WO2025203785A1 - 情報処理システム、情報処理方法及び非一時的なコンピュータ可読媒体 - Google Patents

情報処理システム、情報処理方法及び非一時的なコンピュータ可読媒体

Info

Publication number
WO2025203785A1
WO2025203785A1 PCT/JP2024/036737 JP2024036737W WO2025203785A1 WO 2025203785 A1 WO2025203785 A1 WO 2025203785A1 JP 2024036737 W JP2024036737 W JP 2024036737W WO 2025203785 A1 WO2025203785 A1 WO 2025203785A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
game
score
team
level
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/JP2024/036737
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
岡本吉起
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Okakichi Co Ltd
Original Assignee
Okakichi Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Okakichi Co Ltd filed Critical Okakichi Co Ltd
Priority to JP2025551030A priority Critical patent/JP7850502B2/ja
Publication of WO2025203785A1 publication Critical patent/WO2025203785A1/ja
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players

Definitions

  • the purpose of this disclosure is to provide an information processing system, information processing method, and non-transitory computer-readable medium that can improve the entertainment value of games.
  • each player belongs to one of several teams. For example, players operating player terminals 3-1 to 3-4 belong to Team A, and players operating player terminals 3-5 to 3-8 belong to Team B.
  • the control unit 21 comprises a processor 22, a ROM 23, and a RAM 24.
  • the processor 22 realizes each function by executing programs stored in the ROM 23 or the storage unit 26. Each function will be described in detail in the next section.
  • the ROM 23 is a non-transitory storage medium such as a ROM (Read-only memory), and pre-stores various programs or data for the processor 22 to perform various controls or calculations.
  • the RAM 24 is a volatile storage medium such as a RAM (Random Access Memory), and is a storage area for temporarily holding information when the processor 22 is operating. Areas can be reserved in this RAM 24 for performing various processes according to this embodiment.
  • the communication unit 25 is a communication interface for connecting to the network NW.
  • the storage unit 26 is a storage device that includes a non-transitory computer-readable medium or a tangible storage medium.
  • the genre of the game is not limited.
  • the game may be a role-playing game (RPG), a sports game, an adventure game, a shooting game, a training game, a fighting game, a roguelike game, or a roguelite game.
  • RPG role-playing game
  • the score is divided into a first score and a second score.
  • the first score is awarded to the team to which the player who fulfills the first condition belongs when that condition is fulfilled.
  • the first condition is to complete a specified mission.
  • the possibility P1 of obtaining the first score and the rate G1 of awarding the first score may be expressed by the following formulas (1) and (2).
  • P1 p11(L)...(1)
  • G1 g11(L)...(2)
  • the function p11 representing the probability P1 of obtaining the first score is a monotonically increasing function or a monotonically non-decreasing function that may increase but never decrease as the value of the variable L increases.
  • the function g11 representing the first score award rate G1 is a monotonically decreasing function or a monotonically non-increasing function that may decrease but never increase as the value of the variable L increases.
  • function g11 is a discontinuous step function, but it is not limited to this and may be a continuous function.
  • function p11 is a non-linear function, but it may be a linear function.
  • the variable for the first score award rate or the variable for the possibility of obtaining the first score may include other parameters in addition to the level L. For example, if the first award condition is to complete the mission of "defeating specified enemy characters encountered before reaching the goal point," the first score award rate may be calculated based on the time required to defeat the enemy characters in addition to the level.
  • the second score is awarded to the team to which the player who fulfills the second condition belongs when that condition is fulfilled.
  • the second condition is completing a specified quest.
  • the amount awarded when the second awarding condition is met is a score that does not depend on the level.
  • the amount awarded may be calculated by multiplying a standard awarding amount determined in accordance with the second awarding condition by an awarding rate for determining the amount of the second score to be awarded.
  • Figure 5 shows an example of the relationship between level, possibility of obtaining a second score, and second score award rate.
  • the possibility of obtaining a second score is the probability that a player will meet the second award condition within a specified time.
  • the possibility of obtaining a second score corresponds to the difficulty of clearing the second award condition.
  • the possibility P2 of obtaining the second score and the rate G2 of awarding the second score may be expressed by the following equations (3) and (4).
  • the function p21 representing the probability P2 of obtaining the second score is a monotonically increasing or monotonically non-decreasing function that may increase but will not decrease as the value of the variable L increases.
  • function p21 is a non-linear function, but it may also be a linear function.
  • the variable for the probability P2 of obtaining the second score may include not only the level L but also other parameters.
  • the second score award rate G2 is set to a constant ⁇ that does not depend on the level, it may also vary based on other parameters. Examples of other parameters may include the attributes of the player, the attributes of the selected character, or the time required to fulfill the second award condition. For example, if the second award condition is to complete a quest that requires reaching the goal within the time limit, the second score award rate may be calculated based on the time it takes to reach the goal.
  • the score may be monotonically decreasing or monotonically non-increasing.
  • the possibility of obtaining the score may or may not depend on the level.
  • FIG. 6 is a block diagram showing the functional configuration of the control unit 21.
  • the control unit 21 of the information processing device 2 executes a program to realize the functions of a registration unit 210, a progress control unit 211, a first addition unit 212, a second addition unit 213, a determination unit 214, and a display control unit 215.
  • the registration unit 210 registers information associating the player, level, and team as player information in the storage unit 26 for each player belonging to each of the multiple teams participating in the game, in response to the player setting the level.
  • a player setting a level refers to a series of processes from the player inputting the level via the input unit 37 of the player terminal 3 to the player terminal 3 transmitting information related to the input level to the information processing device 2.
  • the information processing device 2 then receives the information related to the level and accepts the setting.
  • the progress control unit 211 controls the progress of the game based on game data, player information, and player operations. For example, the progress control unit 211 reads game data and the level corresponding to the player operating the player terminal 3 from the storage unit 26, and upon detecting a player operation, generates game data that reflects the level and player operation and transmits it to the player terminal 3.
  • the first addition unit 212 when at least one player satisfies the first awarding condition for acquiring a first score during the course of the game, the first addition unit 212 adds an amount of first score corresponding to the level corresponding to that player to the team score of the team to which that player belongs.
  • the first addition unit 212 may add the first score to the team score directly or indirectly.
  • Direct addition means adding the first score to the team score immediately when the first awarding condition is satisfied.
  • Indirect addition means that the first addition unit 212 executes the following first awarding step and first calculation step in the first addition step.
  • the first addition unit 212 may temporarily award to the player an amount of first score corresponding to the level corresponding to that player. Then, in the first calculation step, the first addition unit 212 may add, for each of the multiple teams, the total of the first scores acquired during the game by two or more players belonging to that team to the team score.
  • the timing of the first calculation step may be simultaneous with the first awarding step of awarding the score to the player, or may be immediately after the first awarding step. The timing of the first calculation step may also be after the end of the game.
  • the second addition unit 213 adds the second score to the team score of the team to which that player belongs. Note that the second addition unit 213 may add the second score to the team score directly or indirectly.
  • the definitions of direct addition and indirect addition are the same as those in the first addition step described above, and therefore will not be explained here.
  • the determination unit 214 determines the rankings of the multiple teams participating in the game, so that the higher the team score, the higher the ranking.
  • the display control unit 215 displays the results of the various processes executed by the above-mentioned registration unit 210, progress control unit 211, first addition unit 212, second addition unit 213, or determination unit 214 on the display unit 38 of the player terminal 3. In other words, the display control unit 215 transmits the results of the various processes to the player terminal 3 via the communication unit 25, and the player terminal 3 displays the results of the various processes on the display unit 28.
  • the registration unit 210 accepts a level setting from each player (S10). Next, for each player who has set a level, the registration unit 210 registers information associating the player, the team to which the player belongs, and the level as player information (S11). Player information will be described in detail later.
  • the progress control unit 211 then starts the game.
  • the first addition unit 212 determines whether any player has satisfied the first condition for awarding (S12). If the first addition unit 212 determines that there is a player who has satisfied the first condition for awarding (YES in S12), it reads the level set by that player from the player information and determines the amount of the first score to be awarded based on the level (S13). At this time, the first addition unit 212 determines the amount of the first score to be awarded so that the lower the level set by the player, the greater the amount to be awarded.
  • the first adder 212 updates the team score of the team to which the player belongs based on the amount of the first score awarded (S14). In other words, the first adder 212 adds the amount of the first score awarded to the team score. The first adder 212 then proceeds to S15.
  • the second adder 213 determines whether any player has satisfied the second score awarding condition. If the second adder 213 determines that there is a player who has satisfied the second score awarding condition (YES in S15), it determines the amount of the second score to be awarded (S16). At this time, the second adder 213 determines the amount of the second score to be awarded without depending on the level set by the player.
  • the second adder 213 then updates the team score of the team to which the player belongs based on the amount of the second score awarded (S17). In other words, the second adder 213 adds the amount of the second score awarded to the team score. The second adder 213 then proceeds to S18.
  • the second addition unit 213 determines that no player satisfies the second awarding condition (NO in S15), it returns the process to S12.
  • the control unit 21 determines whether the game has ended.
  • the game end condition may be that the game time limit has elapsed, that one of the players has performed an operation to end the game, or that all players belonging to at least one team have completed a quest.
  • the game end condition is not limited to this, and may also be that all players belonging to at least one team have run out of control means.
  • a player running out of control means may be that an attribute value, such as the stamina value, of the character operated by that player becomes 0.
  • the information processing device 2 determines the rankings of teams based on the results of the aggregation of the first scores, which are awarded in larger amounts as the level decreases. Therefore, players participating in the game can strategically set the levels of each player in order to help their team win, taking into account the game abilities of the players constituting the team and the amounts of the first scores awarded. This increases the degree of freedom in strategy in games, particularly team battle games, and increases the enjoyment of the game.
  • the information processing device 2 can freely set levels for each player, regardless of the player's own gaming ability. For example, by setting a high level for players with low gaming ability and a low level for players with high gaming ability, it becomes possible for players of different gaming abilities to continuously enjoy the same game together while maximizing the first score awarded to the team. For example, by devising level settings, the information processing device 2 can provide solvable challenges for beginners and more difficult challenges for advanced players within the same game. Therefore, by having competing players play the same game, the entertainment value of a competitive game can be increased. Furthermore, because multiple players belonging to each team play the same game, players with different gaming abilities within a team can continuously enjoy the same game together, which strengthens team unity. This can increase the entertainment value of a team battle game.
  • the system may be configured so that the player can specify the amount by which the level should be lowered from the reference level, but cannot specify the amount by which it should be raised.
  • This stimulates the player's sense of curiosity by allowing them to search for the level that is the boundary between whether or not the first or second condition is met, and also creates a sense of tension for the player because once the level is lowered, it cannot be raised again. This increases the interest of the game. Furthermore, if the player makes a mistake in operation and lowers the level more than expected, it becomes difficult to predict the outcome of the game, further increasing the interest.
  • [Registering player information: S11] 9 is a diagram showing an example of the data structure of a player information table T1 stored in the storage unit 26.
  • the player information table T1 includes information associating each player with the team to which the player belongs and the player's level.
  • the player information table T1 includes a team ID T11, a player ID T12, and a level T13.
  • Team ID T11 is information that identifies a team.
  • Player ID T12 is information that identifies a player.
  • Level T13 is the level set by that player.
  • Team A consists of four players PL1, PL2, PL3, and PL4, and the levels of players PL1, PL2, PL3, and PL4 are 50, 80, 20, and 90, respectively.
  • the player information table T1 may further include a cumulative amount of first scores T14, a cumulative amount of second scores T15, and a team score T16.
  • the cumulative amount of first scores T14 is the cumulative total of first scores acquired by the player during the course of the game.
  • the cumulative amount of second scores T15 is the cumulative total of second scores acquired by the player during the course of the game.
  • the team score T16 is the sum of the cumulative amount of first scores T14 and the cumulative amount of second scores T15 acquired by all players belonging to the team.
  • FIG. 10 shows an example of an image 11 displayed on the display unit 38 of the player terminal 3 during the game.
  • Image 11 includes objects representing characters C1, C2, C3, and C4 controlled by each player, an object representing enemy character E, and an object representing item I.
  • Each character C1, C2, C3, and C4 is required to complete the mission of defeating enemy character E and the mission of obtaining item I, while aiming to complete the quest of reaching the goal point.
  • a level may be composed of at least a first ability value and a second ability value.
  • the first ability value and the second ability value are values that indicate different degrees of ability, and the player may be able to freely set each ability value.
  • the registration unit 210 accepts the level setting by each player belonging to each of the multiple teams in accordance with the player's setting of the first ability value and second ability value. The registration unit 210 then associates the first ability value and second ability value with the player and registers them in the storage unit 26.
  • the player information table T2 differs from the player information table T1 in that it includes a level T23 instead of the level T13.
  • the level T23 is composed of an attack power T231, a defense power T232, and a movement speed T233.
  • the attack power T231, the defense power T232, and the movement speed T233 are examples of a first ability value and a second ability value.
  • the first adder 212 may then determine at least one of the possibility of acquiring the first score, the amount to be awarded, and the award rate based on the first ability value and the second ability value.
  • the possibility P1 of acquiring the first score and the rate G1 of granting the first score are calculated comprehensively based on attack power x, defense power y, and movement speed z.
  • the lower the attack power x the lower the possibility P1 of acquiring the first score.
  • the lower the attack power x the greater the amount of first score awarded.
  • the above relationship between ability values and acquisition possibility and grant rate is the same whether the ability value is defense power y or movement speed z.
  • the timing for setting and registering the level is before the start of the game.
  • the registration unit 210 can accept the setting or change while the game is in progress. That is, in response to a player setting or changing the level while the game is in progress, the registration unit 210 may register or update information in the player information table that associates the player, the level, and the team to which the player belongs.
  • the registration unit 210 may accept a level change after a predetermined stage has been cleared but before moving on to the next stage. Specifically, the registration unit 210 executes a change step of transmitting change screen information for accepting a level change to the player terminal 3 of each player at any time between the end of the first stage and the start of the second stage. Then, in response to receiving a level change request from the player terminal 3 via the change screen information, the registration unit 210 changes the player information corresponding to the player of that player terminal 3. This allows each team to develop a level setting strategy for each stage, thereby increasing the interest of the game. This also makes it less likely that players will become bored with the game, making it easier to maintain motivation.
  • the registration unit 210 changes the player information associated with the player of that player terminal 3.
  • the determination unit 214 determines the rankings of the teams based on their team scores (S19).
  • the player terminal 3 transmits a change request including information about the post-change level 102a to the information processing device 2.
  • the difference from the current level affects the possibility of obtaining and the rate at which the first score is awarded in the next stage, and by adopting a method of inputting the difference from the current level in this manner, the player can easily recognize the degree of the above-mentioned influence.
  • the player can intentionally change the level during the game. Therefore, each player can strategically change the level while taking into account the progress of the game. This increases the degree of freedom in strategy in games, especially team battle games, and increases the enjoyment of the game.
  • the level change event may also be a second event that occurs regardless of the player's voluntary operation.
  • the second event may be encountering a predetermined enemy character or colliding with a flying or falling object.
  • the second event may be classified into an event for raising the level and an event for lowering the level.
  • the condition for the second event to occur may be that a predetermined time has elapsed since a predetermined state, that a predetermined operation has been performed by a player on another team, or that a character of a player on another team has entered a predetermined state. Since the second event occurs unintentionally, the unexpected level change makes it difficult to predict the outcome of the game, which makes the game more interesting.
  • FIG. 14 is a flowchart showing the flow of information processing by an information processing device according to the third modified example.
  • the steps shown in FIG. 14 are basically the same as the steps shown in FIG. 7, but differ in that they include S24 to S25.
  • S24 to S25 are located between S11 and S12.
  • the registration unit 210 determines whether a level change event has occurred for any player (S24). If the registration unit 210 determines that a level change event has occurred for any player (YES in S24), it changes the level corresponding to that player in the player information (S25). At this time, the registration unit 210 changes the level by an amount that corresponds to the type of level change event. The registration unit 210 then proceeds to S12.
  • the second embodiment differs from the first embodiment in that spectators can watch the game remotely.
  • the game is electronic sports (e-sports).
  • FIG. 15 is a block diagram showing the configuration of an information processing system 1a according to embodiment 2.
  • Information processing system 1a differs from information processing system 1 in that it includes an information processing device 2a instead of the information processing device 2, and an audience terminal 4.
  • the spectator terminals 4 are computer terminals operated by spectators watching the game.
  • the spectator terminals 4 may be smartphones, tablet terminals, portable game consoles, stationary game consoles, commercial game consoles installed in amusement facilities, laptop computers, desktop computers, or other communication terminals capable of input and output.
  • the hardware configuration of the spectator terminals 4 is substantially the same as that of the player terminals 3, so a description thereof will be omitted.
  • Information processing device 2a has basically the same configuration and functions as information processing device 2, but differs from information processing device 2 in that it has control unit 21a instead of control unit 21.
  • Information processing device 2a is capable of accepting votes from spectators.
  • Information processing device 2a is also configured to be able to award rewards to teams based on the team's ranking or team score.
  • Information processing device 2a is also configured to be able to award benefits to spectators based on the voting results and team ranking.
  • FIG. 16 is a block diagram showing the functional configuration of the control unit 21a.
  • the control unit 21a realizes the functions of the registration unit 210, progress control unit 211, first addition unit 212, second addition unit 213, and determination unit 214, as well as the display control unit 215a, vote acceptance unit 216, and reward granting unit 217.
  • the display control unit 215a displays the progress status on the display unit of the spectator terminal 4 while the game is in progress. In other words, the display control unit 215a sends information regarding the processing results of the progress control unit 211 to the spectator terminal 4, and the spectator terminal 4 displays the received information on the display unit.
  • the vote acceptance unit 216 accepts votes for the rankings of the teams from spectators who can view the progress of the game. That is, in response to detecting a voting operation from a spectator, the spectator terminal 4 transmits voting information regarding the team rankings to the information processing device 2a. In this way, the vote acceptance unit 216 accepts the voting information.
  • the reward granting unit 217 determines the value of the reward to be granted to each team. For example, the reward granting unit 217 determines the value of the reward to be granted to each of a plurality of teams based on at least one of the team score and the team ranking information of the team.
  • the team ranking information is information on the ranking between teams determined by the determination unit 214.
  • the value of the reward may be determined based on the amount and type of reward.
  • the reward granting unit 217 may also determine the value of the benefit to be granted to the spectators. For example, the reward granting unit 217 determines the value of the benefit to be granted to each spectator who performed a voting operation, based on the voting information and the team's ranking. The value of the benefit may be determined based on the amount and type of benefit.
  • the benefits given to spectators are out-of-game assets, such as legal currency or crypto assets.
  • benefits By giving benefits to spectators, it is possible to encourage active participation from spectators. It is also possible to increase the interest of spectators in the game.
  • the benefits given to spectators may be in-game assets instead of or in addition to out-of-game assets.
  • FIG 17 is a sequence diagram showing the flow of information processing in the information processing system 1a.
  • the spectator terminal 4 transmits voting information related to the voting operation to the information processing device 2 (S31).
  • the information transmitted by the spectator terminal 4 may include, in addition to the voting information, a spectator ID, which is information for identifying the spectator.
  • Figure 18 is a diagram showing an example of an image 12 displayed on the display unit of the spectator terminal 4.
  • Image 12 includes a message saying "Vote for the following team," as well as objects 121 and 122 for selecting a team to participate in the game.
  • Spectators select an object corresponding to the team that will win the game, and then select object 123 to determine the team to vote for.
  • the spectator terminal 4 transmits voting information, including information about the team corresponding to the selected object, and the spectator ID to the information processing device 2.
  • the voting acceptance unit 216 may accept voting information from spectators regarding the rankings of the top m teams (m ⁇ n, n and m are natural numbers). For example, if there are four competing teams, the voting acceptance unit 216 may accept voting information from spectators to predict the first and second place teams.
  • the voting acceptance unit 216 of the information processing device 2a which has received the voting information, registers information associating the voting information with the spectator ID in the memory unit 26 (S32).
  • the control unit 21 then executes the processes shown in S10 to S18 of Figure 7.
  • the display control unit 215a of the information processing device 2a transmits information indicating the progress of the game to the player terminal 3 and the spectator terminal 4.
  • the player terminal 3 displays a screen based on the progress on the display unit 38 (S33).
  • the spectator terminal 4 also displays a screen based on the progress on the display unit (S34).
  • the determination unit 214 of the information processing device 2a determines the rankings between the teams (S19).
  • the display control unit 215a transmits ranking information, which is information about the rankings between the teams, to the player terminals 3 and spectator terminals 4 (S20).
  • the player terminals 3 and spectator terminals 4 that have received the ranking information display the rankings between the teams on their display units (S35, S36).
  • the reward granting unit 217 of the information processing device 2a determines the value of the reward to be granted to each team based on the team score and ranking information (S37). Specifically, the reward granting unit 217 determines the type and amount of reward to be granted to each of the multiple teams based on the team score and ranking information of that team.
  • the display control unit 215a then displays the determined reward value on the display unit 38 of the player terminal 3 (S38).
  • the reward granting unit 217 of the information processing device 2a determines the value of the benefit to be granted to each spectator who performed a voting operation, based at least on the voting information and ranking information (S39).
  • the information that forms the basis of the above determination process may include the team score of the voting team in addition to the voting information and ranking information.
  • the display control unit 215a displays the determined benefit value on the display unit of the spectator terminal 4 (S40).
  • the screen displayed on the player terminal 3 in S33 and the screen displayed on the spectator terminal 4 in S34 may contain different information.
  • the display control unit 215a may restrict the display on the player terminal 3 operated by each player of level information related to teams other than the team to which the player belongs, out of the multiple teams participating in the game (second display control step). Restricting the display may mean not displaying the information, or processing the image to make it difficult to view. By not letting the opposing team know the player's team's level information, it becomes more difficult to predict the game outcome, making the game even more interesting.
  • Spectators may be able to view the game progress from the perspectives of some of the players participating in the game. That is, the display control unit 215a may cause the spectator terminal 4 to display the same screen as the progress screen displayed on the player terminals 3 of some of the players participating in the game. Furthermore, spectators may be able to specify the player's perspective from which to view the game progress. That is, the spectator terminal 4 may transmit information about the player designated as the perspective from which the spectator wishes to view to the information processing device 2, and the display control unit 215a may cause the display to display the same screen as the progress screen displayed on the player terminal 3 of the player designated by the spectator. In this case, the display of level information may also be restricted.
  • the control unit 21a may tally information about the players designated as the perspective from which the spectator wishes to view, calculate the rankings among the players, and display them on the spectator terminal 4. This allows spectators to see which players are popular, further increasing the interest of the game event.
  • the reward granting unit 217 may use the rankings designated as the perspectives from which the spectators wish to view as the basis for determining the value of the reward to be granted to the players.
  • the reward granting unit 217 may also use the rankings designated by spectators as the viewpoints they would like to view as the basis for determining the odds for the next tournament.
  • a team is assumed to have multiple players.
  • the number of players constituting a team may also be one.
  • one team may have one player and the other team may have multiple players, or all teams may be composed of one player, resulting in a substantially individual match.
  • the information processing device 2 determines the ranking based on the results of tallying the scores, including the first scores, acquired by the players. Note that if a team is composed of one player, the results of tallying the scores acquired by each individual player become the team score. Therefore, players participating in the game can strategically set the level of each player to win, taking into account their own gaming ability and the amount of first score awarded.
  • the information processing devices 2 and 2a store player information in the storage unit 26, but the information processing devices 2 and 2a may store player information in an external storage device.
  • the game may also be made up of multiple stages.
  • the game may be made up of individual stages and special stages.
  • the game may be configured so that, once the player has cleared several individual stages, they will encounter a boss in the next special stage. This configuration can effectively create tension and relaxation for the player.
  • at least one of the first and second granting conditions, the relationship between level and acquisition possibility, and the relationship between level and grant rate may differ for each type of stage.
  • the number of players making up a team is not limited to four.
  • the control unit 21, 21a of the information processing device 2, 2a may determine that matching has been established and allow the game to begin if the number of players participating in the game on each team is the same.
  • the display control method used by the display control unit 215, 215a may be a "browser type” or an "app type.”
  • the display control unit 215, 215a In the "browser type,” the display control unit 215, 215a generates screen information based on a series of display control information associated with the progress of the game that it has stored in advance, in response to a data acquisition request associated with an input operation from the player terminal 3, and transmits the screen information to the player terminal 3. The player terminal 3 then performs display processing on the web browser.
  • the "app type” the player terminal 3 downloads an application program from the information processing device 2, 2a in advance. The player terminal 3 executes the application program, generates screen information based on the display control information included in the application program and data acquired from the information processing device 2, 2a in response to an input operation, and displays the screen.
  • Non-transitory computer readable media include various types of tangible storage media.
  • Examples of non-transitory computer readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), CD-ROM (Read Only Memory), CD-R, CD-R/W, DVD (Digital Versatile Disc), and semiconductor memory (e.g., mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), flash ROM, RAM (Random Access Memory)).
  • magnetic recording media e.g., flexible disks, magnetic tapes, hard disk drives
  • magneto-optical recording media e.g., magneto-optical disks
  • CD-ROM Read Only Memory
  • CD-R Compact Only Memory
  • CD-R/W Compact Disc
  • DVD Digital Versatile Disc
  • semiconductor memory e.g., mask ROM, PROM (Programmable ROM), EPROM (Erasable
  • the program may be supplied to the computer by various types of transitory computer readable media.
  • Examples of temporary computer-readable media include electrical signals, optical signals, and electromagnetic waves.
  • the temporary computer-readable medium can provide the program to a computer via a wired communication path, such as an electric wire or optical fiber, or via a wireless communication path.
  • An information processing device including a control unit, the control unit executes a registration step, a first addition step, and a determination step;
  • the control unit In the registration step, for each player belonging to each of a plurality of teams participating in the game, in response to the player setting a level, information associating the player, the level, and the team is registered in a storage unit; in the first adding step, when at least one player fulfills a condition for acquiring a first score during the progress of the game, adding the first score in an amount corresponding to the level corresponding to the player to a team score of a team to which the player belongs; In the determining step, the rankings among the plurality of teams are determined such that the larger the team score, the higher the ranking; The first score is a score that is less likely to be acquired as the level corresponding to the player is lower, but the amount added when the first score is acquired is larger.
  • the control unit executes a first providing step and a first calculating step in the first adding step, The control unit in the first awarding step, when the at least one player fulfills the condition for acquiring the first score during the progress of the game, awarding the first score of the amount corresponding to the level corresponding to the player to the player; 2.
  • the information processing device according to claim 1, wherein in the first calculation step, for each of the plurality of teams, a sum of the first scores acquired by two or more players belonging to that team during the progress of the game is added to the team score.
  • the control unit further includes a second adding step, In the second adding step, when a player belonging to each of the plurality of teams satisfies a condition for acquiring a second score during the progress of the game, the control unit adds the second score to the team score of the team to which the player belongs;
  • the information processing device described in Appendix 1 or 2 wherein the second score is a score that is added in a smaller amount when acquired the lower the level corresponding to the player, or a score that is less likely to be acquired the lower the level of the player, but the amount is independent of the level.
  • the control unit further executes a vote acceptance step, The control unit The information processing device according to any one of appendices 1 to 5, wherein the vote acceptance step accepts votes for the rankings among the plurality of teams from spectators who can view the progress of the game.
  • the control unit further executes a first display control step, An information processing device described in any one of Appendices 1 to 6, wherein in the first display control step, the control unit restricts the display of level information related to the multiple teams participating in the game on spectator terminals operated by spectators.
  • the control unit further executes a second display control step, The information processing device according to any one of appendices 1 to 7, wherein in the second display control step, the control unit restricts display of the level information related to teams other than the team to which the player belongs, among the plurality of teams, on the player terminal operated by each of the players.
  • the control unit further executes a reward providing step, In the reward granting step, the control unit determines, for each of the plurality of teams, an amount or type of in-game assets to be granted to the team based on the team score or the ranking of the team;
  • an information processing device including a control unit; and a player terminal operated by a player, the control unit executes a registration step, a first addition step, and a determination step;
  • the control unit In the registration step, for each player belonging to each of a plurality of teams participating in the game, in response to the player setting a level, information associating the player, the level, and the team is registered in a storage unit; in the first adding step, when at least one player fulfills a condition for acquiring a first score during the progress of the game, adding the first score in an amount corresponding to the level corresponding to the player to a team score of a team to which the player belongs; In the determining step, the rankings among the plurality of teams are determined such that the larger the team score, the higher the ranking; The first score is a score that is less likely to be obtained as the level corresponding to the player is lower, but the amount added when the first score is obtained is larger.

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JP2003190630A (ja) * 2001-12-28 2003-07-08 Bandai Co Ltd グラフを用いたパラメータ変化ゲーム装置及び、その処理方法並びにパラメータ変化処理プログラムを記憶した記録媒体。
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