Program, information processing method, and information processing device
The game system uses special objects to control NPC movement paths and target recognition, addressing the lack of fun enhancement in conventional games by offering interactive and engaging gameplay.
Patent Information
- Application Number
- JP2023094520
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-08
- Publication Date
- 2024-12-19
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional game techniques that generate objects in virtual space as ordinary substances fail to sufficiently enhance gameplay fun.
A game system that includes a reception means for special objects, an installation means for positioning these objects in a virtual space, and a control means to apply effects that limit the movement path and target recognition of a character, with options to prohibit or cancel these effects under certain conditions.
Enhances gameplay interest by providing players with a more engaging and interactive experience through the use of special objects that alter NPC behavior and movement paths.
Smart Images

Figure 2024176180000001_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 specifications have been attempted with the aim of improving the entertainment value of the games. As one of such methods, a character having the skill to generate an object (such as a wall) at an arbitrary position in a virtual space is known (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "IdentityV Fifth Personality" Official Channel [Hunter] "Mad Eyes - Bulk", [online], [Searched on May 9, 2023], Internet<https: / / www.youtube.com / watch?v=kfditi9mirM> Summary of the Invention [Problem to be solved by the invention]
[0004] However, many of the conventional technologies, including the technology described in the above-mentioned Non-Patent Document 1, generate objects as normal matter in a virtual space. Although this is useful as one of the specifications for a game, it cannot be said that it is necessarily sufficient to improve the entertainment value 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, a first aspect of the present invention provides: Computer, A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for limiting a movement path of a character that is a subject of the game, imparting an effect of the special object, and controlling progress of the game; It is a program that functions as a
[0007] Also, in the first aspect, the control means can prohibit the effect of the special object from being imparted to characters other than the target character.
[0008] Also, in the first aspect, the control means can cancel the effect of the special object imparted to the target character when a predetermined condition is satisfied.
[0009] Also, in the first aspect, the control means can impart an effect of the special object that changes the target character's perception of an attack target.
[0010] Also, in the first aspect, the control means can prohibit the target character from being given the effect of the special object when the target character is located within a predetermined range of the special object.
[0011] The second aspect of the present invention is 1. A computer-implemented information processing method, comprising: a receiving step of receiving information on an input operation related to a special object in the game; a setting step of setting the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control step of applying an effect of the special object to restrict a movement path of a character that is a target of the game, and controlling progress of the game; The present invention relates to an information processing method.
[0012] Moreover, a third aspect of the present invention is A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for limiting a movement path of a character that is a subject of the game, imparting an effect of the special object, and controlling progress of the game; The information processing device includes:
[0013] 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
[0014] According to the present invention, a game system with higher entertainment value can be provided to players. [Brief description of the drawings]
[0015] [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 an image diagram for explaining an example of game specifications in the information processing system according to one embodiment of the present invention. [Diagram 5] 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. [Figure 6]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 the example of FIG. 5. [Figure 7] 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 8] 11 is an image diagram for explaining an example of a function of a special object according to one embodiment of the present invention. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] [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).
[0017] 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.
[0018] <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.
[0019] 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".
[0020] 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.
[0021] 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.
[0022] <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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] The communication unit 19 controls communications between the device and other hardware devices via a network N including the Internet.
[0030] 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 .
[0031] 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.
[0032] 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.
[0033] As shown in FIG. 3, the control unit 11 of the game terminal 1 functions as a game process execution means 60, an input operation acceptance means 62, and a game progress management means 64 by executing various programs and the like.
[0034] 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.
[0035] 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.
[0036] The game progress management means 64 manages the progress of the game associated with various game processes. Specifically, the game progress management means 64 is provided with a skill activation management means 80, a virtual space situation management means 82, and an NPC movement path management means 84. Of the input operations received by the input operation receiving means 62, the skill activation management means 80 receives an input operation related to a special object in the game (hereinafter referred to as a "phantom wall object"). The virtual space situation management means 82 places the special object at a predetermined position in the virtual space related to the game in accordance with the content of the input operation. Specifically, the virtual space situation management means 82 determines the position (x, y, z coordinates, etc.) and time (seconds, etc.) in the virtual space at which the phantom wall object is to be generated in accordance with the content of the input operation related to the phantom wall object received by the skill activation management means 80, and places the phantom wall object at a predetermined position in the virtual space. The NPC movement path management means 84 restricts the movement path of the character that is the target of the game, imparts the effect of the special object, and controls the progress of the game. Specifically, when a phantom wall object is placed in the virtual space by the virtual space situation management means 82, the NPC movement path management means 84 restricts the movement path of the target NPC and its recognition as an attack target, and sets a new movement path and recognition as an attack target for the target NPC.
[0037] 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.
[0038] 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.
[0039] Here, with reference to FIG. 4, a brief explanation will be given of the search behavior of NPCs (enemy characters) in this game. First, simply put, the NPCs in this game have the ability to move within the virtual space under specified conditions, and the ability to recognize an attack target (e.g., the player character) as an attack target and change their behavior patterns if one is present within a specified range of the NPC's location. In the example of FIG. 4, the character N1, who is an NPC, has a movement route set for moving through areas E1, E2, E3, and E4 in the virtual space as a normal behavior pattern. The concept of a visual field for recognizing an attack target is also set for the character N1. For example, when an attack target (e.g., a player character) exists within a certain distance in the forward direction of the character N1, the character N1 changes its behavior pattern to an attack behavior against the attack target. In the example of FIG. 4, the character N1 determines the presence of the character P1, who is a player character, in the forward direction in the area E4, so that the character N1 stops moving along the normal movement route and shifts to an attack behavior against the character P1, who is the attack target. The phantom wall object in this game has various effects on the behavior patterns of such NPC characters, thereby expanding the range of options that the player can take. However, these patterns of enemy search behavior of NPCs are merely examples and are not limiting. The present system can adopt any pattern or principle of enemy search behavior of NPCs according to the various aspects of the game.
[0040] Next, with reference to Figs. 5 and 6, an example of the change in the actual game image when an illusory wall object is generated will be introduced. 5 and 6 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.
[0041] The example of FIG. 5 shows a situation immediately after a character UC (player character) enters the field of view of a character UT (NPC) and the character UC is recognized as an attack target of the character UT. In the example of Fig. 5, the character UT has changed its movement path to a straight line toward the character UC, and is about to launch an attack as soon as the character UC approaches close enough to attack. In this case, the character UC usually has to choose whether to put some distance between the character UT again (run away) or to take some kind of action (fight) in preparation for the character UT's attack. One of the options that the character UC can choose to use is to generate an illusory wall object.
[0042] In contrast, the example in Figure 6 shows the situation immediately after character UC activates a skill and generates a phantom wall object between character UT and the path of movement of character UC. Because a phantom wall object has been placed in front of character UT, character UT is unable to recognize that there is a path of movement leading to character UC in front of him (character UT cannot even recognize that there is a path of movement beyond the phantom wall), and is therefore unable to recognize the existence of character UC as an attack target. This is one of the important effects of the phantom wall object in this game. After the situation in FIG. 6, the character UT performs a new search for an optimal movement path and attack target, assuming that the recognition of the movement path and attack target is restricted by the effect of the phantom wall object.
[0043] FIG. 7 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 receives, from among the input operations received by the input operation receiving means 62, an input operation related to a phantom wall object related to the game.
[0045] In step S2, the virtual space situation management means 82 determines the position (x, y, z coordinates, etc.) and time (number of seconds, etc.) in the virtual space at which the phantom wall object will be generated, depending on the content of the input operation related to the phantom wall object received by the skill activation management means 80.
[0046] In step S3, the virtual space situation management means 82 places a phantom wall object at a predetermined position in the virtual space in accordance with the determined position and time.
[0047] In step S4, when a phantom wall object is placed in the virtual space by the virtual space situation management means 82, the NPC movement path management means 84 restricts the movement path of the target NPC and its recognition as an attack target.
[0048] In step S5, the NPC movement path management means 84 sets a new movement path and attack target recognition for the target NPC based on the movement path of the target NPC restricted by the installation of the phantom wall object and the recognition of the target NPC as an attack target. This ends the phantom wall object installation process.
[0049] 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.
[0050] [Other embodiments]
[0051] Although only a simple explanation has been given in the above embodiment, the phantom wall object of this game is different from objects imitating walls in conventional games, etc., and is an object that merely imitates the illusion of a wall, and has properties different from those of a normal wall. Specifically, for example, the phantom wall object can have the following properties: (1) The phantom wall object may have a property that allows the player to visually recognize the situation of the NPC (for example, see (A) of FIG. 8). (2) The phantom wall object may have a property of not affecting friendly or enemy characters other than the targeted NPC (for example, character UT in FIG. 6) (for example, see (B) in FIG. 8). (3) The phantom wall object may have a property that allows, for example, attack actions (such as bows and throwing) from NPCs other than the target NPC to pass through (see, for example, FIG. 8C). (4) The phantom wall object may have the property that, for example, if the target NPC recognizes the player character again as a movement path or attack target for some reason, even the target NPC can pass through the phantom wall object that has been installed.
[0052] In the above embodiment, the present system has been described as setting the position and time when generating a phantom wall object, but this is not limited thereto. For example, the present system may set the number and size of objects to be generated. The system may also be configured to set the number of phantom wall objects that can be generated, and to cause the oldest phantom wall object to disappear when the number of generated phantom wall objects reaches an upper limit.
[0053] In the above embodiment, the phantom wall object is assumed to affect only the NPC that is the target of the skill, but this is not limited to this. The system may be designed to affect NPCs other than the NPC that is the target of the skill with the effect of the phantom wall object.
[0054] Also, in the above embodiment, the system has been described as providing the target NPC with both the effect of restricting movement path options (e.g., removing movement paths to the player character) and the effect of restricting recognition of an attack target (e.g., removing recognition of the player character as an attack target) as the effect of the phantom wall object, but this is not limited thereto. The system may employ only one of the above effects as the effect of the phantom wall object. Furthermore, the system may employ any in-game effect other than the above effects as the effect of the phantom wall object.
[0055] Although not described in the above embodiment, the present system may be provided with a specification for canceling the effect of the phantom wall object when a predetermined condition is satisfied. Specifically, the present system may be provided with a specification for canceling the effect of the phantom wall object when, for example, the following conditions are satisfied: (1) For example, the system may be designed so that the effect of a phantom wall object is cancelled when the player character that generated the phantom wall object is no longer within a certain distance from the phantom wall object. (2) For example, the system may be designed so that the effect of the phantom wall object is cancelled when the player character who generated the phantom wall object is attacked by another NPC. (3) For example, the system may be provided with a feature that automatically cancels the effect of a phantom wall object when a certain amount of time has passed since the phantom wall object was generated.
[0056] In addition, although not explained in the above embodiment, the present system may be equipped with a specification that, if an NPC is already present within the range where the phantom wall object is placed, the phantom wall object will not affect the target NPC. Furthermore, the present system may have a feature that, for example, when a target NPC moves outside the range of a phantom wall object, a new phantom wall object exerts an influence on the target NPC.
[0057] In the above embodiment, when a phantom wall object is installed, the enemy NPC's attack target and movement path simply disappear, but this is not limited to this. For example, the system may adopt a specification that gives an effect such as an enemy NPC colliding with a phantom wall object colliding with a wall or being trapped by the wall.
[0058] In the above embodiment, a phantom wall object is newly installed in a place in the virtual space where nothing exists, but this is not limited to this. For example, the present system may adopt a specification that allows existing objects in the virtual space to be replaced with phantom wall objects.
[0059] In the above-mentioned embodiment (particularly the embodiment in FIG. 6), the character UT is described as searching for a new optimal movement path and attack target when the recognition of the movement path and attack target is restricted by the effect of the phantom wall object, but this is not limited thereto. For example, when the recognition of the movement path and attack target is restricted by the effect of the phantom wall object, the character UT may perform an action such as returning to a normal movement path, moving toward another attack target (a character other than the character UC), searching for the attack target character (character UC), or bypassing (avoiding) the phantom wall object.
[0060] In the above embodiment, the phantom wall object is described as being placed on the ground, but this is not limited thereto. The phantom wall object does not necessarily have to be placed on the ground, and may be placed in the air.
[0061] Although not described in the above embodiment, the present game may be a competitive game between multiple players. In addition, when the game is a battle-type game, the system may have the following specifications, for example. (1) The system may have specifications such as, for example, displaying an illusory wall object in a manner similar to a real wall in the game image of an opposing player, and displaying an illusory wall object in a manner that makes it easy to see that it is an illusory object in the game image of a friendly player. (2) The system may, for example, display a phantom wall object to an opponent player in the same manner as a real wall, and may have a specification that allows the opponent player character to pass through the phantom wall object when the opponent player character comes into contact with the phantom wall object. In other words, the opponent player can break through the illusion without being affected by the phantom wall object by actually coming into contact with the phantom wall object. By incorporating such features, either individually or in combination, the present system can provide new gameplay to the competitive game.
[0062] 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.
[0063] 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, for example, 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.
[0064] 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.
[0065] 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.
[0066] Furthermore, when the series of processes is executed by software, the program constituting the software is installed in a computer or the like from a network or a recording medium.
[0067] The computer may be a computer built into dedicated hardware, or a computer 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] In summary, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, A receiving means (e.g., a skill activation management means 80) for receiving information on an input operation related to a special object in a game; a setting means (e.g., a virtual space situation management means 82) for setting the special object at a predetermined position in the virtual space related to the game in response to the content of the input operation; A control means (e.g., an NPC movement path management means 84) for restricting a movement path of a character that is a target of the game, imparting an effect of the special object, and controlling the progress of the game; Any program that functions as such will suffice.
[0072] In other words, the skill activation management means 80 functions as a reception means. The virtual space situation management means 82 functions as a setting means. The NPC movement path management means 84 functions as a control means.
[0073] <Effects> This allows players to enjoy a more varied and exciting game. [Explanation of symbols]
[0074] 1. Gaming terminal 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Game progress management method 80 Skill Activation Management Method 82 Virtual space situation management means 84 NPC movement route management method 2 Server 100 Control section 120 Game information management means
Claims
1. Computer, A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for limiting a movement path of a character that is a subject of the game, imparting an effect of the special object, and controlling progress of the game; A program that functions as a
2. the control means prohibits the effect of the special object from being imparted to characters other than the target character. The program according to claim 1.
3. the control means cancels the effect of the special object imparted to the target character when a predetermined condition is satisfied. The program according to claim 1.
4. The control means changes the recognition of an attack target of the target character and imparts an effect of the special object. The program according to claim 1.
5. the control means prohibits the application of an effect of the special object to the target character when the target character is present within a predetermined range from the special object; The program according to claim 1.
6. 1. A computer-implemented information processing method, comprising: a receiving step of receiving information on an input operation related to a special object in the game; a setting step of setting the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control step of applying an effect of the special object to restrict a movement path of a character that is a target of the game, and controlling progress of the game; An information processing method comprising:
7. A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for limiting a movement path of a character that is a subject of the game, imparting an effect of the special object, and controlling progress of the game; An information processing device comprising:
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