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

The information processing program dynamically adjusts character strengths during battles based on object acquisition, addressing the issue of inflation and ensuring fair competition in battle royale games by allowing for character growth relative to initial parameters.

JP2025111304APending Publication Date: 2025-07-30KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2024005647
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-17
Publication Date
2025-07-30

AI Technical Summary

Technical Problem

In conventional battle royale games, the growth of characters outside battles leads to inflation, making the effect of in-battle growth relatively small as the game environment progresses, and differences in character strengths at the start of battles cannot be compensated for, reducing gameplay excitement and fairness.

Method used

An information processing program that calculates a parameter during battle indicating the strength of a target character relative to initial parameters based on acquiring predetermined objects in the virtual space, allowing for dynamic growth adjustments during gameplay.

Benefits of technology

This approach enables a certain degree of reversal in gameplay outcomes, ensuring that characters with varying initial strengths can still compete effectively, maintaining engagement and excitement throughout the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide, in a game in which a plurality of characters operated by respective players among a plurality of players compete against each other in a virtual space, an arrangement that allows leaving room for a certain degree of comeback depending on playing, even when there is a difference in strength of the characters at a time of starting the match.SOLUTION: An information processing program causes a computer, in a game in which a plurality of characters respectively operated by a plurality of players and having initial parameters indicating respective strengths at a time of starting a match, the initial parameters not being uniform, compete in a virtual space, to calculate, in accordance with acquisition by a target character among the plurality of characters of a predetermined object in the virtual space during the match, a competition-time parameter indicating a strength of the target character applied during the match, the competition-time parameter being calculated relatively from the initial parameter.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses a battle royale game played by a plurality of players.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] A game in which characters operated by each of a plurality of players fight on a virtual space is known as, for example, a battle royale game. In a conventional battle royale game, it has been assumed that the strength of each character is uniform at the time of starting the battle. In such a battle royale game, when trying to introduce a mechanism for bringing a character grown outside the battle into the battle, the following problems occur. That is, when growing a character outside the battle, as the in-game environment progresses, the numerical value of a parameter (also referred to as “status”) indicating the strength of the character gradually increases. Such a phenomenon is called inflation in the game industry. However, in a conventional battle royale game, the growth range of a character in the battle was constant. Therefore, the effect of growth in the battle becomes relatively small as the in-game environment progresses, and the difference in growth outside the battle cannot be compensated for during play.

[0005] Therefore, an object of the present disclosure is to provide a program, a method, and an apparatus that can leave room for reversal to a certain extent depending on gameplay even when there is a difference in the strength of characters at the time of starting a battle in a game in which a plurality of characters operated by each of a plurality of players fight on a virtual space.

Means for Solving the Problems

[0006] An information processing program according to a first aspect causes a computer to, in a game in which a plurality of characters operated by each of a plurality of players fight on a virtual space and initial parameters indicating the respective strengths at the time of starting the battle are not uniform, calculate a parameter during battle indicating the strength of a target character applied during the battle relatively from the initial parameters in response to the target character among the plurality of characters acquiring a predetermined object on the virtual space.

[0007] An information processing program according to a second aspect causes the computer, in the information processing program according to the first aspect, to cause the target character to acquire the object acquired by the other character in response to the target character winning against the other character among the plurality of characters.

[0008] An information processing program according to a third aspect causes the computer, in the information processing program according to the first aspect or the second aspect, to increase the relative increase width from the initial parameters in the parameter during battle per object when the number of acquired objects is small compared to when the number of acquired objects is large.

[0009] An information processing program according to a fourth aspect causes the computer, in the information processing program according to any one of the first aspect to the third aspect, to cause the object to appear on the virtual space.

[0010] An information processing program according to a fifth aspect is the information processing program according to the fourth aspect, wherein the computer causes the object to appear in the virtual space at the start of the battle.

[0011] An information processing program according to a sixth aspect is an information processing program according to any one of the first to fifth aspects, in which the computer causes a non-player character to appear in the virtual space, and the object can be obtained when any of the plurality of characters wins.

[0012] An information processing program according to a seventh aspect is the information processing program according to the sixth aspect, wherein the computer causes the non-player characters to appear in the virtual space with strength corresponding to the number of the obtained objects.

[0013] An information processing program according to an eighth aspect is an information processing program according to the seventh aspect, in which the computer causes the non-player character that obtains a large number of objects relative to its strength to appear in the virtual space within a predetermined period of time.

[0014] An information processing program according to a ninth aspect is the information processing program according to the eighth aspect, wherein the predetermined period is a period after a predetermined time has elapsed from the time the match starts.

[0015] An information processing program according to a tenth aspect is the information processing program according to any one of the first to ninth aspects, wherein the computer matches the plurality of players without taking the initial parameters into consideration.

[0016] An information processing program according to an eleventh aspect is an information processing program according to any one of the first to tenth aspects, wherein the initial parameters can be changed by each of the multiple players, for a fee or free of charge, before the match begins.

[0017] The information processing method according to the twelfth aspect includes a step in which, in a game where a computer causes a plurality of characters, for each of which initial parameters indicating respective strengths at the time when each of a plurality of players starts operating and engaging in a battle are not uniform, to battle in a virtual space, when a target character among the plurality of characters acquires a predetermined object in the virtual space during the battle, a battle parameter indicating the strength of the target character applied during the battle is relatively calculated from the initial parameters.

[0018] The information processing apparatus according to the thirteenth aspect includes a processor, and in a game where the processor causes a plurality of characters, for each of which initial parameters indicating respective strengths at the time when each of a plurality of players starts operating and engaging in a battle are not uniform, to battle in a virtual space, when a target character acquires a predetermined object in the virtual space during the battle, the processor executes a process of relatively calculating a battle parameter indicating the strength of the target character applied during the battle from the initial parameters.

Advantages of the Invention

[0019] According to the information processing program, information processing method, and information processing apparatus according to the present disclosure, in a game where a plurality of characters operated by each of a plurality of players battle in a virtual space, even when there is a difference in the strength of the characters at the start of the battle, it is possible to leave room for a certain degree of reversal depending on the playing.

Brief Description of the Drawings

[0020]

Figure 1

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Figure 11

Embodiments for Carrying Out the Invention

[0021] Hereinafter, an example of an embodiment of the present disclosure will be described with reference to the drawings. In each drawing, the same or equivalent components and parts are given the same reference numerals. Also, the dimensional ratios in the drawings are exaggerated for convenience of explanation and may be different from the actual ratios.

[0022] FIG. 1 is a diagram showing an example of the schematic configuration of the game system 10 according to the present embodiment. Here, a game is a collection of activities and rules for playing and competing. A game is played, for example, by a player making full use of strategies and techniques to achieve a specific goal. A game is played, for example, to achieve various goals such as a competitive goal such as winning, a combat goal such as defeating an enemy, an educational goal such as learning, and a narrative goal such as the completion of a scenario progression.

[0023] Hereinafter, as an example, a case will be described where the game system 10 is a social game in which so-called gacha is drawn using in-game currency to probabilistically discharge weapons and armors for strengthening characters, and a plurality of players are matched to battle their respective characters in a virtual space (hereinafter also referred to as a "field map"), and the player whose character survives until the end becomes the winner in a PvP (Player versus Player) online battle royale game. However, it is not limited to this. The game system 10 may be a target for playing any game that progresses by having each of a plurality of players operate a plurality of characters with non-uniform initial parameters indicating their respective strengths at the time of starting the battle in a virtual space. The game system 10 includes a communication means 20, a server device 30, and a terminal device 40.

[0024] The communication means 20 communicably connects a plurality of computers. In this figure, the communication means 20 connects between the server device 30 and the terminal device 40. The communication means 20 may be, for example, the Internet. However, the communication means 20 may be any means capable of communicably connecting a plurality of computers, such as a LAN, a WAN, or an intranet.

[0025] The server device 30 transmits and receives data to and from the terminal device 40, executes processing according to the player's operation, and provides the execution result to the terminal device 40. More specifically, the server device 30 may execute download processing of programs (applications) and the like to the terminal device 40, player login processing, management processing of various databases, and the like.

[0026] The server device 30 may be realized by, for example, cloud computing. In this figure, a case where the server device 30 is a single device is shown as an example. However, the server device 30 may perform the above-described processing in a distributed manner by a plurality of devices. Also, in this figure, a case where the game to be played is provided as an online game is shown as an example, but the present disclosure is not limited thereto. When the game to be played can be played offline, the game system 10 may not include the server device 30. That is, in the present disclosure, the server device 30 is not an essential component.

[0027] The terminal device 40 is a device for a player to play a game to be played. In this figure, a case where the terminal device 40 is a smartphone is shown as an example. However, the terminal device 40 may be any device capable of playing a game to be played by a player, such as a mobile phone, a tablet terminal, a notebook computer, an all-in-one computer, a tablet personal computer, or a portable game machine.

[0028] Hereinafter, a case where the terminal device 40 is the information processing device 100 according to the present embodiment will be described as an example. However, the present disclosure is not limited thereto, and the server device 30 may be the information processing device 100 according to the present embodiment. That is, part or all of the information processing according to the present embodiment may be processed on the terminal side or on the network side.

[0029] When the target character in the information processing device 100 according to the present embodiment acquires a predetermined object in the virtual space during the battle, the strength of the target character during the battle is relatively increased from the time when the battle starts. This will be described in detail.

[0030] FIG. 2 is a diagram showing an example of the hardware configuration of the information processing apparatus 100 according to the present embodiment. The information processing apparatus 100 includes a processor 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a storage 104, a communication interface 105, and a user interface 106. These components are communicably connected to each other via a bus 109.

[0031] The processor 101 executes various programs and controls each component. The ROM 102 stores various programs and various data. The RAM 103 temporarily stores a program or data as a work area. The storage 104 is composed of an HDD (Hard Disk Drive) or an SSD (Solid State Drive), and stores various programs and various data including an operating system.

[0032] In the information processing apparatus 100 according to the present embodiment, an information processing program is stored in the ROM 102 or the storage 104. The processor 101 reads the information processing program from the ROM 102 or the storage 104, and executes it using the RAM 103 as a work area, thereby controlling each component and performing various arithmetic processes according to the information processing program.

[0033] The communication interface 105 is an interface for the information processing apparatus 100 to communicate with other devices. The user interface 106 is an input / output interface for the information processing apparatus 100 to exchange information with a user, that is, a player. The user interface 106 may include a touch panel, a keyboard, a microphone, etc. as input devices, and may include a monitor, a speaker, etc. as output devices.

[0034] FIG. 3 is a diagram showing an example of the functional configuration of the information processing apparatus 100 according to the present embodiment. The information processing apparatus 100 includes a matching unit 110, an appearance unit 120, and a calculation unit 130. These functional configurations are realized by the processor 101 reading an information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.

[0035] The matching unit 110 matches a plurality of players without considering initial parameters.

[0036] The appearance unit 120 causes a predetermined object to appear in the virtual space. Further, the appearance unit 120 causes a non-player character (also referred to as an "NPC") that can obtain a predetermined object when any one of a plurality of characters wins to appear in the virtual space.

[0037] The calculation unit 130 relatively calculates a parameter during the battle indicating the strength of the target character applied during the battle from the initial parameters in response to the target character among the plurality of characters obtaining a predetermined object in the virtual space during the battle.

[0038] Regarding the information processing executed by such an information processing apparatus 100, it will be described in detail with reference to FIGS. 5 to 11 as appropriate using the flow of FIG. 4.

[0039] FIG. 4 is a diagram showing an example of the flow of information processing executed by the information processing apparatus 100 according to the present embodiment. This flow is executed by the processor 101 reading an information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.

[0040] In step S210, the processor 101 matches a plurality of players as the matching unit 110.

[0041] As an example, suppose that player Pα, who is a target player, is a so-called non-paying player who has not paid for in-game currency. Suppose that player Pα uses the in-game currency distributed in the game to spin the gacha several times, and only general-purpose weapons and armor, which have a high probability of being released, are released. Then, suppose that character 60α, the target character operated by the target player, is equipped with the general-purpose weapons and armor, and as a result, its attack power and defense power are each 100. Note that attack power and defense power are examples of parameters indicating the strength of character 60. Suppose that the initial parameters indicating the strength of character 60α at the start of a battle are 100.

[0042] Meanwhile, suppose another player, player Pβ, is a so-called paying player who pays for in-game currency. Suppose player Pβ repeatedly uses in-game currency distributed in the game and in-game currency purchased through payment to play gacha, resulting in powerful weapons and armor with a low probability of being drawn. Furthermore, suppose character 60β, another character controlled by another player, is equipped with powerful weapons and armor, resulting in an attack power and defense power of 1000 each. Thus, suppose the initial parameters indicating the strength of character 60β at the start of the battle are 1000.

[0043] In the above description, the initial parameters of a character are enhanced by equipping the character with weapons and armor, but this is not limiting. For example, the initial parameters of a character can be enhanced by leveling up the character as the story progresses or during events outside of a battle. In this way, the initial parameters may be changeable by each of the multiple players, for a fee or free of charge, before the start of a battle.

[0044] When starting a battle, the information processing apparatus 100 according to this embodiment matches a plurality of players even if there is a difference in the strength of the characters 60. Instead, the information processing apparatus 100 according to this embodiment provides a mechanism that can be reversed to some extent depending on the gameplay.

[0045] At this time, the processor 101 may match a plurality of players considering only, for example, the ranks of the players without considering the initial parameters. As an example, when the ranks of player Pα and player Pβ are the same, the processor 101 may match player Pα and player Pβ in the same battle regardless of any difference in the initial parameters between character 60α and character 60β. Similarly, the processor 101 may match a plurality of players (for example, up to 50 players) in the same battle.

[0046] In step S220, the processor 101 starts a battle between the characters 60 by the players matched in step S210. For example, the processor 101 may start a battle in a battle royale format in which the player whose character survives until the end among the plurality of players matched in step S210 becomes the winner. In response to starting the battle, the processor 101 may arrange the plurality of characters 60 participating in the battle at random positions on the field map. Also, in response to starting the battle, the processor 101 may start a timer.

[0047] In step S230, the processor 101 causes a predetermined object 70 to appear in the virtual space as the appearance unit 120. Here, refer to FIG. 5.

[0048] FIG. 5 is a diagram showing an example of a display screen when the information processing apparatus 100 according to this embodiment causes the object 70 to appear. In this figure, an example is shown of viewing the field map from a third-person perspective behind the character 60α, which is the target character among the plurality of characters.

[0049] Note that the character 60 may include an avatar that is the player's incarnation. Also, the character 60 may be a character owned by the player. Further, the character 60 may be composed of a plurality (for example, three) of units (for example, party members) owned by the player. When the character 60 is composed of a plurality of units, only one representative unit may be displayed as the character on the field map. That is, the character 60α shown in this figure may be a character owned by the player Pα and may be one representative unit among the three units owned by the player Pα.

[0050] The player Pα, who is the target player, can freely move the character 60α on the field map using the direction keys shown at the lower left of the display screen. Also, the player Pα can execute actions such as "jump", "attack", and "dash" on the character 60α on the field map using the action buttons shown at the lower right of the display screen.

[0051] The processor 101 may cause a predetermined object 70 as shown in this figure to appear on the field map. At this time, the processor 101 may cause various objects 70 that increase various parameters indicating the strength of the character 60 to appear. In this figure, an example is shown where the processor 101 causes the first object 70a, the second object 70d, and the third object 70h to appear on the field map.

[0052] As an example, the first object 70a may be an object that increases the attack power of the character 60. The second object 70d may be an object that increases the defense power of the character 60. Here, for example, the processor 101 may be configured to visibly display which parameter the object that increases by making the first object 70a a red ball and the second object 70d a blue ball. The third object 70h may be an object that increases the physical strength (also referred to as "HP") of the character 60. Here, for example, the processor 101 may be configured to visibly display which parameter the object that increases by making the third object 70h have a shape of a fruit different from a ball.

[0053] The processor 101 may cause such various objects 70 to appear on the field map in various ways. For example, the processor 101 may cause the first object 70a and the second object 70d to directly appear on the field map. In this case, the character 60 can obtain the first object 70a or the second object 70d by passing through the position where the first object 70a or the second object 70d appears. On the other hand, the processor 101 may place the third object 70h in a pot, a basket, etc. and cause it to appear on the field map. In this case, the character 60 can obtain the third object 70h by performing an action such as "attack" on the pot, the basket, etc.

[0054] Further, the processor 101 may display the number of objects 70 acquired by the character 60 as shown in this figure. In this figure, as an example, it shows a case where the character 60α has acquired 5 first objects 70a that increase the attack power, 3 second objects 70d that increase the defense power, and 1 third object 70h that increases the physical strength. Note that the upper limits of acquisition for the first object 70a, the second object 70d, and the third object 70h may be different from each other. As an example, the upper limits of the first object 70a and the second object 70d may be 999, and the upper limit of the third object 70h may be 10.

[0055] When starting the battle, the processor 101 may cause such an object 70 to appear in the virtual space. At the time of starting the battle, none of the characters 60 has grown during the battle, and it is highly likely that the growth outside the battle will directly determine the victory or defeat. For example, at the time of starting the battle, since the character 60α is weaker than the character 60β, it is highly likely that it will lose if it challenges the battle. Therefore, the player Pα may operate the character 60α to acquire the object 70 while escaping from the character 60β in the early stage of the battle.

[0056] In this way, the processor 101 may give the character 60 an opportunity to grow during the battle by causing the object 70 to appear on the field map at the time of starting the battle. Note that in the above description, an example where the processor 101 causes the object 70 to appear only in the early stage of the battle is shown, but it is not limited to this. The processor 101 may cause the object 70 to appear regularly, for example, in the early, middle, and end stages of the battle respectively. Return to the flow of FIG. 4.

[0057] In step S240, the processor 101 causes an NPC 80 that can obtain the object 70 when any of a plurality of characters wins to appear in the virtual space as the appearance part 120. Here, refer to FIG. 6.

[0058] FIG. 6 is a diagram showing an example of a display screen when the information processing apparatus 100 according to the present embodiment causes the NPC 80 to appear. For components and parts that are the same as or equivalent to those in FIG. 5 in this figure, the description will be omitted.

[0059] As shown in this figure, the processor 101 may cause various NPCs 80 from which various objects 70 can be obtained when any of a plurality of characters wins to appear on the field map. In this figure, an example is shown in which the processor 101 causes the first NPC 80_1, the second NPC 80_2, the third NPC 80_3, and the fourth NPC 80_4 to appear on the field map.

[0060] As an example, the first NPC 80_1 and the second NPC 80_2 may be monsters that can obtain the first object 70a and the second object 70d as rewards by being defeated. At this time, the first NPC 80_1 is a weaker monster than the second NPC 80_2, and may be a monster that can obtain one each of the first object 70a and the second object 70d as rewards by being defeated. On the other hand, the second NPC 80_2 is a stronger monster than the first NPC 80_1, and may be a monster that can obtain ten each of the first object 70a and the second object 70d as rewards by being defeated. In this way, the processor 101 may cause NPCs 80 of a strength corresponding to the number of objects 70 obtained to appear in the virtual space. Thereby, the processor 101 can provide a high-risk high-return environment.

[0061] Also, the third NPC80_3 may be a monster that can be defeated to obtain the third object 70h as a reward. Also, the fourth NPC80_4 may be a monster that relatively yields a large number of objects 70 with respect to its strength. For example, the fourth NPC80_4 may be a monster weaker than the second NPC80_2, but can be defeated to obtain 20 each of the first object 70a and the second object 70d as rewards.

[0062] The processor 101 constantly causes NPCs 80 with strength corresponding to the number of objects 70 obtained, such as the first NPC80_1 and the second NPC80_2, to appear on the field map, while, during a predetermined period, may cause an NPC 80 that relatively yields a large number of objects 70 with respect to its strength, such as the fourth NPC80_4, to appear on the field map for a limited time.

[0063] At this time, the processor 101 may cause the fourth NPC80_4 to appear after a timer started in response to the start of the battle has measured a predetermined time. In this way, the predetermined period may be a period after a predetermined time has elapsed from the time when the battle started. As described above, a player with a weak character 60 may aim for a start dash by concentrating on collecting objects 70 at the beginning of the battle in order to rapidly grow the character 60 within the battle. However, it is also conceivable that the start dash may fail, for example, because it is difficult to obtain the object 70 while escaping from a strong character 60.

[0064] Therefore, after a predetermined time has elapsed since the start of the battle, the processor 101 may give a player who failed in the start dash in the early stage of the battle an opportunity to be rescued in the middle or late stage of the battle by causing the fourth NPC 80_4 to appear. In the above description, the case where the processor 101 causes the fourth NPC 80_4 to appear at a timed manner is shown as an example, but it is not limited thereto. The processor 101 may cause the fourth NPC 80_4 to appear constantly. Return to the flow of FIG. 4.

[0065] In step S250, the processor 101 determines whether the character 60 has acquired the object 70. For example, the processor 101 may determine that the object 70 has been acquired when the character 60α, which is the target character, has acquired the object 70 appeared in step S230 or when the character 60α has won against the NPC 80 appeared in step S240. If it is determined that the object 70 has not been acquired, the processor 101 proceeds with the process to step S270. On the other hand, if it is determined that the object 70 has been acquired, the processor 101 proceeds with the process to step S260.

[0066] In step S260, as the calculation unit 130, the processor 101 relatively calculates a parameter during the battle indicating the strength of the target character applied during the battle from the initial parameters in response to the target character among a plurality of characters acquiring a predetermined object 70 in the virtual space during the battle. Here, refer to FIG. 7.

[0067] FIG. 7 is a diagram showing the relationship between the growth of the character 60 outside the battle and the growth inside the battle. In this figure, the horizontal axis indicates the progress of the in-game environment, and the vertical axis indicates the strength of the character 60, that is, the numerical values of parameters such as attack power and defense power. As shown in this figure, as the in-game environment progresses, the numerical values of the parameters indicating the strength of the character 60 gradually increase due to the growth outside the battle. Such growth outside the battle may be due to the equipment of weapons and armor, the level-up of the character, etc., as described above.

[0068] The left side of this figure shows a conventional growth system in which the growth range within battles is constant. In the conventional growth system, when character 60 acquires a certain weapon in a battle, the attack power of character 60 is increased by 100 from the initial parameter, and when a certain piece of armor is acquired, the defense power of character 60 is increased by 100 from the initial parameter. That is, the effect of object 70 acquired by character 60 in the virtual space is fixed as an absolute value.

[0069] In such a case, when the in-game environment has not advanced, such as at the initial release of the game, character 60 has not grown sufficiently outside of battles. Here, assume that the initial parameter indicating the strength of character 60 at the start of a battle is 100. In such a case, the effect of acquiring the above-mentioned weapon or armor to grow character 60 within a battle is a 100% increase relative to the initial parameter, so it can be said to be quite large.

[0070] On the other hand, when several years have passed since the release of the game and the in-game environment has advanced, character 60 has grown sufficiently outside of battles. Here, assume that the initial parameter is 1000. In such a case, the effect of acquiring the above-mentioned weapon or armor to grow character 60 within a battle only results in a 10% increase relative to the initial parameter, so it cannot be said to be very large.

[0071] Then, even if character 60 is grown within a battle by acquiring object 70, the difference in growth outside of battles cannot be filled, and character 60 with a low initial parameter cannot reverse-win against character 60 with a high initial parameter, so the fun of the game is halved. Also, players will find it difficult to feel the sense of play where character 60 gradually grows within a battle.

[0072] Therefore, in the present embodiment, the in-battle parameters indicating the strength of the character 60 applied during the battle are calculated relatively from the initial parameters. The right side of this figure shows the growth system of the present embodiment in which the growth width within the battle is relative to the growth width outside the battle.

[0073] In the growth system of the present embodiment, when the character 60 acquires the first object 70a during the battle, the attack power of the character 60 is multiplied by 1.1, and when the second object 70d is acquired, the defense power of the character 60 is multiplied by 1.1, etc. The in-battle parameters are calculated by multiplying the initial parameters by a magnification factor.

[0074] As a result, the value of the object 70 does not change whether the in-game environment has advanced or not. The processor 101 may calculate the in-battle parameters relatively with respect to the initial parameters, for example, in response to the target character acquiring the object 70 on the field map during the battle.

[0075] At this time, the processor 101 may vary the growth width within the battle according to the number of objects 70 acquired. Here, refer to FIG. 8.

[0076] FIG. 8 is a diagram showing a first example of the relationship between the number of objects 70 acquired and the growth of the character 60 within the battle. In this figure, the horizontal axis shows the number of objects 70 acquired, and the vertical axis shows the strength of the character 60, that is, the numerical values of parameters such as attack power and defense power.

[0077] In this figure, for example, when the number of objects 70 acquired is small, the magnification factor is 2 times, and when the number of objects 70 acquired is large, the magnification factor is 1.1 times. As an example, it shows the case where the magnification factor multiplied by the initial parameters becomes smaller as the number of objects 70 acquired increases.

[0078] In FIG. 8, an example is shown where the number of acquired objects 70 and the strength of the character 60 have a logarithmic curve relationship, but the present invention is not limited to this. FIG. 9 is a diagram showing a second example of the relationship between the number of acquired objects 70 and the growth of the character 60 in the battle. FIG. 10 is a diagram showing a third example of the relationship between the number of acquired objects 70 and the growth of the character 60 in the battle. Since the axis definitions in FIGS. 9 and 10 are the same as those in FIG. 8, the description thereof is omitted here.

[0079] As shown in FIGS. 9 and 10, the number of acquired objects 70 and the strength of the character 60 may have a linear relationship. At this time, as shown in FIG. 9, as the number of acquired objects increases, the slope of the straight line may become smaller. Also, as shown in FIG. 10, as the number of acquired objects 70 increases, the steps of the staircase shape may become lower.

[0080] The processor 101 may, for example, in this way, increase the relative increase width of the initial parameter in the in-battle parameter per object when the number of acquired objects 70 is small compared to when the number of acquired objects 70 is large. In this way, the processor 101 provides an environment in which it is more advantageous to collect as many objects 70 as possible at the beginning of the battle. Thereby, the processor 101 can make the collection of the objects 70 in the initial stage of the battle more urgent by providing an environment that accelerates the start dash more.

[0081] Thereby, the player can gradually grow the character 60 in the battle. For example, the player Pα who is the target player can concentrate on collecting the objects 70 at the beginning of the battle and concentrate on defeating the NPC 80 in the middle of the battle, thereby growing the target character 60α to a strength comparable to that of another character 60β. Thereby, the player Pα can, for example, challenge the battle between the character 60α and the character 60β at the end of the battle.

[0082] Note that "battle" refers to battles among an unspecified number of players who have been matched, that is, a battle royale game in which characters 60 fight on a field map while freely moving. On the other hand, "combat" as used herein refers to a specific battle between specific players among the matched players, that is, a partial battle that is an element of constructing a battle royale game.

[0083] Such combat may occur when, on the field map, a character 60 operated by one player attacks a character 60 operated by another player. When combat starts, a battle between the characters owned by one player and the characters owned by other players may proceed. At this time, if a character is composed of, for example, three units, a battle between the three units owned by one player and the three units owned by another player may proceed.

[0084] Note that the battle between characters 60 may proceed in any form, such as in a command form in which the player indicates the actions of character 60 from options, or in an action form in which the player directly operates the actions of character 60. Here, refer to FIG. 11.

[0085] FIG. 11 is a diagram showing an example of a display screen when character 60α wins against character 60β. For components and parts that are the same as or equivalent to those in FIG. 5 in this figure, the description will be omitted. In this figure, as an example, a case is shown where character 60α has acquired 135 first objects 70a that increase the attack power, 127 second objects 70d that increase the defense power, and 9 third objects 70h that increase the physical strength. If character 60α has grown in the battle to a strength comparable to that of character 60β by acquiring object 70, character 60α has a sufficient possibility of winning against character 60β.

[0086] And when character 60α wins against character 60β, as shown in this figure, character 60β may release the first object 70a and the second object 70d that it has acquired during the battle onto the field map, and let character 60α take them all. For example, in this way, the processor 101 may let the target character acquire the objects 70 that the other characters have acquired in response to the target character winning against other characters among a plurality of characters. Thereby, the processor 101 can increase the possibility of a comeback in the final stage of the battle.

[0087] In the above description, as an example, only the first object 70a and the second object 70d among the objects 70 acquired by other characters are released, and the third object 70h is not released. This is because the third object 70h is set to significantly increase the physical strength of the character, and if the target character takes even the third object 70h, the physical strength will reach the upper limit all at once (also referred to as "becoming const"). However, it is not limited to this. The processor 101 may let the target character acquire all the objects 70 that the other characters have acquired.

[0088] The character 60 that has won the battle can acquire the objects 70 all at once in this way. Even in such a case, as described above, since the effect of the object 70 becomes smaller as the number of acquired objects 70 increases, the victorious character 60 will not be strengthened too much. Return to the flow of Figure 4.

[0089] In step S270, the processor 101 determines whether the battle has ended. For example, the processor 101 may determine that the battle has ended when only one character 60 participating in the battle remains. If it is determined that the battle has not ended, the processor 101 returns the process to step S240 to continue the flow. On the other hand, if it is determined that the battle has ended, the processor 101 ends the battle with the player whose character 60 has survived until the end as the winner, and ends this flow.

[0090] In a conventional battle royale game, the range of character growth within a battle was constant. Therefore, there was a problem that the effect of growth within the battle became relatively smaller as the in-game environment progressed, and the difference in growth outside the battle could no longer be compensated for during gameplay.

[0091] In contrast, the information processing apparatus 100 according to the present embodiment relatively increases the strength of the target character during the battle in response to the target character acquiring a predetermined object in the virtual space during the battle. Thereby, according to the information processing apparatus 100 according to the present embodiment, in a game in which a plurality of characters operated by each of a plurality of players fight in a virtual space, even if there is a difference in the strength of the characters at the start of the battle, it is possible to leave room for reversal to a certain extent depending on the gameplay.

[0092] In particular, according to the information processing apparatus 100, various devices are implemented to advantageously advance the battle according to the stage of the battle, such as collecting objects in the early stage of the battle, fighting with NPCs in the middle stage, and fighting with other characters in the final stage. Therefore, it is possible to provide a constantly tense battle without getting bored with the battle.

[0093] So far, the implementable forms have been shown as examples, but the above-described embodiments can also be modified in various forms or applied to various uses.

[0094] Also, in the above embodiments, the processor refers to a processor in a broad sense, including a general-purpose processor (e.g., CPU: Central Processing Unit, etc.) and a dedicated processor (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).

[0095] Moreover, the operation of the processor in the above embodiments may be achieved not only by a single processor but also by a plurality of physically separated processors cooperating with each other. Also, the order of each operation of the processor is not limited to the order described in the above embodiments and may be changed as appropriate.

[0096] Also, although the information processing apparatus 100 in the present embodiment is described as being configured by a single device as an example, it may be configured by a plurality of devices.

[0097] Furthermore, the processing performed by the information processing apparatus 100 according to the above embodiments may be processing performed by software, processing performed by hardware, or processing combining both. Also, the processing performed by each part of the information processing apparatus 100 may be stored in a storage medium as a program and distributed.

[0098] Also, the present disclosure is not limited to the above, and it goes without saying that various modifications can be made and implemented within the scope not departing from the gist thereof.

Description of Reference Numerals

[0099] 10 Game system 20 Communication means 30 Server device 40 Terminal device 60 Character 70 Object 80 NPC 100 Information processing device 101 Processor 102 ROM 103 RAM 104 Storage 105 Communication interface 106 User interface 109 Bus 110 Matching unit 120 Appearance unit 130 Calculation unit

Claims

1. In a game where a computer causes a plurality of characters, each with a different initial parameter indicating their respective strength at the start of a battle, to fight against each other in a virtual space, and each of the plurality of players operates one of the characters, when a target character among the plurality of characters acquires a predetermined object in the virtual space during the battle, a battle parameter indicating the strength of the target character applied during the battle is relatively calculated from the initial parameter. An information processing program.

2. The computer causes the target character to acquire the object acquired by another character among the plurality of characters when the target character wins against the other character. The information processing program according to claim 1.

3. The computer increases the relative increase width of the initial parameter in the battle parameter per object when the number of acquired objects is small compared to when the number of acquired objects is large. The information processing program according to claim 1.

4. The computer causes the object to appear in the virtual space. The information processing program according to any one of claims 1 to 3.

5. The computer causes the object to appear in the virtual space at the start of the battle. The information processing program according to claim 4.

6. The computer causes a non-player character that can obtain the object when any one of the plurality of characters wins to appear in the virtual space. The information processing program according to any one of claims 1 to 3.

7. The computer causes a non-player character with a strength corresponding to the number of objects to be obtained to appear in the virtual space. The information processing program according to claim 6.

8. The computer causes a non-player character that obtains a large number of the objects with respect to strength to appear in the virtual space during a predetermined period. The information processing program according to claim 7.

9. The predetermined period is a period after a predetermined time has elapsed from the start of the battle. The information processing program according to claim 8.

10. The computer... ​ ​ ​ ​ ​ ​ ​ ​ matching the plurality of players without taking into account the initial parameters; The information processing program according to any one of claims 1 to 3.

11. the initial parameters can be changed by each of the plurality of players before starting the battle, with or without payment; The information processing program according to any one of claims 1 to 3.

12. The computer In a game in which a plurality of characters, each operated by a plurality of players, compete in a virtual space, the initial parameters of which indicate the strength of each character at the start of the battle being different, a step of calculating a battle parameter indicating a strength of the target character to be applied during the battle relatively from the initial parameter in response to a target character among the plurality of characters acquiring a predetermined object in the virtual space during the battle; An information processing method, including:

13. a processor, the processor comprising: In a game in which a plurality of characters, each operated by a plurality of players, compete in a virtual space, the initial parameters of which indicate the strength of each character at the start of the battle being different, a process of calculating a battle parameter indicating a strength of the target character to be applied during the battle relatively from the initial parameter in response to the target character among the plurality of characters acquiring a predetermined object in the virtual space during the battle; An information processing device that executes the above.

Citation Information

Patent Citations

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