Information processing systems, information processing methods, and programs

The information processing system dynamically distributes equipment items among characters based on usage rates, addressing the lack of diversity in multiplayer games, enhancing player engagement through varied weapon experiences.

JP2026100371APending Publication Date: 2026-06-19CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-12-09
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing multiplayer games lack diversity in weapon experiences, limiting player engagement and immersion.

Method used

An information processing system that allows players to select equipment items for characters, distributing them dynamically among player and non-player characters based on usage rates, ensuring a variety of weapons are visible and used in battles.

Benefits of technology

Enhances player experience by providing a more diverse and engaging gameplay environment with varied weapon usage, preventing the field from being dominated by a single type of equipment.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide technology that can offer players an even wider variety of experiences. [Solution] According to one aspect of the present disclosure, an information processing system is provided, comprising at least one processor, the processor configured to perform the following steps by reading a program, wherein in the reception step, the system receives input from a specific user to select an equipment item that a specific character can equip, the specific character being at least one of a plurality of placed characters placed on a game field, the specific user being a user who operates the specific character, the processing step performing a first process to distribute the types of equipment items to be equipped to each of the plurality of placed characters, or a second process to suggest a plurality of types of equipment items to the user, and the output step outputting the results via the first or second process in a way that is perceptible to the specific user.
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Description

Technical Field

[0001] The present disclosure relates to an information processing system, an information processing method, and a program.

[0002] For example, Non-Patent Document 1 discloses "a game system capable of playing in a multiplayer format, in which each of a plurality of players operates a character using a weapon and cooperates to defeat enemy characters, and before the battle, the player can select the weapon to be used on the battlefield".

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, there may be cases where it is desirable to provide the user with an experience such that the user can grasp a variety of weapons on the field during the battle, or the user can grasp various effects due to the use of such weapons on the field.

[0005] In view of the above circumstances, the present disclosure aims to provide a technology that can provide players with even more diverse experiences.

Means for Solving the Problems

[0006] According to one aspect of the present disclosure, an information processing system is provided, comprising at least one processor, the processor configured to perform the following steps by reading a program: reception step, receiving input from a specific user for selecting equipment items that a specific character can equip, the specific character being at least one of a plurality of placed characters placed on a game field, the specific user being a user who operates the specific character; processing step, performing a first process for distributing the types of equipment items to be equipped to each of the plurality of placed characters, or a second process for suggesting a plurality of types of equipment items to the user; and output step, causing the results via the first or second process to be output in a way that is perceptible to the specific user.

[0007] This disclosure will enable us to provide players with an even wider variety of experiences. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. [Figure 2] This is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. [Figure 3] This is an activity diagram illustrating an overview of a preferred information processing method. [Figure 4] This figure shows an example of the equipment item selection screen 5 as a game screen. [Figure 5] This figure shows an example of player list screen 6 as a game screen. [Figure 6] This figure shows an example of a battle screen 7 as a game screen. [Figure 7] This figure shows an example of a battle screen 8 as a game screen. [Figure 8] This figure shows an example of an equipment item selection screen 9 as a game screen. [Modes for carrying out the invention]

[0009] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.

[0010] Incidentally, the program for implementing the software appearing in one embodiment may be provided as a non-transitory computer-readable medium, or it may be provided as a downloadable medium from an external server, or it may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] Furthermore, in various information processing according to one embodiment, an input and an output corresponding to the input can be realized. Here, as long as an output is obtained as a result of the input, the form of the information referenced in such information processing (hereinafter referred to as "reference information") is not limited. The reference information may be, for example, rule-based information such as a database, a lookup table, or a predetermined function (including a decision formula such as a regression equation constructed by a statistical method), or a pre-trained model that has learned the correlation between input and output in advance, or a large-scale language model that can output a desired result by inputting a prompt.

[0012] Furthermore, in one embodiment, "part" may include, for example, hardware resources implemented by a circuit in a broad sense, and the information processing of software that can be specifically realized by these hardware resources. Also, in one embodiment, various types of information are handled, and this information can be represented, for example, by the physical values ​​of signal values ​​representing voltage and current, the high or low values ​​of signal values ​​as a set of binary bits composed of 0s or 1s, or by quantum superposition (so-called qubits), and communication and calculations can be performed on a circuit in a broad sense.

[0013] Furthermore, a circuit in a broad sense is a circuit realized by combining at least a suitable combination of circuits, circuits, processors, and memory. The processor may be a general-purpose processor or a dedicated circuit. In other words, it includes application-specific integrated circuits (ASICs), programmable logic devices (e.g., simple programmable logic devices (SPLDs), complex programmable logic devices (CPLDs), and field programmable gate arrays (FPGAs)), etc.

[0014] 1. Game Description Figure 1 is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. In the information processing system 1 shown in Figure 1, the information processing device 2 and a plurality of game devices 3 are connected to each other via a communication network 11 so that they can communicate with one another, and a game is executed on the game devices 3.

[0015] The game according to this embodiment is an online game executed on the information processing system 1. In this game, the user of the game device 3 can make one or more player characters active in a virtual game space, and have the player characters compete against enemy characters, which are player characters or non-player characters used by other players. A character is also an example of an object.

[0016] The games described above are played using a game device 3, which is an electronic device such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, or a personal computer, smartphone, or tablet.

[0017] 2. Overview of the Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing apparatus 2 and a plurality of game apparatuses 3. The information processing apparatus 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game apparatuses 3. The information processing apparatus 2 is constituted by, for example, a server. Each of the plurality of game apparatuses 3 has the same configuration as each other. In this embodiment, a system consists of one or more apparatuses or components. Therefore, for example, even a single information processing apparatus 2 or game apparatus 3 described later can be an example of the information processing system 1.

[0018] The game apparatus 3 executes a predetermined game based on a user's operation. For this purpose, the game apparatus 3 receives (specifically, downloads and installs) a game program and game data from the information processing apparatus 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game apparatus 3. This account information is transmitted from the game apparatus 3 to the information processing apparatus 2 at the time of login and is used for user authentication in the information processing apparatus 2.

[0019] After user authentication, mutual communication between the information processing apparatus 2 and the game apparatus 3 becomes possible. After login, when the game apparatus 3 receives data necessary for game progress (data regarding the game progress situation) from the information processing apparatus 2, it outputs a game image and sound to the display 4a and the speaker 4b based on the user's operation and advances the game.

[0020] 2.1 Hardware Configuration Hereinafter, referring to FIG. 1, each hardware configuration of the information processing system 1 will be described.

[0021] [[ID=第十九]] [[ID=第二十]]<Information Processing Apparatus 2> As shown in Figure 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is connected to each game device 3 via a communication network 11 such as the Internet and LAN. The main information that the information processing device 2 receives via the communication unit 21 includes information on game program download requests, gacha lottery requests in response to user operations, quest execution requests, auto-play execution / termination requests, account information, and game data. The main information that the information processing device 2 transmits via the communication unit 21 includes information to confirm that the game device 3 has received the game program, and information regarding game media obtained through gacha.

[0023] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), among others. The storage unit 22 stores various programs, including a part of the game program according to this embodiment, and various data related to the game.

[0024] Specifically, for example, the memory unit 22 stores a user database and a lottery list. The user database stores information such as the username, user rank, status of the player character controlled by the user, the amount of consumable medium usable in the virtual game space, and parameter information, associated with each user's identification number who plays the game. The lottery list is used for a lottery process commonly known as gacha, and contains information about multiple game mediums to be selected. The lottery list associates information about the game medium (name, ability parameters, rarity, level, etc.) with the selection rate in the lottery. Ability parameters, for example, if the game medium is a player character, include combat power, attack power, defense power, intelligence, or speed.

[0025] The control unit 23 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is itself. In particular, the control unit 23 realizes various functions related to the information processing device 2 by reading predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is concretely realized by the control unit 23, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 23 is not limited to being a single unit, and may be implemented with multiple control units 23 for each function, or a combination thereof.

[0026] Information processing performed by the control unit 23 includes, for example, payment processing for charges, user account authentication processing, and gacha lottery selection processing. Payment processing for charges is performed, for example, based on a request for payment necessary to restore a predetermined amount of parameters in the game. User account authentication processing is performed, for example, using user identification information received from the game device 3. Gacha lottery selection processing is the process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game media, in response to a gacha lottery request. According to the gacha lottery selection processing, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and as a result, the user is assigned the game media that they won as a result of drawing the gacha themselves.

[0027] To further elaborate on the above, "game media" refers to electronic data representing elements related to a game, including the name of the character used as the player character, and items (weapons, armor, tools) that the player character uses in the virtual game space. Users can obtain game media through direct purchase via in-app purchases, completing quests, or through a lottery method called gacha. Acquired game media are stored and managed in the user database, associated with the identification information of the user who acquired that game media. Furthermore, "gacha" is a method by which the information processing device 2 randomly selects any game media from a lottery list based on a predetermined selection ratio. The selected game media is assigned to the user's game device 3. "Assigning / Having the user own the game media selected by gacha" is synonymous with "associating / being associated with the game media selected in the lottery process with the user's identification information."

[0028] <Game device 3> The game device 3 has a display 4a, a speaker 4b, and an input device 4c, which are either externally connected or built-in. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, storage unit 32, graphics processing unit 34a, audio processing unit 34b, and operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is connected to the communication network 11 in a communicative manner for sending and receiving various data between the game device 3 and the information processing device 2. The main information that the game device 3 receives via the communication unit 31 includes account information, new game data download request information, gacha execution requests, and quest execution requests. The main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, and information regarding the game medium selected by the lottery process.

[0030] The storage unit 32 consists of an HDD, SSD, RAM, and ROM. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including parts of the game program, account information for the game device 3, and user information. The user information is at least a portion of the information in the user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of user information, and the storage unit 32 of the game device 3 receives and stores at least a portion of this master information from the information processing device 2.

[0031] The control unit 33 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is itself. In particular, the control unit 33 realizes various functions related to the game device 3 by reading predetermined programs stored in the memory unit 32. That is, information processing by software stored in the memory unit 32 is concretely realized by the control unit 33, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 33 is not limited to being a single unit, and may be implemented with multiple control units 33 for each function, or a combination thereof. In other words, the information processing system 1 includes at least one processor, and the processor is programmed so that each of the steps described later proceeds.

[0032] In particular, the control unit 33 is configured to execute the game according to the operation of the input device 4c by the user of the game device 3, which is itself the device. Specifically, the control unit 33 generates two-dimensional or three-dimensional game image information using data such as virtual game space objects and textures contained in the game data, which are read from the storage unit 32, or data received from the information processing device 2. As the game image information is processed by the graphics processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, when executing the game, the control unit 33 is configured to control the display of the display 4a and the sound output of the speaker 4b according to the operation of the user of the game device 3, which is itself the device.

[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video format according to the game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, which is, for example, an LCD, and the game images rendered in video format are displayed on the display 4a as the game screen. The audio processing unit 34b is connected to a speaker 4b and, according to the instructions of the control unit 33, plays and synthesizes game sounds, which are then output from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external gamepad, a mouse, a keyboard, etc.

[0034] 2.2 Functional Configuration Next, with reference to Figure 2, the functional configurations of the information processing device 2 in the information processing system 1 will be explained.

[0035] Figure 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Figure 2, the control unit 23 (processor) functions as a game control unit 230, reception unit 231, specific determination unit 232, setting unit 233, update unit 234, processing unit 235, presentation unit 236, and acquisition unit 237 by executing various programs stored in the storage unit 22.

[0036] The game control unit 230 is configured to perform game control steps. For example, the game control unit 230 controls the progress of the game as a game control step. In a more specific example, the game control unit 230 controls the progress of the game based on user operations as a game control step. Here, user operations are operations performed to advance the game, and may hereafter be referred to as "game progress operations". There are various types of games, but in this embodiment, we will describe the execution of game control for a combat game. The type of game is not limited to this.

[0037] The reception unit 231 is configured to perform reception steps. For example, the reception unit 231 is configured to receive various types of data as part of the reception steps. For example, as part of the reception steps, the reception unit 231 receives information such as user information, game data, and input of game progress operations including requests and instructions from the user from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the reception unit 231 receives input from the user via the input device 4c via the communication unit 31, the communication network 11, and the communication unit 21, etc. In this embodiment, the various types of information received by the reception unit 231 are described as being stored in the storage unit 22.

[0038] The identification determination unit 232 is configured to perform identification steps to identify various pieces of information or to determine various conditions. For example, as an identification step, the identification determination unit 232 identifies the degree of use of each equipment item in the virtual game space based on the type of equipment item selected by the user. As another example, as an identification step, the identification determination unit 232 further identifies the equipment items to be equipped to NPCs (non-player characters) according to the degree of use of the equipment items.

[0039] The setting unit 233 is configured to perform setting steps. For example, the setting unit 233 is configured to set various conditions related to the game as a setting step. As an example, the setting unit 233 sets the equipment items to be equipped to NPCs.

[0040] The update unit 234 is configured to perform update steps. For example, the update unit 234 is configured to update various information stored in the memory unit 22 or memory unit 32 as an update step. As an example, the update unit 234 updates information about equipment items set for an NPC.

[0041] The processing unit 235 is configured to execute processing steps. For example, as a processing step, the processing unit 235 executes a first process to distribute the types of equipment items equipped to each deployed character. Also, for example, the processing unit 235 executes a process to distribute perceptual information IF1 regarding the equipment items equipped to each deployed character. Details will be described later.

[0042] The presentation unit 236 is configured to present various information stored in the memory unit 22 or 32, or a screen containing such information, in a manner that can be understood by the user operating the game device 3, as part of the presentation step. For example, the presentation unit 236 may be configured to display a screen containing various information on the display 4a of the game device 3 in a visually perceptible manner. Here, a display control unit (not shown) may function as an example of the presentation unit 236. For example, the display control unit controls the display of visual information such as screens, images, icons, and messages on the display 4a of the terminal. When using the phrase "display," it is not particularly important whether the display medium to be displayed is in the local environment or whether processing for display is performed via the communication network 11. The presentation unit 236 may also generate rendering information for displaying the visual information on the display 4a and transmit it to the game device 3. As a result, various information is presented to the user operating the game device 3. Furthermore, the presentation unit 236 may present not only visual information, but also any one of the other five senses, such as auditory information or tactile information, or it may be configured to present a combination of visual information, auditory information, tactile information, etc. (so-called multimodal information).

[0043] The acquisition unit 237 is configured to acquire various types of information as an acquisition step. Specifically, the acquisition unit 237 acquires information about the equipment items used by each deployed character as an acquisition step.

[0044] 3. Explanation of various information and terminology This section explains the various types of information and terminology used in Information Processing System 1. <Virtual Game Space> A virtual game space is a virtual space constructed on a computer network where multiple users can participate and enjoy games simultaneously. In this embodiment, the virtual game space may be referred to as a "game field." In this embodiment, characters placed in the virtual game space will be referred to as "placed characters." Although the virtual game space is described as a three-dimensional space, this is not limited to that. The virtual game space may also be a two-dimensional space. <Battle Game> A combat game is a game in which characters controlled by multiple users in a virtual game space fight each other using weapons, aiming to defeat their opponent. In this embodiment, a game in which characters fight using swords as weapons is described, but it is not limited to this. A combat game may also be a shooting game in which characters fight using weapons such as rifles.

[0045] <Equipment Items> Equipment items are items used by the player character within the virtual game space. Specifically, equipment items may include weapons, armor, or tools. In this embodiment, the player character will be described as using a sword as a weapon within the virtual game space, but this is not limited to this. Users can obtain equipment items through direct purchase or distribution via in-app purchases, as well as through a lottery method called gacha. Users may also obtain equipment items as rewards for events or for leveling up their player level. Hereinafter, equipment items may be simply referred to as items.

[0046] <Reward> Rewards include in-game currency usable within the game (e.g., items, in-game currency, etc.). Here, in-game currency may be paid or free. Furthermore, rewards may include not only physical items or currency, but also the right to enjoy those items or currency (tickets). In addition, rewards may include advantageous effects given to the user. Advantageous effects given to the user include various specification changes that allow the user to progress through the game more easily than usual, and may include changing the attack power of the player character, changing the attack power of equipped items, changing the number and strength of enemy characters, increasing the score obtained, etc.

[0047] 4. Overview of Information Processing This section outlines the flow of information processing methods executed by information processing system 1. Figure 3 is an activity diagram showing an outline of a preferred example of an information processing method.

[0048] The results of the processing in each activity included in the information processing described below may be output in a manner recognizable to the user using the graphics processing unit 34a or audio processing unit 34b of the game device 3, as appropriate. Note that this information processing may include any exception handling not shown. Exception handling includes interrupting the information processing or omitting each process. The selections or inputs made in this information processing may be based on user operation or may be performed automatically without user operation.

[0049] The game to which this information processing applies is described as having a configuration in which multiple players simultaneously progress through the game in a single virtual game space. That is, a specific player character controlled by a specific player progressing through the game and player characters controlled by other players may appear on the game screen simultaneously. Hereafter, a configuration in which multiple players simultaneously progress through the game in a single field may be referred to as multiplayer.

[0050] First, the game device 3 transmits a game play request in response to an input operation by a specific user via the input device 4c. Then, the receiving unit 231 of the information processing device 2 receives the game play request from the specific user as a receiving step (activity A101). The specific user is the user who operates the specific character CH0. The specific character CH0 is at least one of several characters placed on the game field. The game progresses according to the game progress operation of the specific user.

[0051] Next, the reception unit 231 of the information processing device 2 receives input from a specific user (Activity A102) to select an equipment item that a specific character CH0 can equip, as part of the reception step. Similarly, it also receives input of equipment items from users who have requested gameplay. Further details will be described later.

[0052] Next, the processing unit 235 performs a first process (activity A103) as a processing step to distribute the types of equipment items equipped to each of the multiple placed characters. Specifically, the processing unit 235 performs a first process to set the first equipment item IT1 equipped to non-player characters (NPCs) to be different from that of player characters. Here, placed characters include at least one player character and at least one non-player character (NPC). More specifically, the first equipment item IT1 is set for non-player characters according to the degree of use of the equipment items used by each player character. The first equipment item IT1 set here is output in a way that is perceptible to a specific user in the virtual game space.

[0053] In this configuration, users can play in a virtual game space where attacks from various types of items are flying around, without being restricted in using the equipment items they desire. More specifically, equipment items that are relatively unused by the player character in the virtual game space are assigned to the non-player character. Therefore, each user can play in a virtual game space where attacks from various types of items are flying around, under conditions where the equipment items they want to use are available. This provides users with a more engaging experience.

[0054] The usage rate of an equipped item is information indicating the degree to which an equipped item is used by users in the virtual game space. The usage rate is calculated for each equipped item. In this embodiment, the usage rate is described as an index quantitatively shown as Usage Rate IF2, but it is not limited to this. For example, Usage Rate IF2 may be configured so that the index increases as the number of users who have selected the item to equip to their character increases. Specifically, the Usage Rate IF2 of an item may be a numerical value indicating the number of users who have selected to equip that item to their character. Alternatively, for example, the Usage Rate IF2 of an item may be a numerical value indicating the ratio of the number of characters equipped with that item to the total number of characters placed in the virtual game space.

[0055] Next, the identification unit 232 identifies the equipment items to be equipped to the NPC based on the items received from a specific user and other users in Activity A102 (Activity A103). This process is an example of the first process executed by the processing unit 235 as a processing step to distribute the types of equipment items equipped to each of the multiple deployed characters.

[0056] Here, we will explain how to identify the first equipment item IT1 to be equipped to an NPC. In Activity A103, the identification determination unit 232 identifies the item with the lowest calculated usage IF2 as the first equipment item IT1 to be equipped to the NPC. If there are multiple NPCs, the identification determination unit 232 may identify the same type of item as the first equipment item IT1 for multiple NPCs. Preferably, the identification determination unit 232 may identify different types of items as the first equipment item IT1 for each of the multiple NPCs. Specifically, the identification determination unit 232 may identify the items with the lowest usage IF2 to each of the multiple NPCs as the first equipment item IT1. According to this embodiment, the variety of equipment items used in the virtual game space can be further increased.

[0057] Next, the display control unit (an example of the display unit 236) displays the player list screen 6 on the display 4a of unit 3 as a display control step (activity A104). Details of the player list screen 6 will be described later. Subsequently, the game control unit 230 executes a process to start the game in response to receiving a game progress command from a specific player as a game control step.

[0058] Activities A105 to A110 describe the processes that occur while the game is progressing in the virtual game space. First, Activities A105 to A107 describe the processes for updating the usage status of items in the virtual game space in real time. In this embodiment, it is explained that a character may have a configuration that allows the character to exchange the equipment items they are wearing with other equipment items during gameplay. That is, the usage status IF2 of each item may be changed sequentially during gameplay.

[0059] First, the acquisition unit 237 acquires the usage level IF2 (an example of usage level) for each equipment item as an acquisition step (Activity A105). Here, the usage level IF2 may be calculated in the same way as the first process in Activity A103. Preferably, the usage level IF2 for each item may be calculated as a numerical value that includes the number equipped by the player and the number placed in the virtual game space (i.e., the number used as a placed item). Hereinafter, items that are lying around in the virtual game space (in other words, placed) may be referred to as placed items. In such a case, the character may have a configuration that allows the character to exchange the equipment items they are wearing with placed items during gameplay.

[0060] Next, the identification determination unit 232, as an identification step, identifies a dispersion degree IF3 (an example of dispersion degree) based on the usage degree IF2 of each item (activity A106). The dispersion degree IF3 is an index that shows the degree of dispersion of the types of items used in the virtual game space. The dispersion degree IF3 may be configured such that, for example, the index increases as the number of types of equipment items used in the virtual game space increases. More specifically, the dispersion degree IF3 may be an index that shows the number of types of items used in the virtual game space. Alternatively, the dispersion degree IF3 may be an index that shows the ratio of the number of types of items to the number of players. Here, items used in the virtual game space may include items equipped to characters placed in the virtual game space, or items placed in the virtual game space.

[0061] First, we will explain the case where the variance IF3 calculated in Activity A106 is determined to be greater than or equal to a predetermined value. In this case, the program returns to Activity A105, and activities A105 to A107 are repeatedly executed during the game. Specifically, the acquisition unit 237 continuously acquires the usage level of each item as an acquisition step. The processing unit 235 executes a first process as a processing step, which sequentially updates the first equipment item IT1 according to the usage level. The presentation unit 236 outputs the result of the update of the first equipment item IT1 in a way that is perceptible to a specific user as a presentation step (an example of an output step).

[0062] In this configuration, equipment items with low usage rates are assigned to non-player characters in the virtual game space. Consequently, equipment items with low usage rates appear in the virtual game space. This allows users to play the game in a virtual game space where attacks using various types of items are flying around.

[0063] On the other hand, if the dispersion IF3 calculated in Activity A106 is determined to be less than or equal to a predetermined value, the update unit 234 updates the first equipment item IT1 equipped by the NPC as an update step (Activity A107). Specifically, the first equipment item IT1 is set for the NPC so that the dispersion IF3 is greater than or equal to a predetermined value, that is, so that the variety of equipment items used throughout the virtual game space increases.

[0064] From this point onward, activities A105-A107 are repeated throughout the game. This allows the usage level IF2 of each item appearing in the virtual game space to be calculated in real time, and the process of changing the item equipped to an NPC to an item with a lower usage level IF2 is executed each time. Therefore, it is possible to maintain a state where various items exist in the virtual game space. Note that the processing of activities A105-A107 is not mandatory.

[0065] Independent of the processing related to activities A105 to A107, the control unit 23 further executes a process to update the score associated with the player character (activities A108 to A110). In this embodiment, the process of updating the score associated with a specific character CH0 will be explained as an example.

[0066] First, the identification unit 232 determines, as an identification step, that the specific character CH0 has defeated another enemy character (Activity A108). Specifically, the identification unit 232 identifies the information of the character that the specific character CH0 defeated.

[0067] Next, we will explain the case where the character identified in Activity A108 is a player character. In this case, the update unit 234 updates the score associated with the specific player based on a predetermined table as an update step (Activity A109). Specifically, as an update step, the update unit 234 adds the score obtained by defeating enemy characters to the score stored in relation to the specific player.

[0068] On the other hand, the case where the character identified in Activity A108 is an NPC will be explained. In such a case, the processing unit 235 performs a process to adjust the score added to the specific player as a processing step (Activity A110). Specifically, the processing unit 235 performs a process to set the adjusted score as the value obtained by subtracting a predetermined score from the score added when an enemy character is defeated. The method for determining the score to be subtracted is not particularly limited. Subsequently, the update unit 234 performs an update step to update the score associated with the specific player based on the adjusted score (Activity A109). Specifically, the update unit 234 adds the adjusted score, which was adjusted in Activity A110, to the score stored in relation to the specific player as an update step.

[0069] As explained in Activity A103, equipment items with a low usage IF2 are assigned to NPCs. Therefore, NPCs may be assigned equipment items with a low usage IF2, i.e., equipment items that are considered to have low combat power. In such cases, if the amount of score added to the player character increases by actively defeating NPCs, the original enjoyment of the game may be lost. By adjusting the score added when defeating NPCs, it is possible to avoid situations where users try to increase their score by actively attacking NPCs.

[0070] A more specific method for determining the adjustment score will be explained. For example, in Activity A108, the processing unit 235 may change the value of the score to be deducted depending on the usage level IF2 of the items equipped to the identified NPC. Specifically, for an item, the lower its usage level IF2, the greater the score deducted may be. With this configuration, the points added to the character who defeated the enemy are changed depending on the usage level IF2 of the items equipped to the defeated enemy, thus avoiding situations where players try to gain points by actively defeating players equipped with items considered to have low combat power.

[0071] From this point forward, the processes of Activities A108-A110 will be repeated while the game is in progress. Note that the processes of Activities A108-A110 are not mandatory.

[0072] In summary, the information processing system based on the above information processing comprises at least one processor, which is configured to execute the following steps by reading a program. In the reception step, input is received from a specific user to select an equipment item that a specific character CH0 can equip. The specific character CH0 is at least one of several placed characters that are placed on the game field. The specific user is the user who operates the specific character CH0. In the processing step, a first process is executed to distribute the types of equipment items equipped to each of the multiple placed characters. In the output step, the results of the first process are output in a way that is perceptible to the specific user.

[0073] This configuration allows for a wider variety of equipment items used in the virtual game space. In other words, it avoids situations where the user-visible field is overflowing with the same equipment items, resulting in only attacks using those same items. Therefore, it provides users with a more engaging experience.

[0074] The above is the flow of information processing.

[0075] 5. Details of Information Processing This section will explain the details of the information processing outlined above using diagrams.

[0076] (Equipment Item Selection Screen 5) Figure 4 shows an example of the equipment item selection screen 5 as a game screen. The display control unit (an example of the presentation unit 236) displays the equipment item selection screen 5 on the display 4a of the game device 3 in response to a user request to play the game as a display control step. The equipment item selection screen 5 is an example of the screen displayed in activity A102 in Figure 3. For example, the equipment item selection screen 5 includes a character display 50, a settings window 52, ​​and operation buttons 53.

[0077] The character display 50 is an image showing a preview of a specific character CH0. More specifically, the character display 50 is an image showing the appearance of a specific character CH0 equipped with equipment items. The settings window 52 is a window that can accept various settings related to a specific character CH0. The settings window 52 may include, for example, a menu switching tab 521, an attribute display area 522, item display areas 523-524, and an item information display area 525. In this embodiment, the equipment items may include at least weapons, armor, or accessories, and an example of selecting a weapon as the equipment item will be described. In this embodiment, the equipment item may hereinafter be referred to as a "weapon".

[0078] In the example in Figure 4, the "Weapons" menu switching tab 521 is shown to be selected. Furthermore, the item display area 523 (or item display area 524) displays weapons that the user can equip. Preferably, such weapons may be displayed in a manner that allows the user to understand their attributes. Specifically, the settings window 52 has an attribute display area 522, and each item display area 523 (or item display area 524) and the attribute display area 522 may be displayed on the display 4a in an associated manner. The reception unit 231 receives selection input from the user for the item display area 523 (or item display area 524) included in the settings window 52, ​​so that the item display area 524 selected by the user is displayed in a manner that distinguishes it from other item display areas 523.

[0079] As shown in Figure 4, the item display area 524 is selected by a specific user. Furthermore, information about the item to be displayed in the item display area 524 is displayed in a manner included in the item information display area 525. In addition, the item is displayed in the character display 50 as if it were equipped to a specific character CH0. This configuration allows the user to visually confirm how their selected equipment item appears on their character.

[0080] Operation button 53 is a button used to determine whether to equip the selected item to a specific character CH0. The item to be equipped to the specific character CH0 is determined when the reception unit 231 receives input from the user to operation button 53.

[0081] (Player list screen 6) Figure 5 shows an example of a player list screen 6 as a game screen. The display control unit (an example of a presentation unit 236) displays the player list screen 6 on the display 4a of the game device 3 as a display control step. The player list screen 6 is an example of a screen displayed in activity A104 in Figure 3. The player list screen 6 is displayed on the display 4a of the game device 3 after receiving item selection input from users who are scheduled to participate in the game. For example, the player list screen 6 includes a character display area 621 and an item display area 631. In this embodiment, the game is described as one in which characters are divided into two teams and fight, but this is not limited to this.

[0082] The character display area 621 is the area where character images are displayed. For example, the character display area 621 is the area where the image of a specific character CH0, the images of other player characters CH21-CH24, and the images of NPCs (CH11-CH13) are displayed.

[0083] The item display area 631 is the area where items to be equipped to each character participating in the game are drawn. As shown in Figure 5, item IT21 is set for the specific character CH0 and the other player characters CH21 to CH23. In addition, item IT22 is set for player character CH24. Similarly, items IT11 to IT13 are set for NPCs (CH11 to CH13).

[0084] Here, we will explain an example of how to set equipment items (items IT11~13) for NPCs. As shown in Figure 5, item IT21 is set for four characters (specific character CH0, player characters CH21~CH23). Also, item IT22 is set for player character CH24. In this case, the processing unit 235 executes a process to select equipment items from items other than items IT21 and IT22 for each NPC (CH11~CH13). As shown in Figure 5, items IT11, IT12, and IT13 are set as items to be equipped to multiple NPCs (CH11~CH13). Preferably, different types of items may be set for multiple NPCs (CH11~CH13). This allows the user to play in a virtual game space where attacks with various types of items are flying around. Alternatively, the same type of item may be set for at least some of the multiple NPCs.

[0085] More specifically, the items assigned to an NPC may be selected preferentially from items belonging to attributes different from those assigned to the specific character CH0 and the player character, respectively. For example, if items IT21 and IT22 both belong to the "Water" attribute, it is preferable that the items assigned to the NPC be selected from items belonging to attributes other than "Water". This allows the user to understand attacks using a wider variety of items in the virtual game space.

[0086] In this embodiment, the case in which the player list screen 6 includes an area for displaying information about NPCs has been described, but this is not limited to this case. The player list screen 6 does not have to include an area for displaying information about NPCs (CH11~CH13).

[0087] (Battle screen 7) Figure 6 shows an example of a battle screen 7 as a game screen. The display unit 236, as a display control step, causes the battle screen 7 to be displayed on the display 4a of the game device 3. The battle screen 7 is an example of a screen in which at least a part of the virtual game space is displayed so that the user can see it while the game is progressing as the processes of activities A105~110 in Figure 3 are executed. For example, the battle screen 7 includes at least a part of a specific character CH0 and may include other characters. Also, for example, the battle screen 7 is described as further including NPCs (CH11, CH13), but is not limited to this. More preferably, the battle screen 7 may include placement items 71 placed on the virtual game space. A character may be able to exchange equipment items set for itself with such placement items.

[0088] Here, we will explain how to determine the placement item 71. The method for determining the placement item 71 may be the same as the method for determining the equipment items for NPCs described in activity A103 in Figure 3. First, the acquisition unit 237 acquires the usage level IF2 of each item as an acquisition step. Subsequently, the identification determination unit 232 may identify the item with the lowest usage level IF2 from the acquired usage level IF2 of each item and determine that equipment item as the placement item 71.

[0089] As shown in Figure 6, NPC(CH11) is equipped with item IT11. Similarly, NPC(CH13) is equipped with item IT13. Items IT11 and IT13 are determined in activity A103 in Figure 3 by the execution of the first process before the game starts. Furthermore, items IT11 and IT13 may be updated in activity A107 in Figure 3 according to the distribution IF3. In this embodiment, as the game progresses, the items that can be perceived in the virtual game space are updated according to the item usage IF2 or distribution IF3, so that the user can perceive attacks using various types of items at any given time.

[0090] [others] Regarding the information processing method according to the above-described embodiment, the following embodiments may be adopted.

[0091] In the embodiment described above, an example was explained in which an item with a low usage rate IF2 in the virtual game space is set as the first equipment item IT1 to be equipped to an NPC, but this is not limited to this. For example, a process (second process) that changes the display manner on the game screen visible to a specific user may be executed. That is, the processing unit 235 may execute a first process to distribute the types of equipment items by setting equipment items to be equipped to characters other than the specific character CH0 among a plurality of placed characters, or a second process to distribute perceptual information IF1 related to multiple types of equipment items by setting perceptual information IF1 related to equipment items. More specifically regarding the second process, the processing unit 235 executes a second process to set the second equipment items to be equipped to player characters other than the specific character CH0 among a plurality of placed characters so that the perceptual information IF1 related to the equipment items equipped to each placed character is distributed. The output unit outputs the results set in the second process in a way that is perceptible to the specific user. More specifically, the display control unit may, in the display control step, display the results set in the second process in a way that is perceptible to the specific user. This process will be explained in detail using Figure 7.

[0092] (Battle screen 8) Figure 7 shows an example of a battle screen 8 as a game screen. The battle screen 8 is a game screen that is visible to a specific user. The display control unit (an example of a presentation unit 236) displays the battle screen 8 on the display 4a of the game device 3 as a display control step. The battle screen 8, like the battle screen 7 in Figure 6, is an example of a screen that is displayed so that the user can see at least a part of the virtual game space while the game is progressing as the processing of activities A105~110 in Figure 3 is executed. For example, the battle screen 8 includes at least a part of a specific character CH0 and may include other characters. For example, the battle screen 8 is described as further including other player characters (CH21, CH23), but is not limited to this.

[0093] As shown in Figure 7, a battle screen 8 is displayed, including an instance where item IT21 is equipped to another player character CH21. Preferably, the area in which item IT21 equipped to the other player character CH21 is drawn may be displayed in a manner that includes effect EF1 (an example of perceptual information IF1). Perceptual information IF1 is information related to item IT21. More preferably, perceptual information IF1 may be information that allows the user to understand the effect of an attack by using the item.

[0094] Another example of perceptual information IF1 will be explained using another player character CH23. As shown in Figure 7, in the battle screen 8, item IT21 is displayed as if it were equipped to another player character CH23. Item IT21 equipped to another player character CH23 is displayed in a modified form so that its appearance differs from that of a specific user. The modified visual information EF2 is an example of perceptual information IF1. Note that only the visual information EF2 related to item IT21 is changed; parameters related to item IT21 remain unchanged. Furthermore, item IT21 equipped to another player character CH23 is only displayed in a modified form so that its appearance differs from that of a specific user; for example, when viewed by a user controlling another player character CH23, it may be displayed in its original, unmodified form.

[0095] More preferably, items of the same type included in the battle screen 8 may be displayed in a manner that includes different perceptual information IF1. For example, in the battle screen 8, items IT21 equipped to a specific character CH0, another player character CH21, and another player character CH23 may be of the same type, but have different perceptual information IF1 (EF1 and EF2). With this configuration, the user can grasp the wide variety of items in the virtual game space. Therefore, the user's interest can be further enhanced.

[0096] As a result of the processing performed by the processing unit 235, the display of the equipment items changes. With this display, from the user's perspective, weapons of the same type may appear to be different weapons. In other words, in the virtual game space, the user can perceive the existence of multiple types of equipment items. To summarize, the processing unit 235 performs a process that allows the user to see a virtual game space in which multiple types of equipment items appear to exist by changing the display of the equipment items. In other words, this process is a second process for suggesting to the user that multiple types of equipment items exist.

[0097] Furthermore, the visual information EF2 may also be information that shows the appearance of other equipment items that the user can select. That is, the visual information EF2 may be information that shows the appearance of other equipment items shown in the settings window 52 of Figure 4. Alternatively, the visual information EF2 may be information that is different from the appearance of other equipment items that the user can select.

[0098] In this configuration, even when multiple items of the same type are used in the virtual game space, the types of appearances of the items or the types of effects related to the items are presented to the user in a diversified manner. Specifically, the processing unit 235 performs a process that allows the user to see a virtual game space where multiple types of equipment items appear to exist by changing the types of effects related to equipment items of the same type. In other words, this process is a second process to suggest multiple types of equipment items to the user. Therefore, it is possible to avoid a situation where the virtual game space perceived by the user is overflowing with the same equipment items and only attacks using the same equipment items are flying around. This makes it possible to provide the user with a more interesting experience.

[0099] Furthermore, perceptual information IF1 is not limited to visual information. For example, perceptual information IF1 may be auditory information. Specifically, perceptual information IF1 may be a sound effect that evokes an attack, or special background music. In this way, the processing unit 235 performs a process that allows the user to perceive a virtual game space in which multiple types of equipment items exist by changing the type of sound effect related to the same type of equipment item. In other words, this process is a second process for suggesting multiple types of equipment items to the user.

[0100] Furthermore, perceptual information IF1 may also be tactile information. Specifically, perceptual information IF1 may be information for applying vibration to the input device 4c. Also, perceptual information IF1 may be information for changing the variation of such vibration. In this way, the processing unit 235 performs a process that enables the user to perceive a virtual game space in which multiple types of equipment items exist by applying different vibrations to the same type of equipment item, or by changing the variation of the applied vibration. In other words, this process is a second process for suggesting multiple types of equipment items to the user. With this embodiment, the user can grasp a wide variety of items in the virtual game space. Therefore, a more interesting experience can be provided through the user's five senses.

[0101] Furthermore, the battle screen 8 may include object 851. Object 851 is an object that makes visible to a specific user that a second process is being executed to distribute perceptual information IF1. Specifically, object 851 is labeled "Special effect in progress." In other words, the output unit further outputs information that multiple users, including a specific user, can understand that the second process is being executed. With this configuration, the user can understand that a process is being executed to distribute the perceptual information of items in the virtual game space. Therefore, it is possible to avoid the user experiencing visual discomfort during gameplay, such as a mismatch between the appearance and attack power of items equipped to the opponent's character.

[0102] Furthermore, while the embodiments described above described processes for distributing the types of items equipped to characters other than a specific character, or their perceptual information, this is not limited to such processes. For example, the processing unit 235 may perform a process to reward a specific user when the degree of distribution of equipped items equipped to each of the multiple placed characters increases due to the user's selection. Such a process will be explained in detail with reference to Figure 8.

[0103] (Equipment Item Selection Screen 9) Figure 8 shows an example of the equipment item selection screen 9 as a game screen. The display control unit (an example of the presentation unit 236) displays the equipment item selection screen 9 on the display 4a of the game device 3 in response to a user request to play the game as a display control step. The equipment item selection screen 9 is an example of the screen displayed in activity A102 in Figure 3. The character display 90, the settings window 92, and the operation buttons 93 are the same as in Figure 4, so their explanation is omitted.

[0104] Object 926 is an object that indicates to the user that if item IT4, which is drawn in the adjacent item display area 927, is selected, the reward granted for defeating an enemy will increase. Here, item IT4 is an item with a low usage rate IF2 in the virtual game space compared to other items. In other words, the processing unit 235 can change the item associated with object 926 according to the distribution rate IF3 of equipped items in the virtual game space. If item IT4 is selected by the user, and it is determined that an enemy character has been defeated while item IT4 is equipped to the character, the processing unit 235 executes a process to increase the reward granted to that character. The user can have a different experience, such as deliberately selecting an item with a low usage rate IF2 as an equipped item and obtaining more rewards by defeating an enemy with that item in the virtual game space than by defeating an enemy with other items. Therefore, a more interesting experience can be provided to the user. Furthermore, by diversifying the types of items in the virtual game space, users can actively select less frequently used items without experiencing the stress of having their use of equipped items restricted against their will.

[0105] Furthermore, similar to the embodiments described above, the character may be able to change equipped items during gameplay. In such cases, as in Figure 8, the game screen may be displayed on display 4a in a manner that includes information about the reward corresponding to the item when an equipped item is selected.

[0106] Furthermore, in the embodiments described above, a weapon used by a player character was given as an example of an equipment item, but this is not limited to that. For example, if a player character is equipped with a robot, the equipment item may be a part of the robot. For example, the equipment item may be a part of the robot's arm. Equipment items are not limited to these.

[0107] At least one of the devices included in the information processing system 1 may be located outside of Japan. For example, the information processing device 2 may be installed outside of Japan, and a user in Japan may access the information processing device 2 using their game device 3, or the information processing device 2 may be installed in Japan, and a user outside of Japan may access the information processing device 2 using their game device 3. With such a configuration, a more engaging experience can be provided to the user through various management methods.

[0108] The information processing device 2 may be on-premise or in a cloud-based configuration. In the case of a cloud-based information processing device 2, for example, the above-mentioned functions and processing may be provided in the form of SaaS (Software as a Service) or cloud computing.

[0109] In the above embodiment, the information processing device 2 performed various storage and control functions, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be stored in a distributed manner across multiple external devices using blockchain technology or the like. Also, in the above embodiment, the game control unit 230, reception unit 231, specific determination unit 232, setting unit 233, update unit 234, processing unit 235, presentation unit 236, and acquisition unit 237 are described as functional units realized by the control unit 23 of the information processing device 2, but at least a part of these may be implemented as functional units realized by an external server (not shown), or as functional units realized by the control unit 33 of the game device 3.

[0110] In summary, the information processing system based on the above information processing comprises at least one processor, which is configured to execute the following steps by reading a program. In the reception step, input is received from a specific user to select an equipment item that a specific character CH0 can equip. The specific character CH0 is at least one of several placed characters that are placed on the game field. The specific user is the user who operates the specific character CH0. In the processing step, a second process is performed to suggest several types of equipment items to the user. In the output step, the results of the processing are output in a way that can be perceived by the specific user.

[0111] In this configuration, the information processing system, through a second process, suggests to the user that multiple types of equipment items exist on the game field. In this case, the suggestion increases the likelihood that the user will mistakenly perceive that multiple types of equipment items exist on the game field. This increases the likelihood that the user will feel that the types of equipment items placed on the game field are diverse. As a result, the user is less likely to perceive that the game field is overflowing with the same equipment items or that only attacks using the same equipment items are occurring. Therefore, a more engaging experience can be provided to the user.

[0112] The embodiments described above may also be information processing methods. These information processing methods comprise each step of an information processing system. Alternatively, the embodiments described above may also be programs. These programs cause at least one computer to execute each step of an information processing system.

[0113] Furthermore, the following embodiments may also be provided.

[0114] (1) An information processing system comprising at least one processor, the processor configured to perform the following steps by reading a program, wherein in the reception step, the system receives input from a specific user to select equipment items that a specific character can equip, where the specific character is at least one of a plurality of placed characters placed on a game field, and the specific user is a user who operates the specific character, in the processing step, the system performs a first process to distribute the types of equipment items to be equipped to each of the plurality of placed characters, or a second process to suggest a plurality of types of equipment items to the user, and in the output step, the system outputs the results via the first process or the second process in a way that is perceptible to the specific user.

[0115] This configuration allows for a more distributed distribution of equipment items used in the field. In other words, it avoids situations where the field visible to the user is overflowing with the same equipment items, and where only attacks using the same equipment items are flying around. Therefore, it is possible to provide users with a more engaging experience.

[0116] (2) The system described in (1) above, wherein the processing step includes a first process for distributing the types of equipment items by setting equipment items to be equipped to characters other than the specific character among the multiple placement characters, or a second process for suggesting multiple types of equipment items to the user by setting perceptual information related to the equipment items.

[0117] This configuration allows users to avoid being restricted in using their desired equipment items, and also prevents the field from becoming overflowing with the same equipment items.

[0118] (3) The system described in (2) above, wherein the arranged characters include at least one player character and at least one non-player character, and the first processing step is performed to set a first equipment item equipped to the non-player character to be different from that of the player character, and the output step is performed to output the first equipment item in a manner perceptible to the specific user.

[0119] In this configuration, equipment items not used by the player character are assigned to non-player characters. Therefore, users are not restricted in using the equipment items they wish to use, and the situation where the field is flooded with the same equipment items can be avoided.

[0120] (4) In the system described in (3) above, the first equipment item is set for the non-player character according to the degree of use of the equipment items used by each player character.

[0121] In this configuration, less frequently used equipment items are assigned to non-player characters in the field, resulting in less frequently used equipment items appearing in the field. Therefore, the appearance of a variety of equipment items in the field can provide users with a more engaging experience.

[0122] (5) The system described in (4) above, further comprising: an acquisition step in which the usage degree is continuously acquired; a processing step in which the first processing is performed to sequentially update the first equipment item according to the usage degree; and an output step in which the result of updating the first equipment item is output in a manner perceptible to the specific user.

[0123] In this configuration, the equipment items used by non-player characters change sequentially according to the usage rate of equipment items throughout the field. Therefore, a more engaging experience can be provided to the user.

[0124] (6) The system described in (1) above, wherein the processing step is to perform a second process that sets the second equipment items to be equipped to player characters other than the specific character among the plurality of placed characters so that the perceptual information related to the equipment items equipped to each of the placed characters is distributed, and the output step is to output the results set in the second process in a way that can be perceived by the specific user.

[0125] In this configuration, the appearance and effects of equipment items (an example of perceptual information) are distributed. Since the appearance is only distributed and visible to other users, users are not restricted in their use of equipment items, and a wide variety of equipment items can appear on the field.

[0126] (7) The system described in (6) above, further comprising a display control step, which displays the result set in the second process in a way that is visible to the specific user.

[0127] (8) In the system described in (6) above, the output step further outputs information that allows multiple users, including the specific user, to understand that the second process is being executed.

[0128] This approach makes it possible to avoid situations where users experience visual discomfort.

[0129] (9) The system described in (1) above, wherein the processing step includes a process of granting a reward to the specific user when the degree of distribution of equipment items equipped to each of the multiple placed characters increases as a result of the selection by the specific user.

[0130] In this configuration, users can actively use less frequently used equipment items without feeling stressed by restrictions on their use. Therefore, a wide variety of equipment items can be introduced into the field.

[0131] (10) An information processing method comprising each step of the information processing system described in any one of (1) to (9) above.

[0132] (11) A program that causes at least one computer to perform each step of the information processing system described in any one of (1) to (9) above. Of course, this is not always the case.

[0133] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the gist of the disclosure. These embodiments and their variations are included in the scope and gist of the disclosure, as well as in the disclosures described in the claims and their equivalents. [Explanation of symbols]

[0134] 1: Information Processing System 11: Communication Network 2: Information Processing Device 20: Communications bus 21: Communications Department 22: Storage section 23: Control Unit 230: Game Control Department 231: Reception Department 232:Specific judgment section 233: Settings Section 234: Update section 235: Processing Unit 236:Presentation part 237: Acquisition Department 3: Game device 30: Communications bus 31: Communications Department 32: Storage section 33: Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 5: Equipment Item Selection Screen 50: Character display 52: Settings window 521: Menu Switching Tab 522: Attribute display area 523: Item display area 524: Item display area 525: Item information display area 53: Operation Buttons 6: Player List Screen 621: Character display area 631: Item display area 7: Battle screen 71: Placement Items 8: Battle screen 851: Object 9: Equipment Item Selection Screen 90: Character display 92: Settings window 93: Operation Buttons 921: Menu Switching Tab 922: Attribute display area 923: Item display area 924: Item display area 925: Item information display area 926: Object 927: Item display area 93: Operation Buttons CH0: Specific character CH11: Non-player character (NPC) CH12: Non-player character (NPC) CH13: Non-player character (NPC) CH21: Player Character CH22: Player character CH23: Player Character CH24: Player Character EF1: Effect EF2: Visual Information IF1: Perceptual Information IF2 :Usage IF3 :Degree of dispersion IT1: First Equipment Item IT11: Item IT12: Item IT13: Item IT21: Item IT22: Item IT4: Items

Claims

1. An information processing system, The system comprises at least one processor, the processor configured to perform the following steps by reading a program: In the registration step, input is received from a specific user to select the equipment items that a specific character can equip, and here The aforementioned specific character is at least one of a plurality of characters placed on the game field. The aforementioned specific user is the user who operates the aforementioned specific character, In the processing step, a first process is performed to distribute the types of equipment items equipped to each of the multiple placement characters, or a second process is performed to suggest multiple types of equipment items to the user. The output step involves a system that outputs the results obtained through the first or second process in a way that is perceptible to the specific user.

2. In the system described in claim 1, The system performs, in the processing step, a first process to distribute the types of equipment items by setting equipment items to be equipped to characters other than the specific character among the multiple placement characters, or a second process to suggest multiple types of equipment items to the user by setting perceptual information related to the equipment items.

3. In the system described in claim 2, The aforementioned arranged characters include at least one player character and at least one non-player character. In the processing step, the first processing is performed to set the first equipment item equipped to the non-player character to be different from that of the player character. The output step involves outputting the first equipment item in a way that is perceptible to the specific user.

4. In the system described in claim 3, The first equipment item is a system that sets the non-player character according to the degree to which the equipment items used by the player character are used.

5. In the system described in claim 4, Furthermore, in the acquisition step, the usage level is continuously acquired for each of the above, In the processing step, the first processing is performed to sequentially update the first equipment item according to the degree of use, The output step involves outputting the result of the first equipment item being updated in a way that is perceptible to the specific user.

6. In the system described in claim 1, In the processing step, the second processing is performed to set the second equipment item to be equipped to player characters other than the specific character among the multiple placed characters such that the perceptual information related to the equipment item equipped to each of the placed characters is distributed. The output step involves outputting the results set in the second process in a way that is perceptible to the specific user.

7. In the system described in claim 6, Furthermore, in the display control step, the system displays the results set in the second process in a way that is visible to the specific user.

8. In the system described in claim 6, The output step further outputs information that allows multiple users, including the specific user, to understand that the second process is being executed.

9. In the system described in claim 1, The system, in the processing step, executes a process to grant a reward to the specific user if the degree of distribution of equipment items equipped to each of the multiple placed characters increases as a result of the selection by the specific user.

10. Information processing method, A method comprising each step of the information processing system described in any one of claims 1 to 9.

11. It is a program, A program that causes at least one computer to perform each step of the information processing system described in any one of claims 1 to 9.