Program, information processing method, and information processing device
By introducing a special object that can be associated with a game character as a priority attack target and recovery means, the game system enhances player engagement and gameplay freedom.
Patent Information
- Application Number
- JP2023094519
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-08
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2043-06-08
AI Technical Summary
Existing game objects that visually confuse players do not contribute sufficiently to enhancing game fun and engagement.
Implementing a special object that can be associated with a game character, determining it as a priority attack target, and allowing it to function as a recovery means, with the ability to change shape and display indicators, enhancing gameplay interaction.
Provides a more interesting and engaging game system by allowing players to strategically manipulate attack targets and recover health, increasing gameplay freedom and enjoyment.
Smart Images

Figure 2024176179000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing method, and an information processing device. [Background technology]
[0002] Conventionally, in games using virtual spaces, various attempts have been made to improve the enjoyment of the games. As one of such methods, a technique has been disclosed in which an illusionary object is placed in a battle game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2020-103526 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the object in the above-mentioned Patent Document 1 is merely an object placed to visually confuse other users, and is not subject to hit detection (attack detection) in the game. Although this is useful as one of the specifications of the game, it cannot be said that it is necessarily sufficient to improve the fun of the game.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide players with a game system that offers greater entertainment value.
[0006] In order to achieve the above object, the first aspect of the present invention is The computer involved in the game, an installation means for installing a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; A determination means for determining an attack target of a second character of the game based on a predetermined priority order; Functioning as a the determining means, when the special object is placed in association with the first character, determines the first character with which the special object is associated as a priority attack target for the second character; It is a program.
[0007] In addition, in the first aspect, the setting means may be capable of setting the special object in association with a predetermined part of the first character, When the special object is placed in association with a specified part of the first character, the determination means can determine the part of the first character to which the special object is associated as the priority attack target of the second character.
[0008] Also, in the first aspect, the installation means can change a shape of the special object depending on a location or portion where the special object is installed.
[0009] Also, in the first aspect, the installation means can place the special object including an indication of an indication that the special object can function.
[0010] In addition, in the first aspect, when the special object is placed in association with a player character of the game, it can further function as a recovery means for recovering the stamina of the special object.
[0011] Also, in the first aspect, the setting means can change a shape of the special object in accordance with a shape of a player character of the game.
[0012] The second aspect of the present invention is An information processing method executed by a computer for a game, comprising: a setting step of setting a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; a determining step of determining an attack target of a second character of the game based on a predetermined priority; Including, the determining step determines, when the special object is placed in association with the first character, the first character with which the special object is associated as a priority attack target of the second character; It is an information processing method.
[0013] Moreover, a third aspect of the present invention is an installation means for installing a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; A determination means for determining an attack target of a second character of the game based on a predetermined priority order; Equipped with the determining means, when the special object is placed in association with the first character, determines the first character with which the special object is associated as a priority attack target for the second character; It is an information processing device.
[0014] An information processing method and an information processing device according to one aspect of the present invention are also provided as an information processing method or an information processing device corresponding to a program according to one aspect of the present invention. Effect of the Invention
[0015] According to the present invention, a game system with higher entertainment value can be provided to players. [Brief description of the drawings]
[0016] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2]1 is a diagram showing an example of a hardware configuration of a game terminal constituting an information processing system according to an embodiment of the present invention; [Diagram 3] 1 is a diagram showing an example of the functional configuration of a game terminal and a server constituting an information processing system according to an embodiment of the present invention; [Figure 4] FIG. 2 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention. [Diagram 5] FIG. 5 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and shows an example different from the example of FIG. [Figure 6] FIG. 2 is a diagram showing an example of a flow of processing executed by a game terminal constituting an information processing system according to one embodiment of the present invention. [Figure 7] FIG. 6 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from that of FIGS. 4 and 5. [Figure 8] FIG. 8 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and shows an example different from that of FIGS. 4, 5, and 7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied. This game is, for example, a type of game called an action RPG (Role Playing Game). In this game, the player aims to clear the game by repeatedly participating in events set in the virtual space of the game and fighting enemy NPCs (Non Player Characters) and developing the character he or she controls (hereinafter referred to as the "player character"). In particular, in this game, the player progresses through the game by fighting and winning against enemy characters placed in the virtual space using weapons and magic (skills).
[0018] In addition, in this game, the player can select a job to determine the performance and characteristics of the player character in the game. One of these jobs is "illusionist." Although the illusionist does not have many means to directly attack enemy NPCs, he can change the behavior of enemy NPCs by using various skills. By making good use of the illusionist's performance, the player can defeat enemy NPCs and progress through the game. In this embodiment, the functions, characteristics, skills, etc. that the player can perform in the game when he selects the illusionist job will be mainly described.
[0019] <Summary> FIG. 1 is a diagram showing an example of a configuration of an information processing system according to one embodiment of the present invention.
[0020] As shown in FIG. 1, the system includes a game terminal 1 and a server 2. The game terminal 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not a required component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. Note that hereinafter, when simply referring to an "image", it is intended to include images of any format such as "moving image" and "still image".
[0021] The game terminal 1 is used by a player who wishes to play the game. The game terminal 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game terminal 1 executes various processes required for the progress of the game.
[0022] The server 2 is managed by an administrator of the system. The server 2 is composed of a general-purpose PC, etc. While communicating with the game terminal 1, etc., the server 2 stores and manages various information required for the progress of the game.
[0023] <Hardware configuration> FIG. 2 is a diagram showing an example of a hardware configuration of a game terminal constituting an information processing system according to one embodiment of the present invention.
[0024] As shown in FIG. 2, the game terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0025] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.
[0026] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0027] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information and audio information output by the output unit 16 are output from the display, the speaker, etc. in a state that can be recognized by a person as an image or audio.
[0028] The input unit 17 is, for example, a game controller equipped with a sensor function and the like, and inputs various information in response to input operations by the player.
[0029] The storage unit 18 is composed of a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., that are necessary for the progress of the game.
[0030] The communication unit 19 controls communications between the device and other hardware devices via a network N including the Internet.
[0031] The drive 20 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 20. Various programs for executing a game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as necessary. Further, the removable medium 31 can store various information stored in the storage unit 18 in the same manner as the storage unit 18 .
[0032] Here, the hardware configuration of the server 2 is not described here because it can be basically the same as the hardware configuration of the game terminal 1. The cooperation of such various hardware and software enables the game terminal 1 and the server 2 to execute various processes.
[0033] FIG. 3 is a diagram showing an example of the functional configuration of the game terminal and the server constituting the information processing system according to one embodiment of the present invention.
[0034] As shown in FIG. 3, the control unit 11 of the game terminal 1 functions as a game processing execution means 60, an input operation receiving means 62, a special object management means 64, and an attack target determination means 66 by executing various programs, etc.
[0035] The game process execution means 60 executes various processes relating to the game. Specifically, the game processing execution means 60 executes a game program by reading out virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.
[0036] The input operation receiving means 62 receives input operations related to the game from the player. The input operation received by the input operation receiving means 62 includes information on the type of button or analog stick on which the input operation is performed, information on the number of times the button or analog stick is pressed, and the like.
[0037] The special object management means 64 executes various processes and management related to the "phantom object" which is a special object unique to this game. Here, the special object is an object unique to this game that has various functions such as attracting attacks from enemy NPCs on its own behalf. The special object management means 64 is provided with a skill activation management means 80, an association management means 82, and a special object generating means 84. The skill activation management means 80 accepts input operations related to phantom objects from among the input operations accepted by the input operation accepting means 62. The association management means 82 accepts and manages the selection of an association between a predetermined body part of a predetermined character in the game and a phantom object based on the content of an input operation from the player accepted by the input operation acceptance means 62. The special object generating means 84 places a special object that can be associated with the first character of the game at a predetermined position in the virtual space of the game in response to an input operation by the user. Specifically, the special object generating means 84 places a phantom object in a predetermined part of a predetermined character managed by the association managing means 82 based on the contents of the input operation accepted by the skill activation managing means 80. The specific situation and image of the phantom object that is actually placed will be described with reference to Figures 4 and 5.
[0038] The attack target determination means 66 determines an attack target of the second character of the game based on a predetermined priority order. In addition, when the special object is placed in association with the first character, the attack target determination means 66 determines the first character associated with the special object as a priority attack target of the second character. Specifically, when a phantom object is placed by the special object generation means 84, the attack target determination means 66 determines the character associated with the phantom object and that character's body part as the priority attack target for the enemy NPC.
[0039] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.
[0040] Game information management means 120 of server 2 manages various information required for the progress of the game by game terminal 1, and executes various processes. Specifically, for example, game information management means 120 executes authentication of account information transmitted from game terminal 1, delivery of game information in response to a download request from game terminal 1, and the like.
[0041] Next, an example of a change in the game image when a phantom object is placed will be described with reference to FIGS. 4 and 5 are diagrams each showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention.
[0042] The example in Fig. 4 shows a situation immediately after a character UC (player character) encounters three enemy characters (character UT, character US1, character US2) in a game and is forced into combat. In the situation in Fig. 4, the character UC has already been recognized as a target for attack by the enemy characters, and unless the character UC takes some action, the enemy characters will attack the character UC. In response to this, in the example of FIG. 5, character UC activates his skill and places a phantom object that acts as a substitute for himself on the abdomen of character UT. As described above, when a phantom object is placed in this game, the priority target of attack switches to the phantom object for a certain period of time. Therefore, in the example of FIG. 5, the target of attack for characters US1 and US2 switches to the abdomen of character UT. Also, in the example of FIG. 5, for example, character UT cannot target his own abdomen, so he is in a state where he has lost his target of attack. This allows character UC to perform other actions (such as other attack actions or running away) while the phantom object is placed, without being attacked by characters UT, US1, and US2. In this embodiment, since the phantom object can be placed in association with a specific part of the enemy character, it is possible to, for example, place a phantom object in a weak spot of an enemy character (for example, the abdomen of character UT), thereby making it possible to have other enemy characters target and attack the weak spot of the target enemy character.
[0043] FIG. 6 is a diagram showing an example of the flow of processing executed in a game terminal constituting an information processing system according to one embodiment of the present invention.
[0044] In step S1, the skill activation management means 80 of the game terminal 1 accepts, from among the input operations accepted by the input operation accepting means 62, an input operation related to a phantom object related to the game.
[0045] In step S2, the association management means 82 accepts and manages the selection of an association between a predetermined body part of a predetermined character in the game and a phantom object based on the contents of the input operation accepted by the skill activation management means 80.
[0046] In step S3, the special object generation means 84 places a phantom object in a specified part of a specified character managed by the association management means 82 based on the contents of the input operation accepted by the skill activation management means 80.
[0047] In step S4, the attack target determination means 66 determines the character associated with the phantom object and that character's body part as the priority attack target for the enemy NPC, particularly when a phantom object has been placed by the special object generation means 84. This ends the phantom object placement process.
[0048] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present invention are included in the present invention.
[0049] [Other embodiments] Here, the phantom object according to the present system will be described in more detail with reference to Figures 7 and 8. Note that the object UO in Figures 7 and 8 is a phantom object that is placed by the character UC and is not associated with a specific character.
[0050] For example, the phantom object of this system may have a function of displaying whether the object is valid or invalid. For example, in the example of Fig. 7, a thin smoke-like effect is displayed between the character UC and the phantom object (object UO) placed by the character UC, indicating the relationship. For example, in this way, when the phantom object is functioning effectively during the game, a display is displayed indicating the relationship with the phantom object, and when the phantom object disappears, such an effect is not displayed, allowing the player to clearly recognize the status of the phantom object during the game.
[0051] In the above embodiment, the present system has been described only in terms of the enemy NPC preferentially attacking a character (or a body part) associated with a phantom object, but this is not limited thereto. An enemy NPC may determine the target of its attack according to a parameter called a hate value. The hate value is a parameter calculated to determine the target of an enemy NPC's attack, and increases or decreases according to, for example, the attack action against the enemy NPC, the distance from the enemy NPC, the weapon equipped by each character, etc. For example, when the above-mentioned phantom object does not exist, the enemy NPC may determine the character closest to the enemy NPC as the attack target, or may determine the character with the highest hate value as the attack target. And, for example, when the above-mentioned phantom object exists, the enemy NPC may preferentially determine the character (or part) associated with the phantom object as the attack target, regardless of the distance or hate value of other characters.
[0052] For example, the phantom object in this system may have a function to display an indicator of the functioning of the phantom object (hereinafter referred to as "stamina") Note that this stamina decreases, for example, when the phantom object is attacked by other NPCs or when the player character takes a certain action, and when it falls below a certain standard, the phantom object disappears. Specifically, by visually displaying the remaining vitality as shown in Fig. 8(A) when the remaining vitality is high, as shown in Fig. 8(B) when the remaining vitality is medium, and as shown in Fig. 8(C) when the remaining vitality is low, the player can clearly recognize the state of the phantom object. By incorporating such elements, the present system can provide the player with more options and provide a game system with enhanced gameplay.
[0053] Although not described in the above embodiment, the system may be provided with a specification for canceling the effect of the phantom object when a certain condition is satisfied. Specifically, the system may be provided with a specification for canceling the effect of the phantom object when, for example, the following conditions are satisfied: (1) For example, the system may be configured so that when the health of a placed phantom object falls below 0, the phantom object disappears. (2) For example, the system may be configured so that a phantom object disappears if the player character who placed the phantom object is attacked, etc. (3) For example, the system may have a feature that causes a phantom object to disappear when the player character that generated the phantom object moves away from the phantom object by more than a certain distance. (4) For example, the system may be provided with a feature that automatically destroys a phantom object after a certain amount of time has passed since it was generated.
[0054] Although not described in the above embodiment, the system may have a function for reinstalling a phantom object. For example, the system may have a feature for restoring the reduced vitality of a phantom object when the phantom object is reinstalled. Note that the expression "stamina" is an example and is not limited. Depending on the content and worldview of the game, the above-mentioned function or a similar function may be implemented by any expression such as durability value, activity time (e.g., 10 seconds), etc.
[0055] Also, although not described in the above embodiment, the present system may have a function for decreasing the physical strength of a phantom object over time, for example.
[0056] Although not described in the above embodiment, the present system may also have a function that allows a placed phantom object to be moved to another location.
[0057] In the above embodiment, the system has been described as placing a phantom object in association with a specific part of an enemy NPC, but this is not limited to this. The system may place a phantom object in association with, for example, an ally character or an existing object, or may simply place a phantom object in the game space without associating it with a specific character (for example, the embodiments of FIG. 7 and FIG. 8). The system may also place phantom objects in such a way that they are associated only with the character, and not associated with any part of the character.
[0058] Although not described in the above embodiment, the present system may be provided with a specification that allows installation of phantom objects (such as phantoms of giant monsters) that have the ability to attack other enemy characters.
[0059] In the above embodiment, the phantom object is described as a substitute target for an enemy NPC to attack when the enemy NPC is the target of the enemy's search action, but the present invention is not limited to this. For example, the present system may add a function to the placed phantom object to forcefully recognize it as a target for attack by surrounding enemies. Furthermore, the system may add a function to the placed phantom object, for example, that allows distant enemies that would not normally be recognized as targets for attack to be recognized as targets for attack.
[0060] In the above embodiment, the player character sets a phantom object in association with a nearby NPC, but this is not limited to this. For example, the system may have a function that allows the player character to set a phantom object for an NPC that is a certain distance away.
[0061] Although not described in the above embodiment, the present system may add a function that enables the player character to enhance the performance of surrounding friendly characters.
[0062] In addition, in the above embodiment, the phantom object is described as being associated with a normal living NPC, but this is not limited thereto. For example, the system may be provided with a specification that allows the phantom object to be associated with a dead NPC, etc.
[0063] Although not described in the above embodiment, the system may provide the player with an operation mode in which the player can only place phantom objects (cannot perform attacking actions, etc.) without being detected by enemy NPCs, etc. By making good use of such an operation mode to place phantom objects, the player can progress through the game with an advantage.
[0064] Furthermore, the phantom object may be associated with the player character itself (the phantom object may be placed on the player character itself). In this case, the enemy NPC will attack the player character itself, just as if the phantom object had not been placed. The system may also be configured to, for example, recover the health of the phantom object at a fixed rate when the player character places a phantom object on the player character itself. By combining such specifications, the system can further expand the range of choices available to the player and provide a game system with high gameplay.
[0065] In the above embodiment, the system is described as setting the position and time when generating a phantom object, but this is not limited to this. For example, the system may also set the number and size of the objects to be generated. The system may also be equipped with a feature that sets the number of phantom objects that can be generated, and deletes older phantom objects when the number of generated phantom objects reaches an upper limit.
[0066] Also, although not explained in the above embodiment, the present system may have a function that, when a phantom object is placed in association with a part of an NPC or the like, can change the shape of the placed phantom object depending on the part to which it is associated. Specifically, for example, when the phantom object is placed on the abdomen, it may be shaped as if it is clinging to the abdomen, and when it is placed on the head, it may be shaped as if it is resting on top of the head.
[0067] Although not described in the above embodiment, the present system may have a function capable of changing the shape of a phantom object depending on the appearance and performance (including occupation, etc.) of the player character. Specifically, for example, the shape of the phantom object may be a shape that imitates the player character who placed the phantom object, another friendly NPC, another player character controlled by another player, etc.
[0068] Also, although not described in the above embodiment, the game may be executed by any hardware (e.g., game terminal 1), such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.
[0069] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.
[0070] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.
[0071] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0072] Furthermore, when the series of processes is executed by software, the programs constituting the software are installed into a computer or the like from a network or a recording medium.
[0073] The computer may be a computer that is built into dedicated hardware, or a computer that is capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0074] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.
[0075] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.
[0076] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.
[0077] In summary, the information processing system to which the present invention is applied can take various forms having the following configurations. The computer involved in the game, an installation means (e.g., a special object generating means 84) for installing a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; A determination means (e.g., an attack target determination means 66) for determining an attack target of the second character of the game based on a predetermined priority order; Functioning as a the determining means, when the special object is placed in association with the first character, determines the first character with which the special object is associated as a priority attack target for the second character; A program is enough.
[0078] In other words, the skill activation management means 80 functions as an installation means. The attack target determining means 66 functions as a determining means.
[0079] <Effects> This allows the player to enjoy a game with greater freedom of play and enhanced gameplay. [Explanation of symbols]
[0080] 1. Gaming terminal 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Special object management methods 80 Skill Activation Management Method 82 Association Management Measures 84 Special object generation method 66 Means of determining the target of attack 2 Server 100 Control section 120 Game information management means
Claims
1. The computer involved in the game, an installation means for installing a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; a determination means for determining an attack target of a second character of the game based on a predetermined priority order; Functioning as a the determining means, when the special object is placed in association with the first character, determines the first character with which the special object is associated as a priority attack target of the second character; program.
2. the installation means is capable of installing the special object in association with a predetermined part of the first character; the determining means, when the special object is placed in association with a predetermined body part of the first character, determines the body part of the first character with which the special object is associated as a priority attack target of the second character; The program according to claim 1.
3. the placing means changes a shape of the special object depending on a location or portion where the special object is to be placed. The program according to claim 2.
4. The placing means places the special object including an indication of an indication that the special object can function. The program according to claim 1.
5. When the special object is placed in association with a player character of the game, the special object is further caused to function as a recovery means for recovering the vitality of the special object. The program according to claim 4.
6. the setting means changes a shape of the special object in accordance with a shape of a player character of the game. The program according to claim 1.
7. An information processing method executed by a computer for a game, comprising: a setting step of setting a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; a determining step of determining an attack target of a second character of the game based on a predetermined priority; Including, the determining step determines, when the special object is placed in association with the first character, the first character with which the special object is associated as a priority attack target of the second character; Information processing methods.
8. an installation means for installing a special object that can be associated with a first character of the game at a predetermined position in a virtual space of the game in response to an input operation by a user; a determination means for determining an attack target of a second character of the game based on a predetermined priority order; Equipped with the determining means, when the special object is placed in association with the first character, determines the first character with which the special object is associated as a priority attack target of the second character; Information processing device.
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