセッサ110は、プレイヤが特定行動をしたことに応じて獲得した行動報酬については、当該特定行動の対象としたプレイヤを示す情報を、各行動報酬情報に基づいてモニタ166に表示する。ゲームモジュール202は、ステップS307を実行することによって、第1プレイヤ11Aに対して報酬を付与する契機となった行動が、第2プレイヤ11Bによる行動であることを示すプレイヤ情報を第1プレイヤ11Aに提示する手段(以下、第1プレイヤ情報提示手段という)として機能し得る。また、ゲームモジュール202は、ステップS307を実行することによって、第1プレイヤ11Aに対して報酬を付与する契機となった行動が、第2プレイヤ11Bによる行動であることを示すプレイヤ情報を第2プレイヤ11Bに提示する手段(以下、第2プレイヤ情報提示手段という)として機能し得る。上述の通り、ステップS309において、プロセッサ110は、各行動報酬情報に基づいて、プレイヤ情報をモニタ166に表示させ得る。よって、レンダリングモジュール104は、ステップS309を実行することによって、第1プレイヤ情報提示手段及び第2プレイヤ情報提示手段のうち少なくとも1つとして機能するとも把握できる。 For an action reward acquired in response to a player performing a specific action, the processor 110 displays on the monitor 166, based on each action reward information, player information indicating the player who performed the specific action that triggered the acquisition of the action reward. For an action reward acquired in response to a player performing a specific action, the processor 110 displays on the monitor 166, based on each action reward information, information indicating the player who was the target of the specific action. By executing step S307, the game module 202 can function as a means for presenting to the first player 11A player information indicating that the action that triggered the granting of a reward to the first player 11A was an action by the second player 11B (hereinafter referred to as a first player information presenting means). By executing step S307, the game module 202 can also function as a means for presenting to the second player 11B player information indicating that the action that triggered the granting of a reward to the first player 11A was an action by the second player 11B (hereinafter referred to as a second player information presenting means). As described above, in step S309, the processor 110 may display player information on the monitor 166 based on each piece of action reward information. Therefore, it can be understood that the rendering module 104 functions as at least one of the first player information presentation means and the second player information presentation means by executing step S309.
ステップS309において、プロセッサ110は、各行動報酬について、特定行動の対象となった対象実績を示す契機情報を、各行動報酬情報に基づいてモニタ166に表示する。ゲームモジュール202は、ステップS307を実行することによって、第1プレイヤ11Aに報酬を付与する契機となった行動が、複数の特定条件のうち何れの特定条件に応じた行動であるかを示す契機情報を、第1プレイヤ11Aに提示する手段(以下、契機情報提示手段という)として機能し得る。上述の通り、ステップS309において、端末100A及び端末100Bのプロセッサ110は、各行動報酬情報に基づいて契機情報をモニタ166に表示させ得る。よって、レンダリングモジュール104は、ステップS309を実行することによって、契機情報提示手段として機能するとも把握できる。 In step S309, the processor 110 displays trigger information indicating the target achievement that was the subject of a specific action for each action reward on the monitor 166 based on each action reward information. By executing step S307, the game module 202 can function as a means (hereinafter referred to as trigger information presentation means) for presenting to the first player 11A trigger information indicating which of a plurality of specific conditions the action that triggered the granting of a reward to the first player 11A corresponds to. As described above, in step S309, the processor 110 of the terminal 100A and the terminal 100B can display trigger information on the monitor 166 based on each action reward information. Therefore, it can be understood that the rendering module 104 functions as trigger information presentation means by executing step S309.
ステップS310において、端末100のプロセッサ110は、ゲームモジュール102として、行動報酬の受取操作を受け付ける。一例として、受取前の行動報酬が複数ある場合に、受取操作は、複数の行動報酬を一括して受け取ることを指示する操作(以下、一括受取操作という)であってもよい。受取操作は、行動報酬を個別に受け取ることを指示する操作(以下、個別受取操作という)であってもよい。ステップS311において、端末100のプロセッサ110は、ゲームモジュール102として、行動報酬の受取要求をサーバ200へ送信する。行動報酬の受取要求は、プレイヤが保有する受取前の行動報酬のうち、プレイヤが受け取る行動報酬を示す情報を含み得る。 In step S310, the processor 110 of the terminal 100, as the game module 102, accepts an operation to receive a behavior reward. As an example, when there are multiple unreceived behavior rewards, the receiving operation may be an operation to instruct the player to receive the multiple behavior rewards all at once (hereinafter referred to as a bulk receiving operation). The receiving operation may be an operation to instruct the player to receive the behavior rewards individually (hereinafter referred to as an individual receiving operation). In step S311, the processor 110 of the terminal 100, as the game module 102, transmits a request to receive a behavior reward to the server 200. The request to receive a behavior reward may include information indicating the behavior reward that the player will receive from among the unreceived behavior rewards held by the player.
ステップS312において、サーバ200のプロセッサ210は、ゲームモジュール202として、行動報酬の受取要求を受信する。ステップS313において、サーバ200のプロセッサ210は、ゲームモジュール202として、受信された受取要求に示される行動報酬をプレイヤに付与する。一例として、プロセッサ210は、行動報酬としてのゲーム内通貨、アイテム、及び装備品などをプレイヤidに追加して対応付ける。一例として、プロセッサ210は、行動報酬を付与する場合に、その行動報酬を受取済みであることを示すように行動報酬情報を更新する。 In step S312, the processor 210 of the server 200, as the game module 202, receives a request to receive an action reward. In step S313, the processor 210 of the server 200, as the game module 202, grants the action reward indicated in the received request to the player. As an example, the processor 210 adds and associates in-game currency, items, equipment, etc. as action rewards to the player ID. As an example, when granting an action reward, the processor 210 updates the action reward information to indicate that the action reward has already been received.
ステップS314において、サーバ200のプロセッサ210は、ゲームモジュール202として、表示更新要求を端末100へ送信する。ステップS315において、端末100のプロセッサ110は、ゲームモジュール102として、表示更新要求を受信する。ステップS316において、端末100のプロセッサ110は、レンダリングモジュール104として、受取前の行動報酬を示す情報、及び受取済みの行動報酬を示す情報をモニタ166に更新して表示する。 In step S314, the processor 210 of the server 200, as the game module 202, sends a display update request to the terminal 100. In step S315, the processor 110 of the terminal 100, as the game module 102, receives the display update request. In step S316, the processor 110 of the terminal 100, as the rendering module 104, updates and displays on the monitor 166 information indicating the behavior reward before receipt and information indicating the behavior reward that has already been received.
[端末における表示面の一例と表示に関する処理の流れ]
サブパートにおいて、ホーム面40及びプロフィール面50は、モニタ166に表示される。メインパートにおいて、対戦面60及び結果面70は、モニタ166に表示される。ホーム面40、プロフィール面50、対戦面60、及び結果面70は、各種のUIオブジェクトを含み得る。
[An example of a display screen on a terminal and a process flow related to display]
In the sub-part, the home surface 40 and the profile surface 50 are displayed on the monitor 166. In the main part, the match surface 60 and the result surface 70 are displayed on the monitor 166. The home surface 40, the profile surface 50, the match surface 60, and the result surface 70 may include various UI objects.
[ホーム面]
図10及び図11に示すように、一例として、ホーム面40は、ネームボード41、ランクボード42、対戦開始ボタン43、プロフィールボタン44、報酬ボックスボタン45、及び報酬ボックスウィンドウ46を含み得る。ネームボード41は、プレイヤ名を示す情報を含み得る。ランクボード42は、プレイヤのランクを示す情報を含み得る。ホーム面40は、プレイヤのアバター90を含み得る。
[Home page]
10 and 11 , as an example, the home screen 40 may include a name board 41, a rank board 42, a match start button 43, a profile button 44, a reward box button 45, and a reward box window 46. The name board 41 may include information indicating a player's name. The rank board 42 may include information indicating a player's rank. The home screen 40 may include an avatar 90 of the player.
アバター90は、プレイヤによって異なり得る。アバター90は、ゲームプレイを通して、アバターの設定が変更されることに応じて変化し得る。一例として、対戦開始ボタン43が表示されている部分をタップ操作することは、メインパートへの移行を指示する対戦開始操作である。上述の通り、端末100のプロセッサ110は、ゲームモジュール102として、対戦開始操作を受け付けると、対戦開始要求をサーバ200へ送信する。対戦開始の操作及び要求は、それぞれ、コンテンツ開始の操作及び要求と把握することもできる。 The avatar 90 may differ depending on the player. The avatar 90 may change as the avatar settings are changed through gameplay. As an example, tapping on the area where the match start button 43 is displayed is a match start operation that instructs a transition to the main part. As described above, when the processor 110 of the terminal 100, as the game module 102, accepts a match start operation, it transmits a match start request to the server 200. The match start operation and request can also be understood as a content start operation and request, respectively.
一例として、プロフィールボタン44が表示されている部分をタップ操作することは、プロフィール面50の表示を指示する操作(以下、プロフィール表示操作という)である。一例として、報酬ボックスボタン45が表示されている部分をタップ操作することは、報酬表示操作である。一例として、報酬表示操作は、報酬ボックスウィンドウ46の表示を指示する操作である。 As one example, tapping on the portion where the profile button 44 is displayed is an operation to instruct the display of the profile screen 50 (hereinafter referred to as a profile display operation). As one example, tapping on the portion where the reward box button 45 is displayed is a reward display operation. As one example, the reward display operation is an operation to instruct the display of the reward box window 46.
報酬ボックスウィンドウ46は、1又は2以上の行動報酬ボード461と、一覧ボタン462と、受取履歴ボタン463と、1以上の受取ボタン464と、一括受取ボタン465と、とじるボタン466と、を含み得る。 The reward box window 46 may include one or more behavioral reward boards 461, a list button 462, a receipt history button 463, one or more receive buttons 464, a bulk receive button 465, and a close button 466.
各行動報酬ボード461は、行動報酬の内容を示す情報を含み得る。一例として、この情報は、「コイン×20」及び「コイン×200」などの文字データである。各行動報酬ボード461は、当該行動報酬ボードに示される報酬が、特定行動に基づいて獲得した報酬であることを示す情報を含み得る。一例として、この情報は、「『いいね』されたときの報酬です」の文字データである。一例として、この情報は、「『いいね』したときの報酬です」の文字データである。つまり、行動報酬ボード461は、端末100を使用するプレイヤが特定行動をした場合の行動報酬を示す場合と、端末100を使用するプレイヤが特定行動をされた場合の行動報酬を示す場合と、がある。 Each behavior reward board 461 may include information indicating the content of the behavior reward. As an example, this information is text data such as "20 coins" and "200 coins". Each behavior reward board 461 may include information indicating that the reward shown on the behavior reward board is a reward acquired based on a specific behavior. As an example, this information is text data such as "This is the reward when you get a 'like'." As an example, this information is text data such as "This is the reward when you get a 'like'." In other words, the behavior reward board 461 may indicate a behavior reward when a player using the terminal 100 performs a specific behavior, or may indicate a behavior reward when a player using the terminal 100 is subjected to a specific behavior.
各行動報酬ボード461は、特定行動をしたプレイヤを示すプレイヤ情報を含み得る。一例として、このプレイヤ情報は、プレイヤ名を示す「プレイヤC」及び「プレイヤD」の文字データである。各行動報酬ボード461は、特定行動の対象となった対象実績を示す契機情報を含み得る。一例として、この契機情報は、実績名を示す「バーディ」及び「初パー」の文字データである。行動報酬ボード461は、行動報酬情報の一例である。行動報酬情報は、行動報酬の内容(種類及び量)、特定行動を行ったプレイヤ、及び対象実績のうち少なくとも1つの情報を含み得る。 Each behavior reward board 461 may include player information indicating the player who performed a specific behavior. As an example, this player information is text data of "Player C" and "Player D" indicating the player's name. Each behavior reward board 461 may include trigger information indicating the target achievement that was the subject of the specific behavior. As an example, this trigger information is text data of "Birdie" and "First Par" indicating the achievement name. The behavior reward board 461 is an example of behavior reward information. The behavior reward information may include at least one of the following information: the content (type and amount) of the behavior reward, the player who performed the specific behavior, and the target achievement.
複数の行動報酬ボード461は、行動報酬とは異なる報酬の内容を示す情報を含んでもよい。例えば、行動報酬とは異なる報酬は、ログイン報酬、及びイベント報酬を含み得る。行動報酬とは異なる報酬は、プレイヤが実績を獲得した場合に、特定行動を必要とせずに獲得できる報酬を含み得る。 The multiple behavioral reward boards 461 may include information indicating the content of rewards different from behavioral rewards. For example, rewards different from behavioral rewards may include login rewards and event rewards. Rewards different from behavioral rewards may include rewards that can be obtained without requiring a specific behavior when the player achieves an achievement.
一例として、複数の行動報酬ボード461は、それぞれ1つの受取ボタン464と対応する。複数の行動報酬ボード461は、それぞれ1つの受取ボタン464を含み得る。つまり、各受取ボタン464は、それぞれ獲得済みであって、かつ受取前の行動報酬に対応する。 As an example, each of the multiple behavioral reward boards 461 corresponds to one receive button 464. Each of the multiple behavioral reward boards 461 may include one receive button 464. In other words, each receive button 464 corresponds to a behavioral reward that has been acquired and has not yet been received.
一例として、受取ボタン464が表示されている部分をタップ操作することは、その受取ボタン464に対応する行動報酬の受取りを指示する個別受取操作である。一例として、一括受取ボタン465が表示されている部分をタップ操作することは、全ての行動報酬の受取りを指示する一括受取操作である。 As an example, tapping on the portion where the receive button 464 is displayed is an individual receive operation that instructs the user to receive the behavioral reward corresponding to that receive button 464. As an example, tapping on the portion where the all-at-once button 465 is displayed is a all-at-once receive operation that instructs the user to receive all behavioral rewards.
一例として、受取履歴ボタン463が表示されている部分をタップ操作することは、受取済みの行動報酬を示す行動報酬ボード461の一覧表示を指示する操作(以下、受取済リスト表示操作という)である。一例として、一覧ボタン462が表示されている部分をタップ操作することは、受取前の行動報酬を示す行動報酬ボード461の一覧表示を指示する操作(以下、受取前リスト表示操作という)である。一例として、とじるボタン466が表示されている部分をタップ操作することは、報酬ボックスウィンドウ46の消去を指示する操作(以下、報酬表示終了操作という)である。 As one example, tapping on the area where the receipt history button 463 is displayed is an operation to instruct the display of a list of the behavioral reward board 461 showing the behavioral rewards that have already been received (hereinafter referred to as a received list display operation). As one example, tapping on the area where the list button 462 is displayed is an operation to instruct the display of a list of the behavioral reward board 461 showing the behavioral rewards that have not yet been received (hereinafter referred to as a pre-received list display operation). As one example, tapping on the area where the close button 466 is displayed is an operation to instruct the deletion of the reward box window 46 (hereinafter referred to as a reward display end operation).
端末100のプロセッサ110は、報酬表示操作を受け付けた場合に、ステップS308において、サーバ200から第1行動報酬情報及び第2行動報酬情報を受信する。端末100のプロセッサ110は、レンダリングモジュール104として、各行動報酬情報に応じて、受取前の行動報酬を示す行動報酬ボード461、及び受取済みの行動報酬を示す行動報酬ボード461を作成する。ステップS309において、端末100のプロセッサ110は、レンダリングモジュール104として、1以上の行動報酬ボード461を含む報酬ボックスウィンドウ46をモニタ166に表示する。一例として、端末100のプロセッサ110は、報酬表示操作、又は受取前リスト表示操作を受け付けた場合に、レンダリングモジュール104として、受取前の行動報酬を示す1以上の行動報酬ボード461を含む報酬ボックスウィンドウ46をモニタ166に表示する。受取済リスト表示操作を受け付けた場合に、端末100のプロセッサ110は、レンダリングモジュール104として、受取済みの行動報酬を示す1以上の行動報酬ボード461を含む報酬ボックスウィンドウ46をモニタ166に表示する。この場合に、プロセッサ110は、受取ボタン464の表示を省略するとよい。報酬表示終了操作を受け付けた場合に、端末100のプロセッサ110は、レンダリングモジュール104として、モニタ166における報酬ボックスウィンドウ46の表示を終了する。 When the processor 110 of the terminal 100 receives a reward display operation, in step S308, it receives first behavior reward information and second behavior reward information from the server 200. The processor 110 of the terminal 100, as the rendering module 104, creates a behavior reward board 461 showing the behavior reward before receipt and a behavior reward board 461 showing the behavior reward already received according to each behavior reward information. In step S309, the processor 110 of the terminal 100, as the rendering module 104, displays a reward box window 46 including one or more behavior reward boards 461 on the monitor 166. As an example, when the processor 110 of the terminal 100 receives a reward display operation or a pre-received list display operation, it displays a reward box window 46 including one or more behavior reward boards 461 showing the behavior reward before receipt on the monitor 166 as the rendering module 104. When a received list display operation is received, the processor 110 of the terminal 100 as the rendering module 104 displays a reward box window 46 including one or more behavior reward boards 461 showing the received behavior rewards on the monitor 166. In this case, the processor 110 may omit displaying the receive button 464. When a reward display end operation is received, the processor 110 of the terminal 100 as the rendering module 104 ends displaying the reward box window 46 on the monitor 166.
[プロフィール面]
図12及び図13に示すように、一例として、プロフィール面50は、ネームボード51、ランクボード52、プレイ記録ボタン53、戻るボタン54、及び実績リスト55を含み得る。ネームボード51は、プレイヤ名を示す情報を含み得る。ランクボード52は、プレイヤのランクを示す情報を含み得る。プロフィール面50は、プレイヤのアバター90を含み得る。
[Profile surface]
12 and 13 , as an example, the profile surface 50 may include a name board 51, a rank board 52, a play record button 53, a back button 54, and an achievement list 55. The name board 51 may include information indicating the player's name. The rank board 52 may include information indicating the player's rank. The profile surface 50 may include an avatar 90 of the player.
一例として、プレイ記録ボタン53が表示されている部分をタップ操作することは、プレイヤが獲得した実績のうち特定実績の表示又は非表示を指示する操作(以下、特定表示操作という)である。一例として、戻るボタン54が表示されている部分をタップ操作することは、ホーム面40へ戻ることを指示する操作(以下、ホーム表示操作という)である。 As one example, tapping on the area where the play record button 53 is displayed is an operation to instruct the player to display or hide a specific achievement among the achievements the player has acquired (hereinafter referred to as a specific display operation). As one example, tapping on the area where the back button 54 is displayed is an operation to instruct the player to return to the home screen 40 (hereinafter referred to as a home display operation).
実績リスト55は、複数の特定実績ごとに獲得済みであるか否かを示す情報を含み得る。一例として、実績リスト55は、複数の特定実績パネル56を含み得る。複数の特定実績パネル56は、それぞれ1つの特定実績を示す情報を含み得る。一例として、特定実績を示す情報は、実績名である。各特定実績パネル56は、対応する特定実績が獲得済みであるか否かを示す情報を含み得る。つまり、特定実績パネル56は、対応する特定実績が未獲得であることを示す未獲得パネル561と、対応する特定実績が獲得済であることを示す獲得済パネル562と、を含み得る。未獲得パネル561及び獲得済パネル562は、これらのオブジェクトを構成する要素の少なくとも一部が異なる。一例として、獲得済パネル562は、「★達成」という文字データを含むが、未獲得パネル561は、その文字データを含まない。一例として、未獲得パネル561と獲得済パネル562とは、オブジェクトの明度が異なる。よって、特定実績ごとに、達成済みであるか否かを理解できる。実績リスト55は、複数の特定実績パネル56をスクロールして表示できてもよい。 The achievement list 55 may include information indicating whether or not each of the multiple specific achievements has been acquired. As an example, the achievement list 55 may include multiple specific achievement panels 56. Each of the multiple specific achievement panels 56 may include information indicating one specific achievement. As an example, the information indicating a specific achievement is the achievement name. Each specific achievement panel 56 may include information indicating whether or not the corresponding specific achievement has been acquired. In other words, the specific achievement panel 56 may include an unacquired panel 561 indicating that the corresponding specific achievement has not been acquired, and an acquired panel 562 indicating that the corresponding specific achievement has been acquired. The unacquired panel 561 and the acquired panel 562 differ in at least some of the elements that make up these objects. As an example, the acquired panel 562 includes text data that reads "★Achieved," but the unacquired panel 561 does not include that text data. As an example, the unacquired panel 561 and the acquired panel 562 have different object brightness. Thus, it is possible to understand whether or not each specific achievement has been achieved. The achievement list 55 may be able to display multiple specific achievement panels 56 by scrolling.
端末100のプロセッサ110は、特定表示操作を受け付けた場合に、報酬情報要求をサーバ200へ送信する。サーバ200のプロセッサ210は、報酬情報要求を受信した場合に、メモリモジュール205としてのメモリ220又はストレージ230に記憶された獲得実績情報を端末100へ送信する。端末100のプロセッサ110は、獲得実績情報を受信した場合に、レンダリングモジュール104として、特定実績パネル56を作成する。一例として、ある特定実績が獲得済みである場合に、この特定実績を示す獲得済パネル562を作成する。一例として、ある特定実績が未獲得である場合に、この特定実績を示す未獲得パネル561を作成する。端末100のプロセッサ110は、レンダリングモジュール104として、作成した複数の特定実績パネル56を含む実績リスト55をモニタ166に表示する。端末100のプロセッサ110は、実績リスト55を表示している場合、特定表示操作を受け付けたときに、レンダリングモジュール104として、モニタ166における実績リスト55の表示を終了する。端末100のプロセッサ110は、ホーム表示操作を受け付けた場合に、レンダリングモジュール104として、ホーム 面40をモニタ166に表示する。 When the processor 110 of the terminal 100 receives a specific display operation, it sends a reward information request to the server 200. When the processor 210 of the server 200 receives the reward information request, it sends the acquired achievement information stored in the memory 220 or storage 230 as the memory module 205 to the terminal 100. When the processor 110 of the terminal 100 receives the acquired achievement information, it creates a specific achievement panel 56 as the rendering module 104. As an example, when a specific achievement has been acquired, it creates an acquired panel 562 showing this specific achievement. As an example, when a specific achievement has not been acquired, it creates an unacquired panel 561 showing this specific achievement. As the rendering module 104, the processor 110 of the terminal 100 displays an achievement list 55 including the created multiple specific achievement panels 56 on the monitor 166. When the processor 110 of the terminal 100 is displaying the achievement list 55, it ends the display of the achievement list 55 on the monitor 166 as the rendering module 104 when it receives a specific display operation. When the processor 110 of the terminal 100 receives a home display operation, it acts as a rendering module 104 and displays the home screen 40 on the monitor 166.
[対戦面]
図14に示すように、一例として、対戦面60は、対戦ゲームのスコア61、対戦ゲームの舞台となるフィールド62を含み得る。一例として、フィールド62は、ゴルフ対戦の舞台となるゴルフコースである。フィールド62は、起伏を含み得る。フィールド62は、草地、樹木、砂場、池、川、海、及び観客を含み得る。
[Battle surface]
14 , as an example, a playing surface 60 may include a score 61 of a competitive game and a field 62 on which the competitive game takes place. As an example, the field 62 is a golf course on which a golf game takes place. The field 62 may include undulating terrain. The field 62 may include grass, trees, a sandbox, a pond, a river, an ocean, and spectators.
対戦面60は、プレイヤのアバター90を含み得る。第1プレイヤ11A及び第2プレイヤ11Bが対戦している場合に、対戦面60は、第1プレイヤ11Aのアバター90A及び第2プレイヤ11Bのアバター90Bを含み得る。一例として、アバター90が表示されている部分に対して、ドラッグ操作又はタップ操作することは、アバターのアクションを指示する操作(以下、アバター指示操作という)である。一例として、アバター指示操作は、ゴルフクラブの選択、ショット方向の指示、スイングの開始指示、スイングの大きさの指示、及びショットタイミングの指示を含み得る。 The playing surface 60 may include player avatars 90. When a first player 11A and a second player 11B are playing against each other, the playing surface 60 may include an avatar 90A of the first player 11A and an avatar 90B of the second player 11B. As an example, a drag operation or a tap operation on the portion where the avatar 90 is displayed is an operation for instructing the action of the avatar (hereinafter referred to as an avatar instruction operation). As an example, the avatar instruction operation may include selection of a golf club, instruction of a shot direction, instruction to start a swing, instruction of a swing size, and instruction of a shot timing.
端末100Aのプロセッサ110は、レンダリングモジュール104として、サーバ200から受信したゲーム進行情報に応じて、モニタ166における対戦面60の表示内容をリアルタイムで更新する。端末100Aのプロセッサ110は、アバター指示操作に応じて生成したゲームプレイ情報に応じて、モニタ166における対戦面60の表示内容をリアルタイムで更新する。 The processor 110 of the terminal 100A, as the rendering module 104, updates the display content of the playing field 60 on the monitor 166 in real time in response to the game progress information received from the server 200. The processor 110 of the terminal 100A updates the display content of the playing field 60 on the monitor 166 in real time in response to the game play information generated in response to the avatar instruction operation.
[結果面]
図15~図18に示すように、一例として、結果面70は、メインパートに参加したプレイヤの対象実績を示す情報(以下、実績情報という)を含み得る。対象実績は、新実績の一部又は全部である。一例として、実績情報は、実績パネル71である。一例として、1以上の実績パネル71は、実績名を示す情報として、「初パー達成」、「初Great Shot」、及び「初バーディ達成」といった文字データを含み得る。このように、実績パネル71は、特定条件に応じた実績情報の一例である。
[Results page]
As shown in Figures 15 to 18, as an example, the result surface 70 may include information indicating the target achievements of the players who participated in the main part (hereinafter referred to as achievement information). The target achievements are all or part of the new achievements. As an example, the achievement information is an achievement panel 71. As an example, one or more achievement panels 71 may include text data such as "First par achieved,""First great shot," and "First birdie achieved" as information indicating the achievement name. In this way, the achievement panel 71 is an example of achievement information according to a specific condition.
結果面70は、自分のアバター90、及び相手方プレイヤのアバター90を含み得る。自分の対象実績を示す1以上の実績パネル71は、自分のアバター90に対応付けて表示される。相手方プレイヤの対象実績を示す1以上の実績パネル71は、相手方プレイヤのアバター90に対応付けて表示される。一例として、アバター90に対応付けることは、アバターに重なる位置、又は並ぶ位置に表示することである。 The result surface 70 may include the player's own avatar 90 and the opposing player's avatar 90. One or more achievement panels 71 showing the player's target achievements are displayed in association with the player's avatar 90. One or more achievement panels 71 showing the opposing player's target achievements are displayed in association with the opposing player's avatar 90. As one example, association with the avatar 90 means displaying the panels in a position overlapping or next to the avatar.
結果面70は、プレイヤが相手方プレイヤに対して特定行動をするためのUIオブジェクトを含み得る。一例として、このUIオブジェクトは、1つのいいね!ボタン73である。一例として、いいね!ボタン73は、相手方プレイヤのアバター90に対応付けて表示される。一例として、アバター90に対応付けることは、アバターに重なる位置、又は並ぶ位置に表示することである。一例として、いいね!ボタン73は、相手方プレイヤの実績パネル71に対応付けて表示される。一例として、実績パネル71に対応付けることは、アバターに重なる位置、又は並ぶ位置に表示することである。結果面70に含まれるいいね!ボタン73は、相手方プレイヤの対象実績の種類に関係なく同じである。 The result surface 70 may include a UI object that allows a player to take a specific action toward the opposing player. As an example, this UI object is a single "Like" button 73. As an example, the "Like" button 73 is displayed in association with the opposing player's avatar 90. As an example, associating the button with the avatar 90 means displaying the button in a position that overlaps with or is lined up with the avatar. As an example, the "Like" button 73 is displayed in association with the opposing player's achievements panel 71. As an example, associating the button with the achievements panel 71 means displaying the button in a position that overlaps with or is lined up with the avatar. The "Like" button 73 included in the result surface 70 is the same regardless of the type of the opposing player's target achievement.
1つのいいね!ボタン73は、第1プレイヤ11Aに対して行動する権利を示す権利情報の一例である。つまり、第1プレイヤ11Aがコンテンツ内で複数の特定条件を満たした場合に、複数の実績情報が、1つの権利情報と共に前記第2プレイヤ11Bに提示される。また、ある実績を獲得することは、第1特定条件の一例であり、ある実績とは異なる実績を獲得することは、第2特定条件の一例である。つまり、第2プレイヤ11Bが第1プレイヤ11Aに対してできる行動は、第1プレイヤ11Aがコンテンツ内で第1特定条件を満たした場合と、第1プレイヤ11Aがコンテンツ内で第2特定条件を満たした場合とで同じである。 The single Like button 73 is an example of rights information indicating the right to act against the first player 11A. In other words, when the first player 11A satisfies multiple specific conditions in the content, multiple pieces of achievement information are presented to the second player 11B along with one piece of rights information. Also, obtaining a certain achievement is an example of a first specific condition, and obtaining an achievement different from the certain achievement is an example of a second specific condition. In other words, the actions that the second player 11B can take against the first player 11A are the same when the first player 11A satisfies the first specific condition in the content and when the first player 11A satisfies the second specific condition in the content.
結果面70は、あるプレイヤから別のプレイヤへ送信されたメッセージを示す情報(以下、メッセージ情報75という)を含み得る(図16及び図18参照)。メッセージ情報75は、自分以外のプレイヤに対して特定行動をした場合に表示される場合と、自分以外のプレイヤから特定行動をされた場合に表示される場合とがあり得る。一例として、メッセージ情報75は、実績idに対応付けられた第1定型文76及び第2定型文77を含み得る。 The result surface 70 may include information indicating a message sent from one player to another player (hereinafter, referred to as message information 75) (see Figures 16 and 18). The message information 75 may be displayed when a specific action is taken toward a player other than the player himself, or when a specific action is taken by a player other than the player himself. As an example, the message information 75 may include a first template 76 and a second template 77 associated with an achievement ID.
メッセージ情報75は、行動情報の一例である。第1定型文76及び第2定型文77は、実績の種類に応じて異なる。よって、第1プレイヤ11Aに提示される行動情報は、第1プレイヤ11Aがコンテンツ内で満たした第1特定条件に応じて提示される場合と、第1プレイヤ11Aがコンテンツ内で満たした第2特定条件に応じて提示される場合とで異なる。一例として、複数の対象実績がある場合に、メッセージ情報75は、複数の対象実績のうち最も優先度が高い対象実績に対応する内容で表示され得る。 Message information 75 is an example of behavioral information. The first template 76 and the second template 77 differ depending on the type of achievement. Thus, the behavioral information presented to the first player 11A differs depending on whether it is presented in response to a first specific condition that the first player 11A has satisfied within the content or a second specific condition that the first player 11A has satisfied within the content. As an example, when there are multiple target achievements, message information 75 may be displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
一例として、メッセージ情報75は、あるプレイヤが自分以外のプレイヤに対して特定行動をした場合に、あるプレイヤのアバター90に対応する位置に配置される。一例として、メッセージ情報75が表示される場合に、自分のアバター90の表情、音声、姿勢、及び動作が変化するとよい。一例として、メッセージ情報75は、自分以外のプレイヤが自分に対して特定行動をした場合に、その自分以外のプレイヤのアバター90に対応する位置に配置される。一例として、メッセージ情報75が表示される場合に、自分以外のプレイヤのアバター90の表情、音声、姿勢、及び動作が変化するとよい。一例として、アバター90に対応する位置とは、アバターに重なる位置、又は並ぶ位置である。 As one example, when a player performs a specific action toward a player other than the player himself, the message information 75 is placed at a position corresponding to the avatar 90 of the player. As one example, when the message information 75 is displayed, the facial expression, voice, posture, and movement of the player's avatar 90 may change. As one example, when a player other than the player himself performs a specific action toward the player himself, the message information 75 is placed at a position corresponding to the avatar 90 of the player other than the player himself. As one example, when the message information 75 is displayed, the facial expression, voice, posture, and movement of the avatar 90 of the player other than the player himself may change. As one example, the position corresponding to the avatar 90 is a position overlapping with the avatar or a position lined up with the avatar.
一例として、メッセージ情報75は、あるプレイヤが自分以外のプレイヤに対して特定行動をした場合に、あるプレイヤの実績パネル71に対応する位置に配置される。一例として、実績パネル71に対応する位置とは、アバターに重なる位置、又は並ぶ位置である。 As an example, when a player performs a specific action toward a player other than the player, the message information 75 is placed at a position corresponding to the achievements panel 71 of the player. As an example, the position corresponding to the achievements panel 71 is a position overlapping with or aligned with the avatar.
一例として、いいね!ボタン73が表示されている部分をタップ操作することは、特定操作である。ステップS207において、端末100Aのプロセッサ110は、ゲームモジュール102として、特定操作を受け付ける。 As an example, tapping on the portion where the Like button 73 is displayed is a specific operation. In step S207, the processor 110 of the terminal 100A, as the game module 102, accepts the specific operation.
[特定行動がされた場合の面遷移の一例]
特定行動がされた場合の面遷移の一例について説明する。前提として、メインパートにおけるコンテンツ(ゴルフ対戦)には、第1プレイヤ11A及び第2プレイヤ11Bが参加したものとする。
[An example of a level transition when a specific action is taken]
An example of a stage transition when a specific action is performed will be described below. It is assumed that the first player 11A and the second player 11B have participated in the content (golf match) in the main part.
図15に示すように、メインパートにおけるゴルフ対戦が終了すると、第2プレイヤ1
1Bが使用する端末100Bのモニタ166には、結果面70Bが表示される。結果面70Bは、自分である第2プレイヤ11Bのアバター90Bと、相手方である第1プレイヤ11Aのアバター90Aとを含み得る。第2プレイヤ11Bの対象実績を示す実績パネル71Bは、アバター90Bに対応付けて表示される。第1プレイヤ11Aの対象実績を示す実績パネル71Aは、アバター90Aに対応付けて表示される。また、第2プレイヤ11Bが特定行動をするためのいいね!ボタン73は、第1プレイヤ11Aのアバター90Aに対応付けて表示される。第2プレイヤ11Bが、端末100Bのモニタ166に表示されたいいね!ボタン73をタップ操作したと仮定する。
As shown in FIG. 15, when the golf match in the main part ends, the second player 1
A result screen 70B is displayed on the monitor 166 of the terminal 100B used by the second player 11B. The result screen 70B may include an avatar 90B of the second player 11B and an avatar 90A of the first player 11A. An achievement panel 71B showing the target achievements of the second player 11B is displayed in association with the avatar 90B. An achievement panel 71A showing the target achievements of the first player 11A is displayed in association with the avatar 90A. In addition, a Like button 73 for the second player 11B to perform a specific action is displayed in association with the avatar 90A of the first player 11A. It is assumed that the second player 11B taps the Like button 73 displayed on the monitor 166 of the terminal 100B.
図16に示すように、端末100Bのモニタ166には、メッセージ情報75が第2プレイヤ11Bのアバター90Bに対応付けて表示される。メッセージ情報75は、第1プレイヤ11Aの対象実績である「初バーディ達成」に対応する第1定型文76として「ナイスバーディ!」という文字データと、第2定型文77として「Good!」という文字データとを含み得る。なお、複数の実績パネル71が表示されている場合、つまり、複数の対象実績がある場合には、メッセージ情報75は、複数の対象実績のうち最も優先度が高い対象実績に対応する内容で表示され得る。 As shown in FIG. 16, message information 75 is displayed on monitor 166 of terminal 100B in association with avatar 90B of second player 11B. Message information 75 may include text data of "Nice birdie!" as a first template 76 corresponding to "first birdie" which is the target achievement of first player 11A, and text data of "Good!" as a second template 77. Note that when multiple achievement panels 71 are displayed, that is, when there are multiple target achievements, message information 75 may be displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
図17に示すように、メインパートにおけるゴルフ対戦が終了すると、第1プレイヤ11Aが使用する端末100Aのモニタ166には、結果面70Aが表示される。結果面70Bは、自分である第1プレイヤ11Aのアバター90Aと、相手方である第2プレイヤ11Bのアバター90Bとを含み得る。第1プレイヤ11Aの対象実績を示す実績パネル71Aは、アバター90Aに対応付けて表示される。第2プレイヤ11Bの対象実績を示す実績パネル71Bは、アバター90Bに対応付けて表示される。また、第1プレイヤ11Aが特定行動をするためのいいね!ボタン73は、第2プレイヤ11Bのアバター90Bに対応付けて表示される。 As shown in FIG. 17, when the golf match in the main part ends, a result screen 70A is displayed on the monitor 166 of the terminal 100A used by the first player 11A. The result screen 70B may include an avatar 90A of the first player 11A and an avatar 90B of the opponent, the second player 11B. An achievement panel 71A showing the target achievements of the first player 11A is displayed in association with the avatar 90A. An achievement panel 71B showing the target achievements of the second player 11B is displayed in association with the avatar 90B. In addition, a Like button 73 for the first player 11A to perform a specific action is displayed in association with the avatar 90B of the second player 11B.
図18に示すように、第2プレイヤ11Bが、端末100Bのモニタ166に表示されたいいね!ボタン73をタップ操作したと仮定する。第1プレイヤ11Aが使用する端末100Aのモニタ166には、メッセージ情報75が第2プレイヤ11Bのアバター90Bに対応付けて表示される。メッセージ情報75は、第1プレイヤ11Aの対象実績である「初バーディ達成」に対応する「ナイスバーディ!」という第1定型文76と、「Good!」という第2定型文77とを含み得る。なお、複数の実績パネル71が表示されている場合、つまり、複数の対象実績がある場合には、メッセージ情報75は、複数の対象実績のうち最も優先度が高い対象実績に対応する内容で表示され得る。 Assume that the second player 11B taps the Like button 73 displayed on the monitor 166 of the terminal 100B, as shown in FIG. 18. Message information 75 is displayed on the monitor 166 of the terminal 100A used by the first player 11A in association with the avatar 90B of the second player 11B. The message information 75 may include a first template 76 of "Nice birdie!" corresponding to the target achievement "first birdie" of the first player 11A, and a second template 77 of "Good!". Note that when multiple achievement panels 71 are displayed, that is, when there are multiple target achievements, the message information 75 may be displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements.
図19に示すように、メインパートが終了した場合に、端末100Bのモニタ166には、ホーム面40Bが表示される。第2プレイヤ11Bが、端末100Bのモニタ166に表示された報酬ボックスボタン45をタップ操作したと仮定する。端末100Bのモニタ166には、報酬ボックスウィンドウ46が表示される。直前のゴルフ対戦における結果面70において、第2プレイヤ11Bは、第1プレイヤ11Aの対象実績に対して「いいね」をしているから、当該行動に対する行動報酬を新たに獲得している。報酬ボックスウィンドウ46は、新たに獲得した行動報酬を示す行動報酬ボード461Bを含み得る。行動報酬ボード461Bは、行動報酬の内容を示す情報を含み得る。行動報酬ボード461Bは、第2プレイヤ11Bが特定行動をして獲得した行動報酬であることを示す情報として、「『いいね』したときの報酬です」の文字データを含み得る。一例として、行動報酬ボード461Bは、特定行動をした相手となるプレイヤを示す情報として、「プレイヤA」という文字データを含み得る。一例として、行動報酬ボード461Bは、特定行動をした対象実績を示す契機情報として、「初バーディ」という文字データを含み得る。 As shown in FIG. 19, when the main part is finished, the home screen 40B is displayed on the monitor 166 of the terminal 100B. Assume that the second player 11B taps the reward box button 45 displayed on the monitor 166 of the terminal 100B. The reward box window 46 is displayed on the monitor 166 of the terminal 100B. In the result screen 70 of the immediately preceding golf match, the second player 11B has "liked" the target achievement of the first player 11A, and thus has newly acquired an action reward for the action. The reward box window 46 may include an action reward board 461B showing the newly acquired action reward. The action reward board 461B may include information showing the content of the action reward. The action reward board 461B may include text data of "This is the reward when you 'like'" as information showing that the second player 11B has acquired the action reward by performing a specific action. As an example, the action reward board 461B may include text data of "Player A" as information showing the player who performed the specific action. As an example, the behavior reward board 461B may include text data such as "first birdie" as trigger information indicating the target achievement of performing a specific behavior.
図20に示すように、メインパートが終了した場合に、端末100Aのモニタ166には、ホーム面40Aが表示される。第1プレイヤ11Aが、端末100Aのモニタ166に表示された報酬ボックスボタン45をタップ操作したと仮定する。端末100Aのモニタ166には、報酬ボックスウィンドウ46が表示される。直前のメインパート(ゴルフ対戦)における結果面70において、第1プレイヤ11Aは、第2プレイヤ11Bから、第1プレイヤ11Aの対象実績に対して「いいね」をされているから、当該行動に対する行動報酬を新たに獲得している。報酬ボックスウィンドウ46は、新たに獲得した行動報酬を示す行動報酬ボード461Aを含み得る。行動報酬ボード461Aは、行動報酬の内容を示す情報を含み得る。行動報酬ボード461Aは、第2プレイヤ11Bから特定行動をされて獲得した行動報酬であることを示す情報として、「『いいね』されたときの報酬です」の文字データを含み得る。一例として、行動報酬ボード461Aは、特定行動をされた相手となるプレイヤを示す情報として、「プレイヤB」という文字データを含み得る。一例として、行動報酬ボード461Aは、特定行動をされた対象実績を示す契機情報として、「初バーディ」という文字データを含み得る。 As shown in FIG. 20, when the main part is finished, the home screen 40A is displayed on the monitor 166 of the terminal 100A. Assume that the first player 11A taps the reward box button 45 displayed on the monitor 166 of the terminal 100A. The reward box window 46 is displayed on the monitor 166 of the terminal 100A. In the result screen 70 of the previous main part (golf match), the first player 11A has received a "like" from the second player 11B for the target achievement of the first player 11A, and thus has newly acquired an action reward for the action. The reward box window 46 may include an action reward board 461A indicating the newly acquired action reward. The action reward board 461A may include information indicating the content of the action reward. The action reward board 461A may include text data of "This is the reward when you get a 'like'" as information indicating that the action reward was acquired by performing a specific action from the second player 11B. As an example, the behavior reward board 461A may include text data such as "Player B" as information indicating the player against whom the specific behavior was performed. As an example, the behavior reward board 461A may include text data such as "First birdie" as trigger information indicating the target achievement for which the specific behavior was performed.
本実施形態の効果について説明する。
(1)複数のプレイヤが参加できるコンテンツにおいて、第1プレイヤ11Aが特定条件を満たした場合に、第2プレイヤ11Bは、第1プレイヤ11Aが満たした特定条件に応じた行動(一例として「いいね」)を当該第1プレイヤ11Aに対してする権利を獲得できる。そして、第2プレイヤ11Bは、この権利を使用することによって、特定条件に応じた行動を、第1プレイヤ11Aに対しておこすことができる。よって、行動をおこした第2プレイヤ11Bの意図と、その行動の対象プレイヤとが一致しない状況が発生し難い。したがって、プレイヤの楽しさが減少することを抑制できる。一例として、特定条件は、プレイヤが実績を獲得することによって満たされ得る。
The effects of this embodiment will be described.
(1) In content in which multiple players can participate, when a first player 11A satisfies a specific condition, the second player 11B can acquire the right to take an action (for example, a "Like") against the first player 11A according to the specific condition that the first player 11A has satisfied. The second player 11B can then use this right to take an action against the first player 11A according to the specific condition. This makes it difficult for the second player 11B to take an action to have a different intention from the target player of the action. This makes it possible to prevent a decrease in the enjoyment of the players. As an example, the specific condition can be satisfied by a player acquiring an achievement.
(2)第2プレイヤ11Bが行動(一例として「いいね」)をおこした場合に、特定条件に応じた行動情報(一例としてメッセージ情報75)が第1プレイヤ11Aに提示される。このため、第1プレイヤ11Aは、第2プレイヤ11Bが、何れの特定条件に応じた行動をおこしたかを把握できる。よって、第1プレイヤ11Aは、特定条件の成立について、楽しさを感じやすい。 (2) When the second player 11B takes an action (for example, clicking "Like"), action information corresponding to a specific condition (for example, message information 75) is presented to the first player 11A. This allows the first player 11A to understand which specific condition the second player 11B took the action corresponding to. Therefore, the first player 11A is likely to feel enjoyment when a specific condition is met.
(3)第2プレイヤ11Bは、第1特定条件及び第2特定条件の何れであっても同じ行動(一例として「いいね」)をするだけでよい。一例として、第1特定条件及び第2特定条件は、それぞれ異なる実績を獲得することである。一方、第1プレイヤ11Aは、第1特定条件及び第2特定条件の何れであるかに応じて、異なる行動情報(一例としてメッセージ情報75)が提示される。よって、第1プレイヤ11Aは、特定条件の成立について、楽しさを感じやすい。 (3) The second player 11B only needs to take the same action (for example, clicking "like") regardless of whether the first or second specific condition is met. As an example, the first and second specific conditions are to obtain different achievements. On the other hand, the first player 11A is presented with different action information (for example, message information 75) depending on whether the first or second specific condition is met. Therefore, the first player 11A is likely to feel enjoyment when a specific condition is met.
(4)権利を示す権利情報(一例としていいね!ボタン73)が、特定条件に応じた実績情報(一例として実績パネル71)と共に第2プレイヤ11Bに対して提示される。よって、第2プレイヤ11Bは、第1プレイヤ11Aが満たした特定条件を吟味して、第1プレイヤ11Aに対して行動をおこすか決定できる。 (4) Rights information indicating the rights (for example, the Like button 73) is presented to the second player 11B along with achievement information according to a specific condition (for example, the achievement panel 71). Thus, the second player 11B can examine the specific condition satisfied by the first player 11A and decide whether to take action against the first player 11A.
(5)複数の実績情報(一例として実績パネル71)が提示されても、1つの権利情報(一例としていいね!ボタン73)が提示される。よって、第2プレイヤ11Bは、各実績情報が示す特定条件に応じて、まとめて操作入力という行動をおこせることを把握できる。 (5) Even if multiple pieces of achievement information (one example is the achievement panel 71) are presented, only one piece of rights information (one example is the Like button 73) is presented. Therefore, the second player 11B can understand that he or she can perform the action of inputting operations collectively according to the specific conditions indicated by each piece of achievement information.
(6) 特定条件に応じた行動情報(一例としてメッセージ情報75)を第2プレイヤ11Bに提示する。よって、第2プレイヤ11Bは、自分がおこした行動に応じた特定条件を容易に確認できる。 (6) Behavioral information corresponding to a specific condition (e.g., message information 75) is presented to the second player 11B. Thus, the second player 11B can easily confirm the specific condition corresponding to the behavior he or she has performed.
(7) 特定条件に応じた行動情報(一例としてメッセージ情報75)は、第2プレイヤ11Bに対して、第2プレイヤ11Bのアバター90Bと共に提示される。よって、第2プレイヤ11Bは、特定条件に応じた行動を、自分のアバター90Bと関連付けて認識し易くなる。 (7) Behavioral information in response to specific conditions (e.g., message information 75) is presented to the second player 11B together with the avatar 90B of the second player 11B. This makes it easier for the second player 11B to recognize the behavior in response to the specific conditions in association with his or her own avatar 90B.
(8)特定条件に応じた行動に応じて、第1プレイヤ11Aに報酬が付与される。そして、第1プレイヤ11Aは、プレイヤ情報が提示されることによって、複数のプレイヤのうち何れのプレイヤよる行動に応じて報酬が付与されたかを把握できる。一例として、プレイヤ情報は、行動報酬ボード461である。行動報酬ボード461は、特定行動をしたプレイヤを示す情報を含み得る。 (8) A reward is given to the first player 11A in accordance with an action that complies with a specific condition. Then, by being presented with the player information, the first player 11A can understand which of the multiple players the action of which caused the reward to be given. As an example, the player information is the action reward board 461. The action reward board 461 may include information indicating the player who performed the specific action.
(9)第1プレイヤ11Aは、契機情報が提示されることによって、何れの特定条件に対する行動に応じて報酬が付与されたかを把握できる。一例として、契機情報は、行動報酬ボード461である。行動報酬ボード461は、報酬を付与する契機となった行動が、複数の特定条件のうち何れの特定条件に応じた行動であるかを示す情報を含み得る。 (9) By being presented with the trigger information, the first player 11A can understand which specific condition the action for which the reward was granted corresponds to. As an example, the trigger information is the action reward board 461. The action reward board 461 may include information indicating which of multiple specific conditions the action that triggered the granting of the reward corresponds to.
(10)行動報酬の内容は、第1プレイヤ11Aと第2プレイヤ11Bとで同じ内容(種類及び量)である。よって、特定行動をされる側も、特定行動をする側も、実績の獲得と特定行動とによって、利益を得ることができる。 (10) The content (type and amount) of the action reward is the same for the first player 11A and the second player 11B. Therefore, both the player who has the specific action performed and the player who performs the specific action can gain benefits by gaining achievements and performing the specific action.
上記実施形態は、以下のように変更して実施することができる。上記実施形態及び以下の変更例は、技術的に矛盾しない範囲で互いに組み合わせて実施することができる。
・メインパートは、2人のプレイヤが一対一で対戦することに限定されない。メインパートは、1人のプレイヤと複数人のプレイヤとが対戦するパートであってもよく、複数人のプレイヤと1人のプレイヤとが対戦するパートであってもよく、複数人のプレイヤと複数人のプレイヤとが対戦するパートであってもよい。また、メインパートは、2つの陣営に分かれて対戦することに限定されない。メインパートは、3つ以上の陣営に分かれて対戦することであってもよい。
The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
The main part is not limited to two players competing one-on-one. The main part may be a part where one player competes against multiple players, a part where multiple players compete against one player, or a part where multiple players compete against multiple players. The main part is not limited to two camps competing against each other. The main part may be a part where three or more camps compete against each other.
・3人以上のプレイヤがメインパートのコンテンツに参加している場合に、各プレイヤは、自分以外の複数のプレイヤに対して、それぞれ特定行動ができてもよい。
・メインパートは、対戦型のコンテンツとしてゴルフ対戦を含むことに限定されない。メインパートは、対戦型のコンテンツとして、サッカー、テニス、卓球、ボクシング、又はバスケットボール等のスポーツを含んでもよい。メインパートは、対戦型のコンテンツとして、カーレース、ヨットレース、スキーレース、又は飛行レース等のレースを含んでもよい。また、メインパートは、これらのうち複数のコンテンツを含んでもよい。そして、特定条件は、コンテンツによって任意に変更され得る。一例として、特定条件は、コンテンツがサッカー対戦を含む場合に、1試合の中で3回のゴールを成功させるという実績を獲得することであるとよい。
When three or more players are participating in the main part of the content, each player may be able to perform specific actions against the other players.
The main part is not limited to including a golf match as the competitive content. The main part may include sports such as soccer, tennis, table tennis, boxing, or basketball as the competitive content. The main part may include races such as car races, yacht races, ski races, or flight races as the competitive content. The main part may also include a plurality of contents among these. The specific condition may be changed arbitrarily depending on the content. As an example, the specific condition may be, when the content includes a soccer match, obtaining an achievement of scoring three goals in one game.
・メインパートは、対戦型のコンテンツを含むことに限定されない。メインパートは、
1つの課題を複数のプレイヤで協力して取り組む協力型のコンテンツであってもよい。一例として、協力型のコンテンツは、複数のプレイヤが協力して都市を作り上げたり、キャラクタを育成したりするコンテンツである。
The main part is not limited to including competitive content.
The content may be cooperative content in which a plurality of players cooperate to tackle one task. As an example, the cooperative content is content in which a plurality of players cooperate to build a city or develop a character.
・メインパートに含まれるコンテンツは、1以上のプレイヤと、NPC(non player character)とが対戦、又は協力するコンテンツであってもよい。本変更例において、プレイヤは、NPCに対して特定行動ができてもよい。この場合に、プレイヤがNPCに対して特定行動をした場合の行動報酬は、プレイヤに対して特定行動をした場合の行動報酬と、同じ内容の報酬であってもよく、異なる内容の報酬であってもよい。 - The content included in the main part may be content in which one or more players compete against or cooperate with an NPC (non-player character). In this modified example, the player may be able to perform a specific action against the NPC. In this case, the action reward when the player performs a specific action against the NPC may be the same as or different from the action reward when the player performs a specific action against the player.
・ゲームは、性質が異なる複数のパートとして、2つのパートを含むことに限定されない。例えば、ゲームは、1つのパートから構成されてもよく、2つのパートから構成されてもよく、3つ以上のパートから構成されてもよい。 - A game is not limited to including two parts as the multiple parts with different characteristics. For example, a game may be made up of one part, two parts, or three or more parts.
・課題条件1として「いつでも」が設定されることによって、繰り返し獲得し得る実績(一例として10連勝)は、初めて獲得された場合であって、かつ特定行動がされたときに行動報酬が付与されてもよい。つまり、繰り返し獲得し得る実績は、当該実績を獲得するごとに特定行動が可能である一方、初めて獲得された場合の特定行動に対してのみ行動報酬が付与され得る。 - By setting "anytime" as task condition 1, an achievement that can be repeatedly obtained (for example, 10 consecutive wins) may be awarded with an action reward only when the achievement is obtained for the first time and a specific action is taken. In other words, for achievements that can be repeatedly obtained, a specific action can be taken each time the achievement is obtained, but an action reward may only be awarded for the specific action when it is obtained for the first time.
・繰り返し獲得し得る実績(一例として10連勝)は、初めて獲得された場合にのみ、対象実績として選択できてもよい。つまり、繰り返し獲得し得る実績は、初回の実績に対してのみ特定行動が可能になる。 - Achievements that can be repeatedly obtained (for example, 10 consecutive wins) may be selectable as a target achievement only when they are obtained for the first time. In other words, for achievements that can be repeatedly obtained, specific actions can only be taken for the first achievement.
・特定行動は、「いいね」に限定されない。特定行動は、所定の文字データ(定型文又は自由文)を相手方プレイヤに送信することであってもよい。特定行動は、フレンド申請を相手方プレイヤに行うことであってもよい。特定行動は、相手方プレイヤをフォローすることであってもよい。特定行動は、プレゼントを相手方プレイヤに贈ることであってもよい。 - The specific action is not limited to "Like". The specific action may be sending predetermined text data (standard text or free text) to the other player. The specific action may be making a friend request to the other player. The specific action may be following the other player. The specific action may be giving a gift to the other player.
・結果面70は、新実績のうちの一部である対象実績を示す実績情報(一例として実績パネル71)を含むことに限定されない。結果面70は、新実績の全てを対象実績として実績情報を含んでもよい。つまり、対象実績の上限数は、定められていなくてもよい。この場合に、ステップS201において、サーバ200のプロセッサ210は、ゲームモジュール202として、新実績の全てを対象実績として選択する。結果面70は、新実績のうち対象実績以外の実績を示す情報を含んでもよい。 - The result surface 70 is not limited to including achievement information (achievement panel 71, as an example) indicating target achievements that are a part of the new achievements. The result surface 70 may include achievement information for all of the new achievements as target achievements. In other words, an upper limit on the number of target achievements does not need to be set. In this case, in step S201, the processor 210 of the server 200, as the game module 202, selects all of the new achievements as target achievements. The result surface 70 may include information indicating achievements other than the target achievements among the new achievements.
・結果面70は、コンテンツ(一例としてゴルフ対戦)の終了後に表示することに限定されない。結果面70は、コンテンツの終了後に加えて、又は代えて、コンテンツの途中において、中間結果を示す面として表示されてもよい。一例として、結果面70は、ゴルフ対戦における9ホールが終了した場合に表示されてもよい。本変更例において、結果面70は、コンテンツの経過情報の一例である。また、結果面70が表示されるタイミングは、1回に限定されず、2回以上であってもよい。 - The result screen 70 is not limited to being displayed after the content (for example, a golf match) has ended. In addition to or instead of being displayed after the content has ended, the result screen 70 may be displayed during the content as a screen showing intermediate results. As an example, the result screen 70 may be displayed when nine holes in a golf match have ended. In this modified example, the result screen 70 is an example of progress information of the content. Also, the timing at which the result screen 70 is displayed is not limited to once, and may be two or more times.
・自分以外のプレイヤに対して特定行動をする権利は、対戦ゲームにおけるコンテンツ(一例としてゴルフ対戦)が終了してからメインパートが終了する迄の間に付与されることに限定されない。自分以外のプレイヤに対して特定行動をする権利は、自分以外のプレイヤがコンテンツ内において特定条件を満たした後であれば、コンテンツの終了前に付与されてもよい。自分以外のプレイヤに対して特定行動をする権利は、メインパートが終了してサブパートに戻ってから付与されてもよい。 - The right to perform a specific action on a player other than oneself is not limited to being granted between the end of content in a competitive game (for example, a golf match) and the end of the main part. The right to perform a specific action on a player other than oneself may be granted before the end of the content, provided that the player other than oneself has met a specific condition within the content. The right to perform a specific action on a player other than oneself may be granted after the main part ends and the game returns to the sub-part.
・結果面70は、複数の対象実績がある場合であって、特定行動がされたときに、1つのメッセージ情報75を表示することに限定されない。つまり、メッセージ情報75は、複数の対象実績のうち最も優先度が高い対象実績に対応する内容で表示されることに限定されない。一例として、複数の対象実績がある場合に、特定行動がされたときには、各対象実績に対応付けてメッセージ情報75が表示されてもよい。この場合、各メッセージ情報75の内容は、対応付けられた対象実績に応じた内容(一例として第1定型文及び第2定型文)であるとよい。 - In the case where there are multiple target achievements, the result surface 70 is not limited to displaying one piece of message information 75 when a specific action is taken. In other words, the message information 75 is not limited to being displayed with content corresponding to the target achievement with the highest priority among the multiple target achievements. As an example, in the case where there are multiple target achievements, when a specific action is taken, message information 75 may be displayed in association with each target achievement. In this case, the content of each piece of message information 75 may be content according to the associated target achievement (for example, a first standard phrase and a second standard phrase).
・結果面70は、1つのいいね!ボタン73を含むことに限定されない。相手方プレイヤの対象実績が複数ある場合に、各実績パネル71に対応付けて、いいね!ボタンを表示してもよい。本変更例によれば、複数の実績情報(一例として実績パネル71)が、それぞれ権利情報(一例としていいね!ボタン73)と共に第2プレイヤ11Bに提示される。よって、第2プレイヤ11Bは、各実績情報が示す特定条件に応じて、それぞれ操作入力という行動をおこせることを把握できる。 - The result surface 70 is not limited to including one Like button 73. If the opposing player has multiple target achievements, a Like button may be displayed in association with each achievement panel 71. According to this modified example, multiple pieces of achievement information (achievement panels 71 as an example) are presented to the second player 11B along with respective rights information (Like buttons 73 as an example). Thus, the second player 11B can understand that he or she can perform the action of inputting operations according to the specific conditions indicated by each piece of achievement information.
・対象実績に対して特定行動がされた場合に、特定行動をしたプレイヤと、特定行動をされたプレイヤとで、同じ行動報酬を付与することに限定されない。特定報酬の内容は、特定行動をしたプレイヤと、特定行動をされたプレイヤとで異なってもよい。例えば、行動報酬は、特定行動をしたプレイヤ及び特定行動をされたプレイヤのうち、特定行動をしたプレイヤの方が良い内容であってもよく、特定行動をされたプレイヤの方が良い内容であってもよい。例えば、行動報酬は、特定行動をしたプレイヤのみに付与されてもよく、特定行動をされたプレイヤにのみ付与されてもよい。 - When a specific action is taken for a target achievement, the player who took the specific action and the player who was taken by the specific action are not limited to being given the same action reward. The content of the specific reward may be different for the player who took the specific action and the player who was taken by the specific action. For example, the action reward may be better for the player who took the specific action than for the player who was taken by the specific action, or it may be better for the player who was taken by the specific action. For example, the action reward may be given only to the player who took the specific action, or only to the player who was taken by the specific action.
・課題条件1が「初めて」である通常実績は、課題条件1が「いつでも」である特定実績と比べて、良い内容の行動報酬であるとよい。
・対象実績に対して特定行動がされなかった場合に、行動報酬とは別の報酬が付与されてもよい。サーバ200のプロセッサ210は、特定行動がされなかった場合に、行動報酬とは別の報酬をプレイヤに付与し得る。この場合に、行動報酬は、別の報酬よりも良い内容であることが好ましい。
A normal achievement where task condition 1 is "first time" may have a better behavioral reward than a specific achievement where task condition 1 is "anytime."
When a specific action is not taken for a target achievement, a reward other than the action reward may be given. When a specific action is not taken, the processor 210 of the server 200 may give a reward other than the action reward to the player. In this case, it is preferable that the action reward is better than the other reward.
・行動報酬は、対象実績に対して特定行動がされた場合に、対象実績に加えて、又は代えて、対象実績として選択されなかった新実績に対して付与されてもよい。
・メッセージ情報75は、特定行動をしたプレイヤの端末100、及び特定行動をされたプレイヤの端末100の両方に表示されることに限定されない。メッセージ情報75は、特定行動をしたプレイヤの端末100に表示せず、特定行動をされたプレイヤの端末100に表示してもよい。
When a specific action is taken with respect to a target achievement, the action reward may be awarded to a new achievement that was not selected as the target achievement, in addition to or instead of the target achievement.
The message information 75 is not limited to being displayed on both the terminal 100 of the player who performed the specific action and the terminal 100 of the player who was subjected to the specific action. The message information 75 may be displayed on the terminal 100 of the player who was subjected to the specific action, without being displayed on the terminal 100 of the player who performed the specific action.
・コントロールモジュール101,201が備える1以上のモジュールは、ASIC(Application Specific Integrated Circuit)、PLD(Programmable Logic Device)、FPGA(Field-Programmable Gate Array)、MCU(Micro Control Unit)等の回路により実現してもよい。 - One or more of the modules included in the control modules 101, 201 may be realized using circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
・コントロールモジュール101,201が備える1以上のモジュールは、プロセッサを用いるソフトウェアによって実現してもよい。コントロールモジュール101,201の少なくとも1つを備えるコンピュータは、プロセッサ、メモリ、及びストレージを備える。上記プログラム及び各種データは、プロセッサが読み取りできるように、ストレージに記録される。プログラムは、メモリに展開される。そして、プロセッサが上記プログラムをストレージから読み取り、実行することにより、本開示の作用が実現される。ストレージは、既に説明の通り、不揮発性の記憶装置として実現され得る。 - One or more modules included in the control modules 101, 201 may be realized by software using a processor. A computer including at least one of the control modules 101, 201 includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads the programs from the storage and executes them to realize the effects of the present disclosure. The storage can be realized as a non-volatile storage device, as already explained.
・プログラムは、このプログラムを伝送可能な任意の伝送媒体(通信ネットワーク、又は放送波等)を介して上記コンピュータに供給されてもよい。
・プログラムは、磁気ディスク(フロッピー(登録商標)ディスク、ハードディスク等)、光ディスク(CD-ROM、DVD、MO等)、半導体メモリ(ROM、RAM、フラッシュメモリ等)等の記録媒体に記録してもよい。
The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves).
The program may be recorded on a recording medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
・実施形態及び変更例のうち、サーバ200のプロセッサ210がゲームモジュール202として実行する処理及びステップの一部又は全部は、端末100のプロセッサ110がゲームモジュール102として実行してもよい。実施形態及び変更例のうち、端末100のプロセッサ110がゲームモジュール102として実行する処理及びステップの一部又は全部は、サーバ200のプロセッサ210がゲームモジュール202として実行してもよい。つまり、実施形態及び変更例に記載した処理及びステップの全ては、サーバ200のプロセッサ210が行ってもよく、端末100のプロセッサ110が行ってもよい。 - In the embodiments and modifications, some or all of the processes and steps executed by the processor 210 of the server 200 as the game module 202 may be executed by the processor 110 of the terminal 100 as the game module 102. In the embodiments and modifications, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game module 102 may be executed by the processor 210 of the server 200 as the game module 202. In other words, all of the processes and steps described in the embodiments and modifications may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.
実施形態及び変更例に記載した処理及びステップのうち任意である特定の処理及びステップは、サーバ200のプロセッサ210が実行し、実施形態及び変更例に記載した処理及びステップのうち前記特定の処理及びステップとは異なる処理及びステップを端末100のプロセッサ110が実行してもよい。つまり、ゲームシステム10において、コンピュータは、1又は複数の端末100と1又は複数のサーバ200とによって構成されてもよい。サーバ200のプロセッサ210によって実現される各種の手段は、全部が端末100のプロセッサ110によって実現されてもよく、任意である一部がサーバ200のプロセッサ210によって実現され、残部が端末100のプロセッサ110によって実現されてもよい。 Any specific process and step among the processes and steps described in the embodiments and modifications may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step among the processes and steps described in the embodiments and modifications may be executed by the processor 110 of the terminal 100. That is, in the game system 10, the computer may be composed of one or more terminals 100 and one or more servers 200. The various means realized by the processor 210 of the server 200 may be realized in their entirety by the processor 110 of the terminal 100, or any part may be realized by the processor 210 of the server 200 and the remainder may be realized by the processor 110 of the terminal 100.
ゲームモジュール202によって実現される各種の手段は、1つのプロセッサ210によって構成されることに限定されず、1つのサーバ200又は複数のサーバ200に含まれる複数のプロセッサによって構成されてもよい。ゲームモジュール102及びレンダリングモジュール104によって実現される各種の手段は、1つのプロセッサ110によって構成されることに限定されず、1つの端末100又は複数の端末100に含まれる複数のプロセッサによって構成されてもよい。さらに各種の手段は、1又は複数の端末100、及び1又は複数のサーバ200に含まれる1又は複数のプロセッサによって構成されてもよい。 The various means realized by the game module 202 are not limited to being constituted by one processor 210, but may be constituted by multiple processors included in one server 200 or multiple servers 200. The various means realized by the game module 102 and the rendering module 104 are not limited to being constituted by one processor 110, but may be constituted by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various means may be constituted by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200.
本開示は以下の実施例を包含する。限定のためでなく理解の補助として実施形態の構成要素の参照符号を付した。
(付記1)コンピュータ(100,200)を、第1プレイヤ(11A)及び第2プレイヤ(11B)を含む複数のプレイヤが参加できるコンテンツを提供する手段(102,202,S112)と、前記コンテンツの経過情報(70)又は結果情報(70)を前記第2プレイヤに対して提示する際に、前記第1プレイヤが前記コンテンツ内で満たした特定条件に応じて、前記第1プレイヤに対して行動する権利を、前記第2プレイヤに付与する手段(102,202,S202,S204)と、として機能させる、プログラム。
This disclosure includes the following examples, in which elements of the embodiments are numbered as an aid to understanding and not by way of limitation.
(Supplementary Note 1) A program that causes a computer (100, 200) to function as a means (102, 202, S112) for providing content in which multiple players, including a first player (11A) and a second player (11B), can participate, and a means (102, 202, S202, S204) for granting to the second player the right to take action against the first player in accordance with a specific condition that the first player has satisfied in the content, when presenting progress information (70) or result information (70) of the content to the second player.
(付記2)前記コンピュータ(100,200)を、前記第2プレイヤ(11B)が前記第1プレイヤ(11A)に対して行動をした場合に、前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動情報(75,77)を、前記第1プレイヤに提示する手段(102,202,S211,S213)、として機能させる、付記1に記載のプログラム。 (Appendix 2) The program described in Appendix 1 causes the computer (100, 200) to function as a means (102, 202, S211, S213) for presenting to the first player, when the second player (11B) takes an action against the first player (11A), action information (75, 77) corresponding to the specific condition that the first player has satisfied within the content.
(付記3)前記特定条件は、第1特定条件と、第2特定条件と、を含み、前記第2プレイヤ(11B)が前記第1プレイヤ(11A)に対してできる行動は、前記第1プレイヤが前記コンテンツ内で前記第1特定条件を満たした場合と、前記第1プレイヤが前記コンテンツ内で前記第2特定条件を満たした場合とで同じであり、前記第1プレイヤに提示される前記行動情報(75,77)は、前記第1プレイヤが前記コンテンツ内で満たした前記第1特定条件に応じて提示される場合と、前記第1プレイヤが前記コンテンツ内で満たした前記第2特定条件に応じて提示される場合とで異なる、付記2に記載のプログラム。 (Appendix 3) The program described in appendix 2, in which the specific conditions include a first specific condition and a second specific condition, the actions that the second player (11B) can take against the first player (11A) are the same when the first player satisfies the first specific condition in the content and when the first player satisfies the second specific condition in the content, and the behavioral information (75, 77) presented to the first player is different when it is presented in response to the first specific condition that the first player has satisfied in the content and when it is presented in response to the second specific condition that the first player has satisfied in the content.
(付記4)前記コンピュータ(100,200)を、前記第1プレイヤ(11A)が前記コンテンツ内で満たした前記特定条件に応じた実績情報(71)を、前記第2プレイヤ(11B)に提示する手段(102,202,S202,S204)と、前記権利を示す権利情報(73)を、前記実績情報と共に前記第2プレイヤに提示する手段(102,202,S202,S204)と、として機能させ、前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動は、前記権利情報を使用した入力操作である、付記1に記載のプログラム。 (Appendix 4) The program described in appendix 1 causes the computer (100, 200) to function as a means (102, 202, S202, S204) for presenting to the second player (11B) performance information (71) corresponding to the specific condition satisfied by the first player (11A) in the content, and a means (102, 202, S202, S204) for presenting to the second player rights information (73) indicating the rights together with the performance information, and the action corresponding to the specific condition satisfied by the first player in the content is an input operation using the rights information.
(付記5)前記第1プレイヤ(11A)が前記コンテンツ内で複数の前記特定条件を満たした場合に、複数の前記実績情報(71)が、それぞれ前記権利情報(73)と共に前記第2プレイヤ(11B)に提示される、付記4に記載のプログラム。 (Appendix 5) The program described in Appendix 4, in which, when the first player (11A) satisfies multiple specific conditions within the content, multiple pieces of performance information (71) are presented to the second player (11B) together with the rights information (73).
(付記6)前記第1プレイヤ(11A)が前記コンテンツ内で複数の前記特定条件を満たした場合に、複数の前記実績情報(71)が、1つの前記権利情報(73)と共に前記第2プレイヤ(11B)に提示される、付記4に記載のプログラム。 (Appendix 6) The program described in Appendix 4, in which, when the first player (11A) satisfies multiple specific conditions within the content, multiple pieces of performance information (71) are presented to the second player (11B) along with one piece of rights information (73).
(付記7)前記コンピュータ(100,200)を、前記第2プレイヤ(11B)が前記第1プレイヤ(11A)に対して行動をした場合に、前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動情報(75,77)を、前記第2プレイヤ(11B)に提示する手段(102,202,S211,S215)、として機能させる、付記2又は付記3に記載のプログラム。 (Appendix 7) A program described in appendix 2 or appendix 3 that causes the computer (100, 200) to function as a means (102, 202, S211, S215) for presenting to the second player (11B) behavioral information (75, 77) corresponding to the specific condition satisfied by the first player in the content when the second player (11B) takes an action against the first player (11A).
(付記8)前記第1プレイヤ(11A)が前記コンテンツ内で満たした前記特定条件に応じた行動情報(75,77)は、前記第2プレイヤ(11B)に対して、前記第2プレイヤのアバター(90B)と共に提示される、付記7に記載のプログラム。 (Appendix 8) The program described in Appendix 7, in which behavioral information (75, 77) corresponding to the specific condition satisfied by the first player (11A) within the content is presented to the second player (11B) together with the second player's avatar (90B).
(付記9)前記コンピュータ(100,200)を、前記第2プレイヤ(11B)が前記第1プレイヤ(11A)に対して行動をした場合に、前記第1プレイヤに対して報酬を付与する手段(102,202,S216)と、前記第1プレイヤに対して前記報酬を付与する契機となった前記行動が、前記第2プレイヤによる行動であることを示すプレイヤ情報(461)を前記第1プレイヤに提示する手段(102,202,S307,S309)と、として機能させる付記1に記載のプログラム。 (Appendix 9) The program described in Appendix 1 that causes the computer (100, 200) to function as a means (102, 202, S216) for granting a reward to the first player when the second player (11B) takes an action against the first player (11A), and a means (102, 202, S307, S309) for presenting to the first player player player information (461) indicating that the action that triggered the granting of the reward to the first player was an action by the second player.
(付記10)前記コンピュータ(100,200)を、前記第1プレイヤ(11A)に報酬を付与する契機となった前記行動が、複数の前記特定条件のうち何れの特定条件に応じた行動であるかを示す契機情報(461)を、前記第1プレイヤに提示する手段(202,S307,S309)、として機能させる付記9に記載のプログラム。 (Appendix 10) The program described in Appendix 9 causes the computer (100, 200) to function as a means (202, S307, S309) for presenting to the first player trigger information (461) indicating which of a plurality of specific conditions the action that triggered the granting of a reward to the first player (11A) corresponds to.
(付記11)コンピュータ(100,200)において、第1プレイヤ(11A)及び第2プレイヤ(11B)を含む複数のプレイヤが参加できるコンテンツを提供する手段(102,202,S112)と、前記コンテンツの経過情報(70)又は結果情報(70)を前記第2プレイヤに対して提示する際に、前記第1プレイヤが前記コンテンツ内で満たした特定条件に応じて、前記第1プレイヤに対して行動する権利を、前記第2プレイヤに付与する手段(102,202,S202,S204)と、を備える、コンピュータ。 (Appendix 11) A computer (100, 200) comprising: means (102, 202, S112) for providing content in which multiple players, including a first player (11A) and a second player (11B), can participate; and means (102, 202, S202, S204) for granting the second player the right to act against the first player in accordance with a specific condition satisfied by the first player in the content when presenting progress information (70) or result information (70) of the content to the second player.
(付記12)コンピュータ(100,200)を備えるゲームシステム(10)において、前記コンピュータは、第1プレイヤ(11A)及び第2プレイヤ(11B)を含む複数のプレイヤが参加できるコンテンツを提供する手段(102,202,S112)と、前記コンテンツの経過情報(70)又は結果情報(70)を前記第2プレイヤに対して提示する際に、前記第1プレイヤが前記コンテンツ内で満たした特定条件に応じて、前記第1プレイヤに対して行動する権利を、前記第2プレイヤに付与する手段(102,202,S202,S204)と、を備える、ゲームシステム。 (Appendix 12) A game system (10) including a computer (100, 200), the computer including a means (102, 202, S112) for providing content in which multiple players including a first player (11A) and a second player (11B) can participate, and a means (102, 202, S202, S204) for granting the second player the right to act against the first player in accordance with a specific condition satisfied by the first player in the content when presenting progress information (70) or result information (70) of the content to the second player.
本発明がその技術的思想から逸脱しない範囲で他の特有の形態で具体化されてもよいということは当業者にとって明らかであろう。例えば、実施形態(あるいはその1つ又は複数の態様)において説明した部品のうちの一部を省略してもよいし、いくつかの部品を組み合わせてもよい。本発明の範囲は、添付の請求の範囲を参照して、請求の範囲が権利を与えられる均等物の全範囲と共に確定されるべきである。 It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit and scope of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled.
10…ゲームシステム 11…プレイヤ 11A…第1プレイヤ 11B…第2プレイヤ 20…ネットワーク 40…ホーム面 40A…ホーム面 40B…ホーム面 41…ネームボード 42…ランクボード 43…対戦開始ボタン     44…プロフィールボタン 45…報酬ボックスボタン 46…報酬ボックスウィンドウ 50…プロフィール 面 51…ネームボード 52…ランクボード 53…プレイ記録ボタン 54…戻るボタン 55…実績リスト 56…特定実績パネル 60…対戦面 61…スコア 62…フィールド 70…結果面 70A…結果面 70B…結果面 71…実績パネル 71A…実績パネル 71B…実績パネル 75…メッセージ情報 76…第1定型文 77…第2定型文 90…アバター 90A…アバター 90B…アバター 100…端末 100A…端末 100B…端末 101…コントロールモジュール 102…ゲームモジュール 104…レンダリングモジュール 105…メモリモジュール 106…通信モジュール 107…入出力モジュール 110…プロセッサ 120…メモリ 130…ストレージ 140…通信インターフェース 160…マイク 162…スピーカ 164…タッチスクリーン 166…モニタ 167…タッチセンサ 180…通信バス 190…入出力機器 200…サーバ 201…コントロールモジュール 202…ゲームモジュール 205…メモリモジュール 206…通信モジュール 207…入出力モジュール 210…プロセッサ 220…メモリ 230…ストレージ 280…通信バス 461…行動報酬ボード 461A…行動報酬ボード 461B…行動報酬ボード 462…一覧ボタン 463…受取履歴ボタン 464…受取ボタン 465…括受取ボタン 466…とじるボタン 561…未獲得パネル 562…獲得済パネル
 
10... Game system 11... Player 11A... First player 11B... Second player 20... Network 40... Home screen 40A... Home screen 40B... Home screen 41... Name board 42... Rank board 43... Start match button 44... Profile button 45... Reward box button 46... Reward box window 50... Profile screen 51... Name board 52... Rank board 53... Play record button 54... Back button 55... Achievement list 56... Specific achievement panel 60... Match screen 61... Score 62... Field 70... Result screen 70A... Result screen 70B... Result screen 71... Achievement panel 71A... Achievement panel 71B... Achievement panel 75... Message information 76... First fixed phrase 77... Second fixed phrase 90... Avatar 90A... Avatar 90B... Avatar 100... Terminal 100A...Terminal 100B...Terminal 101...Control module 102...Game module 104...Rendering module 105...Memory module 106...Communication module 107...Input/output module 110...Processor 120...Memory 130...Storage 140...Communication interface 160...Microphone 162...Speaker 164...Touch screen 166...Monitor 167...Touch sensor 180...Communication bus 190...Input/output device 200...Server 201...Control module 202...Game module 205...Memory module 206...Communication module 207...Input/output module 210...Processor 220...Memory 230...Storage 280...Communication bus 461...Behavior reward board 461A...Behavior reward board 461B...Behavior reward board 462...List button 463...Receipt history button 464...Receipt button 465...Bulk receipt button 466... Close button 561... Unacquired panel 562... Acquired panel

Claims (11)

  1. コンピュータを、
    第1プレイヤ及び第2プレイヤを含む複数のプレイヤが参加できるコンテンツを提供する手段と、
    前記コンテンツの経過情報又は結果情報を前記第2プレイヤに対して提示する際に、前記第1プレイヤが前記コンテンツ内で満たした特定条件に応じて、前記第1プレイヤに対して行動する権利を、前記第2プレイヤに付与する手段と、
    として機能させる、プログラム。
    Computer,
    A means for providing content in which a plurality of players including a first player and a second player can participate;
    a means for granting to the second player a right to take action against the first player in accordance with a specific condition satisfied by the first player in the content when progress information or result information of the content is presented to the second player;
    A program that functions as a.
  2. 前記コンピュータを、
    前記第2プレイヤが前記第1プレイヤに対して行動をした場合に、前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動情報を、前記第1プレイヤに提示する手段、
    として機能させる、請求項1に記載のプログラム。
    The computer,
    a means for presenting, to the first player, action information corresponding to the specific condition satisfied by the first player in the content, when the second player has taken an action against the first player;
    The program according to claim 1 ,
  3. 前記特定条件は、第1特定条件と、第2特定条件と、を含み、
    前記第2プレイヤが前記第1プレイヤに対してできる行動は、前記第1プレイヤが前記コンテンツ内で前記第1特定条件を満たした場合と、前記第1プレイヤが前記コンテンツ内で前記第2特定条件を満たした場合とで同じであり、
    前記第1プレイヤに提示される前記行動情報は、前記第1プレイヤが前記コンテンツ内で満たした前記第1特定条件に応じて提示される場合と、前記第1プレイヤが前記コンテンツ内で満たした前記第2特定条件に応じて提示される場合とで異なる、請求項2に記載のプログラム。
    The specific conditions include a first specific condition and a second specific condition,
    an action that the second player can take against the first player is the same when the first player satisfies the first specific condition in the content and when the first player satisfies the second specific condition in the content;
    3. The program according to claim 2, wherein the behavioral information presented to the first player differs between when it is presented in response to the first specific condition satisfied by the first player within the content and when it is presented in response to the second specific condition satisfied by the first player within the content.
  4. 前記コンピュータを、
    前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた実績情報を、前記第2プレイヤに提示する手段と、
    前記権利を示す権利情報を、前記実績情報と共に前記第2プレイヤに提示する手段と、として機能させ、
    前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動は、前記権利情報を使用した入力操作である、請求項1に記載のプログラム。
    The computer,
    means for presenting to the second player performance information corresponding to the specific condition satisfied by the first player in the content;
    presenting right information indicating the right to the second player together with the achievement information;
    The program according to claim 1 , wherein the action according to the specific condition satisfied by the first player in the content is an input operation using the rights information.
  5. 前記第1プレイヤが前記コンテンツ内で複数の前記特定条件を満たした場合に、複数の前記実績情報が、それぞれ前記権利情報と共に前記第2プレイヤに提示される、請求項4に記載のプログラム。 The program according to claim 4, wherein when the first player satisfies multiple specific conditions within the content, multiple pieces of performance information are presented to the second player together with the rights information.
  6. 前記第1プレイヤが前記コンテンツ内で複数の前記特定条件を満たした場合に、複数の前記実績情報が、1つの前記権利情報と共に前記第2プレイヤに提示される、請求項4に記載のプログラム。 The program according to claim 4, wherein when the first player satisfies multiple specific conditions within the content, multiple pieces of performance information are presented to the second player together with one piece of rights information.
  7. 前記コンピュータを、
    前記第2プレイヤが前記第1プレイヤに対して行動をした場合に、前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動情報を、前記第2プレイヤに提示する手段、
    として機能させる、請求項2又は請求項3に記載のプログラム。
    The computer,
    a means for presenting, to the second player, action information corresponding to the specific condition satisfied by the first player in the content, when the second player has taken an action against the first player;
    The program according to claim 2 or 3, which causes the program to function as follows:
  8. 前記第1プレイヤが前記コンテンツ内で満たした前記特定条件に応じた行動情報は、前記第2プレイヤに対して、前記第2プレイヤのアバターと共に提示される、請求項7に記載のプログラム。 The program according to claim 7, wherein behavioral information corresponding to the specific condition satisfied by the first player within the content is presented to the second player together with an avatar of the second player.
  9. 前記コンピュータを、
    前記第2プレイヤが前記第1プレイヤに対して行動をした場合に、前記第1プレイヤに対して報酬を付与する手段と、
    前記第1プレイヤに対して前記報酬を付与する契機となった前記行動が、前記第2プレイヤによる行動であることを示すプレイヤ情報を前記第1プレイヤに提示する手段と、
    として機能させる請求項1に記載のプログラム。
    The computer,
    means for providing a reward to the first player when the second player takes an action against the first player;
    a means for presenting to the first player player player information indicating that the action which triggered the awarding of the reward to the first player was an action performed by the second player;
    The program according to claim 1,
  10. 前記コンピュータを、
    前記第1プレイヤに報酬を付与する契機となった前記行動が、複数の前記特定条件のうち何れの特定条件に応じた行動であるかを示す契機情報を、前記第1プレイヤに提示する手段、
    として機能させる請求項9に記載のプログラム。
    The computer,
    a means for presenting to the first player trigger information indicating which specific condition among a plurality of specific conditions the action that triggered the granting of a reward to the first player corresponds to;
    The program according to claim 9,
  11. コンピュータを備えるゲームシステムにおいて、前記コンピュータは、
    第1プレイヤ及び第2プレイヤを含む複数のプレイヤが参加できるコンテンツを提供する手段と、
    前記コンテンツの経過情報又は結果情報を前記第2プレイヤに対して提示する際に、前記第1プレイヤが前記コンテンツ内で満たした特定条件に応じて、前記第1プレイヤに対して行動する権利を、前記第2プレイヤに付与する手段と、
    を備える、ゲームシステム。
     
    In a game system including a computer, the computer
    A means for providing content in which a plurality of players including a first player and a second player can participate;
    a means for granting to the second player a right to take action against the first player in accordance with a specific condition satisfied by the first player in the content when progress information or result information of the content is presented to the second player;
    A game system comprising:
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