Information processing system, information processing device, information processing program, and information processing method

The information processing system enhances player interest in team-playing games by enabling collaboration between characters without a follow-up relationship and eliminating gauge-based restrictions, thereby increasing the sense of cooperation.

JP2025037276AActive Publication Date: 2025-03-18株式会社アカツキゲームス
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Patent Information

Application Number
JP2023144081
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-06
Publication Date
2025-03-18
Estimated Expiration
2043-09-06

AI Technical Summary

Technical Problem

Existing game systems limit collaboration between characters not in a follow-up relationship and require a specific gauge to be satisfied for support defense, support attacks, and cooperative attacks.

Method used

An information processing system that identifies an execution object to activate a linking skill, determines its destination location, and executes the collaboration skill, allowing for collaboration between characters without a follow-up relationship and eliminating the need for a gauge-based activation condition.

Benefits of technology

Enhances player interest in team-playing games by enabling new forms of collaboration and eliminating gauge-based restrictions, thereby increasing the sense of cooperation with ally NPCs or other ally players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing system, an information processing device, a program, and an information processing method capable of improving a player's interest in a game.SOLUTION: An information processing system executes: object specification processing for specifying an execution object that can activate a coordination skill out of predetermined objects existing in a virtual space of a game and belonging to a predetermined group; arrangement changing processing for determining the position of a movement destination of the execution object; and coordination skill execution processing for moving the execution object to the determined position and activating the coordination skill.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to an information processing system, an information processing device, an information processing program, and an information processing method, and in particular to an information processing system, an information processing device, an information processing program, and an information processing method for executing information processing in a game. [Background technology]

[0002] Games that can be executed on player terminals such as smartphones and game terminals include games that are executed in cooperation with autonomous non-player characters (NPCs) and / or other players. In such games, one of the attractions is cooperation with NPCs that are allies of the player and with other players, and it is important to devise ways to enhance the sense of solidarity with allies.

[0003] For example, Patent Document 1 discloses a game program that allows for support defense and support attack by rear guard characters acting in a group with a front guard character, as well as coordinated attacks by the front guard character and the rear guard character. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-103597 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in Patent Document 1, the subjects that activate support defense, support attack, and coordinated attack are limited to a frontline character and a rearline character that follows the frontline character, and coordination between characters that are not in a follow-up relationship does not occur. Also, the activation condition for support defense, support attack, and coordinated attack is that a specified gauge is filled. There is room to create new interest in improving the sense of unity with friendly NPCs or other friendly players.

[0006] The present invention has been made in consideration of the above circumstances, and an object of an exemplary embodiment of the present invention is to provide an information processing system, an information processing device, an information processing program, and an information processing method that can increase a player's interest in games such as team-based competitive games. [Means for solving the problem]

[0007] In order to achieve the above object, an information processing system according to the present invention comprises: an object identification unit that identifies an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a placement modification unit that determines a destination position of the execution object; a combination skill execution unit that moves the execution object to the position determined by the placement change unit and activates the combination skill; the object identification unit detects that an action and / or a state of at least one object present in the virtual space satisfies at least one of the activation conditions set for each of the predetermined objects, and identifies, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The placement modification unit determines the position based on an object related to the establishment of the activation condition.

[0008] The information processing system having the above features can increase the interest of players in games such as team-based competitive games.

[0009] In order to achieve the above object, an information processing device according to the present invention comprises: an object identification unit that identifies an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a placement modification unit that determines a destination position of the execution object; a combination skill execution unit that moves the execution object to the position determined by the placement change unit and activates the combination skill; the object identification unit detects that an action and / or a state of at least one object present in the virtual space satisfies at least one of the activation conditions set for each of the predetermined objects, and identifies, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The placement modification unit determines the position based on an object related to the establishment of the activation condition.

[0010] By providing the information processing device with the above features, it is possible to increase the interest of players in games such as team-based competitive games.

[0011] In order to achieve the above object, an information processing program according to the present invention comprises: On the computer, An object identification process for identifying an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a relocation process for determining a destination position of the execution object; a combination skill execution process for moving the execution object to the position determined by the arrangement change process and activating the combination skill, the object identification process includes a process of detecting that a behavior and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifying, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The placement change process includes a process of determining the position based on an object related to the establishment of the activation condition.

[0012] When the information processing program has the above features, it is possible to increase a player's interest in games such as team-based competitive games.

[0013] In order to achieve the above object, an information processing method according to the present invention comprises: The computer An object identification process for identifying an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a relocation process for determining a destination position of the execution object; a combination skill execution process of moving the execution object to the position determined by the arrangement change process and activating the combination skill, the object identification process includes a process of detecting that a behavior and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifying, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The placement change process includes a process of determining the position based on an object related to the establishment of the activation condition.

[0014] The information processing method having the above-mentioned features can increase the interest of players in games such as team-based competitive games. [Brief description of the drawings]

[0015] [Figure 1] FIG. 1 is a block diagram illustrating an outline of the configuration of a game system according to one embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of the server illustrated in FIG. [Diagram 3] FIG. 3 is a block diagram showing an example of a functional configuration (software configuration) of the server shown in FIG. [Figure 4] FIG. 4 is a block diagram showing an example of a schematic configuration of the player terminal shown in FIG. [Figure 5A] 5A is a schematic diagram showing an example of object information stored in the game information storage unit shown in FIG. [Figure 5B] 5A is a schematic diagram showing an example of object information stored in the game information storage unit shown in FIG. [Figure 5C] FIG. 5C is a table for explaining examples of coordination skill patterns. [Figure 6] FIG. 6 is a schematic diagram showing an example of a screen for determining team composition. [Figure 7A] FIG. 7A is a schematic diagram showing an example of a game screen before a combo skill is activated in the first mode. [Figure 7B] FIG. 7B is a schematic diagram showing an example of a game screen on which an effect relating to a combination skill is displayed. [Figure 7C] FIG. 7C is a schematic diagram showing an example of a game screen when a combo skill is activated in the first mode. [Figure 7D] FIG. 7D is a schematic diagram showing an example of a game screen before a combo skill is activated in the second mode. [Figure 7E] FIG. 7E is a schematic diagram showing an example of a game screen when a combo skill is activated in the second mode. [Figure 8A] FIG. 8A is a schematic diagram for explaining a method for determining position coordinates to which an execution object is to be moved. [Figure 8B]FIG. 8B is a schematic diagram for explaining a method for determining position coordinates to which the execution object is to be moved. [Figure 9A] FIG. 9A is an example of a flowchart for explaining an outline of information processing related to a coordination skill. [Figure 9B] FIG. 9B is an example of a flowchart for explaining an outline of information processing related to a coordination skill. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] A game system 10 according to an embodiment of the present invention will be described with reference to the drawings. Note that the block diagrams, screen interfaces, flow charts, etc. shown in each drawing are merely examples for explaining this embodiment, and are merely schematic examples for easy explanation of this embodiment. In particular, the screen interfaces, etc. shown in the drawings do not necessarily match the screen interfaces, etc. used in an actual game system. The contents shown in the block diagrams, screen interfaces, flow charts, etc. in each drawing may be modified or changed within the scope of no technical problem.

[0017] The game system 10 according to this embodiment is a system for providing various services relating to games to a player 3 via a network N such as the Internet.

[0018] The games provided by the game system 10 are games that are executed by each player 3 operating an object, and may be games that are executed by forming a group including an object operated by each player 3, an object that acts autonomously, and / or an object operated by another player. As long as the game falls within the above category, the category of the game provided is not particularly limited. For example, the category of the game provided by the game system 10 may be a fighting game, an action game, a card game, an RPG (role-playing game), a location-based game, an adventure game, a simulation game, a strategy game, or a sports game.

[0019] In addition, the games provided by game system 10 may include, for example, not only the so-called "in-game" part related to actual game play, which is a "game progression part" for manipulating objects to progress through the game, but also the so-called "out-game" part, which is a "lottery part" such as a so-called "gacha" in which objects such as characters and items in the game are given to the player by lottery, a "formation part" in which characters and other objects to be used in the game are selected, and a "strengthening part" in which characters, items, etc. are strengthened.

[0020] Here, the term "object" is a general term for electronic data used by the player 3 in the game. For example, objects include cards, characters, avatars, consumable media such as in-game currency, weapons, protective gear, and other items. In the game provided by the game system 10, at least one of the above objects, such as cards, characters, or avatars, that is an object to be operated by the player 3 in the game, is used. In the following description, for the sake of simplicity, the game system 10 will be described assuming an action game in which the player 3 operates a character that is a dynamic object, but the type of object to be operated and the category of the game are not necessarily limited.

[0021] In the following description, the game system 10 will be described assuming an action game in which a character operated by a predetermined player 3 (hereinafter referred to as the operated character) forms an "ally group" with at least one or more autonomously acting characters and fights against one "enemy group" consisting of at least one enemy character. Examples of the autonomously acting characters include non-player characters (hereinafter referred to as NPCs) controlled by artificial intelligence and characters operated by other players 3, and the ally group may be composed of the operated character and one or more NPCs, may be composed of the operated character and characters operated by one or more other players 3, or may be composed of the operated character, one or more NPCs, and characters operated by one or more other players 3. In the following, the game will be described in detail using an ally group consisting of the operated character and one or more NPCs as an example. The game provided by the game system 10 may be a game in which a friendly group plays against two or more enemy groups, or a game that includes one or more "neutral groups (groups made up of characters that do not fall into the category of friendly characters or enemy characters)" in addition to friendly and enemy groups. In a game that includes a neutral group, the neutral group may turn into an ally or enemy depending on the progress of the game.

[0022] In this embodiment, the "ally group" refers to a group to which the player 3's operated character belongs. The "ally character" refers to a character that belongs to the ally group, and includes all characters that belong to the ally group including the operated character. In addition, the "partner character" refers to the other characters that belong to the ally group, excluding the operated character.

[0023] The game system 10 of the present embodiment incorporates an information processing system for executing a "combination skill" in-game. Here, the "combination skill" refers to a skill that produces a combination effect between ally characters belonging to an ally group, and a character that activates the combination skill (a subject that activates the combination skill) is referred to as an "execution object", and a character that is the target of the combination skill (an object that receives the combination skill) is referred to as a "target object". In addition, among the ally characters other than the execution object, an ally character that is involved in the establishment of the activation condition of the combination skill is referred to as a "trigger object". Note that the target object may be an ally character or an enemy character, and the combination skill may include a support type skill that recovers or supports the ally character, and / or an attack type skill that is executed against an enemy such as attacking the enemy.

[0024] Next, the specific configuration of each part of the game system 10 will be described.

[0025] As shown in Fig. 1, the game system 10 mainly comprises at least one server 20 and a plurality of player terminals 30. These main components are connected to each other via a network N so as to be accessible to each other. In this game system 10, the server 20 provided at the business operator 1 provides the game to the player terminal 30 by having the player 3 carry out information processing related to the game, which is composed of images, videos, sounds, etc. Note that the server 20 and the player terminal 30 may be integrally formed, in which case the game can be executed by the player terminal 30 alone.

[0026] The server 20 is an information processing device used to operate and manage the game service, and is deployed at the business operator 1 that provides the game service, as described above. The server 20 as an information processing device may be, for example, a general-purpose computer such as a workstation or a personal computer, or may be constructed using cloud computing technology.

[0027] As shown in FIG. 2, the server 20 includes a processor 21, a memory 22, a storage 23, a transmitting / receiving unit 24, an input / output unit 25, and a bus 26.

[0028] The processor 21 includes an arithmetic processing device such as a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), and controls the entire server 20 and controls transmission and reception of data between each element of the server 20. The processor 21 also executes application programs stored in the storage 23, which will be described later, to perform various arithmetic processing required for providing game services.

[0029] The memory 22 is a volatile storage device such as a RAM (Random Access Memory) and a VRAM (Video Random Access Memory), and has a rewritable storage area. The memory 22 is used as a working area for arithmetic processing by the processor 21. In addition, a BIOS (Basic Input / Output System) and the like that is executed when the server 20 is started up may be stored in the memory 22.

[0030] The storage 23 is a non-volatile storage device, and examples of non-volatile storage devices applicable to the storage 23 include a ROM (Read Only Memory), a flash memory, and a hard disk. The storage 23 has a read-only storage area, and various application programs and various information necessary for providing game services are stored in the storage 23.

[0031] The transmission / reception unit 24 is a communication interface for connecting the server 20 to the network N, and has a function as a receiver that receives various data and signals transmitted from the player terminal 30, and a function as a transmitter that transmits various data and signals to the player terminal 30 in response to commands from the processor 21. The transmission / reception unit 24 may be equipped with a short-range communication interface such as Bluetooth (registered trademark) or BLE (Bluetooth Low Energy).

[0032] The input / output unit 25 is an input / output interface to which input / output devices such as a keyboard, a mouse, a microphone, a touch panel, a display, and a speaker are connected.

[0033] The bus 26 electrically connects the processor 21, the memory 22, the storage 23, the transceiver 24, and the input / output unit 25. The bus 26 also transmits address signals, data signals, and various control signals between the connected processor 21, memory 22, storage 23, transceiver 24, and input / output unit 25.

[0034] 3 is a block diagram for explaining a functional configuration (software configuration) of the server 20. As shown in FIG.

[0035] The control unit 200 of the server 20 is a component that controls the game provided by the game system 10, and has a function of performing various information processing required for providing a game service. The function of the control unit 200 is realized by the processor 21 reading out information and application programs stored in the storage 23, and executing various programs in the working area of ​​the memory 22. The control unit 200 has multiple functional units according to the type of information processing to be performed. Specifically, the control unit 200 may include, for example, a game processing unit 201, a game screen generation unit 202, and a cooperation skill related information processing unit 203 as functional units. Each functional unit will be described in detail later.

[0036] The memory unit 220 of the server 20 corresponds to a memory area of ​​the storage 23, and stores information necessary for various information processes by the control unit 200. The memory unit 220 has a plurality of areas partitioned according to the type of information to be stored. Specifically, the memory unit 220 may have, for example, a game information memory unit 221 and a player information memory unit 222. The information stored in each memory unit will be described in detail later.

[0037] Each player terminal 30 in the game system 10 is owned by each player 3 who uses the game service provided by the operator 1. The player terminal 30 is not particularly limited as long as it is an information processing device that can be owned and used by the player 3. For example, a smartphone, a mobile phone terminal, a terminal dedicated to games, a tablet computer, a notebook computer, or a desktop computer can be used as the player terminal 30.

[0038] 4 is a block diagram illustrating an outline of the configuration of the player terminal 30. As shown in FIG.

[0039] The control unit 31 of the player terminal 30 includes elements necessary for controlling each unit of the player terminal 30, such as a display and a camera (not shown) that constitute the display unit 32. For example, the control unit 31 includes a processor, a memory, a storage, a transmission / reception unit, etc. The control unit 31 stores a game application or a browser that can browse websites. The game provided by the game system 10 is executed in the player terminal 30 via the game application or the browser, based on various information processes by the control unit 200 of the server 20.

[0040] The display unit 32 is a display for displaying a screen interface of a game executed on the player terminal 30. The display unit 32 as a display may be a touch panel that accepts information input from the player 3 by touching the display surface. In this case, the touch panel is implemented on the player terminal 30 by a resistive film method, a capacitive method, or the like, and operation information by the player 3 when executing the game (hereinafter, player operation information D4) is input via the display unit 32 as a touch panel.

[0041] The input method of the player operation information D4 is not limited to input via a touch panel. For example, the player operation information D4 may be input via a keyboard, a microphone, or the like. The player terminal 30 may have a physical button in addition to a touch panel, or may have a configuration that accepts a touch operation on the back side of the player terminal 30 (the back side of the display). The player 3 may be equipped with a sensor that detects the tilt of the player terminal 30, such as a gyro sensor, and the action of the player 3 tilting the player terminal may be input as the player operation information D4. The input method of the player operation information D4 may be one method selected from the multiple methods described above, or two or more methods selected from the multiple methods described above.

[0042] 3 may be provided in the control unit 31 of the player terminal 30. In this case, an application program required for processing by each functional unit may be sent to the player terminal 30, and information processing by each functional unit may be executed on the player terminal 30.

[0043] Next, each component of the storage unit 220 in the game system 10 will be described in detail.

[0044] The game information storage unit 221 of the storage unit 220 stores and stores basic information about the game. The basic information about the game stored in the game information storage unit 221 is appropriately configured according to the type of game, and is not particularly limited. For example, the game information storage unit 221 may store information such as setting information for each game unit, object information, background image, and event information. Note that the "game unit" means a collection of games, and the "game unit" can be expressed in terms such as quest, event, mission, course, story, scenario, chapter, dungeon, stage, battle, and match. In the case of a game in which multiple stages are set, the setting information for each game unit may include a stage ID, which is an identifier for identifying each game unit, and information related to the virtual space, such as a stage name, enemy character information, consumed stamina information, and background image, which are linked to the stage ID.

[0045] The games provided by the game system 10 may include a "normal game" and a "special game", and the setting information for each game may include setting information for each normal game and setting information for each special game. The setting information for each special game may include information on the conditions for playing the special game (for example, the playable period and the playable number of times, etc.) in addition to the above-mentioned information such as the stage ID, stage name, enemy character information, and consumed stamina information. Note that the "normal game" refers to a game that can be played by all players 3 using characters owned by the players themselves (hereinafter referred to as owned characters) according to the progress of the game, without restrictions such as the playable period and / or the playable number of times. On the other hand, the "special game" refers to a game other than the normal game, and may include, for example, a game that is limited by the playable period and / or the playable number of times, and a game that is played using characters not owned by each player 3.

[0046] The information on the objects stored in the game information storage unit 221 may include information on characters, information on items such as weapons and armor, information on consumable media consumed by the player 3 in the game, such as in-game currency, etc. The information on characters may include information on characters that the player 3 can acquire and operate, information on characters that will be friends of the player 3 in the game, and information on enemy characters that will fight against the player 3, etc. As shown in FIG. 5A, the information on characters may include information such as an ID for each character (an identifier for uniquely identifying each character), a character name, image data, classification information (attributes, etc.) linked to the character ID, parameters representing the character's abilities (including, for example, attack power, defense power, stamina, attack hit rate, critical occurrence rate, and evasion success rate), information on skills that the character can use, and text data on the characteristics of the character, and may also include various information associated with each character, such as an acquisition method and an acquisition probability.

[0047] FIG. 5B is an example of information about skills that can be used by a character, stored in the game information storage unit 221. Here, "skill" refers to techniques, arts, spells, and the like that a character uses on itself and / or other characters, such as friendly characters and enemy characters. Skills include skills that can be used on a single character and skills that can be used on multiple characters. In addition, "usable skills" refers to not only skills that have already been acquired when the player 3 first obtained a character, but also skills that are acquired by the player 3 using or strengthening the character after obtaining the character.

[0048] Skills that a character can use include at least "cooperation skills," and may also include "normal skills" and "special skills."

[0049] Here, "normal skill" means a skill that can be activated by normal in-game operations without being restricted by special activation conditions. If it is normal to activate a skill by consuming a certain number of points such as magic points (so-called MP) or skill points, the consumption of the certain number of points may be considered to be within the scope of normal operations without falling under a special activation condition. Information about "normal skill" stored in the game information storage unit 221 may include, for example, a skill name associated with a character ID, the content of the skill, the effect of activating the skill, and a success probability such as the probability that the skill will hit an enemy character.

[0050] A "special skill" refers to a skill that is not a normal skill or a cooperation skill, and can be activated independently without needing to be associated with the actions and / or states of other characters, but has a special activation condition set for it that is different from the activation of a normal skill. An example of an activation condition set for a special skill is that a gauge is satisfied, as shown in FIG. 5B. The gauge indicating the degree to which the activation condition is satisfied may be set so that the value of the gauge increases with the passage of time, or may be set so that the value of the gauge increases with the actions of the character (for example, the value of the gauge increases according to the number of times an attack hits an enemy character or the degree of an attack inflicted on an enemy character). The information on the "special skill" stored in the game information storage unit 221 includes information on the activation condition in addition to the data exemplified in the information on the normal skill. Each character may be set with one special skill or multiple special skills.

[0051] As described above, a "cooperation skill" refers to a skill that produces a cooperative effect between allied characters and is associated with the actions and / or states of other characters. A cooperation skill may be a skill that one allied character activates against another allied character, or a skill that one allied character activates against an enemy character. From the perspective of further enhancing the sense of solidarity among an allied group, it is preferable that the cooperation skill be a skill that is activated against an enemy character.

[0052] Examples of cooperative skills that can be activated on other allied characters include support-type skills such as skills that restore the hit points (also known as HP), life points (also known as LP), and stamina of other allied characters, skills that remove status abnormalities such as paralysis, poison, burns, electric shock, sleep, petrification, freezing, fear, weakness, and reduced abilities (weakening) inflicted on other allied characters by attacks from enemy characters, skills that repair equipment such as weapons and armor of other allied characters, and skills that increase the abilities (parameters) of other allied characters, such as increasing attack power or defense power.

[0053] On the other hand, examples of combo skills that can be activated against enemy characters include physical attacks on the enemy character, such as electric shock, flamethrower, spin kick, throw, launch, disarm, and destroy equipment, as well as mental attacks on the enemy character, such as startling, frightening, charming, and confusing, and other offensive skills, such as attacks that inflict abnormal conditions on the enemy character.

[0054] The cooperation skill may be a skill that is activated on one target object, or may be a skill that is activated on multiple target objects. From the viewpoint of simplifying the calculation process related to the activation of the cooperation skill, it is preferable that the cooperation skill is activated on one target object.

[0055] The activation condition for the cooperation skill is set with respect to the action of the other character and / or the state given to the other character. The "action" of the other character means an action such as attack or defense performed by the other character in the battle in the in-game virtual space, and for example, the activation of a normal skill or a special skill may be included in the "action of the other character". The "action" set as the activation condition for the cooperation skill is not particularly limited, and may be an action that does not correspond to an attack action against the opponent, or may be an attack action that does not involve the giving of a status abnormality, but is preferably an action that gives the opponent a state as described below. The "state" given to the other character means a physical state (paralysis, burn, electric shock, etc.), a mental state (fear, weakness, confusion, etc.), and a state related to abilities (weakened, a decrease in parameters such as attack power and defense power, etc.) that appears in the other character in the battle in the in-game virtual space. The physical state includes a state related to an item worn by the character, such as equipment destruction or removal of equipment.

[0056] The activation condition set for one ally character may be set as the activation condition for the cooperation skill such that another ally character launches a predetermined attack against an enemy character, an enemy character launches a predetermined attack against another ally character, another ally character imparts a predetermined status to an enemy character, or an enemy character imparts a predetermined status to another ally character, etc. Also, an activation condition that combines one of another ally character and an enemy character launching a predetermined attack and the other of another ally character and an enemy character imparting a predetermined status by said attack may be set for the cooperation skill (i.e., the combination of a predetermined action and the imparting of a predetermined status may be set as the activation condition).

[0057] Assumed scenarios for setting the activation conditions as described above and activating a cooperation skill include, for example, the following patterns, and the contents of the cooperation skill and the activation conditions are not particularly limited. For example, a support-type cooperation skill is activated when the activation condition is an attack by another ally character to "launch" an enemy character, and the parameters of the ally character who made the attack, such as attack power, are increased, and a cooperation skill is activated when a further attack is given to the enemy character who was launched by the attack is given. Also, a case where an attack-type cooperation skill is activated when the activation condition is an attack by an enemy character to "freeze" another ally character, and the attack-type cooperation skill is activated when a counterattack is given to the enemy character who made the attack, and the support-type cooperation skill is activated when a frozen ally character is subjected to the attack is given. Also, a case where an activation condition is an attack by another ally character to further attack the paralyzed enemy character, and the support-type cooperation skill is activated when a parameter is increased for the ally character who paralyzed the enemy character is given. In addition, cases are envisaged in which an offensive-type combo skill may be activated to counterattack an enemy character that has made an attack, with the condition being that the enemy character's attack has caused another ally character to be put into a fearful state, or a support-type combo skill may be activated to remove the fearful state from an ally character that is in a fearful state.

[0058] FIG. 5C is a table illustrating eight patterns of the above-mentioned cooperation skill. As shown in FIG. 5C, two or more objects may be involved in the establishment of the activation condition of the cooperation skill. The object involved in the establishment of the activation condition is an object different from the execution object that activates the cooperation skill. For example, one or more objects that are the subject of the establishment of the activation condition and one or more objects that are affected when the activation condition is established correspond to the objects involved in the establishment of the activation condition. The subject that establishes the activation condition means a character that executes a predetermined action set in the activation condition against the opponent or gives a predetermined state to the opponent. The object that is affected when the activation condition is established means a character that becomes the target of a predetermined action (a target that receives a predetermined attack) or is given a predetermined state by the opponent.

[0059] In each pattern illustrated in FIG. 5C, either the ally character or the enemy character is set as the subject that establishes the activation condition, and the other of the ally character and the enemy character is set as the object that is affected by a predetermined action or a predetermined state. In each pattern illustrated in FIG. 5C, among the objects involved in the establishment of the activation condition, either the subject that establishes the activation condition or the object that is affected is set as the target object that is the target of the activation of the cooperation skill. The subject that establishes the activation condition, the object that is affected, and the target object are determined according to the effect (content) of the cooperation skill, the predetermined action set in the activation condition, and the predetermined state.

[0060] In a cooperation skill executed by the game system 10, as shown in Fig. 5C, it is preferable that at least one ally character is involved in the establishment of the activation condition. In other words, it is preferable that at least one ally character corresponds to an object related to a predetermined action and / or a predetermined state set in the activation condition. In this embodiment, an ally character related to the establishment of the activation condition is referred to as a "trigger object."

[0061] In the game system 10, one of eight patterns (A to H) as shown in Fig. 5C may be feasible, two or more selected from the eight patterns may be feasible, or all eight patterns may be feasible. Of the eight examples of patterns A to H shown in Fig. 5C, it is preferable to set an enemy character as the target object as shown in patterns B, D, F, and H. In other words, it is preferable to set an enemy character that has been given a predetermined action or a predetermined state by a trigger object, or an enemy character that has given a predetermined action or a predetermined state to a trigger object, as the target object.

[0062] Also, from the viewpoint of more effectively generating cooperation between ally characters, it is preferable to set the activation condition so that the ally character is the subject that establishes the activation condition (i.e., patterns A, B, E, and F are preferable). In particular, it is more preferable to set the cooperation skill so that the subject that establishes the activation condition is the ally character and the pattern B and / or pattern F in which the target object is an enemy character are realized (in other words, it is preferable to set the target object to be an enemy character that is set as the attack target of the trigger object, or an enemy character that has been given a predetermined state by the trigger object). In patterns B and F, it is possible to attack the enemy character attacked by the ally character using the cooperation skill to deliver a blow, which can more effectively give the player 3 a sense of fighting together.

[0063] Note that the pattern of the cooperation skill shown in FIG. 5C is merely an example, and the form of the cooperation skill is not limited to the pattern shown in FIG. 5C. For example, only one character may be involved in the establishment of the activation condition. Even if two or more characters are involved in the establishment of the activation condition, both the subject that establishes the activation condition and the object that is affected may be either an ally character or an enemy character. In other words, the activation condition of the cooperation skill may be set to one ally character (or one enemy character) giving a predetermined action or a predetermined state to another ally character (or enemy character). Also, the cooperation skill may be activated by using a character that is not involved in the establishment of the activation condition as the target object.

[0064] As shown in FIG. 5B, the information on the "combination skill" stored in the game information storage unit 221 includes the effect (content) of the combination skill associated with the character ID and the activation condition of the combination skill, and may also include the name of the combination skill and data related to the effect to be displayed on the player terminal when the combination skill is activated. The data related to the effect may include image data, sound data (such as sound effects and character voices), and video data, and preferably includes video data. One combination skill or multiple combination skills may be set for each character. In addition, it is preferable that the combination skill is set for at least each character that is the object of operation by the player 3, and is also set for each character such as an NPC that becomes a companion of the player 3. The combination skill may also be set for each enemy character.

[0065] In addition, FIG. 5B illustrates a case where the information on the combination skill is managed in association with the character ID and stored in the game information storage unit 221, but the method of managing the information on the combination skill in the storage unit 220 (in other words, the method of setting the combination skill to the character) is not limited to the form shown in FIG. 5B. For example, the information on the combination skill stored in the game information storage unit 221 may be managed as list information on the combination skill not associated with the character by attaching an individual ID (an identifier for identifying the combination skill) to each combination skill. In this case, the ID of the combination skill acquired by the player 3 may be linked to the owned character by having the player 3 acquire the combination skill. In other words, the ID of the acquired combination skill may be added to the information on the owned character stored in the player information storage unit 222, so that the combination skill that each owned character can activate may be uniquely identified. In addition, in the game information storage unit 221, the information on the combination skill may be managed in association with an item such as a weapon or armor, rather than with a character. In this case, by equipping an item to each owned character, the link skill that each owned character can activate may be uniquely identified.

[0066] The player information storage unit 222 of the storage unit 220 stores and stores information associated with each player 3 who uses the game service. For example, the player information storage unit 222 may store a player ID (an identifier for identifying each player 3) and account information such as a player name, a date of registration to the game service, a player level, a payment method, and other various setting information associated with the player ID. In addition, the player information storage unit 222 may store play history information accumulated by each player 3 using the game service in association with the player ID. The play history information may include data such as, for example, login date and time, number of logins, total play time, number of times each game unit has been played, data when each game unit has been cleared, number of characters owned, number of items owned, number of items acquired, number of items consumed, amount of paid or free in-game currency owned, amount charged, number of times charged, number of points owned, number of points acquired, number of times a lottery has been played, and number of times an enemy has been defeated.

[0067] The player information storage unit 222 may also store information on objects such as characters and items owned by each player 3 (hereinafter referred to as owned object information). The owned object information may include, for example, the current values ​​of various parameters such as the character's level, attack power, defense power, and stamina, the character's acquisition history, the character's usage status, the character's strengthening history, and information on skills that the character can use. With regard to items owned by each player 3, information similar to the above-mentioned information on the characters may also be stored in the player information storage unit 222 as owned object information.

[0068] The method of obtaining objects such as characters and items is not particularly limited. For example, the object may be given to the player 3 by a lottery means such as gacha, a reward for clearing a game, an exchange with a paid or free consumable medium consumed in the game, and a synthesis of two or more objects. The characters available to the player 3 may be limited to the characters that are the object of operation by the player 3, or characters such as NPCs that become companions of the player 3 may be available in addition to the characters that are the object of operation. Also, the operation character and companion character (NPC) may be managed separately from the stage at which the player 3 obtains the character, but at the stage of obtaining the character, there is no distinction between the operation character and the companion character, and the distinction between the two may be made by the player 3 selecting the operation character and the companion character from among the characters he owns at the preparation stage of the game.

[0069] The information on usable skills (normal skills, special skills, combo skills, etc.) stored in the player information storage unit 222 may include only information on acquired skills, excluding information on skills that the character has not acquired. The information on acquired skills may include current values ​​of data such as the skill's effect (content), activation condition, and success probability. In other words, data such as the skill's effect (content), activation condition, and success probability may vary according to the character's degree of growth or strengthening.

[0070] Skills such as cooperation skills may be set in advance to a character in an "acquired" state so that the player 3 can use the skill from the beginning when the player 3 acquires the character, or may be set to be acquired later by the player 3 using or strengthening the character after acquiring the character. When a skill is acquired later by a character owned by a player 3, the method of acquiring the cooperation skill is not particularly limited. The owned character may acquire the cooperation skill as the owned character grows, or the owned character may acquire the cooperation skill by clearing a predetermined stage. In addition, each player 3 may acquire the cooperation skill by a lottery method such as gacha or by exchanging with a consumable medium, and have the acquired cooperation skill be acquired by the owned character.

[0071] In addition to the above-mentioned information, the storage unit 220 may also include various other information that is used in the game.

[0072] Next, each functional unit of the control unit 200 will be described in detail.

[0073] 3 executes basic information processing of the game provided by the game system 10. For example, the game processing unit 201 executes various information processing related to in-game such as game progress, character control, and game mode switching. The game processing unit 201 may also execute various information processing related to out-game such as lottery, training, strengthening, synthesis, and preparation before game execution.

[0074] As mentioned above, there are no particular limitations on the game categories that are the subject of this embodiment, but this embodiment will be explained using as an example an action game in which an ally group consisting of a character operated by a player 3 and one or more NPCs competes against an "enemy group" within an in-game virtual space.

[0075] When such an action game is executed, the game processing unit 201 executes, for example, a process of organizing an ally group. FIG. 6 is an example of a screen interface when organizing an ally group. As shown in FIG. 6, the game processing unit 201 accepts a process of selecting an operation character by the player 3 and a process of selecting an NPC that acts autonomously as a companion character that fights together with the operation character, and allows the player 3 to organize an ally group to be used in the game. The operation character and the NPC may both be selected from among the characters owned by each player 3, or the operation character may be selected from among the characters owned, and the NPC may be selected from a dedicated list. FIG. 6 illustrates an example of an ally group composed of one operation character and three NPCs, but the number of operation characters and the number of NPCs are not particularly limited. After accepting the organization of an ally group by the player 3, the game processing unit 201 places the ally characters belonging to the organized ally group in a virtual space, starts the game, and controls the progress of the game.

[0076] In the above action game, the enemy group may be composed of only one enemy character, but is preferably composed of multiple enemy characters. The enemy characters may all be placed in the virtual space from the start of the game, or the enemy characters may be introduced sequentially as the game progresses and placed in the virtual space. As for the ally characters, all of the ally characters may be placed in the virtual space from the start of the game, or some of the ally characters may be left waiting without being placed in the virtual space.

[0077] The game screen generating unit 202 shown in FIG. 3 generates a screen of the game controlled by the game processing unit 201, and displays the generated screen on the player terminal 30. The method of generating the game screen is not particularly limited. For example, a game screen (image) viewed from a virtual camera in a three-dimensional virtual space in which ally characters, enemy characters, and other background objects are arranged may be generated. In this case, the viewpoint position and viewpoint direction of the virtual camera may be set so as to track the operated character, and the virtual space viewed from the set viewpoint position and viewpoint direction may be rendered to generate the game screen. Also, a plurality of virtual cameras may be set to track each ally character, and a plurality of game screens may be generated in a simultaneous series. In this case, a plurality of game screens may be displayed side by side on the player terminal 30, or one game screen to be displayed on the player terminal 30 may be determined from a plurality of game images according to the progress of the game, or one game screen to be displayed on the player terminal 30 may be determined by the selection of the player 3.

[0078] Fig. 7A is a schematic diagram of a screen interface (50a) configured with a game screen generated by the game screen generating unit 202. In the game screen shown in Fig. 7A, the viewpoint position and viewpoint direction of the virtual camera are set based on the playable character indicated by the symbol PC. In the game screen shown in Fig. 7A, the playable character PC is fighting an enemy character EC1, and the companion character AC1 is fighting an enemy character EC2.

[0079] In this way, each ally character arranged in the virtual space selects an enemy character as an attack target (target) and engages in a battle during the progress of the game. The method of selecting the attack target is not particularly limited. For example, an attackable range may be set for each ally character, and an enemy character that enters the attackable range may be automatically selected as an attack target. When multiple enemy characters exist in the attackable range, one enemy character may be selected from the multiple enemy characters (e.g., the closest character may be selected) as the attack target, or two or more enemy characters may be selected (e.g., selected in order of proximity) as the attack target, or all enemy characters included in the attackable range may be selected as the attack target. The attack target of the operated character may be selected by the selection of the player 3. For example, the attack target (target) of the operated character may be determined by the player 3 tapping an enemy character present in the game screen.

[0080] The movement of the companion character in the virtual space may be restricted to move together with the operated character, but it is preferable that the companion character is set to be able to move freely without being restricted based on the position of the operated character. When the companion character is able to move freely, there may be companion characters that are not displayed on the game screen as shown in FIG. 7A, and only the operated character may be included in the angle of view.

[0081] The game screen generating unit 202 may display on the player terminal 30 operation buttons for receiving operations by the player 3, information about characters in progress in the game, and other information about the progress of the game, superimposed on the generated game screen. In the screen interface 50a shown in FIG. 7A, as an example, an image in which a movement operation button 51, a special skill gauge 52, and a cooperation skill button 53 are superimposed on the game screen is illustrated. However, the screen interface 50a shown in FIG. 7A is merely an example, and the information and operation buttons indicated by the reference numerals 51 to 53 may not be displayed, or information and operation buttons other than those shown in FIG. 7A may be displayed.

[0082] The movement operation button 51 is a button that accepts an operation related to the movement of the operated character. For example, the player 3 can input an instruction related to the movement of the operated character by swiping the movement operation button in the direction in which the operated character is to be moved. The special skill gauge 52 is a gauge that indicates the degree to which the activation condition related to the special skill of the operated character is satisfied, and is an example of information about the character during the game. In addition to the special skill gauge, information about the character during the game includes a gauge indicating the life points of each ally character, a display indicating the status of each ally character, and the like, and is not particularly limited. The cooperation skill button 53 is an operation button that accepts a selection operation by the player 3 related to the cooperation skill, and this cooperation skill button 53 will be described in detail later.

[0083] The cooperation skill related information processing unit 203 is a functional unit that executes various information processes related to cooperation skills. As shown in Fig. 3, the cooperation skill related information processing unit 203 may include an object identification unit 231, a placement change unit 232, a cooperation skill execution unit 233, a player operation reception unit 234, a performance display unit 235, and a benefit granting unit 236.

[0084] The processing related to the cooperation skills executed by the cooperation skill related information processing unit 203 includes a first mode for executing processing related to the cooperation skills of a companion character, and a second mode for executing processing related to the cooperation skills of a playable character, and it is preferable that the cooperation skill related information processing unit 203 is capable of executing both the first mode and the second mode. By enabling both the first mode and the second mode to be executed, bidirectionality regarding the activation of cooperation skills between the playable character and the autonomously acting companion character can be realized, and the sense of fighting together can be further enhanced.

[0085] In the first mode, the playable character is specified as the trigger object, the companion character is specified as the execution object, and a cooperation skill is activated by the companion character. On the other hand, in the second mode, the companion character is specified as the trigger object, the playable character is specified as the execution object, and a cooperation skill is activated by the playable character. In both the first and second modes, each pattern illustrated in FIG. 5C can be executed.

[0086] Here, examples of the first and second modes will be described with reference to FIGS. 7A to 7E.

[0087] Figures 7A and 7C show schematic diagrams of screen interfaces generated when the first mode is executed, with screen interface 50a in Figure 7A representing the game screen before a combo skill is activated in the first mode, and screen interface 50c in Figure 7C representing the game screen when a combo skill is activated in the first mode.

[0088] The companion characters arranged in the virtual space can act autonomously without being restricted by the position of the operated character, and in Fig. 7A, the companion character AC1 is fighting the enemy character EC2 in the upper right corner of the screen, away from the operated character PC. An example of the first mode will be described assuming that this companion character AC1 has an attack-type cooperation skill whose activation condition is "another companion character paralyzing the enemy character."

[0089] Near the center of the game screen in Fig. 7A, the operated character PC is fighting an enemy character EC1. During this battle, an attack by the operated character PC causes paralysis (condition) to the enemy character EC1, which establishes the activation condition for the cooperation skill set for the friend character AC1, and the friend character AC1 is identified as the execution object. The operated character PC is also identified as the trigger object that established the activation condition, and the enemy character EC1 is identified as the target object because the cooperation skill of the friend character AC1 is an attack type skill.

[0090] When the execution object, trigger object, and target object are specified as described above, the companion character AC1 activates a cooperation skill against the enemy character EC1. However, since the companion character AC1 is active at a position away from the enemy character EC1 at the time the activation condition is established, before activating the cooperation skill, the companion character AC1 is moved close to the target object (enemy character EC1) on which the cooperation skill can be activated. When moving the companion character AC1, the position coordinates of the destination are determined based on the operated character PC or the enemy character EC1 involved in the establishment of the activation condition. In this example, since the cooperation skill of the companion character AC1 is an attack type skill, it is preferable to determine the position coordinates of the destination based on the enemy character EC1, which is the target object.

[0091] After the destination position coordinates are determined, the companion character AC1 is moved to the determined position coordinates. When the activation condition is met, the companion character AC1 is in combat with the enemy character EC2, but a process is executed to cancel the action of the companion character AC1 at the position coordinates before the movement, and the companion character AC1 is moved to the activation position of the cooperation skill (FIG. 7C). At this time, the companion character AC1 may move in a manner that allows the change in the position of the companion character AC1 over time to be recognized, but it is preferable that the movement before the activation of the cooperation skill is a warp movement (teleportation). By employing warp movement, the calculation process can be simplified.

[0092] As shown in FIG. 7C, after moving the companion character AC1, the companion character AC1 activates a cooperation skill against the enemy character EC1. When the cooperation skill is activated, the activity of the operated character PC is not restricted, and the operation character PC may continue to operate in the virtual space even after the cooperation skill is activated. After the cooperation skill is activated, the companion character AC1 may remain at the activation position to continue its activity in the game. In the above example, the companion character AC1, which is the execution object, is displayed on the game screen when the condition is established (FIG. 7A), but even if the companion character is active in a position not displayed on the game screen when the condition is established, the cooperation skill can be executed if the activation condition is established.

[0093] As described above, in the first mode, it is possible to move the companion character (AC1) to the operated character (PC) and create a situation in which the two cooperate to fight against the enemy character (EC1).

[0094] Figures 7D and 7E show schematic diagrams of screen interfaces generated when the second mode is executed, with screen interface 50d in Figure 7D representing the game screen before a combo skill is activated in the second mode, and screen interface 50e in Figure 7E representing the game screen when a combo skill is activated in the second mode.

[0095] In Fig. 7D, the operated character PC is fighting an enemy character EC1. An example of the second mode will be described assuming that the operated character PC has an attack-type cooperation skill whose activation condition is "another friendly character freezes the enemy character."

[0096] In the game screen of Fig. 7D, the friend character AC1 is displayed, but in the virtual space, other than the friend character AC1, there may be a friend character active in a position not included in the angle of view of Fig. 7D. When such a friend character AC2 active in a position away from the operated character PC attacks the enemy character EC3 and the enemy character EC3 falls into a frozen state (see Fig. 7E), the activation condition of the cooperation skill set for the operated character PC is established due to the battle between the friend character AC2 and the enemy character EC3, and the operated character PC is specified as the execution object. In addition, the friend character AC2 is specified as the trigger object that established the activation condition, and the enemy character EC3 is specified as the target object because the cooperation skill of the operated character PC is an attack type skill.

[0097] After the execution object, trigger object, and target object in the second mode are specified in this way, the controlled character PC is moved near the enemy character EC3, which is the target object, in the same manner as in the first mode, and a cooperation skill is activated. FIG. 7E shows the controlled character PC moving near the enemy character EC3 and attacking the enemy character EC3 with a cooperation skill. In this way, in the second mode, the controlled character (PC) can be moved to the companion character (AC2) to create a situation in which the two cooperate to fight the enemy character (EC3).

[0098] When a combo skill is activated, the game screen displayed on the player terminal 30 may be switched from the screen when the activation condition is satisfied (before movement) (first mode: FIG. 7A, second mode: FIG. 7D) to the screen after the movement (first mode: FIG. 7C, second mode: FIG. 7E) without passing through another screen. However, when the execution object is moved to the activation position of the combo skill, it is preferable to display a performance related to the combo skill on the player terminal 30.

[0099] FIG. 7B is a schematic diagram of a screen interface (50b) displaying effects related to a combo skill. In the first mode, the effects shown in FIG. 7B are inserted between the game screens of FIG. 7A and FIG. 7C, and in the second mode, they are inserted between the game screens of FIG. 7D and FIG. 7E. That is, when a process of displaying effects on the player terminal 30 is executed, the screen before the movement is switched to the effect screen shown in FIG. 7B, and after the effect ends, the screen is switched to the screen after the execution object has moved. As described above, when the execution object is moved to the activation position of the combo skill, the action that the execution object was performing at the previous position coordinates is canceled. If the screen before the movement is switched to the screen after the movement without going through another screen such as the effect, a strange appearance may occur. By inserting the effect shown in FIG. 7B before the activation of the combo skill, the strange appearance can be suppressed. In addition, by inserting the effect, time for calculation processing to be performed when the combo skill is activated, such as determining the position coordinates, can be secured.

[0100] In addition, the performance may be a content related to the cooperation skill, and the data constituting the performance is not particularly limited. For example, the performance may be composed of a still image or a video, or may be composed of sound data such as sound effects or character voices added to the still image or video.

[0101] The process of activating a cooperation skill may be executed automatically when the activation condition is satisfied, or may be executed based on an instruction from the player 3 using the operated character. When the cooperation skill is activated based on an instruction from the player 3, the player 3 may be notified of the establishment of the activation condition by a pop-up display or the like, and the method of receiving an instruction for activation permission from the player 3 is not particularly limited. For example, a process of accepting an operation of the player 3 regarding the cooperation skill may be executed using the cooperation skill button 53 shown in FIG. 7A and FIG. 7C to FIG. 7E.

[0102] The cooperation skill button 53 may have, for example, a first mode acceptance button (B1a to B3a) for managing the cooperation skills of the friend character, and a second mode acceptance button (B1b to B3b) for managing the cooperation skill of the operated character. The cooperation skill button 53 may be composed of one first mode acceptance button and one second mode acceptance button, but as shown in FIG. 7A, a first mode acceptance button and a second mode acceptance button may be provided for each friend character belonging to the ally group.

[0103] For example, in Fig. 7A, button B1a is a first mode acceptance button for allowing the activation of a cooperation skill by friend character AC1, and button B1b is a second mode button for allowing the activation of a cooperation skill by the operated character PC with friend character AC1 as a trigger object. Similarly, buttons B2a and B2b correspond to friend character AC2, and buttons B3a and B3b correspond to friend character AC3.

[0104] In the first mode, when the establishment of the activation condition set for the friend character is detected, the first mode acceptance button corresponding to the friend character can be pressed, and the player 3 using the operation character touches the first mode acceptance button to allow the friend character to activate the cooperation skill. When the activation condition is established, the first mode acceptance button may be illuminated or flashed to notify the player 3 that the activation condition is established. In addition, when the activation condition is established, the first mode acceptance button of the friend character corresponding to the established activation condition may be displayed on the player terminal 30. In FIG. 7A, since the activation condition set for the friend character AC1 is established, the button B1a corresponding to the friend character AC1 is displayed in solid lines. When the player 3 touches the button B1a, the cooperation skill is activated by the friend character AC1.

[0105] When the activation conditions of multiple companion characters are met in the first mode, multiple first mode acceptance buttons (B1a to B3a) in the combo skill button 53 become active (a state in which operation information by the player 3 can be input). The player 3 can select a companion character for which he / she wants to activate a combo skill from among the multiple first mode acceptance buttons in the active state. When the player 3 touches one of the first mode acceptance buttons, one companion character is specified as an execution object, and the activation of the combo skill by the selected companion character is executed.

[0106] In the second mode, when the activation condition set for the operation character is established by the involvement of any of the friend characters, it is possible to press the second mode reception button corresponding to the friend character involved in the establishment of the activation condition. When the player 3 using the operation character touches the second mode reception button, activation of the cooperation skill by the operation character is permitted. As with the first mode reception button, the second mode reception button may be illuminated or blinked to notify the player 3 of the establishment of the activation condition. In addition, when the activation condition is established, the second mode reception button corresponding to the friend character involved in the establishment may be displayed on the player terminal 30. In FIG. 7C, the friend character AC2 corresponds to the trigger object, so that the button B2b corresponding to the friend character AC2 is shown in solid lines. When the player 3 touches the button B2b, the operation character PC executes the activation of the cooperation skill.

[0107] In the second mode, a plurality of companion characters may fulfill the activation condition set for the operated character at almost the same time. In this case, the second mode reception buttons (B1b to B3b) of the cooperation skill buttons 53 become active. The player 3 can select a companion character to which the operated character will be dispatched from among the plurality of active second mode reception buttons. When the player 3 touches one of the second mode reception buttons, one companion character is specified as a trigger object, and the cooperation skill of the operated character is activated with the companion character as a trigger.

[0108] The cooperation skill related information processing unit 203 may execute a process for successively activating cooperation skills of multiple ally characters. For example, the activation of a cooperation skill by one ally character may trigger the activation of cooperation skills of other ally characters belonging to the ally group. Specifically, if each ally character belonging to the ally group has a cooperation skill as shown below, the successive processing shown in the <Development Example> is possible. <Example of setting an ally group> Ally character AC1 settings: The activation condition is "An ally character paralyzes an enemy character," and the cooperative skill "electrically shocks an enemy character" can be activated. Ally character AC2 settings: The activation condition is "An ally character electrocutes an enemy character," and it is possible to activate a cooperative skill of "defeating an enemy character." Control character PC settings: When an ally character defeats an enemy character, it is possible to activate a cooperative skill that throws an enemy character. <Deployment example> Starting point: Friendly character AC3 paralyzes enemy character EC1 First activation process: Activate the cooperative skill of ally character AC1, and electrocute enemy character EC1. Second activation process: Activate the cooperative skill of ally character AC2 and defeat enemy character EC1. 3rd activation process: Activate the cooperative skill of the controlled character PC and throw the enemy character EC1.

[0109] As described above, when consecutive processing of a combo skill is possible, a maximum number of consecutive times may be set. The maximum number of times may be determined based on, for example, the number of members of the friendly group, and is not particularly limited.

[0110] In addition, the combination skill related information processing unit 203 may execute a process of restricting the reactivation of a combination skill. Specifically, the reactivation of a combination skill may be managed so that an ally character who has just activated a combination skill cannot reactivate the combination skill for a predetermined period of time, regardless of whether the activation condition is met.

[0111] Next, each functional unit of the cooperative skill related information processing unit 203 will be described in detail.

[0112] The object identification unit 231 executes a process of identifying an execution object capable of activating a combo skill from among predetermined objects that exist in the virtual space of the game and belong to a predetermined group. That is, in the case of an action game exemplified in this embodiment, the object identification unit 231 executes a process of identifying an execution object capable of activating a combo skill from among ally characters that exist in the virtual space of the game and belong to an ally group.

[0113] The object identification unit 231 detects that the action and / or state of at least one character existing in the virtual space satisfies at least one of the activation conditions of a combo skill set for each ally character, and identifies the at least one ally character for which the activation condition is satisfied as an execution object.

[0114] Specifically, the execution object may be specified by the following processing procedure. First, the object specification unit 231 receives information on the behavior of the character existing in the virtual space and information on the state of the character existing in the virtual space during the progress of the game. Then, every time the object specification unit 231 receives this information, it checks whether the behavior and / or state of the character existing in the virtual space meets the activation conditions of the cooperation skills set for the operation character and the friend character, respectively. When the behavior and / or state of the character that meets at least one of the activation conditions set for each ally character is detected, the object specification unit 231 specifies the ally character whose activation condition is met as the execution object. The object specification unit 231 may selectively detect the behavior and / or state that meets the activation condition of the cooperation skill set for each ally character to specify the execution object. The above processing procedure is not limited to the above, and the object specification unit 231 may selectively detect the behavior and / or state that meets the activation condition of the cooperation skill set for each ally character to specify the execution object.

[0115] Incidentally, "existing in the virtual space" means that a character that is not placed in the virtual space and is waiting does not correspond to an execution object or an object related to the establishment of an activation condition. A character that exists in the virtual space may be placed in the virtual space, and may include a character that is waiting in the virtual space and a character that is stopped without autonomous action. However, it is preferable that an ally character identified as an execution object exists in an active state in the virtual space from a point in time before being identified as an execution object (i.e., before a cooperation skill is activated). The active state includes a state in which a character is fighting an enemy character and a state in which a character is moving in the virtual space, and means a state in which a character is performing some action in the virtual space. It is expected that a high sense of solidarity can be obtained even in a game in which a game is executed in a team with an NPC by activating a cooperation skill by an ally character that exists in an active state, not an ally character that is in a waiting state or a continuously stopped state. It is preferable that a trigger object and a target object also exist in an active state in the virtual space, like an execution object.

[0116] The object identification unit 231 may identify the execution object by taking into consideration information on the activation conditions set for each character, as well as information on restricting activation of the combo skill. Examples of information on restricting activation of the combo skill include information on restricting reactivation and information on the status of the execution object candidate when the condition is established. As described above, for an ally character that has activated a combo skill once, the reactivation of the combo skill may be restricted for a predetermined time, and the information on restricting reactivation means information indicating whether each ally character can reactivate the combo skill. Note that the reactivation of the combo skill may be restricted based on time or the number of activations.

[0117] The execution object candidate means an ally character for which the activation condition of the cooperation skill is satisfied, and the information on the status of the execution object candidate at the time of the condition being satisfied means information indicating whether or not the execution object candidate can cancel the action being executed at the time of the activation condition being satisfied. As described with reference to FIG. 7A to FIG. 7E, in order to move the execution object before the cooperation skill is activated, it is necessary to cancel the action being executed by the execution object at the time of the activation condition being satisfied. If there is a circumstance that makes it impossible to cancel the action at the time of the activation condition being satisfied, even if the activation condition is satisfied, the activation of the cooperation skill may be restricted, and the ally character whose action cannot be canceled may be removed from the candidates for the execution object. The object identification unit 231 may identify the execution object taking into consideration such a circumstance that makes it impossible to cancel the action.

[0118] When specifying the execution object, a plurality of candidates for the execution object for which the activation condition is satisfied may be detected. In this way, when there are a plurality of candidates for the execution object, one ally character selected from the candidates may be specified as the execution object, or the cooperation skills of all the candidate ally characters may be activated simultaneously or sequentially. When selecting one execution object from the candidates, the selection method is not particularly limited. For example, the player 3 may select the execution object, or the execution object may be selected based on a selection criterion set in advance, such as selecting the ally character with the highest level from the candidates. In addition, the candidates for the execution object may be narrowed down from the viewpoint of ease and consistency of the calculation process.

[0119] When the object identification unit 231 identifies an execution object, an object related to the establishment of the activation condition is also identified. Therefore, the object identification unit 231 may identify a trigger object and a target object from among the objects related to the establishment of the activation condition, based on the content set in the established activation condition.

[0120] It is preferable that the target object is set as an attack target of the trigger object, but if the target object is involved in the establishment of the activation condition, the target object may not be the target of the trigger object. In other words, an enemy character that is not the target of the trigger object may be specified as the target object. For example, in pattern B or pattern F of FIG. 5C, an attack performed by the trigger object without specifying an attack target may accidentally hit an enemy character. In such a case, the enemy character that is accidentally attacked corresponds to an object involved in the establishment of the activation condition, so the enemy character may be set as the target object.

[0121] The target object may be specified from among objects that are not involved in the establishment of the activation condition. When an object that is not involved in the establishment of the activation condition is set as the target object, an enemy character that is the target of attack of the trigger object, or an enemy character that is attacking the trigger object, may be specified as the target object.

[0122] When identifying the target object, multiple candidates for the target object may be detected. When multiple candidates for the target object are detected, at least one target object may be selected from the candidates based on any criteria. For example, when the effect of the activated cooperation skill extends to multiple characters, all of the detected candidates may be identified as the target object. Also, one or more target objects may be selected from the detected candidates, and the method of selecting the target object in this case is not particularly limited. For example, the player 3 may be made to select the execution object. Also, in the pattern B and pattern F shown in FIG. 5C, the enemy character closest to the trigger object may be selected as the target object, or the target object may be selected in order of proximity to the trigger object. Also, the candidates for the target object may be narrowed down from the viewpoint of the simplicity and consistency of the calculation process, such as by selecting the character that is the first in the calculation process order.

[0123] The placement modification unit 232 executes a process of determining a destination position of the execution object identified by the object identification unit 231. The process executed by the placement modification unit 232 is a process executed before the execution object activates a combo skill, and the "destination position" means a position in the virtual space, and the coordinates of the position where the execution object activates the combo skill (hereinafter referred to as position coordinates). If the companion character can move autonomously without accompanying the operation character, the execution object may not exist near the position where the activation condition is satisfied. In consideration of such a possibility, the placement modification unit 232 executes a process of determining the position coordinates so that the execution object is moved and then the combo skill is activated. Note that the placement modification unit 232 may execute a calculation process of automatically determining the destination position coordinates after the execution object is identified, or may start a calculation process of determining the destination position coordinates when the player operation reception unit 234 described later receives an instruction to activate the combo skill from the player 3.

[0124] The placement modification unit 232 determines the position coordinates of the destination of the execution object based on the object related to the establishment of the activation condition. "Based on the object related to the establishment of the activation condition" means that the vicinity of the object is set as the destination position. The object used as the reference when determining the position coordinates is called the "reference object". As described above, the object related to the establishment of the activation condition may include an object that is the subject of the establishment of the activation condition and an object that is affected when the activation condition is established, so there may be multiple candidates for the reference object (i.e., objects related to the establishment of the activation condition). When there are multiple candidates for the reference object, one object may be selected from the objects related to the establishment of the activation condition based on any selection criterion and set as the reference object.

[0125] The criteria for selecting the reference object from among the multiple candidates are not particularly limited. For example, it is preferable to select the reference object from among the target objects. When there are multiple target objects, the target object that is easiest to process may be selected as the reference object. When the target object is not involved in the establishment of the activation condition, the reference object may be selected from among the trigger object, the enemy character that is the target of attack of the trigger object, and the enemy character that is the target of attack of the trigger object. Even in this case, the candidates may be narrowed down so that one reference object is selected in consideration of the ease and consistency of the calculation process.

[0126] The destination position coordinates may be based on one reference object, and the detailed method of determining the position coordinates is not particularly limited. Both of Figs. 8A and 8B are schematic diagrams for illustratively explaining the method of determining the position coordinates, and show the vicinity of the position where the reference object exists as viewed from above to below in the virtual space (i.e., a plan view in the virtual space). In Figs. 8A and 8B, the enemy character EC, which is the target object, is selected as the reference object RO, and the trigger object TO, which is the operation character PC, exists in the vicinity of the reference object RO. In other words, Figs. 8A and 8B assume a scene in which a cooperation skill is activated by the companion character AC against the enemy character EC, which is the attack target (target) of the operation character PC.

[0127] For example, the position coordinates to which the execution object EO is to be moved may be determined by the procedure described below. First, a distance L between the execution object EO after the movement and the reference object RO is provisionally set, and a candidate for the movement destination of the execution object EO is set based on the distance L. The provisionally set distance L may be the distance between the centers of gravity of the reference object RO and the execution object EO, but is preferably the shortest distance between the outer periphery of the collision detection figure of the reference object RO and the outer periphery of the collision detection figure of the execution object EO. ​​The collision detection figure may be, for example, the smallest figure (minimum circumscribing figure) that circumscribes the outline of the character. The shape of the collision detection figure is not particularly limited, and may be a three-dimensional figure such as a sphere, a cube, or a rectangular parallelepiped, or a two-dimensional figure such as a circle or a rectangle.

[0128] For example, in FIG. 8A, a circle 71 shown by a solid line corresponds to the collision determination figure of the reference object RO, and a circle 72 shown by a dashed line corresponds to the collision determination figure of the execution object EO. ​​The destination candidate may be set on the outer periphery of a circle 73 shown by a dashed line in FIG. 8A. The circle 73 is drawn so as to surround the outside of the circle 71, which is the collision determination figure of the reference object RO. The contour line of the circle 71 and the contour line of the circle 73 are parallel, and the distance between the circle 71 and the circle 73 is set to be the above-mentioned distance L. In this way, the destination candidate may be determined using a figure (circle 73) depicted based on the distance L. Note that the distance L may be provisionally set to any distance so that the cooperation skill by the execution object EO hits the target object. When provisionally setting the distance L, the scale of the game screen generated based on the virtual camera 62 may be taken into consideration.

[0129] After the destination candidates are set, the optimal position range is narrowed down from the destination candidates, and the position coordinates to which the execution object is to be moved are determined from the optimal position range. When narrowing down the optimal position range, for example, the following judgment criteria may be set. <Example of judgment criteria> 1. The destination position must not overlap or touch the background or background object BG. 2. The destination must be a position that does not overlap or come into contact with other characters in the virtual space. 3. The destination must be a position that avoids being between opposing characters in combat, such as between a trigger object and a target object. 4. The destination of the movement must be a position on the game screen where the ally characters, such as the trigger object, and the execution object to be moved appear to surround the target object. 5. The destination of movement is a position close to the camera within the angle of view of the virtual camera 62 so that the action of the combo skill is clearly displayed on the game screen displayed on the player terminal 30. 6. The destination of the movement must be a position that does not overlap with the front or rear of other characters displayed within the field of view from the virtual camera 62.

[0130] For example, the gray area 62 shown in FIG. 8B satisfies the above criteria 1 to 6, and the area 62 can be set as the optimum position range. The above criteria are merely examples, and it is not necessary that all six criteria are satisfied. For example, when multiple characters are crowded around the reference object, the destination position coordinates may be set at a position where the above criteria 2 and 6 are not satisfied. After setting an optimum position range such as the area 62, the destination position coordinates 60 are determined from the optimum position range.

[0131] The position coordinates 60 determined by the placement modification unit 232 may be two-dimensional coordinates or three-dimensional coordinates. The placement modification unit 232 may determine one position coordinate 60 corresponding to a part of the execution object (e.g., the center of gravity), or may determine multiple position coordinates 60 each corresponding to a part of the execution object. The above-mentioned method of determining the position coordinates 60 is merely an example, and the position to which the execution object is to be moved may be determined by a method other than the above.

[0132] The cooperation skill execution unit 233 executes a process of moving the execution object to the position coordinates determined by the placement modification unit 232 and activating the cooperation skill of the execution object. First, when executing a process of moving the execution object, the cooperation skill execution unit 233 cancels an action (attack action, defense action, movement action, etc.) being executed by the execution object before the movement. After the cancellation, the execution object is moved to the position coordinates determined by the placement modification unit 232, and it is preferable that the movement at this time is a warp movement (teleportation) as described above. After moving the execution object, the cooperation skill execution unit 233 executes a process of activating the cooperation skill of the execution object on the target object.

[0133] When the execution object activates the cooperation skill, the activity of the trigger object and other ally characters may be stopped. However, it is preferable that the activity of the trigger object and other ally characters is not hindered by the process related to the activation of the cooperation skill of the execution object, and the trigger object and other ally characters can continue their combat actions. Furthermore, it is preferable that the trigger object continues its activity in the virtual space even after the execution object activates the cooperation skill. In other words, it is preferable that the cooperation skill shown in this embodiment is not a skill that is activated in response to the replacement or switching of characters. Since the activity of the ally characters other than the execution object is not restricted at all before and after the activation of the cooperation skill, it is possible to create a situation in which the trigger object and the execution object cooperate to fight against the same enemy character, which is expected to improve the strategy and the sense of unity.

[0134] After the activation of the cooperation skill, the execution object may be returned to the position coordinates before the activation, but it is preferable that the execution object stays at the position where it moved after the activation of the cooperation skill and continues its activity in the game. By making the execution object stay at the activation position of the cooperation skill, the trigger object and the execution object can cooperate to continue the game even after the activation of the cooperation skill, and a sense of unity can be more effectively created. In addition, the cooperation skill is expected to increase the strategic nature of the game.

[0135] The player operation acceptance unit 234 accepts an operation from the player 3 related to the activation of a combination skill. For example, when the object identification unit 231 detects that an activation condition set for any of the ally characters is satisfied, the player operation acceptance unit 234 may notify the player 3 using the operated character that the combination skill of the ally character can be activated, and may allow the player 3 to select whether or not to permit the activation of the combination skill.

[0136] Also, when the activation conditions of multiple ally characters are satisfied, the player operation acceptance unit 234 may notify the player 3 that a combination skill of multiple ally characters can be activated, and allow the player 3 to select an ally character that will activate the combination skill. In the first mode, the player operation acceptance unit 234 allows the player 3 to select one ally character that will activate the combination skill from among the multiple ally characters for which the activation conditions are satisfied. In the second mode, the player operation acceptance unit 234 allows the player 3 to select one ally character that will cooperate with the operated character from among the multiple ally characters for which the activation conditions set for the operated character are satisfied.

[0137] The processing by the player operation accepting unit 234 may be realized, for example, by using the cooperation skill button 53 shown in Figures 7A, 7C to 7E, or other methods may be adopted. For example, the processing by the player operation accepting unit 234 may be executed by a method of displaying a pop-up on the player terminal 30.

[0138] When the execution object is moved to the position determined by the position change unit 232, the effect display unit 235 displays an effect related to the cooperation skill of the execution object on the player terminal 30. When the effect displayed by the effect display unit 235 ends, the screen of the player terminal is switched to a game screen generated from a virtual space as shown in FIG. 7C or FIG. 7E. The virtual space where the execution object activates the cooperation skill is displayed on the game screen after the switch. In the game screen, the execution object may be present at the position coordinates determined by the position change unit 232 after the execution object has completed its movement to the activation position. In addition, when the effect is switched to the game screen, the execution object may be made to appear at the destination coordinates in the game screen.

[0139] The benefit providing unit 236 executes a process of providing a benefit for activating a combination skill. The content of the benefit and the recipient of the benefit are not particularly limited. For example, the benefit obtained by activating a combination skill may be a benefit that provides advantageous development in the in-game, such as increasing the special skill gauge 52 or increasing the ability value, or may be a benefit that can be used in the out-game, such as obtaining gacha points. In addition, the benefit may be a benefit that can be used in the real world outside the game. The recipient of the benefit may be, for example, the execution object that activated the combination skill and / or the trigger object that triggered the activation of the combination skill. In addition, the recipient of the benefit may be all characters belonging to the ally group, or may be the player 3 playing the game.

[0140] Next, an overview of information processing relating to the activation of a combination skill will be described with reference to the flowchart shown in FIG. 9A.

[0141] As shown in Fig. 9A, first, in step S1, the actions and / or states of each character present in the virtual space are monitored to see if any actions and / or states that satisfy the activation conditions set for each ally character are occurring. If it is detected in step S1 that the actions and / or states of the characters present in the virtual space satisfy the activation conditions set for the ally characters, the process proceeds to step S2.

[0142] In step S2, the ally character for which the activation condition is met is specified as the execution object that activates the cooperation skill. If the activation conditions of multiple ally characters are met within a short period of time, one ally character may be selected from among the ally characters for which the activation condition is met, and the selected ally character may be specified as the execution object. Alternatively, multiple ally characters may be specified as the execution object. Note that, at the time of steps S1 and S2, it is preferable that the execution object exists in an active state (a state in which a combat action and / or a movement action is being performed) in the virtual space.

[0143] In step S2, not only is the execution object identified, but also an ally object involved in the establishment of the activation condition is identified as a trigger object. Furthermore, in step S2, at least one target object is identified from among the object involved in the establishment of the activation condition, the trigger object, the object designated as the attack target of the trigger object, and the object designated as the attack target of the trigger object. The target object is a character that is the target of the cooperation skill, and when there are multiple candidates for the target object, the target object may be narrowed down to one character from the multiple candidates, or multiple characters may be identified as the target object.

[0144] After the execution object is specified in step S2, the destination position coordinates of the execution object are determined in step S3. The destination position coordinates are the position where the execution object activates the cooperation skill, and the destination position coordinates are determined based on the character involved in the establishment of the activation condition. When multiple characters are involved in the establishment of the activation condition, multiple characters may be set as the reference object, but it is preferable to select one character from the characters involved in the establishment of the activation condition and set it as the reference object.

[0145] After the destination of the execution object is determined in step S3, in step S4, the execution object is moved (preferably by warp movement) to the position coordinates determined in step S3. When the execution object is moved, the operation being performed by the execution object is canceled, and processing related to the cooperation skill is given priority. After the execution object is moved, the cooperation skill of the execution object is activated on the target object.

[0146] When the cooperation skill of the execution object is activated in step S4, it is preferable that the activities of other ally characters such as the trigger object are not restricted. After the cooperation skill is activated, it is preferable that the execution object stays at the position where the cooperation skill is activated and continues the activities related to the battle. It is preferable that the trigger object can continue the battle activities at the current position without being forced to move or stop the activities before and after the cooperation skill is activated by the execution object.

[0147] In the game system 10 of this embodiment, a cooperation skill by one character is activated in a flow as shown in FIG. 9A. As described in this embodiment, a cooperation skill can be activated in response to the action and / or state of another character. By activating a cooperation skill, one character can cooperate with other characters belonging to the same group as the one character to fight an opponent. In other words, the game system 10 activates a cooperation skill to create an opportunity for characters to fight together, and as a result, the interest of the player 3 in the game can be increased.

[0148] In addition, in the game system 10, not only can the operated character of the player 3 activate a cooperation skill in response to the activity of a companion character, but the companion character can also activate a cooperation skill in response to the activity of the operated character. By creating such a two-way cooperative relationship, it is possible to further increase the interest of the player 3 and to enhance the strategic nature of the game.

[0149] In addition, in the game system 10, the flow related to the cooperation skill as shown in FIG. 9A can be executed continuously, and when one character activates a cooperation skill, other characters belonging to the same group as the one character can activate the cooperation skill. In other words, the activation of the cooperation skill of one character may satisfy the activation condition set for the other characters. By enabling such continuous activation of the cooperation skill, the interest of the layer 3 can be further increased and the strategy of the game can be enhanced.

[0150] The flow for activating the cooperation skill is not limited to the flow shown in Fig. 9A. For example, the cooperation skill may be activated by a flow as shown in Fig. 9B. Fig. 9B shows a flow including the processing by the player operation reception unit 234, the performance display unit 235, and the benefit granting unit 236.

[0151] Step S1 shown in the flowchart of FIG. 9B is the same as that in the flowchart of FIG. 9A. In the flow shown in FIG. 9B, after step S1, the player 3 is notified that the combo skill of the ally character can be activated, and the player 3 is allowed to select whether or not to allow the combo skill to be activated (step S2). If the player 3 allows the combo skill to be activated, the process proceeds to the next step S3. If there are multiple candidate characters that can activate the combo skill, in step S2, the player 3 may be allowed to select an ally character that will activate the combo skill from among the multiple candidate characters.

[0152] Step S3 shown in Fig. 9B corresponds to step S2 in Fig. 9A. In step S3 in Fig. 9B, an execution object, a trigger object, and a target object are identified based on the selection by the player 3 in step S2.

[0153] After the execution object is specified, a destination position of the execution object is determined in step S4a. This step S4a corresponds to step S3 in FIG. 9A, and in step S4a, the same process as step S3 is executed. Step S4b in FIG. 9B can be executed simultaneously in parallel with step S4a, and in this step S4b, a performance related to the cooperation skill of the execution object is displayed on the player terminal 30. While this performance is being displayed on the player terminal 30, in step S4a, a game screen in a state in which the execution object has moved to the position coordinates, or a game screen including the destination of the execution object within the angle of view is generated.

[0154] After the performance displayed on the player terminal 30 in step S4b ends, the screen of the player terminal 30 is switched to the game screen generated in step S4a, and the process proceeds to step S5. Step S5 in FIG. 9B corresponds to step S4 shown in FIG. 9A, and in step S5, a process of activating a cooperation skill of the execution object is executed. Next, in step S6, a bonus is given to the player 3 for activating the cooperation skill. The content of the bonus is not particularly limited, and for example, a bonus may be given that allows the ally group to develop the ongoing game to an advantage.

[0155] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the gist of the present invention.

[0156] For example, in the above embodiment, an example was shown in which each player 3 forms a group consisting of the character operated by the player and an NPC and plays a game, but the group formation to which the cooperation skill can be applied is not limited to the example of this embodiment. For example, a character of one player may form a group with a character operated by another player, and the system related to the cooperation skill shown in this embodiment may be applied to a game in such a case.

[0157] In addition, in the above-described embodiment, a case has been described in which a program stored in the server 20 executes information processing relating to the game, but a configuration may also be adopted in which a program is stored in the player terminal 30 and this program executes information processing relating to the game on the player terminal 30.

[0158] The present invention has the following configuration. (Item 1) an object identification unit that identifies an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a placement modification unit that determines a destination position of the execution object; a combination skill execution unit that moves the execution object to the position determined by the placement change unit and activates the combination skill; the object identification unit detects that an action and / or a state of at least one object present in the virtual space satisfies at least one of the activation conditions set for each of the predetermined objects, and identifies, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The position change unit determines the position based on an object related to the satisfaction of the activation condition. (Item 2) a trigger object is a predetermined object related to the establishment of the activation condition among the predetermined objects excluding the execution object, an enemy object is an object that does not belong to the predetermined group among objects present in the virtual space; The information processing system described in item 1, wherein the coordination skill execution unit activates the coordination skill of the execution object against a target object, the target object being the enemy object set as an attack target of the trigger object, or the enemy object to which the state has been given by the trigger object. (Item 3) the predetermined objects belonging to the predetermined group include an operation object and a trigger object operated by one player, the trigger object is a predetermined object related to the establishment of the activation condition, among the predetermined objects other than the execution object; The first mode is a mode in which a process related to the cooperation skill is executed by using the predetermined object other than the operation object as the execution object, The second mode is a mode in which the operation object is used as the execution object and a process related to the cooperation skill of the operation object is executed; 2. The information processing system according to item 1, wherein both the first mode and the second mode are executable. (Item 4) The information processing system described in item 2 or 3, wherein when the execution object activates the combo skill, the activity of the trigger object is not restricted, and even after the combo skill is activated, the trigger object continues its activity in the virtual space. (Item 5) The information processing system according to any one of items 1 to 3, wherein the execution object remains at the position where the coordination skill was activated and continues the activity in the game. (Item 6) The information processing system according to any one of items 1 to 3, wherein the execution object exists in an active state in the virtual space before the coordination skill is activated. (Item 7) An information processing system according to any one of items 1 to 3, wherein activation of the coordination skill by the execution object can trigger activation of the coordination skill of another of the specified objects belonging to the specified group. (Item 8) The information processing system according to any one of items 1 to 3, further comprising: an effect display unit that displays, on a player terminal, an effect related to the combination skill of the execution object when the execution object is moved to the position determined by the placement change unit. (Item 9) The information processing system according to any one of items 1 to 3, further comprising a player operation receiving unit that receives an operation from a player related to activation of the combination skill. (Item 10) The information processing system according to any one of items 1 to 3, further comprising a privilege granting unit that grants a privilege associated with activation of the coordination skill. (Item 11) an object identification unit that identifies an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a placement modification unit that determines a destination position of the execution object; a combination skill execution unit that moves the execution object to the position determined by the placement change unit and activates the combination skill; the object identification unit detects that an action and / or a state of at least one object present in the virtual space satisfies at least one of the activation conditions set for each of the predetermined objects, and identifies, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The information processing device, wherein the placement modification unit determines the position based on an object related to the satisfaction of the activation condition. (Item 12) On the computer, An object identification process for identifying an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a relocation process for determining a destination position of the execution object; a combination skill execution process for moving the execution object to the position determined by the placement change unit and activating the combination skill, the object identification process includes a process of detecting that a behavior and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifying, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The information processing program, wherein the placement change process includes a process of determining the position based on an object related to the satisfaction of the activation condition. (Item 13) The computer An object identification process for identifying an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a relocation process for determining a destination position of the execution object; a combination skill execution process for moving the execution object to the position determined by the placement change unit and activating the combination skill, the object identification process includes a process of detecting that a behavior and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifying, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The information processing method, wherein the layout change process includes a process of determining the position based on an object related to the satisfaction of the activation condition. [Explanation of symbols]

[0159] 1 … Business operator 3 … Player 10. Game System 20 ... Server (information processing device) 21 … Processor 22 … Memory 23… Storage 24 … Transmitter / receiver 25 … Input / output section 30 … Player terminal 31 ... Control section 32 … Display section 200 ... Control section 201 ... Game processing section 202 ... Game screen generation section 203 … Collaboration skill related information processing section 231 ... Object Identification Section 232 … Placement change section 233 … Collaborative Skills Execution Department 234 ... Player operation reception unit 235 … Performance display section 236 … Benefits Granting Department 220 … Storage section 221 ... Game information storage unit 222 ... Player information storage unit

Claims

1. an object identification unit that identifies an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a placement modification unit that determines a destination position of the execution object; a combination skill execution unit that moves the execution object to the position determined by the placement change unit and activates the combination skill; the object identification unit detects that an action and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifies, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The position change unit determines the position based on an object related to the satisfaction of the activation condition.

2. a trigger object is a predetermined object related to the establishment of the activation condition among the predetermined objects excluding the execution object, an enemy object is an object that does not belong to the predetermined group among objects present in the virtual space; The information processing system of claim 1 , wherein the coordination skill execution unit activates the coordination skill of the execution object against a target object, the target object being the enemy object set as an attack target of the trigger object, or the enemy object to which the state has been given by the trigger object.

3. the predetermined objects belonging to the predetermined group include an operation object and a trigger object operated by one player, the trigger object is a predetermined object related to the establishment of the activation condition, among the predetermined objects excluding the execution object; The first mode is a mode in which a process related to the cooperation skill is executed by using the predetermined object other than the operation object as the execution object, The second mode is a mode in which the operation object is used as the execution object and a process related to the cooperation skill of the operation object is executed; The information processing system according to claim 1 , wherein both the first mode and the second mode are executable.

4. The information processing system according to claim 2 or 3, wherein when the combo skill is activated by the execution object, the activity of the trigger object is not restricted, and even after the combo skill is activated, the trigger object continues its activity in the virtual space.

5. The information processing system according to any one of claims 1 to 3, wherein the execution object remains at the position where the coordination skill was activated and continues its activity in the game.

6. 4. The information processing system according to claim 1, wherein the execution object exists in an active state in the virtual space before the coordination skill is activated.

7. An information processing system according to any one of claims 1 to 3, wherein activation of the coordination skill by the execution object can trigger activation of the coordination skill of another of the specified objects belonging to the specified group.

8. 4. The information processing system according to claim 1, further comprising: an effect display unit that displays, on a player terminal, an effect related to the cooperation skill of the execution object when the execution object is moved to the position determined by the placement change unit.

9. The information processing system according to any one of claims 1 to 3, further comprising a player operation receiving unit that receives operations from a player related to the activation of the coordination skill.

10. The information processing system according to any one of claims 1 to 3, further comprising a bonus granting unit that grants a bonus associated with the activation of the coordination skill.

11. an object identification unit that identifies an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a placement modification unit that determines a destination position of the execution object; a combination skill execution unit that moves the execution object to the position determined by the placement change unit and activates the combination skill; the object identification unit detects that an action and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifies, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The information processing device, wherein the placement modification unit determines the position based on an object related to the satisfaction of the activation condition.

12. On the computer, An object identification process for identifying an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a relocation process for determining a destination position of the execution object; a combination skill execution process for moving the execution object to the position determined by the placement change unit and activating the combination skill, the object identification process includes a process of detecting that an action and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifying, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The information processing program, wherein the placement change process includes a process of determining the position based on an object related to the satisfaction of the activation condition.

13. The computer An object identification process for identifying an execution object capable of activating a cooperation skill from among predetermined objects that exist in a virtual space of the game and belong to a predetermined group; a relocation process for determining a destination position of the execution object; a combination skill execution process for moving the execution object to the position determined by the placement change unit and activating the combination skill, the object identification process includes a process of detecting that an action and / or a state of at least one object present in the virtual space satisfies at least one of activation conditions set for each of the predetermined objects, and identifying, as the execution object, the at least one predetermined object for which the activation condition is satisfied, among the predetermined objects; The information processing method, wherein the layout change process includes a process of determining the position based on an object related to the satisfaction of the activation condition.

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