WO2022030388A1 - Storage medium and information processing device - Google Patents

Storage medium and information processing device Download PDF

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Publication number
WO2022030388A1
WO2022030388A1 PCT/JP2021/028368 JP2021028368W WO2022030388A1 WO 2022030388 A1 WO2022030388 A1 WO 2022030388A1 JP 2021028368 W JP2021028368 W JP 2021028368W WO 2022030388 A1 WO2022030388 A1 WO 2022030388A1
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WO
WIPO (PCT)
Prior art keywords
venue
virtual character
actions
performance
virtual
Prior art date
Application number
PCT/JP2021/028368
Other languages
French (fr)
Japanese (ja)
Inventor
裕一郎 近藤
龍弥 松田
慎吾 小菅
Original Assignee
株式会社セガ
株式会社Colorful Palette
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Application filed by 株式会社セガ, 株式会社Colorful Palette filed Critical 株式会社セガ
Publication of WO2022030388A1 publication Critical patent/WO2022030388A1/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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • 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
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/235Processing of additional data, e.g. scrambling of additional data or processing content descriptors

Definitions

  • the present invention relates to a storage medium and an information processing device.
  • a game has been known in which a virtual character representing a player displays an image of participating as an spectator in a performance venue or a performance venue.
  • Patent Document 1 discloses a technique of performing a performance on a player's terminal device and causing a virtual character to take actions such as clapping hands or shaking a penlight based on the operation of one player. Has been done.
  • the present invention has been made in view of such a problem, and an object thereof is a memory that can suppress a communication load and excite the entire venue when a plurality of players participate in the same venue at substantially the same time.
  • the purpose is to provide a medium and an information processing apparatus.
  • the storage medium is a non-transient storage medium that readablely stores a program executed by a computer capable of communicating with a terminal device of a plurality of players.
  • the program is a matching means for matching the computer with two or more players among the plurality of players and any one of the plurality of venues where the same performance or performance is performed substantially at the same time.
  • a display control means for displaying and controlling a virtual character capable of performing a plurality of actions according to an operation on the terminal device of the player, the performance or the performance being performed at the plurality of venues, at the one venue.
  • a part of the actions of the virtual character whose display is controlled is instructed to be reflected in another venue among the plurality of venues, and when there is an instruction to reflect in the one venue from the other venue. It functions as a reflection means for reflecting a part of the actions of the virtual character whose display is controlled in the other venue in the one venue.
  • the program performs a part of the history of actions executed by the virtual character whose display is controlled at the venue for each of the plurality of venues.
  • the action is made to function as a lottery means for drawing a lottery, and the reflection means reflects an action drawn by the lottery means for the other venue at the one venue.
  • the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions.
  • the program causes the computer to function as a payment processing means that enables the player to use the item based on the charge by the player or the payment of the game content.
  • the partial action includes the use of the item, and in the lottery of the lottery means, the lottery probability is set higher as the payment amount of the item is higher.
  • the above-mentioned partial action includes posting a message.
  • the display control means uses a second virtual character different from the first virtual character at the one venue.
  • the display control is performed, and the reflection means performs a part of the actions of each first virtual character whose display is controlled in the other venue with respect to the second virtual character displayed in the one venue. By executing it, the part of the action is reflected.
  • the program causes the second virtual character to execute a predetermined action at a predetermined timing for each performance or performance. Make it function as a means.
  • the type of the predetermined action and the type of some actions reflected by the reflecting means are different.
  • the program changes the parameters of the computer based on the action of the virtual character operated by the player, and rewards the player based on the parameters. It functions as a granting means.
  • the display control means controls the display of the performance or the virtual performer character to be performed at the venue, and the reflection means is the virtual based on the parameters. Change the behavior of the performer character.
  • the information processing device is an information processing device capable of communicating with terminal devices of a plurality of players, and is the same performance or performance as two or more players among the plurality of players. Matching with any one of the plurality of venues executed substantially at the same time, and displaying and controlling one venue matched by the matching means with respect to the terminal devices of the two or more players.
  • a display control means for displaying and controlling a plurality of virtual characters corresponding to the two or more players at the one venue and capable of performing a plurality of actions according to operations on the terminal devices of the two or more players.
  • the communication load can be suppressed and the entire venue can be excited.
  • FIG. 1 It is a block diagram which shows an example of the whole structure of the game system which concerns on this embodiment. It is a block diagram schematically showing an example of the hardware configuration of the server apparatus shown in FIG. 1. It is a block diagram which shows an example of the functional structure of a server apparatus schematicly. It is a flowchart which shows an example of the flow of the game processing in the game system which concerns on this embodiment. It is a flowchart which shows an example of the flow of the virtual live processing shown in step SP34 of FIG. It is explanatory drawing which shows an example of the whole outline of a live venue. It is a figure which shows an example of the virtual live screen which can be viewed from the field of view of the player who operates the virtual character C1 shown in FIG.
  • FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the present embodiment.
  • the game system 1 includes a server device 10 and a plurality of terminal devices 12. These server devices 10 and terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as the Internet, an intranet, or a telephone line.
  • a communication network NT such as the Internet, an intranet, or a telephone line.
  • the server device 10 is an information processing device that provides the user of each terminal device 12 via the communication network NT with the execution result of the game obtained by executing the game program 14 or the game program 14 itself. In the present embodiment, the server device 10 provides the game program 14 itself to the user of the terminal device 12.
  • Each terminal device 12 is an information processing device operated by each user, and is an information processing device that provides a game to each user by executing the game program 14 received from, for example, the server device 10 after being installed.
  • Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
  • a case where each terminal device 12 is a smartphone provided with a gyro sensor (angular velocity sensor) capable of measuring an angular velocity will be described.
  • FIG. 2 is a block diagram schematically showing an example of the hardware configuration of the server device 10 shown in FIG.
  • the server device 10 includes a control device 20, a communication device 26, and a storage device 28.
  • the control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.
  • CPU Central Processing Unit
  • the CPU 22 functions as various functional configurations by executing a predetermined program stored in the memory 24 (non-transient storage medium), the storage device 28, or the like. Details of this functional configuration will be described later.
  • the communication device 26 is composed of a communication interface or the like for communicating with an external device.
  • the communication device 26 transmits and receives various information to and from the terminal device 12, for example.
  • the storage device 28 is composed of a non-transient storage medium such as a hard disk.
  • the storage device 28 stores various programs and various information necessary for executing processing in the control device 20, including the game program 14, and information on the processing result.
  • the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 can be provided with other configurations generally provided by the server. Further, the configuration of the terminal device 12 is the same as that of the server device 10 except that the terminal device 12 is provided with an operation means and a display means. As the display means, a head-mounted display or the like provided with a position detection means such as a gyro sensor (angular velocity sensor) and a posture detection means may be used.
  • a position detection means such as a gyro sensor (angular velocity sensor) and a posture detection means
  • the game according to the present embodiment is not particularly limited to a music game, a role playing game, a shooting game, an action game, and the like.
  • the game is, for example, a rhythm game in which the operation is enjoyed according to the performance or the performance, among the music games.
  • the performance or performance is executed at a predetermined timing during the game.
  • this performance or performance venue performance venue or performance venue
  • the first virtual characters that can perform multiple actions according to the operations of multiple players are displayed, so that multiple players can be in the same venue. You can participate at almost the same time.
  • this embodiment can also be applied to the performance.
  • FIG. 3 is a block diagram schematically showing an example of the functional configuration of the server device 10.
  • the server device 10 has, as a functional configuration, a storage means 50, a progress means 52, a payment processing means 54, a matching means 56, a display control means 58, an execution means 60, and a storage control.
  • the means 62, the lottery means 64, the reflection means 66, and the granting means 68 are provided.
  • the storage means 50 is realized by the storage device 28.
  • Other functional configurations are realized by the control device 20 executing a program corresponding to the game program 14. Further, a part of the functional configuration may be provided in the terminal device 12.
  • the progress means 52, the lottery means 64, the execution means 60, and the like may be provided in the terminal device 12 instead of the server device 10.
  • the storage means 50 has, for example, a function of storing play data 50A, performance venue data 50B, performance schedule 50C, performance data 50D, probability table 50E, and action history 50F.
  • a part of the data stored in the storage means 50 may be stored in the terminal device 12.
  • the performance data 50D or the action history 50F may be stored in the terminal device 12.
  • the play data 50A is provided for each of a plurality of players.
  • the play data 50A includes the progress of the game, the player character that can be used by the player in the main game, the status of the player character, the first virtual character that can be operated at the performance venue, the item, and the in-game currency (coin). , Free crystals, paid crystals, support points, etc. are described.
  • a paid crystal is a type of item that can be acquired by a player through a purchase procedure (payment of cash or electronic money, credit card payment, etc.). Such paid crystals are sometimes referred to as, for example, paid stones.
  • a free crystal is a kind of item that can be acquired by a player through game play (execution of various games). For example, free crystals can be obtained as rewards for logging in, clearing quests, completing missions, interacting with friends, and so on. This free crystal is sometimes referred to as a free stone, for example.
  • the cheering point is a point indicating how much the player cheered on the performance.
  • the performance venue data 50B is display data for displaying the performance venue where the virtual performer character plays, the waiting area, and the like.
  • This performance includes not only playing an instrument but also singing a song.
  • the performance is a virtual live sung by a virtual performer character.
  • the date and time when the performance is performed is described in the performance schedule 50C.
  • the performance data 50D includes data for outputting a performance sound, data of a virtual performer character to be played, and the like.
  • the lottery probability or the lottery weighting is described for each of a plurality of actions of the first virtual character.
  • the lottery probability and the weighting of the action accompanied by the charge or the payment of the game content are set high among the plurality of actions.
  • the lottery probability weighting is set higher as the billing or the use of the item with the higher payment amount of the game content is used. Examples of game contents include paid crystals, free crystals, coins, and the like.
  • the action history 50F describes the history of actions of a plurality of first virtual characters executed in the same performance venue.
  • the payment processing means 54 has a function of making a predetermined item available to the player based on the charge by the player or the payment of the game content.
  • the matching means 56 has a function of matching two or more players among a plurality of players with one of a plurality of performance venues in which the same performance is executed at the same time.
  • the display control means 58 has a function of displaying and controlling one performance venue matched by the matching means 56 with respect to the terminal devices 12 of two or more players. Further, the display control means 58 is a plurality of first virtual characters corresponding to two or more players in one performance venue, and a plurality of actions can be performed according to the operation of the two or more players in the terminal device 12. It has a function to display and control the first virtual character. These multiple actions include, for example, moving the first virtual character, jumping the first virtual character, shaking the penlight by the first virtual character, and changing the color of the penlight by the first virtual character. The first virtual character stamps (displays), the first virtual character uses an item, puts it on the stage of the performance venue, the first virtual character dances, and so on. Further, the display control means 58 may display and control a second virtual character different from the first virtual character in one performance venue. Further, the display control means 58 may display and control the virtual performer character to be performed at the performance venue.
  • the execution means 60 has a function of substantially simultaneously executing and controlling the same performance in a plurality of performance venues.
  • substantially simultaneous means a deviation of several seconds.
  • the execution means 60 has a function of causing the second virtual character to execute a predetermined action at a predetermined timing for each performance.
  • the type of the predetermined action and the type of a part of the action reflected by the reflection means 66 on the second virtual character may be different.
  • predetermined actions include shaking the penlight, changing the color of the penlight, and some actions include items that can be stamped (displayed) or posted a message. The act of using an item or placing it on the stage of a performance venue can be mentioned.
  • the storage control means 62 has a function of storing the history of actions executed by each first virtual character whose display is controlled in a plurality of performance venues in the storage means 50 as an action history 50F.
  • the lottery means 64 has a function of drawing a part of actions from the action history 50F for each of a plurality of performance venues.
  • the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions of the action history 50F. Further, in the lottery of the lottery means 64, the lottery probability is set higher as the billing or the use of the billing item with the higher payment amount of the in-game currency is used.
  • the reflecting means 66 performs a part of the actions of the first virtual character whose display is controlled in one performance venue while the same performance is being executed substantially simultaneously in the plurality of performance venues in the plurality of performance venues. Among them, it has a function to instruct the other performance venues to reflect it in the other performance venues. Further, when the reflection means 66 is instructed to be reflected in one performance venue from another performance venue, the reflection means 66 performs a part of the actions of the first virtual character whose display is controlled in the other performance venue. It has a function to reflect on the performance venue. Specifically, when there is a reflection instruction from another performance venue to one performance venue, the reflection means 66 refers to the other performance venue with respect to the second virtual character displayed in the one performance venue.
  • the reflection means 66 may reflect the cheering points of the player in the behavior of the virtual performer character, that is, the behavior of the virtual performer character may be changed based on the cheering points of the player.
  • the granting means 68 has a function of changing parameters based on the action of the first virtual character operated by the player and granting a reward to the player based on the parameters. Specifically, when there is an action of the first virtual character operated by the player, the granting means 68 adds a parameter (support point) having a value corresponding to the action to the player, and the support point of the player is a threshold value. When the above is reached, a reward is given to the player. Examples of this reward include coins, free crystals, and items. Further, there may be a plurality of threshold values. In this case, a reward may be given each time a plurality of threshold values are reached. Further, the granting means 68 may grant a better reward or a larger reward as the support points are higher.
  • the parameters may be the ratio of cheering, the relative value with other players, and the like.
  • the threshold value may be different for each performance item.
  • a threshold value of support points may be set for each part of the performance. However, regarding the use of items, it may be possible to add support points regardless of each threshold value.
  • FIG. 4 is a flowchart showing an example of the flow of game processing in the game system 1 according to the present embodiment.
  • the following processing is started, for example, when the game program 14 is executed by the terminal device 12.
  • the order or contents of the following processes can be changed as appropriate.
  • Step SP10 The terminal device 12 transmits a menu screen request requesting a menu screen to the server device 10.
  • This menu screen request includes the player ID of the player. Then, the process shifts to the process of step SP12.
  • Step SP12 The server device 10 receives a menu screen request from the terminal device 12. In response to this, the server device 10 acquires the play data 50A corresponding to the player ID included in the menu screen request from the storage means 50. Subsequently, the reflecting means 66 of the server device 10 reflects the acquired play data 50A in the game data such as the menu screen data. Then, the process shifts to the process of step SP14. In this step SP12, the server device 10 may perform login authentication.
  • Step SP14 The server device 10 controls the display of the menu screen by transmitting the menu screen data to the requesting terminal device 12. Then, the process shifts to the process of step SP16.
  • Step SP16 The terminal device 12 receives menu screen data from the server device 10. In response to this, the terminal device 12 displays the menu screen based on the received menu screen data.
  • the menu screen is provided with, for example, a main game button, a virtual live button, and one or more other buttons. Then, the process shifts to the process of step SP18.
  • Step SP18 The terminal device 12 determines whether or not the main game button is pressed on the menu screen. Then, if the determination is affirmative, the process proceeds to the process of step SP20, and if the determination is negative, the process proceeds to the process of step SP22.
  • Step SP20 The terminal device 12 executes the main game process while communicating with the server device 10.
  • the rhythm game process is executed as the main game process.
  • the terminal device 12 displays a menu screen. Then, the process shifts to the process of step SP22.
  • Step SP22 The terminal device 12 determines whether or not the virtual live button is pressed on the menu screen. Then, if the determination is affirmative, the process proceeds to the process of step SP24, and if the determination is negative, the process proceeds to the process of step SP40.
  • Step SP24 The terminal device 12 transmits a virtual live list request to the server device 10. Then, the process shifts to the process of step SP26.
  • Step SP26 The server device 10 receives the list request from the terminal device 12. In response to this, the server device 10 acquires today's performance schedule 50C from the storage means 50. Subsequently, the server device 10 generates live list data based on the acquired performance schedule 50C and transmits the live list data to the terminal device 12 to control the display of the live list. Then, the process shifts to the process of step SP28.
  • Step SP28 The terminal device 12 receives the live list data from the server device 10. In response to this, the terminal device 12 displays a live list of one or a plurality of virtual live concerts held today based on the received live list data. Then, the process shifts to the process of step SP30.
  • the live list the date and time of the virtual live, the start time, the end time, and the reception start time may be displayed. Further, the virtual live that can be selected and the virtual live that cannot be selected may be displayed in different display formats. For example, the display of a virtual live that has not reached the reception start time and cannot be selected may be grayed out.
  • Step SP30 The terminal device 12 accepts the selection of one virtual live from the live list based on the operation of the player. Subsequently, the terminal device 12 sets the live ID of the virtual live selected so as to match the player with the live venue of any one of the plurality of live venues where the selected virtual live is executed substantially at the same time. A matching request including the player ID is transmitted to the server device 10. Then, the process shifts to the process of step SP32.
  • Step SP32 The server device 10 receives a matching request from the terminal device 12.
  • the matching means 56 of the server device 10 corresponds to the player ID included in the matching request and the live ID included in the matching request, and any of a plurality of live venues in which the same live is executed at the same time. Match with the live venue ID of Kaichi's live venue.
  • at least two or more players, such as 10 or 20 people, can be matched at the plurality of live venues, respectively. Then, the process shifts to the process of step SP34.
  • Step SP34 The server device 10 executes a virtual live process for the progress of the virtual live while communicating with the terminal device 12. The details of the virtual live processing will be described later. Then, the process shifts to the process of step SP36.
  • Step SP36 The server device 10 controls the display of the menu screen by transmitting the menu screen data to the requesting terminal device 12. Then, the process shifts to the process of step SP38.
  • Step SP38 The terminal device 12 receives menu screen data from the server device 10. In response to this, the terminal device 12 displays the menu screen based on the received menu screen data. Then, the process shifts to the process of step SP40.
  • Step SP40 The terminal device 12 determines whether or not another button is pressed on the menu screen. Then, if the determination is affirmative, the process proceeds to the process of step SP42, and if the determination is negative, the process returns to the process of step SP18.
  • Step SP42 The terminal device 12 executes a corresponding process corresponding to another button while communicating with the server device 10.
  • Examples of the corresponding processing include a list display process of possessed items, a list display process of possessed characters, a lottery process of game contents, and the like. Subsequently, when the corresponding process is completed, the terminal device 12 displays a menu screen. Then, the process returns to the process of step SP18.
  • FIG. 5 is a flowchart showing an example of the flow of the virtual live processing shown in step SP34 of FIG. This virtual live process is executed simultaneously for each of a plurality of live venues. The order or contents of the following processes can be changed as appropriate. Further, in FIG. 5, in order to avoid complication, the description of the processing of the terminal device 12 is omitted. Further, the server device 10 that executes the following processing may be different for each live venue.
  • the display control means 58 of the server device 10 is a waiting area of the live venue matched to the player based on the play data 50A and the performance venue data 50B, and a first virtual character corresponding to the player, and is a terminal of the player.
  • the first virtual character capable of performing a plurality of actions according to the operation in the device 12 is displayed and controlled for the terminal devices 12 of two or more matched players. Since two or more players are matched to one live venue, the first virtual character corresponding to the two or more players is displayed in the one live venue and the corresponding waiting area, respectively. Become.
  • a virtual shop button is provided in the waiting area in order to purchase items, costumes, and the like. Then, the process shifts to the process of step SP62.
  • Step SP62 The display control means 58 determines whether or not the virtual shop button is pressed in the waiting area. Then, if the determination is affirmative, the process proceeds to the process of step SP64, and if the determination is negative, the process proceeds to the process of step SP68.
  • Step SP64 The display control means 58 controls the display of the shop screen to the terminal device 12 of the player who has pressed the virtual shop button. Then, the process shifts to the process of step SP66.
  • Step SP66 The payment processing means 54 of the server device 10 executes payment processing when a costume, an accessory, or the like for the first virtual character is selected by the user on the shop screen. Specifically, the payment processing means 54 grants the selected one to the player by paying any one of the three game contents of the coin, the free crystal, and the paid crystal in the player's play data 50A. do. Then, the process proceeds to the process of step SP68.
  • Step SP68 The display control means 58 determines whether or not the opening time of the live venue corresponding to the waiting area is based on the performance schedule 50C. Then, if the determination is affirmative, the process proceeds to the process of step SP70, and if the determination is negative, the process returns to the process of step SP62.
  • Step SP70 The display control means 58 controls the display of the entrance of the corresponding live venue in the waiting area on each terminal device 12. Subsequently, the display control means 58 controls the display of the live venue corresponding to the waiting area on the terminal device 12 instead of the waiting area when the entrance is selected by the player. Further, the display control means 58 appropriately displays and controls the first virtual character of two or more players who participated in the live venue, the second virtual character that the player does not directly operate, the virtual performer character to play, and the like on the terminal device 12. .. In this step, the display control means 58 has described the case where the display control of the live venue is performed when the entrance is selected by the player, but the display control of the live venue may be automatically performed.
  • FIG. 6 is an explanatory diagram showing an example of an overall outline of the live venue.
  • the stage area A1, the first audience seat area A2, and the second audience seat area A3 are set in the live venue 100.
  • One or more virtual performer characters P are displayed in the stage area A1.
  • each first virtual character C1 that can be operated by two or more participating players is displayed.
  • the first virtual character C1 can move within the range of the first audience seat area A2.
  • the first virtual character C1 may hide the other first virtual character C1 when it approaches the other first virtual character C1 within a certain distance range.
  • a plurality of second virtual characters C2 are displayed and controlled in the second audience seat area A3.
  • the number of the second virtual characters C2 is preferably larger than the number of the first virtual characters C1 displayed in the first audience seating area A2, such as 100 people or 1000 people.
  • the second audience seat area A3 is an area affected by other live venues among a plurality of live venues where the same live is performed substantially at the same time.
  • the second audience seat area A3 is an area in which some actions of the first virtual character whose display is controlled to be displayed in another live venue are reflected. For example, if there are five other live venues where the same live is performed at approximately the same time, the second audience area A3 is the area A3 (1) affected by the first live venue and the second live.
  • Step SP72 The progress means 52 of the server device 10 determines whether or not it is the live start time based on the performance schedule 50C. Then, if the determination is affirmative, the process proceeds to the process of step SP74, and if the determination is negative, the process returns to the process of step SP72.
  • Step SP74 The execution means 60 of the server device 10 executes a virtual live based on the performance data 50D, and outputs the execution result to the terminal devices 12 of two or more players participating in the live venue 100.
  • the executing means 60 executes the virtual live on two or more terminal devices 12 participating in the live venue 100 instead of executing the virtual live.
  • Output instructions As a result, two or more players participating in the live venue 100 can watch the virtual live sung by the virtual performer character P while dancing on each terminal device 12.
  • FIG. 7 is a diagram showing an example of a virtual live screen 110 that can be viewed from the field of view 102 of the player who operates the virtual character C1 shown in FIG.
  • the virtual performer character P and the stage area A1 are displayed on the virtual live screen 110.
  • the display bar 112 is displayed on the virtual live screen 110.
  • the cheering points of the player who is watching the virtual live are shown by the bar.
  • a penlight 114 possessed by the first virtual character C1 operated by the player is displayed.
  • the item 116 is displayed in the stage area A1, when a predetermined item is used.
  • this item 116 include a bouquet 116A, a letter 116B, and the like.
  • the letter 116B is used, an action of posting a message can be performed, and the posted message 118 can be viewed by other players.
  • This message may be input by the player at the terminal device 12 when the letter 116B is used, or may be predetermined. Further, depending on the field of view 102, it is possible to watch the appearance of another first virtual character C1 or the second virtual character C2 taking an action.
  • the field of view 102 can be changed, for example, based on the output value of the gyro sensor provided in the terminal device 12 or the tap operation.
  • step SP76 the process shifts to the process of step SP76.
  • Step SP76 The progress means 52 determines whether or not the operation information transmitted from the terminal device 12 of any one of the two or more players participating in the live venue 100 has been received. Then, if the determination is affirmative, the process proceeds to the process of step SP78, and if the determination is negative, the process proceeds to the process of step SP84.
  • Step SP78 The execution means 60 causes the first virtual character C1 corresponding to the player who has transmitted the operation information to execute the action corresponding to the operation information.
  • the content of this action is displayed on each terminal device 12 by the display control means 58.
  • the payment processing means 54 is charged by the player or paid for the game content (in-game currency, crystal, etc.) before the execution. Based on, make the item available to the player. Then, the process shifts to the process of step SP80. If the item is purchased in the waiting area, payment such as billing may not be required before using the item.
  • Step SP80 The storage control means 62 of the server device 10 stores the action executed in step SP78 in the action history 50F. Depending on the type of action, the storage control means 62 may not store the action executed in step SP78 in the action history 50F. For example, the action of moving, the action of changing the color of the penlight, the action of shaking the penlight, and the like are not reflected in other performance venues, so that the storage control means 62 does not have to store in the action history 50F. .. Then, the process shifts to the process of step SP82.
  • the granting means 68 grants support points corresponding to the action to the player who has taken the action. Specifically, the granting means 68 adds the support points corresponding to the action to the support points recorded in the play data 50A of the player who took the action. For example, the granting means 68 adds "1" to the support points when the executed action is an action of shaking a penlight, and adds "3" to the support points when the action is to press a stamp. Further, the granting means 68 adds "2" to the support points when the executed action is an action of jumping, and adds "4" to the support points when the action is to use an item. Further, the granting means 68 may change the support points to be added according to the item.
  • the support points to be added may be increased, and if the item does not require payment such as charge for use, the support points to be added may be lowered. It should be noted that each added value of the above support points is an example and is not particularly limited. Further, when the threshold value of the support points is reached, the granting means 68 does not add the support points except for the action of using the item. Then, the process shifts to the process of step SP84.
  • Step SP84 The progress means 52 determines whether or not the first predetermined time has elapsed since the virtual live was executed. Then, if the determination is affirmative, the process proceeds to the process of step SP86, and if the determination is negative, the process proceeds to the process of step SP88. It should be noted that this first predetermined time is a predetermined time (timing) for each performance, and there may be one or more. Further, in this step, instead of determining whether or not the first predetermined time has elapsed since the virtual live was executed, the progress means 52 has a predetermined timing such as whether or not it has become a predetermined song or a predetermined part. It may be determined whether or not.
  • Step SP86 The executing means 60 causes a part or all of the second virtual character C2 in the live venue 100 to perform predetermined actions such as shaking the penlight and changing the color of the penlight.
  • the execution means 60 causes the second virtual character C2, for example, 95% of the total number of the second virtual character C2, to perform the action of changing the color of the penlight to pink.
  • the reason why it is not set to 100% is to prevent unnaturalness, but the numerical value may be adjusted as necessary including 100%.
  • the player can watch how the second virtual character C2 is taking action. Then, the process shifts to the process of step SP88.
  • Step SP88 The progress means 52 determines whether or not a second predetermined time has elapsed since the virtual live was executed. Then, if the determination is affirmative, the process proceeds to the process of step SP90, and if the determination is negative, the process proceeds to the process of step SP96.
  • this second predetermined time is a predetermined time (timing) for each performance, and there are a plurality of them. The interval between the plurality of second predetermined times is preferably in seconds from the viewpoint of matching the timing of the excitement.
  • the progress means 52 instead of determining whether or not the second predetermined time has elapsed since the virtual live was executed, the progress means 52 has a predetermined timing such as whether or not it has become a predetermined song or a predetermined part. It may be determined whether or not.
  • Step SP90 The lottery means 64 draws, for example, one action from the action history 50F based on the probability or weighting of the probability table 50E.
  • the lottery probability of an action involving billing or payment of game content is set high among a plurality of actions, and the lottery is performed.
  • the lottery probability is set higher as the item with a higher payment amount such as billing is used, and the lottery is performed.
  • the process shifts to the process of step SP92.
  • the weight of the immediately preceding action in the action history 50F may be increased.
  • Step SP92 The reflection means 66 executes a part of the actions of the first virtual character C1 whose display is controlled in the live venue 100, that is, one action drawn by the lottery means 64, at substantially the same virtual live. Instruct the other live venue 100 to reflect it in the other live venue 100. Then, the process shifts to the process of step SP94.
  • Step SP94 The memory control means 62 resets (initializes) the action history 50F. Then, the process shifts to the process of step SP96.
  • Step SP96 The reflection means 66 determines whether or not there is a reflection instruction from the other live venue 100 to the main live venue 100. Then, if the determination is affirmative, the process proceeds to the process of step SP98, and if the determination is negative, the process proceeds to the process of step SP100.
  • the reflecting means 66 reflects a part of the actions of the first virtual character C1 whose display is controlled in the other live venue 100 in the present live venue 100. Specifically, the reflection means 66 performs another live with respect to the second virtual character C2 in the areas A3 (1) to A3 (5) corresponding to the other live venue 100 in the second audience seat area A3.
  • the venue 100 is made to execute some actions of the actions of each first virtual character C1 whose display is controlled. For example, some actions of the actions of each first virtual character C1 whose display is controlled in another live venue 100, particularly the use of the bouquet 116A shown in FIG. 7, the use of the letter 116B including the message 118, and the like. Players participating in this live venue 100 will also be able to see it. Then, the process shifts to the process of step SP100.
  • Step SP100 The traveling means 52 determines whether or not it is a less time (third predetermined time). Then, if the determination is affirmative, the process proceeds to the process of step SP102, and if the determination is negative, the process proceeds to the process of step SP104.
  • the execution means 60 causes the virtual performer character P to execute a response (action) to the player (first virtual character). Examples of this response include facing the player, waving to the player, greeting the player, shaking hands with the player, saying the name of the player, and giving a present (item) to the player.
  • the reflection means 66 may change the response of the virtual performer character P based on the support points of the player. For example, many responses may be executed to a player who has many support points.
  • the lottery means 64 may reflect the support points in the lottery probability and draw a response player from the players participating in the live venue 100. Then, the process shifts to the process of step SP104.
  • Step SP104 The progress means 52 determines whether or not the virtual live has ended. Then, if the determination is affirmative, the process proceeds to the process of step SP106, and if the determination is negative, the process returns to the process of step SP76.
  • Step SP106 The granting means 68 determines whether or not the player's support points are equal to or greater than the threshold value. In the present embodiment, the granting means 68 determines whether or not there is a player whose support point is equal to or higher than the threshold value. Then, when the determination is affirmative, the process proceeds to the process of step SP108, and when the determination is negative, the series of processes shown in FIG. 5 ends.
  • the granting means 68 grants a reward to a player whose support points are equal to or higher than the threshold value.
  • the granting means 68 may grant different rewards according to the support points. Further, a reward different from the above reward may be given to a player whose support points are less than the threshold value. Then, a series of processes shown in FIG. 5 is completed.
  • a plurality of live venues in which the server device 10 capable of communicating with the terminal devices 12 of the plurality of players performs the same performance (live) with two or more players among the plurality of players at substantially the same time.
  • the matching means 56 for matching with any one of the 100 live venues is provided. Further, the server device 10 controls the display control of one live venue matched by the matching means 56 with respect to the terminal devices 12 of two or more players, and at the same time, a plurality of corresponding live venues corresponding to the two or more players.
  • the first virtual character C1 of the above is provided with a display control means 58 for displaying and controlling the first virtual character C1 capable of performing a plurality of actions according to the operation of the terminal device 12 of the two or more players. Further, while the server device 10 is performing a live concert at the plurality of live venues 100, a part of the actions of the first virtual character C1 whose display is controlled in one live venue 100 is performed by the plurality of live venues 100. Of these, the first virtual character C1 whose display is controlled to be reflected in the other live venue when there is an instruction to reflect it in the other live venue and when the other live venue gives an instruction to reflect it in the one live venue.
  • the reflection means 66 for reflecting a part of the actions of the above actions in the one live venue is provided.
  • two or more players among the plurality of players are matched with any one of the plurality of live venues 100 in which the same performance (live) is executed substantially at the same time, so that they are the same. Even if the number of players who want to watch a live is large, it can be distributed to any one of a plurality of live venues 100 in which the same live is executed substantially at the same time. As a result, the number of players participating in one live venue 100 is also reduced, and in one live venue 100, the amount of communication between the terminal device 12 and the server device 10 for taking action of the first virtual character C1 can be reduced. The communication load can be suppressed.
  • the action of a part of the action of the first virtual character C1 whose display is controlled to the other live venue is concerned. Since it is reflected in one live venue, it is possible to give the player the feeling that a large number of players, more than the number of matched players, are participating in the same live venue, which makes the entire live venue exciting. be able to.
  • a lottery means for drawing a part of the action from the action history 50F of the action executed by the first virtual character C1 whose display is controlled in the live venue 100 for each of the plurality of live venues 100. 64 is provided, and the reflection means 66 reflects an action drawn by the lottery means 64 for another live venue in one live venue. According to this configuration, since there is a possibility that the action of each first virtual character C1 in another live venue can be reflected, the entire live venue can be excited.
  • the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions. According to this configuration, an action involving billing or payment of game content is easily reflected not only in one live venue but also in another live venue, so that the player can be honored. As a result, it is possible to prompt the player to charge or pay for the game content.
  • the payment processing means 54 for making the item available to the player based on the charge by the player or the payment of the game content is provided, and some actions include the use of the item and the lottery means 64 is drawn.
  • some actions include posting a message (including using an item having the posting function).
  • the message can be shown to the players participating in other live venues, the players can be honored, and the entire live venue can be excited.
  • the display control means 58 displays and controls the second virtual character C2 different from the first virtual character C1 in one live venue, and the reflection means 66 is displayed in one live venue.
  • the second virtual character C2 executes a part of the actions of each first virtual character C1 whose display is controlled by another live venue, the part of the actions is reflected.
  • this configuration by controlling the display of the second virtual character C2 that reflects some actions, a large number of players, as if the number of matched players or more, are participating in the same live venue. It is possible to give the player a feeling like that.
  • the execution means 60 for causing the second virtual character C2 to execute a predetermined action at a predetermined timing for each live is provided. According to this configuration, even if the number of actions reflected in the second virtual character C2 is small, since the predetermined actions are executed by the second virtual character C2, it is possible to suppress the whole venue from being swelled.
  • the types of predetermined actions and the types of some actions reflected by the reflecting means 66 are different. According to this configuration, when the timing of executing a predetermined action and the timing of reflecting a part of the action overlap, both actions can be performed without giving priority to either one.
  • the support points 68 as parameters are changed based on the action of the first virtual character C1 operated by the player, and the granting means 68 for giving a reward to the player based on the support points is provided. According to this configuration, the number of actions can be increased for support points, more accurately for rewards, and the entire venue can be further excited.
  • the display control means 58 displays and controls the live virtual performer character P at the live venue, and the reflection means 66 changes the behavior of the virtual performer character P based on the support points. According to this configuration, the number of actions can be increased with the aim of changing the behavior of the virtual performer character P, and the entire venue can be further excited.
  • the present invention is not limited to the above specific examples. That is, the above-mentioned specific examples to which those skilled in the art have appropriately modified the design are also included in the scope of the present invention as long as they have the features of the present invention. Further, the elements included in the above-described embodiment and the later-described modification can be combined as much as technically possible, and the combination thereof is also included in the scope of the present invention as long as the features of the present invention are included. ..
  • the reflection means 66 has described the case where the behavior of the virtual performer character P is changed based on the support points, but the reflection means 66 is a game different from the virtual live, for example, based on the support points. You may give preferential treatment to the main game and quests. For example, the reflection means 66 may lower the difficulty level of the main game, reduce the number of enemy characters, or raise the status of the player or the like, as long as the support points are equal to or higher than the threshold value. Further, the reflection means 66 may change the lottery probability at the time of lottery for drawing the game content based on the support points. For example, the more support points there are, the higher the lottery probability of the game content with high rarity may be changed.
  • the reflection means 66 may change the quality of the item used in the live venue 100 based on the support points. For example, in the reflection means 66, the higher the support point, the higher the quality of the item used in the live venue 100 may be. On the contrary, in the reflecting means 66, the lower the cheering point, the higher the quality of the item used in the live venue 100 may be.
  • the ranking of the support points among the players is made visible in the waiting area has been described, but it may be made visible on the menu screen or the live venue 100.
  • the player can be further encouraged to take action, and as a result, the entire venue can be further excited.
  • the specific example of matching of the matching means 56 is not mentioned, but for example, the matching means 56 has a past action history (number of actions, number of chats, number of actions, number of chats, number of actions, number of chats, etc.) of the first virtual character C1 of each player. Matching may be performed based on the number of times the item is used, etc.). Specifically, the matching means 56 may match so that players with a large number of actions are dispersed in a plurality of live venues 100. According to this, it is possible to suppress the occurrence of a situation in which only one live venue 100 is excited and the other live venue 100 is excited.
  • the action at the other live venue corresponding to the other area can also be used as the action of the second virtual character C2 in the vacant area. It may be reflected. According to this, it is possible to suppress the occurrence of a situation in which only one area rises and the other area rises.
  • the number of songs of the virtual live is not mentioned, but the virtual live may be composed of a plurality of songs.
  • the action lottery probability may be corrected according to the action history in the previous song. For example, by increasing the lottery probability for the actions of the players who did not win in the previous song, it is possible to increase the player's sense of entry into the live performance, and as a result, the entire venue can be further excited.

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Abstract

In a case where a plurality of players approximately simultaneously participate in the same hall, the present invention suppresses a communication load and livens up the entire hall. A program causes a server device 10 to function as a reflection means 66 which, while performance or staging is executed in a plurality of halls, instructs to reflect a portion of virtual character actions, which are controlled to be displayed in one hall, to the other halls among the plurality of halls, and reflects a portion of the virtual character actions, which are controlled to be displayed in the other halls, to the one hall, when there is a reflection instruction to the one hall from the other halls.

Description

記憶媒体及び情報処理装置Storage media and information processing equipment
 本発明は、記憶媒体及び情報処理装置に関する。 The present invention relates to a storage medium and an information processing device.
 従来から、プレイヤを表す仮想キャラクタが演奏会場又は上演会場に観客として参加する画像を表示するゲームが知られている。 Conventionally, a game has been known in which a virtual character representing a player displays an image of participating as an spectator in a performance venue or a performance venue.
 これに関して、特許文献1には、プレイヤの端末装置において演奏を実行し、仮想キャラクタに対して、一人のプレイヤの操作に基づき、手拍子させたり、ペンライトを振らせたり等、アクションさせる技術が開示されている。 In this regard, Patent Document 1 discloses a technique of performing a performance on a player's terminal device and causing a virtual character to take actions such as clapping hands or shaking a penlight based on the operation of one player. Has been done.
特開2011-206267号公報Japanese Unexamined Patent Publication No. 2011-206267
 ここで、特許文献1の技術では、複数のプレイヤが同一の会場に略同時に参加することを想定していないため、サーバ装置と通信する必要がないが、同一の会場に参加する複数のプレイヤに、それぞれの仮想キャラクタのアクションを表示させる場合には、複数のプレイヤの端末装置とサーバ装置とが通信する環境が必要となる。このような環境において、同一の会場に参加するプレイヤの数が多いと、複数のプレイヤの端末装置とサーバ装置との間の通信量が多くなってしまい、通信負荷が発生してしまう。一方で、同一の会場に参加するプレイヤの数が少ないと、会場全体の盛り上がりに欠けてしまう。 Here, in the technique of Patent Document 1, since it is not assumed that a plurality of players participate in the same venue at substantially the same time, it is not necessary to communicate with the server device, but it is possible for a plurality of players participating in the same venue. In order to display the action of each virtual character, an environment in which the terminal devices of a plurality of players and the server device communicate with each other is required. In such an environment, if the number of players participating in the same venue is large, the amount of communication between the terminal devices and the server devices of the plurality of players becomes large, and a communication load is generated. On the other hand, if the number of players participating in the same venue is small, the excitement of the entire venue will be lacking.
 本発明はこのような課題に鑑みてなされたものであり、その目的は、複数のプレイヤが同一の会場に略同時に参加する場合において、通信負荷を抑えるとともに、会場全体を盛り上がらせることができる記憶媒体及び情報処理装置を提供することにある。 The present invention has been made in view of such a problem, and an object thereof is a memory that can suppress a communication load and excite the entire venue when a plurality of players participate in the same venue at substantially the same time. The purpose is to provide a medium and an information processing apparatus.
 上記課題を解決するために、本発明の第一態様に係る記憶媒体は、複数のプレイヤの端末装置と通信可能なコンピュータが実行するプログラムを読み取り可能に格納する非一過性の記憶媒体であって、前記プログラムは、前記コンピュータを、前記複数のプレイヤのうち二以上のプレイヤと、同一の演奏又は上演が略同時に実行される複数の会場のうち何れか一の会場とをマッチングするマッチング手段、前記二以上のプレイヤの端末装置に対して、前記マッチング手段がマッチングした一の会場を表示制御するとともに、当該一の会場において当該二以上のプレイヤに対応する複数の仮想キャラクタであって、当該二以上のプレイヤの端末装置における操作に応じて複数のアクションが可能な仮想キャラクタを表示制御する表示制御手段、前記複数の会場において前記演奏又は前記上演が実行されている間に、前記一の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを前記複数の会場のうち他の会場に反映するよう反映指示するとともに、当該他の会場から当該一の会場に反映指示がある場合に、当該他の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを当該一の会場に反映する反映手段、として機能させる。 In order to solve the above problems, the storage medium according to the first aspect of the present invention is a non-transient storage medium that readablely stores a program executed by a computer capable of communicating with a terminal device of a plurality of players. The program is a matching means for matching the computer with two or more players among the plurality of players and any one of the plurality of venues where the same performance or performance is performed substantially at the same time. A plurality of virtual characters corresponding to the two or more players in the one venue while controlling the display and control of one venue matched by the matching means to the terminal devices of the two or more players. A display control means for displaying and controlling a virtual character capable of performing a plurality of actions according to an operation on the terminal device of the player, the performance or the performance being performed at the plurality of venues, at the one venue. When a part of the actions of the virtual character whose display is controlled is instructed to be reflected in another venue among the plurality of venues, and when there is an instruction to reflect in the one venue from the other venue. It functions as a reflection means for reflecting a part of the actions of the virtual character whose display is controlled in the other venue in the one venue.
 また、本発明の第二態様に係る記憶媒体では、前記プログラムが、前記コンピュータを、前記複数の会場毎に、当該会場に表示制御されている仮想キャラクタが実行したアクションの履歴の中から一部のアクションを抽選する抽選手段、として機能させ、前記反映手段は、前記一の会場において、前記他の会場について前記抽選手段が抽選したアクションを反映する。 Further, in the storage medium according to the second aspect of the present invention, the program performs a part of the history of actions executed by the virtual character whose display is controlled at the venue for each of the plurality of venues. The action is made to function as a lottery means for drawing a lottery, and the reflection means reflects an action drawn by the lottery means for the other venue at the one venue.
 また、本発明の第三態様に係る記憶媒体では、前記抽選手段の抽選において、前記複数のアクションのうち課金又はゲームコンテンツの支払いを伴うアクションの抽選確率が高く設定される。 Further, in the storage medium according to the third aspect of the present invention, in the lottery of the lottery means, the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions.
 また、本発明の第四態様に係る記憶媒体では、前記プログラムが、前記コンピュータを、前記プレイヤによる課金又はゲームコンテンツの支払いに基づき、アイテムをプレイヤに使用可能にする支払処理手段、として機能させ、前記一部のアクションは、前記アイテムの使用を含み、前記抽選手段の抽選において、支払量が高いアイテムの使用ほど抽選確率が高く設定される。 Further, in the storage medium according to the fourth aspect of the present invention, the program causes the computer to function as a payment processing means that enables the player to use the item based on the charge by the player or the payment of the game content. The partial action includes the use of the item, and in the lottery of the lottery means, the lottery probability is set higher as the payment amount of the item is higher.
 また、本発明の第五態様に係る記憶媒体では、前記一部のアクションは、メッセージの投稿を含む。 Further, in the storage medium according to the fifth aspect of the present invention, the above-mentioned partial action includes posting a message.
 また、本発明の第六態様に係る記憶媒体では、前記仮想キャラクタを第一仮想キャラクタとしたとき、前記表示制御手段は、前記一の会場において、前記第一仮想キャラクタと異なる第二仮想キャラクタを表示制御し、前記反映手段は、前記一の会場において表示されている前記第二仮想キャラクタに対して、前記他の会場に表示制御されている各第一仮想キャラクタのアクションの一部のアクションを実行させることで、当該一部のアクションを反映する。 Further, in the storage medium according to the sixth aspect of the present invention, when the virtual character is used as the first virtual character, the display control means uses a second virtual character different from the first virtual character at the one venue. The display control is performed, and the reflection means performs a part of the actions of each first virtual character whose display is controlled in the other venue with respect to the second virtual character displayed in the one venue. By executing it, the part of the action is reflected.
 また、本発明の第七態様に係る記憶媒体では、前記プログラムが、前記コンピュータを、前記演奏又は上演毎に予め定められたタイミングにおいて、予め定められたアクションを前記第二仮想キャラクタに実行させる実行手段、として機能させる。 Further, in the storage medium according to the seventh aspect of the present invention, the program causes the second virtual character to execute a predetermined action at a predetermined timing for each performance or performance. Make it function as a means.
 また、本発明の第八態様に係る記憶媒体では、前記予め定められたアクションの種類と、前記反映手段が反映する一部のアクションの種類は異なる。 Further, in the storage medium according to the eighth aspect of the present invention, the type of the predetermined action and the type of some actions reflected by the reflecting means are different.
 また、本発明の第九態様に係る記憶媒体では、前記プログラムが、前記コンピュータを、前記プレイヤが操作する仮想キャラクタのアクションに基づき、パラメータを変更するとともに、当該パラメータに基づき、当該プレイヤに報酬を付与する付与手段、として機能させる。 Further, in the storage medium according to the ninth aspect of the present invention, the program changes the parameters of the computer based on the action of the virtual character operated by the player, and rewards the player based on the parameters. It functions as a granting means.
 また、本発明の第十態様に係る記憶媒体では、前記表示制御手段は、前記会場に、前記演奏又は前記上演する仮想演者キャラクタを表示制御し、前記反映手段は、前記パラメータに基づき、前記仮想演者キャラクタの行動を変更する。 Further, in the storage medium according to the tenth aspect of the present invention, the display control means controls the display of the performance or the virtual performer character to be performed at the venue, and the reflection means is the virtual based on the parameters. Change the behavior of the performer character.
 また、本発明の第十一態様に係る情報処理装置は、複数のプレイヤの端末装置と通信可能な情報処理装置であって、前記複数のプレイヤのうち二以上のプレイヤと、同一の演奏又は上演が略同時に実行される複数の会場のうち何れか一の会場とをマッチングするマッチング手段と、前記二以上のプレイヤの端末装置に対して、前記マッチング手段がマッチングした一の会場を表示制御するとともに、当該一の会場において当該二以上のプレイヤに対応する複数の仮想キャラクタであって、当該二以上のプレイヤの端末装置における操作に応じて複数のアクションが可能な仮想キャラクタを表示制御する表示制御手段と、前記複数の会場において前記演奏又は前記上演が実行されている間に、前記一の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを前記複数の会場のうち他の会場に反映するよう反映指示するとともに、当該他の演奏会場から当該一の会場に反映指示がある場合に、当該他の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを当該一の会場に反映する反映手段と、を備える。 Further, the information processing device according to the eleventh aspect of the present invention is an information processing device capable of communicating with terminal devices of a plurality of players, and is the same performance or performance as two or more players among the plurality of players. Matching with any one of the plurality of venues executed substantially at the same time, and displaying and controlling one venue matched by the matching means with respect to the terminal devices of the two or more players. A display control means for displaying and controlling a plurality of virtual characters corresponding to the two or more players at the one venue and capable of performing a plurality of actions according to operations on the terminal devices of the two or more players. And, while the performance or the performance is being executed in the plurality of venues, a part of the actions of the virtual character whose display is controlled in the one venue is transferred to the other venue among the plurality of venues. In addition to instructing to reflect, when there is a reflection instruction from the other performance venue to the one venue, some actions of the virtual character whose display is controlled in the other venue will be displayed in the one venue. It is provided with a reflection means to be reflected in.
 本発明によれば、複数のプレイヤが同一の会場に略同時に参加する場合において、通信負荷を抑えるとともに、会場全体を盛り上がらせることができる。 According to the present invention, when a plurality of players participate in the same venue at substantially the same time, the communication load can be suppressed and the entire venue can be excited.
本実施形態に係るゲームシステムの全体構成の一例を示すブロック図である。It is a block diagram which shows an example of the whole structure of the game system which concerns on this embodiment. 図1に示すサーバ装置のハードウェア構成の一例を概略的に示すブロック図である。It is a block diagram schematically showing an example of the hardware configuration of the server apparatus shown in FIG. 1. サーバ装置の機能構成の一例を概略的に示すブロック図である。It is a block diagram which shows an example of the functional structure of a server apparatus schematicly. 本実施形態に係るゲームシステムにおけるゲーム処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of the game processing in the game system which concerns on this embodiment. 図4のステップSP34に示す仮想ライブ処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of the virtual live processing shown in step SP34 of FIG. ライブ会場の全体概要の一例を示す説明図である。It is explanatory drawing which shows an example of the whole outline of a live venue. 図6に示す仮想キャラクタC1を操作するプレイヤの視野から視聴できる仮想ライブ画面の一例を示す図である。It is a figure which shows an example of the virtual live screen which can be viewed from the field of view of the player who operates the virtual character C1 shown in FIG.
 以下、添付図面を参照しながら本発明の実施形態(以下、適宜、「本実施形態」と称す。)について説明する。説明の理解を容易にするため、各図面において同一の構成要素及びステップに対しては可能な限り同一の符号を付して、重複する説明は省略する。 Hereinafter, an embodiment of the present invention (hereinafter, appropriately referred to as “the present embodiment”) will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps are designated by the same reference numerals as much as possible in each drawing, and duplicate description is omitted.
<全体構成>
 図1は、本実施形態に係るゲームシステム1の全体構成の一例を示すブロック図である。
<Overall configuration>
FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the present embodiment.
 図1に示すように、ゲームシステム1は、サーバ装置10と、複数の端末装置12と、を備える。これらのサーバ装置10と端末装置12とは、インターネットやイントラネットや、電話回線等の通信ネットワークNTを介して互いに通信可能に接続されている。 As shown in FIG. 1, the game system 1 includes a server device 10 and a plurality of terminal devices 12. These server devices 10 and terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as the Internet, an intranet, or a telephone line.
 サーバ装置10は、ゲームプログラム14を実行して得られるゲームの実行結果、又はゲームプログラム14そのものを、通信ネットワークNTを介して各端末装置12のユーザに提供する情報処理装置である。本実施形態では、サーバ装置10は、ゲームプログラム14そのものを端末装置12のユーザに提供する。 The server device 10 is an information processing device that provides the user of each terminal device 12 via the communication network NT with the execution result of the game obtained by executing the game program 14 or the game program 14 itself. In the present embodiment, the server device 10 provides the game program 14 itself to the user of the terminal device 12.
 各端末装置12は、各ユーザが操作する情報処理装置であって、例えばサーバ装置10から受信したゲームプログラム14がインストールされた後、実行することで、各ユーザにゲームを提供する情報処理装置である。これらの端末装置12としては、ビデオゲーム機や、アーケードゲーム機、携帯電話、スマートフォン、タブレット、パーソナルコンピュータ等の様々なものが挙げられる。本実施形態では、各端末装置12が、角速度を測定可能なジャイロセンサ(角速度センサ)を備えたスマートフォンである場合を説明する。 Each terminal device 12 is an information processing device operated by each user, and is an information processing device that provides a game to each user by executing the game program 14 received from, for example, the server device 10 after being installed. be. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers. In the present embodiment, a case where each terminal device 12 is a smartphone provided with a gyro sensor (angular velocity sensor) capable of measuring an angular velocity will be described.
<ハードウェア構成>
 図2は、図1に示すサーバ装置10のハードウェア構成の一例を概略的に示すブロック図である。
<Hardware configuration>
FIG. 2 is a block diagram schematically showing an example of the hardware configuration of the server device 10 shown in FIG.
 図2に示すように、サーバ装置10は、制御装置20と、通信装置26と、記憶装置28と、を備える。制御装置20は、CPU(Central Processing Unit)22及びメモリ24を主に備えて構成される。 As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.
 制御装置20では、CPU22がメモリ24(非一過性の記憶媒体)或いは記憶装置28等に格納された所定のプログラムを実行することにより、各種の機能的構成として機能する。この機能的構成の詳細については後述する。 In the control device 20, the CPU 22 functions as various functional configurations by executing a predetermined program stored in the memory 24 (non-transient storage medium), the storage device 28, or the like. Details of this functional configuration will be described later.
 通信装置26は、外部の装置と通信するための通信インターフェース等で構成される。通信装置26は、例えば、端末装置12との間で各種の情報を送受信する。 The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
 記憶装置28は、ハードディスク等の非一過性の記憶媒体で構成される。この記憶装置28は、ゲームプログラム14を含む、制御装置20における処理の実行に必要な各種プログラムや各種の情報、及び処理結果の情報を記憶する。 The storage device 28 is composed of a non-transient storage medium such as a hard disk. The storage device 28 stores various programs and various information necessary for executing processing in the control device 20, including the game program 14, and information on the processing result.
 なお、サーバ装置10は、専用又は汎用のサーバ・コンピュータなどの情報処理装置を用いて実現することができる。また、サーバ装置10は、単一の情報処理装置より構成されるものであっても、通信ネットワークNT上に分散した複数の情報処理装置より構成されるものであってもよい。また、図2は、サーバ装置10が有する主要なハードウェア構成の一部を示しているに過ぎず、サーバ装置10は、サーバが一般的に備える他の構成を備えることができる。また、端末装置12の構成は、操作手段や表示手段を備える他は、サーバ装置10と同様の構成である。なお、表示手段として、ジャイロセンサ(角速度センサ)等の位置検出手段及び姿勢検出手段を備えたヘッドマウントディスプレイ等を用いてもよい。 The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 can be provided with other configurations generally provided by the server. Further, the configuration of the terminal device 12 is the same as that of the server device 10 except that the terminal device 12 is provided with an operation means and a display means. As the display means, a head-mounted display or the like provided with a position detection means such as a gyro sensor (angular velocity sensor) and a posture detection means may be used.
<ゲーム概要>
 本実施形態に係るゲームとしては、音楽ゲームや、ロールプレイングゲーム、シューティングゲーム、アクションゲーム等、特に限定されない。以下では、ゲームが、例えば、音楽ゲームの中でも、演奏又は上演に合わせて操作を楽しむリズムゲームである場合を説明する。このようなゲームにおいて、本実施形態では、ゲーム中に予め定められたタイミングで演奏又は上演が実行される。この演奏又は上演の会場(演奏会場又は上演会場)には、複数のプレイヤの操作に応じて複数のアクションが可能な第一仮想キャラクタがそれぞれ表示されることで、複数のプレイヤが同一の会場に略同時に参加することができる。以下では、演奏についてのみ説明するが、本実施形態は上演についても適用が可能である。
<Game overview>
The game according to the present embodiment is not particularly limited to a music game, a role playing game, a shooting game, an action game, and the like. In the following, a case where the game is, for example, a rhythm game in which the operation is enjoyed according to the performance or the performance, among the music games, will be described. In such a game, in the present embodiment, the performance or performance is executed at a predetermined timing during the game. In this performance or performance venue (performance venue or performance venue), the first virtual characters that can perform multiple actions according to the operations of multiple players are displayed, so that multiple players can be in the same venue. You can participate at almost the same time. In the following, only the performance will be described, but this embodiment can also be applied to the performance.
<機能構成>
 図3は、サーバ装置10の機能構成の一例を概略的に示すブロック図である。
<Functional configuration>
FIG. 3 is a block diagram schematically showing an example of the functional configuration of the server device 10.
 図3に示すように、サーバ装置10は、機能構成として、記憶手段50と、進行手段52と、支払処理手段54と、マッチング手段56と、表示制御手段58と、実行手段60と、記憶制御手段62と、抽選手段64と、反映手段66と、付与手段68と、を備える。なお、記憶手段50は、記憶装置28で実現される。その他の機能構成は、制御装置20がゲームプログラム14に対応するプログラムを実行することで実現される。また、機能構成の一部は、端末装置12に設けられてもよい。例えば、進行手段52や抽選手段64、実行手段60等は、サーバ装置10ではなく、端末装置12に設けられてもよい。 As shown in FIG. 3, the server device 10 has, as a functional configuration, a storage means 50, a progress means 52, a payment processing means 54, a matching means 56, a display control means 58, an execution means 60, and a storage control. The means 62, the lottery means 64, the reflection means 66, and the granting means 68 are provided. The storage means 50 is realized by the storage device 28. Other functional configurations are realized by the control device 20 executing a program corresponding to the game program 14. Further, a part of the functional configuration may be provided in the terminal device 12. For example, the progress means 52, the lottery means 64, the execution means 60, and the like may be provided in the terminal device 12 instead of the server device 10.
 記憶手段50は、例えば、プレイデータ50Aと、演奏会場データ50Bと、演奏スケジュール50Cと、演奏データ50Dと、確率テーブル50Eと、アクション履歴50Fと、を記憶する機能を有する。なお、記憶手段50が記憶するデータの一部は端末装置12に記憶されてもよい。例えば、演奏データ50D又はアクション履歴50Fは、端末装置12に記憶されてもよい。
 プレイデータ50Aは、複数のプレイヤ毎に設けられている。このプレイデータ50Aには、ゲームの進行状況や、プレイヤがメインゲームで使用可能なプレイヤキャラクタ、当該プレイヤキャラクタのステータス、演奏会場等で操作可能な第一仮想キャラクタ、アイテム、ゲーム内通貨(コイン)、無償クリスタル、有償クリスタル、応援ポイント等が記述されている。有償クリスタルとは、購入手続き(現金や電子マネーの支払い、クレジットカード決済等)によってプレイヤが取得可能なアイテムの一種である。このような有償クリスタルは、例えば、有償石と称されることもある。また、無償クリスタルとは、ゲームプレイ(各種ゲームの実行)によってプレイヤが取得可能なアイテムの一種である。例えば、無償クリスタルは、ログインや、クエストのクリア、ミッション達成、フレンドとの交流等の報酬として取得できる。この無償クリスタルは、例えば、無償石と称されることもある。また、応援ポイントは、プレイヤがどれだけ演奏を応援したかを示すポイントである。
 演奏会場データ50Bは、仮想演者キャラクタが演奏する演奏会場やその待合エリア等を表示するための表示データである。なお、この演奏は、楽器を奏でるばかりでなく、歌を歌う行為も含まれる。本実施形態では、演奏は、仮想演者キャラクタが歌う仮想ライブである。
 演奏スケジュール50Cには、演奏が行われる日時が記述されている。
 演奏データ50Dは、演奏音を出力するためのデータや、演奏する仮想演者キャラクタのデータ等を含む。
 確率テーブル50Eには、第一仮想キャラクタの複数のアクション毎に抽選確率又は抽選の重み付けが記述されている。本実施形態では、複数のアクションのうち課金又はゲームコンテンツの支払いを伴うアクションの抽選確率や重み付けが高く設定される。また、課金又はゲームコンテンツの支払量が高いアイテムの使用ほど抽選確率重み付けが高く設定される。なお、ゲームコンテンツとしては、例えば、有償クリスタルや、無償クリスタル、コイン等が挙げられる。
 アクション履歴50Fは、同一の演奏会場で実行された複数の第一仮想キャラクタのアクションの履歴が記述されている。
The storage means 50 has, for example, a function of storing play data 50A, performance venue data 50B, performance schedule 50C, performance data 50D, probability table 50E, and action history 50F. A part of the data stored in the storage means 50 may be stored in the terminal device 12. For example, the performance data 50D or the action history 50F may be stored in the terminal device 12.
The play data 50A is provided for each of a plurality of players. The play data 50A includes the progress of the game, the player character that can be used by the player in the main game, the status of the player character, the first virtual character that can be operated at the performance venue, the item, and the in-game currency (coin). , Free crystals, paid crystals, support points, etc. are described. A paid crystal is a type of item that can be acquired by a player through a purchase procedure (payment of cash or electronic money, credit card payment, etc.). Such paid crystals are sometimes referred to as, for example, paid stones. A free crystal is a kind of item that can be acquired by a player through game play (execution of various games). For example, free crystals can be obtained as rewards for logging in, clearing quests, completing missions, interacting with friends, and so on. This free crystal is sometimes referred to as a free stone, for example. The cheering point is a point indicating how much the player cheered on the performance.
The performance venue data 50B is display data for displaying the performance venue where the virtual performer character plays, the waiting area, and the like. This performance includes not only playing an instrument but also singing a song. In this embodiment, the performance is a virtual live sung by a virtual performer character.
The date and time when the performance is performed is described in the performance schedule 50C.
The performance data 50D includes data for outputting a performance sound, data of a virtual performer character to be played, and the like.
In the probability table 50E, the lottery probability or the lottery weighting is described for each of a plurality of actions of the first virtual character. In the present embodiment, the lottery probability and the weighting of the action accompanied by the charge or the payment of the game content are set high among the plurality of actions. In addition, the lottery probability weighting is set higher as the billing or the use of the item with the higher payment amount of the game content is used. Examples of game contents include paid crystals, free crystals, coins, and the like.
The action history 50F describes the history of actions of a plurality of first virtual characters executed in the same performance venue.
 進行手段52と、ゲームを進行する機能を有する。 It has a progress means 52 and a function of progressing the game.
 支払処理手段54は、プレイヤによる課金又はゲームコンテンツの支払いに基づき、所定のアイテムをプレイヤに使用可能にする機能を有する。 The payment processing means 54 has a function of making a predetermined item available to the player based on the charge by the player or the payment of the game content.
 マッチング手段56は、複数のプレイヤのうち二以上のプレイヤと、同一の演奏が同時に実行される複数の演奏会場のうち何れか一の演奏会場とをマッチングする機能を有する。 The matching means 56 has a function of matching two or more players among a plurality of players with one of a plurality of performance venues in which the same performance is executed at the same time.
 表示制御手段58は、二以上のプレイヤの端末装置12に対して、マッチング手段56がマッチングした一の演奏会場を表示制御する機能を有する。また、表示制御手段58は、一の演奏会場において二以上のプレイヤに対応する複数の第一仮想キャラクタであって、当該二以上のプレイヤの端末装置12における操作に応じて複数のアクションが可能な第一仮想キャラクタを表示制御する機能を有する。これら複数のアクションとしては、例えば、第一仮想キャラクタを移動させたり、第一仮想キャラクタをジャンプさせたり、第一仮想キャラクタがペンライトを振らせたり、第一仮想キャラクタがペンライトの色を変更したり、第一仮想キャラクタがスタンプを押したり(表示する)、第一仮想キャラクタがアイテムを使用したり演奏会場のステージに置いたり、第一仮想キャラクタが踊ったり等が挙げられる。また、表示制御手段58は、一の演奏会場において、第一仮想キャラクタと異なる第二仮想キャラクタを表示制御してもよい。また、表示制御手段58は、演奏会場に、演奏する仮想演者キャラクタを表示制御してもよい。 The display control means 58 has a function of displaying and controlling one performance venue matched by the matching means 56 with respect to the terminal devices 12 of two or more players. Further, the display control means 58 is a plurality of first virtual characters corresponding to two or more players in one performance venue, and a plurality of actions can be performed according to the operation of the two or more players in the terminal device 12. It has a function to display and control the first virtual character. These multiple actions include, for example, moving the first virtual character, jumping the first virtual character, shaking the penlight by the first virtual character, and changing the color of the penlight by the first virtual character. The first virtual character stamps (displays), the first virtual character uses an item, puts it on the stage of the performance venue, the first virtual character dances, and so on. Further, the display control means 58 may display and control a second virtual character different from the first virtual character in one performance venue. Further, the display control means 58 may display and control the virtual performer character to be performed at the performance venue.
 実行手段60は、複数の演奏会場において同一の演奏を略同時に実行制御する機能を有する。ここで、略同時とは、数秒単位のずれを含む。また、実行手段60は、演奏毎に予め定められたタイミングにおいて、予め定められたアクションを第二仮想キャラクタに実行させる機能を有する。ここで、予め定められたアクションの種類と、反映手段66が第二仮想キャラクタに反映する一部のアクションの種類は異なってもよい。例えば、予め定められたアクションは、ペンライトを振る、ペンライトの色を変更する行為が挙げられ、一部のアクションは、スタンプを押したり(表示する)、メッセージの投稿が可能なアイテムを含むアイテムを使用したり演奏会場のステージに置いたりする行為が挙げられる。 The execution means 60 has a function of substantially simultaneously executing and controlling the same performance in a plurality of performance venues. Here, substantially simultaneous means a deviation of several seconds. Further, the execution means 60 has a function of causing the second virtual character to execute a predetermined action at a predetermined timing for each performance. Here, the type of the predetermined action and the type of a part of the action reflected by the reflection means 66 on the second virtual character may be different. For example, predetermined actions include shaking the penlight, changing the color of the penlight, and some actions include items that can be stamped (displayed) or posted a message. The act of using an item or placing it on the stage of a performance venue can be mentioned.
 記憶制御手段62は、複数の演奏会場に表示制御されている各第一仮想キャラクタが実行したアクションの履歴をアクション履歴50Fとして記憶手段50に記憶する機能を有する。 The storage control means 62 has a function of storing the history of actions executed by each first virtual character whose display is controlled in a plurality of performance venues in the storage means 50 as an action history 50F.
 抽選手段64は、複数の演奏会場毎に、アクション履歴50Fの中から一部のアクションを抽選する機能を有する。この抽選手段64の抽選において、アクション履歴50Fの複数のアクションのうち課金又はゲームコンテンツの支払いを伴うアクションの抽選確率が高く設定される。また、抽選手段64の抽選において、課金又はゲーム内通貨の支払量が高い課金アイテムの使用ほど抽選確率が高く設定される。 The lottery means 64 has a function of drawing a part of actions from the action history 50F for each of a plurality of performance venues. In the lottery of the lottery means 64, the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions of the action history 50F. Further, in the lottery of the lottery means 64, the lottery probability is set higher as the billing or the use of the billing item with the higher payment amount of the in-game currency is used.
 反映手段66は、複数の演奏会場において同一の演奏が略同時に実行されている間に、一の演奏会場に表示制御されている第一仮想キャラクタのアクションの一部のアクションを複数の演奏会場のうち他の演奏会場に反映するよう当該他の演奏会場に反映指示する機能を有する。また、反映手段66は、他の演奏会場から一の演奏会場に反映指示がある場合に、当該他の演奏会場に表示制御されている第一仮想キャラクタのアクションの一部のアクションを当該一の演奏会場に反映する機能を有する。具体的には、反映手段66は、他の演奏会場から一の演奏会場に反映指示がある場合に、当該一の演奏会場において表示されている第二仮想キャラクタに対して、他の演奏会場について抽選手段64が抽選したアクションを実行させることで、当該他の演奏会場に表示制御されている第一仮想キャラクタのアクションの一部のアクションを反映する。また、反映手段66は、プレイヤの応援ポイントを仮想演者キャラクタの行動に反映、すなわち、プレイヤの応援ポイントに基づき、仮想演者キャラクタの行動を変更してもよい。 The reflecting means 66 performs a part of the actions of the first virtual character whose display is controlled in one performance venue while the same performance is being executed substantially simultaneously in the plurality of performance venues in the plurality of performance venues. Among them, it has a function to instruct the other performance venues to reflect it in the other performance venues. Further, when the reflection means 66 is instructed to be reflected in one performance venue from another performance venue, the reflection means 66 performs a part of the actions of the first virtual character whose display is controlled in the other performance venue. It has a function to reflect on the performance venue. Specifically, when there is a reflection instruction from another performance venue to one performance venue, the reflection means 66 refers to the other performance venue with respect to the second virtual character displayed in the one performance venue. By executing the lottery action by the lottery means 64, a part of the action of the first virtual character whose display is controlled in the other performance venue is reflected. Further, the reflection means 66 may reflect the cheering points of the player in the behavior of the virtual performer character, that is, the behavior of the virtual performer character may be changed based on the cheering points of the player.
 付与手段68は、プレイヤが操作する第一仮想キャラクタのアクションに基づき、パラメータを変更するとともに、パラメータに基づき、当該プレイヤに報酬を付与する機能を有する。具体的には、付与手段68は、プレイヤが操作する第一仮想キャラクタのアクションがあった場合に、アクションに応じた値のパラメータ(応援ポイント)をプレイヤに加算するとともに、プレイヤの応援ポイントが閾値以上に達した場合に当該プレイヤに報酬を付与する。この報酬としては、コインや無償クリスタル、アイテム等が挙げられる。また、閾値は、複数存在してもよい。この場合、複数の閾値を達する毎に報酬が付与されてもよい。また、付与手段68は、応援ポイントが高いほどよりよい報酬又は多くの報酬を付与してもよい。なお、パラメータは、応援ポイントの他、応援の割合度や他のプレイヤとの相対値等であってもよい。また、閾値は、演奏項目毎に異なってもよい。また、演奏のパート毎に応援ポイントの閾値が設けられてもよい。ただし、アイテムの使用に関しては、各閾値に係らず、応援ポイントの加算が可能となってもよい。 The granting means 68 has a function of changing parameters based on the action of the first virtual character operated by the player and granting a reward to the player based on the parameters. Specifically, when there is an action of the first virtual character operated by the player, the granting means 68 adds a parameter (support point) having a value corresponding to the action to the player, and the support point of the player is a threshold value. When the above is reached, a reward is given to the player. Examples of this reward include coins, free crystals, and items. Further, there may be a plurality of threshold values. In this case, a reward may be given each time a plurality of threshold values are reached. Further, the granting means 68 may grant a better reward or a larger reward as the support points are higher. In addition to the cheering points, the parameters may be the ratio of cheering, the relative value with other players, and the like. Further, the threshold value may be different for each performance item. Further, a threshold value of support points may be set for each part of the performance. However, regarding the use of items, it may be possible to add support points regardless of each threshold value.
<ゲーム処理>
 図4は、本実施形態に係るゲームシステム1におけるゲーム処理の流れの一例を示すフローチャートである。以下の処理は、例えば、端末装置12にてゲームプログラム14が実行された場合に開始される。なお、以下の処理の順番又は内容は、適宜、変更することができる。
<Game processing>
FIG. 4 is a flowchart showing an example of the flow of game processing in the game system 1 according to the present embodiment. The following processing is started, for example, when the game program 14 is executed by the terminal device 12. The order or contents of the following processes can be changed as appropriate.
(ステップSP10)
 端末装置12は、メニュー画面を要求するメニュー画面要求をサーバ装置10に送信する。このメニュー画面要求には、プレイヤのプレイヤIDを含む。そして、処理は、ステップSP12の処理に移行する。
(Step SP10)
The terminal device 12 transmits a menu screen request requesting a menu screen to the server device 10. This menu screen request includes the player ID of the player. Then, the process shifts to the process of step SP12.
(ステップSP12)
 サーバ装置10は、端末装置12から、メニュー画面要求を受信する。これに応答して、サーバ装置10は、メニュー画面要求に含まれるプレイヤIDに対応するプレイデータ50Aを記憶手段50から取得する。続いて、サーバ装置10の反映手段66は、取得したプレイデータ50Aをメニュー画面データ等のゲームデータに反映する。そして、処理は、ステップSP14の処理に移行する。なお、本ステップSP12において、サーバ装置10はログイン認証を行ってもよい。
(Step SP12)
The server device 10 receives a menu screen request from the terminal device 12. In response to this, the server device 10 acquires the play data 50A corresponding to the player ID included in the menu screen request from the storage means 50. Subsequently, the reflecting means 66 of the server device 10 reflects the acquired play data 50A in the game data such as the menu screen data. Then, the process shifts to the process of step SP14. In this step SP12, the server device 10 may perform login authentication.
(ステップSP14)
 サーバ装置10は、メニュー画面データを要求元の端末装置12に送信することで、メニュー画面を表示制御する。そして、処理は、ステップSP16の処理に移行する。
(Step SP14)
The server device 10 controls the display of the menu screen by transmitting the menu screen data to the requesting terminal device 12. Then, the process shifts to the process of step SP16.
(ステップSP16)
 端末装置12は、サーバ装置10から、メニュー画面データを受信する。これに応答して、端末装置12は、受信したメニュー画面データに基づき、メニュー画面を表示する。このメニュー画面には、図示しないが、例えば、メインゲームボタンと、仮想ライブボタンと、一又は複数の他のボタンと、が設けられている。そして、処理は、ステップSP18の処理に移行する。
(Step SP16)
The terminal device 12 receives menu screen data from the server device 10. In response to this, the terminal device 12 displays the menu screen based on the received menu screen data. Although not shown, the menu screen is provided with, for example, a main game button, a virtual live button, and one or more other buttons. Then, the process shifts to the process of step SP18.
(ステップSP18)
 端末装置12は、メニュー画面においてメインゲームボタンが押下されたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP20の処理に移行し、当該判定が否定判定された場合には処理はステップSP22の処理に移行する。
(Step SP18)
The terminal device 12 determines whether or not the main game button is pressed on the menu screen. Then, if the determination is affirmative, the process proceeds to the process of step SP20, and if the determination is negative, the process proceeds to the process of step SP22.
(ステップSP20)
 端末装置12は、サーバ装置10と通信しながら、メインゲーム処理を実行する。本実施形態では、メインゲーム処理として、リズムゲームの処理が実行される。このメインゲーム処理が終了すると、端末装置12は、メニュー画面を表示する。そして、処理は、ステップSP22の処理に移行する。
(Step SP20)
The terminal device 12 executes the main game process while communicating with the server device 10. In this embodiment, the rhythm game process is executed as the main game process. When the main game process is completed, the terminal device 12 displays a menu screen. Then, the process shifts to the process of step SP22.
(ステップSP22)
 端末装置12は、メニュー画面において仮想ライブボタンが押下されたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP24の処理に移行し、当該判定が否定判定された場合には処理はステップSP40の処理に移行する。
(Step SP22)
The terminal device 12 determines whether or not the virtual live button is pressed on the menu screen. Then, if the determination is affirmative, the process proceeds to the process of step SP24, and if the determination is negative, the process proceeds to the process of step SP40.
(ステップSP24)
 端末装置12は、仮想ライブの一覧要求をサーバ装置10に送信する。そして、処理は、ステップSP26の処理に移行する。
(Step SP24)
The terminal device 12 transmits a virtual live list request to the server device 10. Then, the process shifts to the process of step SP26.
(ステップSP26)
 サーバ装置10は、端末装置12から、一覧要求を受信する。これに応答して、サーバ装置10は、記憶手段50から、本日の演奏スケジュール50Cを取得する。続いて、サーバ装置10は、取得した演奏スケジュール50Cに基づき、ライブ一覧データを生成し、端末装置12に送信することで、ライブ一覧を表示制御する。そして、処理は、ステップSP28の処理に移行する。
(Step SP26)
The server device 10 receives the list request from the terminal device 12. In response to this, the server device 10 acquires today's performance schedule 50C from the storage means 50. Subsequently, the server device 10 generates live list data based on the acquired performance schedule 50C and transmits the live list data to the terminal device 12 to control the display of the live list. Then, the process shifts to the process of step SP28.
(ステップSP28)
 端末装置12は、サーバ装置10から、ライブ一覧データを受信する。これに応答して、端末装置12は、受信したライブ一覧データに基づき、本日開催される一又は複数の仮想ライブのライブ一覧を表示する。そして、処理は、ステップSP30の処理に移行する。なお、ライブ一覧には、仮想ライブの開催日時や開始時間、終了時間、受付開始時間が表示されてもよい。また、選択可能となっている仮想ライブと、選択不可能となっている仮想ライブとを異なる表示形態にしてもよい。例えば、受付開始時刻に達しておらず、未だ選択不可能な仮想ライブの表示をグレーアウトさせてもよい。
(Step SP28)
The terminal device 12 receives the live list data from the server device 10. In response to this, the terminal device 12 displays a live list of one or a plurality of virtual live concerts held today based on the received live list data. Then, the process shifts to the process of step SP30. In the live list, the date and time of the virtual live, the start time, the end time, and the reception start time may be displayed. Further, the virtual live that can be selected and the virtual live that cannot be selected may be displayed in different display formats. For example, the display of a virtual live that has not reached the reception start time and cannot be selected may be grayed out.
(ステップSP30)
 端末装置12は、プレイヤの操作に基づき、ライブ一覧の中から一の仮想ライブの選択を受け付ける。続いて、端末装置12は、そのプレイヤと、選択された仮想ライブが略同時に実行される複数のライブ会場のうち何れか一のライブ会場とをマッチングするよう、選択された仮想ライブのライブIDとプレイヤIDとを含むマッチング要求をサーバ装置10に送信する。そして、処理は、ステップSP32の処理に移行する。
(Step SP30)
The terminal device 12 accepts the selection of one virtual live from the live list based on the operation of the player. Subsequently, the terminal device 12 sets the live ID of the virtual live selected so as to match the player with the live venue of any one of the plurality of live venues where the selected virtual live is executed substantially at the same time. A matching request including the player ID is transmitted to the server device 10. Then, the process shifts to the process of step SP32.
(ステップSP32)
 サーバ装置10は、端末装置12から、マッチング要求を受信する。これに応答して、サーバ装置10のマッチング手段56は、マッチング要求に含まれるプレイヤIDと、マッチング要求に含まれるライブIDに対応し、同一のライブが同時に実行される複数のライブ会場のうち何れか一のライブ会場のライブ会場IDとをマッチングする。ここで、複数のライブ会場は、それぞれ10人や20人等、少なくとも二以上のプレイヤがマッチング可能となっている。そして、処理は、ステップSP34の処理に移行する。
(Step SP32)
The server device 10 receives a matching request from the terminal device 12. In response to this, the matching means 56 of the server device 10 corresponds to the player ID included in the matching request and the live ID included in the matching request, and any of a plurality of live venues in which the same live is executed at the same time. Match with the live venue ID of Kaichi's live venue. Here, at least two or more players, such as 10 or 20 people, can be matched at the plurality of live venues, respectively. Then, the process shifts to the process of step SP34.
(ステップSP34)
 サーバ装置10は、端末装置12と通信しながら、仮想ライブの進行するための仮想ライブ処理を実行する。仮想ライブ処理の詳細は、後述する。そして、処理は、ステップSP36の処理に移行する。
(Step SP34)
The server device 10 executes a virtual live process for the progress of the virtual live while communicating with the terminal device 12. The details of the virtual live processing will be described later. Then, the process shifts to the process of step SP36.
(ステップSP36)
 サーバ装置10は、メニュー画面データを要求元の端末装置12に送信することで、メニュー画面を表示制御する。そして、処理は、ステップSP38の処理に移行する。
(Step SP36)
The server device 10 controls the display of the menu screen by transmitting the menu screen data to the requesting terminal device 12. Then, the process shifts to the process of step SP38.
(ステップSP38)
 端末装置12は、サーバ装置10から、メニュー画面データを受信する。これに応答して、端末装置12は、受信したメニュー画面データに基づき、メニュー画面を表示する。そして、処理は、ステップSP40の処理に移行する。
(Step SP38)
The terminal device 12 receives menu screen data from the server device 10. In response to this, the terminal device 12 displays the menu screen based on the received menu screen data. Then, the process shifts to the process of step SP40.
(ステップSP40)
 端末装置12は、メニュー画面において他のボタンが押下されたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP42の処理に移行し、当該判定が否定判定された場合には処理はステップSP18の処理に戻る。
(Step SP40)
The terminal device 12 determines whether or not another button is pressed on the menu screen. Then, if the determination is affirmative, the process proceeds to the process of step SP42, and if the determination is negative, the process returns to the process of step SP18.
(ステップSP42)
 端末装置12は、サーバ装置10と通信しながら、他のボタンに対応する対応処理を実行する。この対応処理としては、例えば、所持アイテムの一覧表示処理、所持キャラクタの一覧表示処理、ゲームコンテンツの抽選処理等が挙げられる。続いて、対応処理が終了すると、端末装置12は、メニュー画面を表示する。そして、処理は、ステップSP18の処理に戻る。
(Step SP42)
The terminal device 12 executes a corresponding process corresponding to another button while communicating with the server device 10. Examples of the corresponding processing include a list display process of possessed items, a list display process of possessed characters, a lottery process of game contents, and the like. Subsequently, when the corresponding process is completed, the terminal device 12 displays a menu screen. Then, the process returns to the process of step SP18.
<仮想ライブ処理>
 図5は、図4のステップSP34に示す仮想ライブ処理の流れの一例を示すフローチャートである。この仮想ライブ処理は、複数のライブ会場毎に同時に実行される。なお、以下の処理の順番又は内容は、適宜、変更することができる。また、図5では、煩雑さを避けるため、端末装置12の処理の記載は省略している。また、ライブ会場毎に、以下の処理を実行するサーバ装置10が異なってもよい。
<Virtual live processing>
FIG. 5 is a flowchart showing an example of the flow of the virtual live processing shown in step SP34 of FIG. This virtual live process is executed simultaneously for each of a plurality of live venues. The order or contents of the following processes can be changed as appropriate. Further, in FIG. 5, in order to avoid complication, the description of the processing of the terminal device 12 is omitted. Further, the server device 10 that executes the following processing may be different for each live venue.
(ステップSP60)
 サーバ装置10の表示制御手段58は、プレイデータ50Aや演奏会場データ50Bに基づき、プレイヤにマッチングされたライブ会場の待合エリアと、当該プレイヤに対応する第一仮想キャラクタであって、当該プレイヤの端末装置12における操作に応じて複数のアクションが可能な第一仮想キャラクタを、マッチングされた二以上のプレイヤの端末装置12に対して表示制御する。なお、一のライブ会場には二以上のプレイヤがマッチングされるので、当該一のライブ会場や対応する待合エリアには、当該二以上のプレイヤに対応する第一仮想キャラクタがそれぞれ表示されるようになる。この待合エリアでは、他のプレイヤとチャットしたり、アイテムや衣装等を購入したり、第一仮想キャラクタのカラーや衣装、アクセサリ、ペンライト、アクション等を設定したり、各プレイヤの応援ポイントのランキングを見たりすることができる。本実施形態では、待合エリアに、アイテムや衣装等を購入するために、待合エリアに仮想ショップボタンが設けられている。そして、処理は、ステップSP62の処理に移行する。
(Step SP60)
The display control means 58 of the server device 10 is a waiting area of the live venue matched to the player based on the play data 50A and the performance venue data 50B, and a first virtual character corresponding to the player, and is a terminal of the player. The first virtual character capable of performing a plurality of actions according to the operation in the device 12 is displayed and controlled for the terminal devices 12 of two or more matched players. Since two or more players are matched to one live venue, the first virtual character corresponding to the two or more players is displayed in the one live venue and the corresponding waiting area, respectively. Become. In this waiting area, you can chat with other players, purchase items and costumes, set the color and costumes of the first virtual character, accessories, penlights, actions, etc., and rank the support points of each player. You can see it. In the present embodiment, a virtual shop button is provided in the waiting area in order to purchase items, costumes, and the like. Then, the process shifts to the process of step SP62.
(ステップSP62)
 表示制御手段58は、待合エリアにおいて仮想ショップボタンが押下されたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP64の処理に移行し、当該判定が否定判定された場合には処理はステップSP68の処理に移行する。
(Step SP62)
The display control means 58 determines whether or not the virtual shop button is pressed in the waiting area. Then, if the determination is affirmative, the process proceeds to the process of step SP64, and if the determination is negative, the process proceeds to the process of step SP68.
(ステップSP64)
 表示制御手段58は、仮想ショップボタンを押下したプレイヤの端末装置12に対してショップ画面を表示制御する。そして、処理は、ステップSP66の処理に移行する。
(Step SP64)
The display control means 58 controls the display of the shop screen to the terminal device 12 of the player who has pressed the virtual shop button. Then, the process shifts to the process of step SP66.
(ステップSP66)
 サーバ装置10の支払処理手段54は、ショップ画面において、第一仮想キャラクタ用の衣装やアクセサリ等がユーザにより選択された場合、支払処理を実行する。具体的には、支払処理手段54は、プレイヤのプレイデータ50Aにおけるコイン、無償クリスタル、又は、有償クリスタルの3つのゲームコンテンツのうち何れか一つを支払うことにより、選択されたものをプレイヤに付与する。そして、処理は、ステップSP68の処理に移行する。
(Step SP66)
The payment processing means 54 of the server device 10 executes payment processing when a costume, an accessory, or the like for the first virtual character is selected by the user on the shop screen. Specifically, the payment processing means 54 grants the selected one to the player by paying any one of the three game contents of the coin, the free crystal, and the paid crystal in the player's play data 50A. do. Then, the process proceeds to the process of step SP68.
(ステップSP68)
 表示制御手段58は、演奏スケジュール50Cに基づき、待合エリアに対応するライブ会場の開場時間か否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP70の処理に移行し、当該判定が否定判定された場合には処理はステップSP62の処理に戻る。
(Step SP68)
The display control means 58 determines whether or not the opening time of the live venue corresponding to the waiting area is based on the performance schedule 50C. Then, if the determination is affirmative, the process proceeds to the process of step SP70, and if the determination is negative, the process returns to the process of step SP62.
(ステップSP70)
 表示制御手段58は、待合エリアに、対応するライブ会場の入口を各端末装置12に表示制御する。続いて、表示制御手段58は、入口がプレイヤにより選択された場合に、待合エリアに代わって、当該待合エリアに対応するライブ会場を端末装置12に表示制御する。また、表示制御手段58は、適宜、ライブ会場に参加した二以上のプレイヤの第一仮想キャラクタや、プレイヤが直接操作しない第二仮想キャラクタ、演奏する仮想演者キャラクタ等を端末装置12に表示制御する。なお、本ステップでは、表示制御手段58は、入口がプレイヤにより選択された場合にライブ会場を表示制御する場合を説明したが、自動的に、ライブ会場を表示制御してもよい。
(Step SP70)
The display control means 58 controls the display of the entrance of the corresponding live venue in the waiting area on each terminal device 12. Subsequently, the display control means 58 controls the display of the live venue corresponding to the waiting area on the terminal device 12 instead of the waiting area when the entrance is selected by the player. Further, the display control means 58 appropriately displays and controls the first virtual character of two or more players who participated in the live venue, the second virtual character that the player does not directly operate, the virtual performer character to play, and the like on the terminal device 12. .. In this step, the display control means 58 has described the case where the display control of the live venue is performed when the entrance is selected by the player, but the display control of the live venue may be automatically performed.
 図6は、ライブ会場の全体概要の一例を示す説明図である。 FIG. 6 is an explanatory diagram showing an example of an overall outline of the live venue.
 図6に示すように、ライブ会場100には、ステージエリアA1と、第一客席エリアA2と、第二客席エリアA3と、が設定されている。ステージエリアA1には、一又は複数の仮想演者キャラクタPが表示される。第一客席エリアA2には、参加した二以上のプレイヤが操作可能なそれぞれの第一仮想キャラクタC1が表示される。第一仮想キャラクタC1は、この第一客席エリアA2の範囲内で移動可能となっている。なお、第一仮想キャラクタC1は、他の第一仮想キャラクタC1と一定距離範囲内に近づくと、当該他の第一仮想キャラクタC1を非表示にしてもよい。第二客席エリアA3には、複数の第二仮想キャラクタC2が表示制御される。第二仮想キャラクタC2の数は、100人や1000人等、第一客席エリアA2に表示される第一仮想キャラクタC1の数より多いことが好ましい。この第二客席エリアA3は、同一のライブが略同時に実行される複数のライブ会場のうち他のライブ会場から影響を受けるエリアである。具体的には、第二客席エリアA3は、他のライブ会場に表示制御されている第一仮想キャラクタのアクションの一部のアクションが反映されるエリアである。例えば、同一のライブが略同時に実行されるライブ会場が他に5つある場合、第二客席エリアA3には、一つ目のライブ会場から影響を受けるエリアA3(1)、二つ目のライブ会場から影響を受けるエリアA3(2)、三つ目のライブ会場から影響を受けるエリアA3(3)、四つ目のライブ会場から影響を受けるエリアA3(4)、五つ目のライブ会場から影響を受けるエリアA3(5)を含んで構成される。 As shown in FIG. 6, the stage area A1, the first audience seat area A2, and the second audience seat area A3 are set in the live venue 100. One or more virtual performer characters P are displayed in the stage area A1. In the first audience seat area A2, each first virtual character C1 that can be operated by two or more participating players is displayed. The first virtual character C1 can move within the range of the first audience seat area A2. The first virtual character C1 may hide the other first virtual character C1 when it approaches the other first virtual character C1 within a certain distance range. A plurality of second virtual characters C2 are displayed and controlled in the second audience seat area A3. The number of the second virtual characters C2 is preferably larger than the number of the first virtual characters C1 displayed in the first audience seating area A2, such as 100 people or 1000 people. The second audience seat area A3 is an area affected by other live venues among a plurality of live venues where the same live is performed substantially at the same time. Specifically, the second audience seat area A3 is an area in which some actions of the first virtual character whose display is controlled to be displayed in another live venue are reflected. For example, if there are five other live venues where the same live is performed at approximately the same time, the second audience area A3 is the area A3 (1) affected by the first live venue and the second live. Area A3 (2) affected by the venue, area A3 (3) affected by the third live venue, area A3 (4) affected by the fourth live venue, from the fifth live venue It is configured to include the affected area A3 (5).
 図5に戻って、処理は、ステップSP72の処理に移行する。 Returning to FIG. 5, the process shifts to the process of step SP72.
(ステップSP72)
 サーバ装置10の進行手段52は、演奏スケジュール50Cに基づき、ライブ開始時間か否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP74の処理に移行し、当該判定が否定判定された場合には処理はステップSP72の処理に戻る。
(Step SP72)
The progress means 52 of the server device 10 determines whether or not it is the live start time based on the performance schedule 50C. Then, if the determination is affirmative, the process proceeds to the process of step SP74, and if the determination is negative, the process returns to the process of step SP72.
(ステップSP74)
 サーバ装置10の実行手段60は、演奏データ50Dに基づき、仮想ライブを実行し、ライブ会場100に参加している二以上のプレイヤの端末装置12に実行結果を出力する。なお、演奏データ50Dが端末装置12にインストールされている場合には、実行手段60は、仮想ライブを実行する代わりに、ライブ会場100に参加している二以上の端末装置12に仮想ライブの実行指示を出力する。これにより、ライブ会場100に参加している二以上のプレイヤは、各端末装置12にて、仮想演者キャラクタPが踊りながら歌う仮想ライブを視聴することができる。
(Step SP74)
The execution means 60 of the server device 10 executes a virtual live based on the performance data 50D, and outputs the execution result to the terminal devices 12 of two or more players participating in the live venue 100. When the performance data 50D is installed in the terminal device 12, the executing means 60 executes the virtual live on two or more terminal devices 12 participating in the live venue 100 instead of executing the virtual live. Output instructions. As a result, two or more players participating in the live venue 100 can watch the virtual live sung by the virtual performer character P while dancing on each terminal device 12.
 図7は、図6に示す仮想キャラクタC1を操作するプレイヤの視野102から視聴できる仮想ライブ画面110の一例を示す図である。 FIG. 7 is a diagram showing an example of a virtual live screen 110 that can be viewed from the field of view 102 of the player who operates the virtual character C1 shown in FIG.
 図7に示すように、仮想ライブ画面110には、例えば、仮想演者キャラクタPや、ステージエリアA1が表示されている。また、仮想ライブ画面110には、表示バー112が表示されている。表示バー112では、仮想ライブを視聴しているプレイヤの応援ポイントがバーにて示されている。また、仮想ライブ画面110には、プレイヤが操作する第一仮想キャラクタC1が持っているペンライト114が表示されている。また、ステージエリアA1には、予め定められたアイテムが使用された場合に、そのアイテム116が表示される。例えば、このアイテム116としては、花束116Aや、手紙116B等が挙げられる。手紙116Bは使用された場合に、メッセージの投稿というアクションができ、その投稿されたメッセージ118が他のプレイヤにも視聴が可能となる。このメッセージは、手紙116Bを使用した際にプレイヤが端末装置12にて入力したものであっても、予め定められたものであってもよい。また、視野102によっては、他の第一仮想キャラクタC1や第二仮想キャラクタC2がアクションをしている様子等も視聴することができる。この視野102は、例えば、端末装置12に備えらえたジャイロセンサの出力値や、タップ操作に基づき、変更が可能である。 As shown in FIG. 7, for example, the virtual performer character P and the stage area A1 are displayed on the virtual live screen 110. Further, the display bar 112 is displayed on the virtual live screen 110. In the display bar 112, the cheering points of the player who is watching the virtual live are shown by the bar. Further, on the virtual live screen 110, a penlight 114 possessed by the first virtual character C1 operated by the player is displayed. Further, in the stage area A1, when a predetermined item is used, the item 116 is displayed. For example, examples of this item 116 include a bouquet 116A, a letter 116B, and the like. When the letter 116B is used, an action of posting a message can be performed, and the posted message 118 can be viewed by other players. This message may be input by the player at the terminal device 12 when the letter 116B is used, or may be predetermined. Further, depending on the field of view 102, it is possible to watch the appearance of another first virtual character C1 or the second virtual character C2 taking an action. The field of view 102 can be changed, for example, based on the output value of the gyro sensor provided in the terminal device 12 or the tap operation.
 図5に戻って、処理は、ステップSP76の処理に移行する。 Returning to FIG. 5, the process shifts to the process of step SP76.
(ステップSP76)
 進行手段52は、ライブ会場100に参加している二以上のプレイヤのうち何れか一人のプレイヤの端末装置12から送信された操作情報を受け付けたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP78の処理に移行し、当該判定が否定判定された場合には処理はステップSP84の処理に移行する。
(Step SP76)
The progress means 52 determines whether or not the operation information transmitted from the terminal device 12 of any one of the two or more players participating in the live venue 100 has been received. Then, if the determination is affirmative, the process proceeds to the process of step SP78, and if the determination is negative, the process proceeds to the process of step SP84.
(ステップSP78)
 実行手段60は、操作情報を送信したプレイヤに対応する第一仮想キャラクタC1に対して、操作情報に対応するアクションを実行させる。このアクションの内容は、表示制御手段58によって、各端末装置12に表示される。また、アクションとして、予め定められたアイテムを使用するというアクションを実行する場合には、実行の前に、支払処理手段54が、プレイヤによる課金又はゲームコンテンツ(ゲーム内通貨やクリスタル等)の支払いに基づき、アイテムをプレイヤに使用可能にする。そして、処理は、ステップSP80の処理に移行する。なお、アイテムを待合エリアで購入している場合には、アイテムの使用の前に、課金等の支払いは不要であってもよい。
(Step SP78)
The execution means 60 causes the first virtual character C1 corresponding to the player who has transmitted the operation information to execute the action corresponding to the operation information. The content of this action is displayed on each terminal device 12 by the display control means 58. Further, when the action of using a predetermined item is executed as an action, the payment processing means 54 is charged by the player or paid for the game content (in-game currency, crystal, etc.) before the execution. Based on, make the item available to the player. Then, the process shifts to the process of step SP80. If the item is purchased in the waiting area, payment such as billing may not be required before using the item.
(ステップSP80)
 サーバ装置10の記憶制御手段62は、ステップSP78で実行されたアクションをアクション履歴50Fに記憶する。なお、アクションの種類によっては、記憶制御手段62は、ステップSP78で実行されたアクションをアクション履歴50Fに記憶しなくてもよい。例えば、移動するというアクション、ペンライトの色を変えるというアクション、ペンライトを振るというアクション等は、他の演奏会場に反映しないので、記憶制御手段62は、アクション履歴50Fに記憶しなくてもよい。そして、処理は、ステップSP82の処理に移行する。
(Step SP80)
The storage control means 62 of the server device 10 stores the action executed in step SP78 in the action history 50F. Depending on the type of action, the storage control means 62 may not store the action executed in step SP78 in the action history 50F. For example, the action of moving, the action of changing the color of the penlight, the action of shaking the penlight, and the like are not reflected in other performance venues, so that the storage control means 62 does not have to store in the action history 50F. .. Then, the process shifts to the process of step SP82.
(ステップSP82)
 付与手段68は、アクションしたプレイヤに対して、当該アクションに応じた応援ポイントをプレイヤに付与する。具体的には、付与手段68は、アクションしたプレイヤのプレイデータ50Aに記録されている応援ポイントに、当該アクションに応じた応援ポイントを加算する。例えば、付与手段68は、実行されたアクションが、ペンライトを振るというアクションの場合には応援ポイントを「1」加算し、スタンプを押すというアクションの場合には応援ポイントを「3」加算する。また、付与手段68は、実行されたアクションが、ジャンプというアクションの場合には応援ポイントを「2」加算し、アイテムの使用というアクションの場合には応援ポイントを「4」加算する。また、付与手段68は、アイテムに応じて加算する応援ポイントを変更してもよい。例えば、使用に課金等の支払いが生じるアイテムであれば、加算する応援ポイントを高くし、使用に課金等の支払いが生じないアイテムであれば、加算する応援ポイントを低くしてもよい。なお、上記応援ポイントの各加算値は一例であって、特に限定されるものではない。また、付与手段68は、応援ポイントの閾値に達した場合は、アイテムの使用というアクションを除き、応援ポイントを加算しない。そして、処理は、ステップSP84の処理に移行する。
(Step SP82)
The granting means 68 grants support points corresponding to the action to the player who has taken the action. Specifically, the granting means 68 adds the support points corresponding to the action to the support points recorded in the play data 50A of the player who took the action. For example, the granting means 68 adds "1" to the support points when the executed action is an action of shaking a penlight, and adds "3" to the support points when the action is to press a stamp. Further, the granting means 68 adds "2" to the support points when the executed action is an action of jumping, and adds "4" to the support points when the action is to use an item. Further, the granting means 68 may change the support points to be added according to the item. For example, if the item requires payment such as billing for use, the support points to be added may be increased, and if the item does not require payment such as charge for use, the support points to be added may be lowered. It should be noted that each added value of the above support points is an example and is not particularly limited. Further, when the threshold value of the support points is reached, the granting means 68 does not add the support points except for the action of using the item. Then, the process shifts to the process of step SP84.
(ステップSP84)
 進行手段52は、仮想ライブが実行されてから第一所定時間が経過したか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP86の処理に移行し、当該判定が否定判定された場合には処理はステップSP88の処理に移行する。なお、この第一所定時間は、演奏毎に予め定められた時間(タイミング)であって、一又は複数存在する。また、本ステップでは、仮想ライブが実行されてから第一所定時間が経過したか否かを判定する代わりに、進行手段52は、所定の曲や所定のパートになったか等、所定のタイミングか否かを判定してもよい。
(Step SP84)
The progress means 52 determines whether or not the first predetermined time has elapsed since the virtual live was executed. Then, if the determination is affirmative, the process proceeds to the process of step SP86, and if the determination is negative, the process proceeds to the process of step SP88. It should be noted that this first predetermined time is a predetermined time (timing) for each performance, and there may be one or more. Further, in this step, instead of determining whether or not the first predetermined time has elapsed since the virtual live was executed, the progress means 52 has a predetermined timing such as whether or not it has become a predetermined song or a predetermined part. It may be determined whether or not.
(ステップSP86)
 実行手段60は、ペンライトを振る、ペンライトの色を変更する等の予め定められたアクションを、ライブ会場100にいる一部又は全部の第二仮想キャラクタC2に実行させる。例えば、実行手段60は、ペンライトの色をピンク色に変更するというアクションを、第二仮想キャラクタC2の全体の半数以上、例えば95%の数の第二仮想キャラクタC2に実行させる。なお、100%としない理由は、不自然さを防ぐためであるが、100%を含めて必要に応じて数値を調整してもよい。プレイヤの視野102によっては、プレイヤは、この第二仮想キャラクタC2がアクションをしている様子を視聴することができる。そして、処理は、ステップSP88の処理に移行する。
(Step SP86)
The executing means 60 causes a part or all of the second virtual character C2 in the live venue 100 to perform predetermined actions such as shaking the penlight and changing the color of the penlight. For example, the execution means 60 causes the second virtual character C2, for example, 95% of the total number of the second virtual character C2, to perform the action of changing the color of the penlight to pink. The reason why it is not set to 100% is to prevent unnaturalness, but the numerical value may be adjusted as necessary including 100%. Depending on the player's field of view 102, the player can watch how the second virtual character C2 is taking action. Then, the process shifts to the process of step SP88.
(ステップSP88)
 進行手段52は、仮想ライブが実行されてから第二所定時間が経過したか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP90の処理に移行し、当該判定が否定判定された場合には処理はステップSP96の処理に移行する。なお、この第二所定時間は、演奏毎に予め定められた時間(タイミング)であって、複数存在する。複数の第二所定時間の間隔は、盛り上がりのタイミングを合わせるという観点から、秒単位であることが好ましい。また、本ステップでは、仮想ライブが実行されてから第二所定時間が経過したか否かを判定する代わりに、進行手段52は、所定の曲や所定のパートになったか等、所定のタイミングか否かを判定してもよい。
(Step SP88)
The progress means 52 determines whether or not a second predetermined time has elapsed since the virtual live was executed. Then, if the determination is affirmative, the process proceeds to the process of step SP90, and if the determination is negative, the process proceeds to the process of step SP96. It should be noted that this second predetermined time is a predetermined time (timing) for each performance, and there are a plurality of them. The interval between the plurality of second predetermined times is preferably in seconds from the viewpoint of matching the timing of the excitement. Further, in this step, instead of determining whether or not the second predetermined time has elapsed since the virtual live was executed, the progress means 52 has a predetermined timing such as whether or not it has become a predetermined song or a predetermined part. It may be determined whether or not.
(ステップSP90)
 抽選手段64は、確率テーブル50Eの確率又は重み付けに基づき、アクション履歴50Fの中から例えば一つのアクションを抽選する。この抽選において、複数のアクションのうち課金又はゲームコンテンツの支払いを伴うアクションの抽選確率が高く設定されて抽選される。また、課金等の支払量が高いアイテムの使用ほど抽選確率が高く設定されて抽選される。そして、処理は、ステップSP92の処理に移行する。なお、抽選の際、アクション履歴50Fの中において直前のアクションの重み付けを高くしてもよい。
(Step SP90)
The lottery means 64 draws, for example, one action from the action history 50F based on the probability or weighting of the probability table 50E. In this lottery, the lottery probability of an action involving billing or payment of game content is set high among a plurality of actions, and the lottery is performed. In addition, the lottery probability is set higher as the item with a higher payment amount such as billing is used, and the lottery is performed. Then, the process shifts to the process of step SP92. At the time of lottery, the weight of the immediately preceding action in the action history 50F may be increased.
(ステップSP92)
 反映手段66は、本ライブ会場100に表示制御されている第一仮想キャラクタC1のアクションの一部のアクション、すなわち、抽選手段64が抽選した一つのアクションを、同一の仮想ライブが略同時に実行されている他のライブ会場100に反映するよう、当該他のライブ会場100に反映指示する。そして、処理は、ステップSP94の処理に移行する。
(Step SP92)
The reflection means 66 executes a part of the actions of the first virtual character C1 whose display is controlled in the live venue 100, that is, one action drawn by the lottery means 64, at substantially the same virtual live. Instruct the other live venue 100 to reflect it in the other live venue 100. Then, the process shifts to the process of step SP94.
(ステップSP94)
 記憶制御手段62は、アクション履歴50Fをリセット(初期化)する。そして、処理は、ステップSP96の処理に移行する。
(Step SP94)
The memory control means 62 resets (initializes) the action history 50F. Then, the process shifts to the process of step SP96.
(ステップSP96)
 反映手段66は、他のライブ会場100から本ライブ会場100に反映指示があるか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP98の処理に移行し、当該判定が否定判定された場合にはステップSP100の処理に移行する。
(Step SP96)
The reflection means 66 determines whether or not there is a reflection instruction from the other live venue 100 to the main live venue 100. Then, if the determination is affirmative, the process proceeds to the process of step SP98, and if the determination is negative, the process proceeds to the process of step SP100.
(ステップSP98)
 反映手段66は、他のライブ会場100に表示制御されている第一仮想キャラクタC1のアクションの一部のアクションを本ライブ会場100に反映する。具体的には、反映手段66は、第二客席エリアA3のうち、他のライブ会場100に対応するエリアA3(1)~A3(5)にいる第二仮想キャラクタC2に対して、他のライブ会場100に表示制御されている各第一仮想キャラクタC1のアクションの一部のアクションを実行させる。例えば、他のライブ会場100に表示制御されている各第一仮想キャラクタC1のアクションの一部のアクション、特に、図7に示す花束116Aの使用や、メッセージ118を含む手紙116Bの使用等が、本ライブ会場100に参加しているプレイヤでも見れるようになる。そして、処理は、ステップSP100の処理に移行する。
(Step SP98)
The reflecting means 66 reflects a part of the actions of the first virtual character C1 whose display is controlled in the other live venue 100 in the present live venue 100. Specifically, the reflection means 66 performs another live with respect to the second virtual character C2 in the areas A3 (1) to A3 (5) corresponding to the other live venue 100 in the second audience seat area A3. The venue 100 is made to execute some actions of the actions of each first virtual character C1 whose display is controlled. For example, some actions of the actions of each first virtual character C1 whose display is controlled in another live venue 100, particularly the use of the bouquet 116A shown in FIG. 7, the use of the letter 116B including the message 118, and the like. Players participating in this live venue 100 will also be able to see it. Then, the process shifts to the process of step SP100.
(ステップSP100)
 進行手段52は、レスタイム(第三所定時間)か否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP102の処理に移行し、当該判定が否定判定された場合には処理はステップSP104の処理に移行する。
(Step SP100)
The traveling means 52 determines whether or not it is a less time (third predetermined time). Then, if the determination is affirmative, the process proceeds to the process of step SP102, and if the determination is negative, the process proceeds to the process of step SP104.
(ステップSP102)
 実行手段60は、仮想演者キャラクタPに対して、プレイヤ(第一仮想キャラクタ)へのレスポンス(行動)を実行させる。このレスポンスとしては、例えば、プレイヤの方に向く、プレイヤの方に手を振る、プレイヤに挨拶する、プレイヤと握手する、プレイヤの名前を言う、プレイヤにプレゼント(アイテム)を渡す等が挙げられる。ここで、反映手段66は、プレイヤの応援ポイントに基づき、仮想演者キャラクタPのレスポンスを変更してもよい。例えば、応援ポイントが多いプレイヤの方に、多くのレスポンスが実行されてもよい。また、抽選手段64が、応援ポイントを抽選確率に反映して、本ライブ会場100に参加しているプレイヤの中から、レスポンスするプレイヤを抽選してもよい。そして、処理は、ステップSP104の処理に移行する。
(Step SP102)
The execution means 60 causes the virtual performer character P to execute a response (action) to the player (first virtual character). Examples of this response include facing the player, waving to the player, greeting the player, shaking hands with the player, saying the name of the player, and giving a present (item) to the player. Here, the reflection means 66 may change the response of the virtual performer character P based on the support points of the player. For example, many responses may be executed to a player who has many support points. Further, the lottery means 64 may reflect the support points in the lottery probability and draw a response player from the players participating in the live venue 100. Then, the process shifts to the process of step SP104.
(ステップSP104)
 進行手段52は、仮想ライブが終了したか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP106の処理に移行し、当該判定が否定判定された場合には処理はステップSP76の処理に戻る。
(Step SP104)
The progress means 52 determines whether or not the virtual live has ended. Then, if the determination is affirmative, the process proceeds to the process of step SP106, and if the determination is negative, the process returns to the process of step SP76.
(ステップSP106)
 付与手段68は、プレイヤの応援ポイントが閾値以上か否かを判定する。本実施形態では、付与手段68は、応援ポイントが閾値以上のプレイヤがいるか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP108の処理に移行し、当該判定が否定判定された場合には図5に示す一連の処理が終了する。
(Step SP106)
The granting means 68 determines whether or not the player's support points are equal to or greater than the threshold value. In the present embodiment, the granting means 68 determines whether or not there is a player whose support point is equal to or higher than the threshold value. Then, when the determination is affirmative, the process proceeds to the process of step SP108, and when the determination is negative, the series of processes shown in FIG. 5 ends.
(ステップSP108)
 付与手段68は、応援ポイントが閾値以上のプレイヤに報酬を付与する。なお、付与手段68は、応援ポイントに応じて異なる報酬を付与してもよい。また、応援ポイントが閾値未満のプレイヤにも、上記報酬と異なる報酬を付与してもよい。そして、図5に示す一連の処理が終了する。
(Step SP108)
The granting means 68 grants a reward to a player whose support points are equal to or higher than the threshold value. The granting means 68 may grant different rewards according to the support points. Further, a reward different from the above reward may be given to a player whose support points are less than the threshold value. Then, a series of processes shown in FIG. 5 is completed.
<効果>
 以上、本実施形態では、複数のプレイヤの端末装置12と通信可能なサーバ装置10が、複数のプレイヤのうち二以上のプレイヤと、同一の演奏(ライブ)が略同時に実行される複数のライブ会場100のうち何れか一のライブ会場とをマッチングするマッチング手段56を備える。また、サーバ装置10が、二以上のプレイヤの端末装置12に対して、マッチング手段56がマッチングした一のライブ会場を表示制御するとともに、当該一のライブ会場において当該二以上のプレイヤに対応する複数の第一仮想キャラクタC1であって、当該二以上のプレイヤの端末装置12における操作に応じて複数のアクションが可能な第一仮想キャラクタC1を表示制御する表示制御手段58を備える。さらに、サーバ装置10が、複数のライブ会場100においてライブが実行されている間に、一のライブ会場に表示制御されている第一仮想キャラクタC1のアクションの一部のアクションを複数のライブ会場100のうち他のライブ会場に反映するよう反映指示するとともに、当該他のライブ会場から当該一のライブ会場に反映指示がある場合に、当該他のライブ会場に表示制御されている第一仮想キャラクタC1のアクションの一部のアクションを当該一のライブ会場に反映する反映手段66を備える。
 この構成によれば、複数のプレイヤのうち二以上のプレイヤと、同一の演奏(ライブ)が略同時に実行される複数のライブ会場100のうち何れか一のライブ会場とをマッチングするので、同一のライブを視聴したいプレイヤの数が多くても、その同一のライブが略同時に実行される複数のライブ会場100のうち何れか一つに振り分けることができる。この結果、一のライブ会場100に参加するプレイヤの数も減り、一のライブ会場100においては第一仮想キャラクタC1をアクション等するための端末装置12とサーバ装置10との通信量を低減でき、通信負荷を抑えることができる。また、上記構成によれば、他のライブ会場から一のライブ会場に反映指示がある場合に、当該他のライブ会場に表示制御されている第一仮想キャラクタC1のアクションの一部のアクションを当該一のライブ会場に反映するので、あたかもマッチングされたプレイヤの数以上の大人数のプレイヤが同一のライブ会場に参加しているような感覚をプレイヤに与えることができ、もってライブ会場全体を盛り上がらせることができる。
<Effect>
As described above, in the present embodiment, a plurality of live venues in which the server device 10 capable of communicating with the terminal devices 12 of the plurality of players performs the same performance (live) with two or more players among the plurality of players at substantially the same time. The matching means 56 for matching with any one of the 100 live venues is provided. Further, the server device 10 controls the display control of one live venue matched by the matching means 56 with respect to the terminal devices 12 of two or more players, and at the same time, a plurality of corresponding live venues corresponding to the two or more players. The first virtual character C1 of the above is provided with a display control means 58 for displaying and controlling the first virtual character C1 capable of performing a plurality of actions according to the operation of the terminal device 12 of the two or more players. Further, while the server device 10 is performing a live concert at the plurality of live venues 100, a part of the actions of the first virtual character C1 whose display is controlled in one live venue 100 is performed by the plurality of live venues 100. Of these, the first virtual character C1 whose display is controlled to be reflected in the other live venue when there is an instruction to reflect it in the other live venue and when the other live venue gives an instruction to reflect it in the one live venue. The reflection means 66 for reflecting a part of the actions of the above actions in the one live venue is provided.
According to this configuration, two or more players among the plurality of players are matched with any one of the plurality of live venues 100 in which the same performance (live) is executed substantially at the same time, so that they are the same. Even if the number of players who want to watch a live is large, it can be distributed to any one of a plurality of live venues 100 in which the same live is executed substantially at the same time. As a result, the number of players participating in one live venue 100 is also reduced, and in one live venue 100, the amount of communication between the terminal device 12 and the server device 10 for taking action of the first virtual character C1 can be reduced. The communication load can be suppressed. Further, according to the above configuration, when there is a reflection instruction from another live venue to one live venue, the action of a part of the action of the first virtual character C1 whose display is controlled to the other live venue is concerned. Since it is reflected in one live venue, it is possible to give the player the feeling that a large number of players, more than the number of matched players, are participating in the same live venue, which makes the entire live venue exciting. be able to.
 また、本実施形態では、複数のライブ会場100毎に、当該ライブ会場100に表示制御されている第一仮想キャラクタC1が実行したアクションのアクション履歴50Fの中から一部のアクションを抽選する抽選手段64を備え、反映手段66は、一のライブ会場において、他のライブ会場について抽選手段64が抽選したアクションを反映する。
 この構成によれば、他のライブ会場にいるそれぞれの第一仮想キャラクタC1のアクションを反映できる可能性を持つため、もってライブ会場全体を盛り上がらせることができる。
Further, in the present embodiment, a lottery means for drawing a part of the action from the action history 50F of the action executed by the first virtual character C1 whose display is controlled in the live venue 100 for each of the plurality of live venues 100. 64 is provided, and the reflection means 66 reflects an action drawn by the lottery means 64 for another live venue in one live venue.
According to this configuration, since there is a possibility that the action of each first virtual character C1 in another live venue can be reflected, the entire live venue can be excited.
 また、本実施形態では、抽選手段64の抽選において、複数のアクションのうち課金又はゲームコンテンツの支払いを伴うアクションの抽選確率が高く設定される。
 この構成によれば、課金又はゲームコンテンツの支払いを伴うアクションが、一のライブ会場だけでなく、他のライブ会場まで反映され易いので、プレイヤに誉れを与えることができる。この結果、課金又はゲームコンテンツの支払いをプレイヤに促すこともできる。
Further, in the present embodiment, in the lottery of the lottery means 64, the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions.
According to this configuration, an action involving billing or payment of game content is easily reflected not only in one live venue but also in another live venue, so that the player can be honored. As a result, it is possible to prompt the player to charge or pay for the game content.
 また、本実施形態では、プレイヤによる課金又はゲームコンテンツの支払いに基づき、アイテムをプレイヤに使用可能にする支払処理手段54を備え、一部のアクションは、アイテムの使用を含み、抽選手段64の抽選において、支払量が高いアイテムの使用ほど抽選確率が高く設定される。
 この構成によれば、プレイヤに一層誉れを与えることができる。この結果、課金又はゲームコンテンツの支払いをプレイヤに一層促すこともできる。
Further, in the present embodiment, the payment processing means 54 for making the item available to the player based on the charge by the player or the payment of the game content is provided, and some actions include the use of the item and the lottery means 64 is drawn. In, the higher the payment amount is used, the higher the lottery probability is set.
According to this configuration, the player can be further honored. As a result, it is possible to further encourage the player to charge or pay for the game content.
 また、本実施形態では、一部のアクションは、メッセージの投稿(当該投稿機能を有するアイテムの使用を含む。)を含む。
 この構成によれば、他のライブ会場に参加しているプレイヤにまでメッセージを見せることができ、プレイヤに誉れを与えることができるとともに、ライブ会場全体を盛り上がらせることができる。
Further, in the present embodiment, some actions include posting a message (including using an item having the posting function).
According to this configuration, the message can be shown to the players participating in other live venues, the players can be honored, and the entire live venue can be excited.
 また、本実施形態では、表示制御手段58は、一のライブ会場において、第一仮想キャラクタC1と異なる第二仮想キャラクタC2を表示制御し、反映手段66は、一のライブ会場において表示されている第二仮想キャラクタC2に対して、他のライブ会場に表示制御されている各第一仮想キャラクタC1のアクションの一部のアクションを実行させることで、当該一部のアクションを反映する。
 この構成によれば、一部のアクションが反映される第二仮想キャラクタC2が表示制御されることで、あたかもマッチングされたプレイヤの数以上の大人数のプレイヤが同一のライブ会場に参加しているような感覚をプレイヤに一層与えることができる。
Further, in the present embodiment, the display control means 58 displays and controls the second virtual character C2 different from the first virtual character C1 in one live venue, and the reflection means 66 is displayed in one live venue. By causing the second virtual character C2 to execute a part of the actions of each first virtual character C1 whose display is controlled by another live venue, the part of the actions is reflected.
According to this configuration, by controlling the display of the second virtual character C2 that reflects some actions, a large number of players, as if the number of matched players or more, are participating in the same live venue. It is possible to give the player a feeling like that.
 また、本実施形態では、ライブ毎に予め定められたタイミングにおいて、予め定められたアクションを第二仮想キャラクタC2に実行させる実行手段60を備える。
 この構成によれば、第二仮想キャラクタC2に反映されるアクション数が少ない場合でも、第二仮想キャラクタC2に予め定められたアクションが実行させるので、会場全体が盛り下がることを抑制できる。
Further, in the present embodiment, the execution means 60 for causing the second virtual character C2 to execute a predetermined action at a predetermined timing for each live is provided.
According to this configuration, even if the number of actions reflected in the second virtual character C2 is small, since the predetermined actions are executed by the second virtual character C2, it is possible to suppress the whole venue from being swelled.
 また、本実施形態では、予め定められたアクションの種類と、反映手段66が反映する一部のアクションの種類は異なる。
 この構成によれば、予め定められたアクションの実行のタイミングと一部のアクションの反映のタイミングが重なったときに、どちらか一方を優先することなく、両方アクションさせることができる。
Further, in the present embodiment, the types of predetermined actions and the types of some actions reflected by the reflecting means 66 are different.
According to this configuration, when the timing of executing a predetermined action and the timing of reflecting a part of the action overlap, both actions can be performed without giving priority to either one.
 また、本実施形態では、プレイヤが操作する第一仮想キャラクタC1のアクションに基づき、パラメータとしての応援ポイントを変更するとともに、応援ポイントに基づき、プレイヤに報酬を付与する付与手段68を備える。
 この構成によれば、応援ポイント、より正確には報酬目当てに、アクション数が増え、会場全体を一層盛り上げることができる。
Further, in the present embodiment, the support points 68 as parameters are changed based on the action of the first virtual character C1 operated by the player, and the granting means 68 for giving a reward to the player based on the support points is provided.
According to this configuration, the number of actions can be increased for support points, more accurately for rewards, and the entire venue can be further excited.
 また、本実施形態では、表示制御手段58は、ライブ会場に、ライブする仮想演者キャラクタPを表示制御し、反映手段66は、応援ポイントに基づき、仮想演者キャラクタPの行動を変更する。
 この構成によれば、仮想演者キャラクタPの行動変更を目当てに、アクション数が増え、会場全体を一層盛り上げることができる。
Further, in the present embodiment, the display control means 58 displays and controls the live virtual performer character P at the live venue, and the reflection means 66 changes the behavior of the virtual performer character P based on the support points.
According to this configuration, the number of actions can be increased with the aim of changing the behavior of the virtual performer character P, and the entire venue can be further excited.
<変形例>
 なお、本発明は上記の具体例に限定されるものではない。すなわち、上記の具体例に、当業者が適宜設計変更を加えたものも、本発明の特徴を備えている限り、本発明の範囲に包含される。また、前述した実施形態及び後述する変形例が備える各要素は、技術的に可能な限りにおいて組み合わせることができ、これらを組み合わせたものも本発明の特徴を含む限り本発明の範囲に包含される。
<Modification example>
The present invention is not limited to the above specific examples. That is, the above-mentioned specific examples to which those skilled in the art have appropriately modified the design are also included in the scope of the present invention as long as they have the features of the present invention. Further, the elements included in the above-described embodiment and the later-described modification can be combined as much as technically possible, and the combination thereof is also included in the scope of the present invention as long as the features of the present invention are included. ..
 例えば、上記実施形態では、反映手段66は、応援ポイントに基づき、仮想演者キャラクタPの行動を変更する場合を説明したが、反映手段66は、応援ポイントに基づき、仮想ライブとは異なるゲーム、例えばメインゲームやクエストを優遇してもよい。例えば、反映手段66は、応援ポイントが閾値以上であれば、メインゲームの難易度を下げたり、敵キャラクタの数を少なくしたり、プレイヤ等のステータスを高くしたりしてもよい。また、反映手段66は、応援ポイントに基づき、ゲームコンテンツを抽選する抽選の際の抽選確率を変更してもよい。例えば、応援ポイントが多いほど、レア度が高いゲームコンテンツの抽選確率を高くなるように変更してもよい。また、反映手段66は、応援ポイントに基づき、ライブ会場100にて使用されるアイテムの品質を変更してもよい。例えば、反映手段66は、応援ポイントが高いほど、ライブ会場100にて使用されるアイテムの品質を高くしてもよい。逆に、反映手段66は、応援ポイントが低いほど、ライブ会場100にて使用されるアイテムの品質を高くしてもよい。 For example, in the above embodiment, the reflection means 66 has described the case where the behavior of the virtual performer character P is changed based on the support points, but the reflection means 66 is a game different from the virtual live, for example, based on the support points. You may give preferential treatment to the main game and quests. For example, the reflection means 66 may lower the difficulty level of the main game, reduce the number of enemy characters, or raise the status of the player or the like, as long as the support points are equal to or higher than the threshold value. Further, the reflection means 66 may change the lottery probability at the time of lottery for drawing the game content based on the support points. For example, the more support points there are, the higher the lottery probability of the game content with high rarity may be changed. Further, the reflection means 66 may change the quality of the item used in the live venue 100 based on the support points. For example, in the reflection means 66, the higher the support point, the higher the quality of the item used in the live venue 100 may be. On the contrary, in the reflecting means 66, the lower the cheering point, the higher the quality of the item used in the live venue 100 may be.
 また、上記実施形態では、プレイヤ間の応援ポイントのランキングが待合エリアにて見えるようにする場合を説明したが、メニュー画面や、ライブ会場100にて見えるようにしてもよい。特に、ライブ会場100において、仮想ライブが実行されている間にリアルタイムにランキングが見えるようにすると、プレイヤに対して一層のアクションを促し、この結果、会場全体を一層盛り上げることができる。 Further, in the above embodiment, the case where the ranking of the support points among the players is made visible in the waiting area has been described, but it may be made visible on the menu screen or the live venue 100. In particular, at the live venue 100, if the ranking can be seen in real time while the virtual live is being executed, the player can be further encouraged to take action, and as a result, the entire venue can be further excited.
 また、上記実施形態では、マッチング手段56のマッチングの具体例については言及しなかったが、例えば、マッチング手段56は、各プレイヤの第一仮想キャラクタC1の過去の行動履歴(アクション数やチャット回数、アイテム使用回数等)に基づき、マッチングしてもよい。具体的には、マッチング手段56は、アクション数が多いプレイヤが複数のライブ会場100に分散するように、マッチングしてもよい。これによれば、一のライブ会場100だけ盛り上がり、他のライブ会場100が盛り下がるというような状況が発生するのを抑制できる。 Further, in the above embodiment, the specific example of matching of the matching means 56 is not mentioned, but for example, the matching means 56 has a past action history (number of actions, number of chats, number of actions, number of chats, number of actions, number of chats, etc.) of the first virtual character C1 of each player. Matching may be performed based on the number of times the item is used, etc.). Specifically, the matching means 56 may match so that players with a large number of actions are dispersed in a plurality of live venues 100. According to this, it is possible to suppress the occurrence of a situation in which only one live venue 100 is excited and the other live venue 100 is excited.
 また、上記実施形態では、各エリアA3(1)~A3(5)は、それぞれ対応する他のライブ会場が決まっている場合を説明したが、エリアA3(1)~A3(5)のうち、いずれかのエリアが空いている場合(他のライブ会場が決まっていない場合)は、他のエリアに対応する他のライブ会場でのアクションを空いているエリアの第二仮想キャラクタC2のアクションとしても反映させてもよい。これによれば、一のエリアだけ盛り上がり、他のエリアが盛り下がるというような状況が発生するのを抑制できる。 Further, in the above embodiment, the case where the other live venues corresponding to each of the areas A3 (1) to A3 (5) are determined has been described, but among the areas A3 (1) to A3 (5), If any area is vacant (other live venues have not been decided), the action at the other live venue corresponding to the other area can also be used as the action of the second virtual character C2 in the vacant area. It may be reflected. According to this, it is possible to suppress the occurrence of a situation in which only one area rises and the other area rises.
 また、上記実施形態では、仮想ライブの曲数については言及しなかったが、仮想ライブは複数の曲で構成されてもよい。この場合、前曲における行動履歴に応じて、アクションの抽選確率を補正してもよい。例えば、前曲で当選しなかったプレイヤのアクションに対する抽選確率を高くすることで、プレイヤのライブに対する参入感を高めることができ、この結果、会場全体を一層盛り上げることができる。 Further, in the above embodiment, the number of songs of the virtual live is not mentioned, but the virtual live may be composed of a plurality of songs. In this case, the action lottery probability may be corrected according to the action history in the previous song. For example, by increasing the lottery probability for the actions of the players who did not win in the previous song, it is possible to increase the player's sense of entry into the live performance, and as a result, the entire venue can be further excited.
<符号の説明>
10:サーバ装置(コンピュータ、情報処理装置)、56:マッチング手段、58:表示制御手段、66:反映手段
 

 
<Explanation of code>
10: Server device (computer, information processing device), 56: Matching means, 58: Display control means, 66: Reflection means

Claims (11)

  1.  複数のプレイヤの端末装置と通信可能なコンピュータが実行するプログラムを読み取り可能に格納する非一過性の記憶媒体であって、
     前記プログラムは、前記コンピュータを、
     前記複数のプレイヤのうち二以上のプレイヤと、同一の演奏又は上演が略同時に実行される複数の会場のうち何れか一の会場とをマッチングするマッチング手段、
     前記二以上のプレイヤの端末装置に対して、前記マッチング手段がマッチングした一の会場を表示制御するとともに、当該一の会場において当該二以上のプレイヤに対応する複数の仮想キャラクタであって、当該二以上のプレイヤの端末装置における操作に応じて複数のアクションが可能な仮想キャラクタを表示制御する表示制御手段、
     前記複数の会場において前記演奏又は前記上演が実行されている間に、前記一の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを前記複数の会場のうち他の会場に反映するよう反映指示するとともに、当該他の会場から当該一の会場に反映指示がある場合に、当該他の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを当該一の会場に反映する反映手段、
     として機能させる、記憶媒体。
    A non-transient storage medium that readablely stores programs executed by computers that can communicate with the terminal devices of multiple players.
    The program is the computer.
    A matching means for matching two or more players among the plurality of players with any one of the plurality of venues where the same performance or performance is performed substantially at the same time.
    A plurality of virtual characters corresponding to the two or more players in the one venue while controlling the display and control of one venue matched by the matching means to the terminal devices of the two or more players. A display control means for displaying and controlling a virtual character capable of performing a plurality of actions according to the operation of the player's terminal device.
    While the performance or the performance is being executed in the plurality of venues, a part of the actions of the virtual character whose display is controlled in the one venue is reflected in the other venue among the plurality of venues. When there is a reflection instruction from the other venue to the one venue, some actions of the virtual character whose display is controlled in the other venue are reflected in the one venue. Reflection means,
    A storage medium that functions as.
  2.  前記プログラムは、前記コンピュータを、
     前記複数の会場毎に、当該会場に表示制御されている仮想キャラクタが実行したアクションの履歴の中から一部のアクションを抽選する抽選手段、
     として機能させ、
     前記反映手段は、前記一の会場において、前記他の会場について前記抽選手段が抽選したアクションを反映する、
     請求項1に記載の記憶媒体。
    The program is the computer.
    A lottery means for drawing a part of an action from the history of actions executed by a virtual character whose display is controlled at the plurality of venues.
    To function as
    The reflection means reflects the action drawn by the lottery means for the other venue in the one venue.
    The storage medium according to claim 1.
  3.  前記抽選手段の抽選において、前記複数のアクションのうち課金又はゲームコンテンツの支払いを伴うアクションの抽選確率が高く設定される、
     請求項2に記載の記憶媒体。
    In the lottery of the lottery means, the lottery probability of the action accompanied by the charge or the payment of the game content is set high among the plurality of actions.
    The storage medium according to claim 2.
  4.  前記プログラムは、前記コンピュータを、
     前記プレイヤによる課金又はゲームコンテンツの支払いに基づき、アイテムをプレイヤに使用可能にする支払処理手段、
     として機能させ、
     前記一部のアクションは、前記アイテムの使用を含み、
     前記抽選手段の抽選において、支払量が高いアイテムの使用ほど抽選確率が高く設定される、
     請求項3に記載の記憶媒体。
    The program is the computer.
    A payment processing means that makes an item available to a player based on the player's billing or payment of game content.
    To function as
    Some of the actions include the use of the item.
    In the lottery of the lottery means, the lottery probability is set higher as the item with the higher payment amount is used.
    The storage medium according to claim 3.
  5.  前記一部のアクションは、メッセージの投稿を含む、
     請求項1乃至4の何れか1項に記載の記憶媒体。
    Some of the actions mentioned above include posting a message,
    The storage medium according to any one of claims 1 to 4.
  6.  前記仮想キャラクタを第一仮想キャラクタとしたとき、
     前記表示制御手段は、前記一の会場において、前記第一仮想キャラクタと異なる第二仮想キャラクタを表示制御し、
     前記反映手段は、前記一の会場において表示されている前記第二仮想キャラクタに対して、前記他の会場に表示制御されている各第一仮想キャラクタのアクションの一部のアクションを実行させることで、当該一部のアクションを反映する、
     請求項1乃至5の何れか1項に記載の記憶媒体。
    When the virtual character is the first virtual character,
    The display control means displays and controls a second virtual character different from the first virtual character at the one venue.
    The reflection means causes the second virtual character displayed in the one venue to execute a part of the actions of each first virtual character whose display is controlled in the other venue. , Reflects some of the actions,
    The storage medium according to any one of claims 1 to 5.
  7.  前記プログラムは、前記コンピュータを、
     前記演奏又は上演毎に予め定められたタイミングにおいて、予め定められたアクションを前記第二仮想キャラクタに実行させる実行手段、
     として機能させるための請求項6に記載の記憶媒体。
    The program is the computer.
    An execution means for causing the second virtual character to perform a predetermined action at a predetermined timing for each performance or performance.
    The storage medium according to claim 6 for functioning as.
  8.  前記予め定められたアクションの種類と、前記反映手段が反映する一部のアクションの種類は異なる、
     請求項7に記載の記憶媒体。
    The type of the predetermined action and the type of some actions reflected by the reflection means are different.
    The storage medium according to claim 7.
  9.  前記プログラムは、前記コンピュータを、
     前記プレイヤが操作する仮想キャラクタのアクションに基づき、パラメータを変更するとともに、当該パラメータに基づき、当該プレイヤに報酬を付与する付与手段、
     として機能させる請求項1乃至8の何れか1項に記載の記憶媒体。
    The program is the computer.
    A granting means that changes a parameter based on the action of a virtual character operated by the player and gives a reward to the player based on the parameter.
    The storage medium according to any one of claims 1 to 8.
  10.  前記表示制御手段は、前記会場に、前記演奏又は前記上演する仮想演者キャラクタを表示制御し、
     前記反映手段は、前記パラメータに基づき、前記仮想演者キャラクタの行動を変更する、
     請求項9に記載の記憶媒体。
    The display control means displays and controls the performance or the virtual performer character to be performed at the venue.
    The reflection means changes the behavior of the virtual performer character based on the parameters.
    The storage medium according to claim 9.
  11.  複数のプレイヤの端末装置と通信可能な情報処理装置であって、
     前記複数のプレイヤのうち二以上のプレイヤと、同一の演奏又は上演が略同時に実行される複数の会場のうち何れか一の会場とをマッチングするマッチング手段と、
     前記二以上のプレイヤの端末装置に対して、前記マッチング手段がマッチングした一の会場を表示制御するとともに、当該一の会場において当該二以上のプレイヤに対応する複数の仮想キャラクタであって、当該二以上のプレイヤの端末装置における操作に応じて複数のアクションが可能な仮想キャラクタを表示制御する表示制御手段と、
     前記複数の会場において前記演奏又は前記上演が実行されている間に、前記一の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを前記複数の会場のうち他の会場に反映するよう反映指示するとともに、当該他の会場から当該一の会場に反映指示がある場合に、当該他の会場に表示制御されている仮想キャラクタのアクションの一部のアクションを当該一の会場に反映する反映手段と、
     を備える情報処理装置。
     

     
    An information processing device that can communicate with the terminal devices of multiple players.
    A matching means for matching two or more players among the plurality of players with any one of the plurality of venues where the same performance or performance is performed substantially at the same time.
    A plurality of virtual characters corresponding to the two or more players in the one venue while controlling the display and control of one venue matched by the matching means to the terminal devices of the two or more players. A display control means for displaying and controlling a virtual character capable of performing a plurality of actions according to the operation of the player's terminal device,
    While the performance or the performance is being executed in the plurality of venues, a part of the actions of the virtual character whose display is controlled in the one venue is reflected in the other venue among the plurality of venues. When there is a reflection instruction from the other venue to the one venue, some actions of the virtual character whose display is controlled in the other venue are reflected in the one venue. Reflection means and
    Information processing device equipped with.


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