Information processing device, information processing method and program

The information processing device facilitates advanced character state changes in games by allowing players to preview and test character transitions before committing to permanent combinations, enhancing gameplay strategy and character development.

JP2025116087APending Publication Date: 2025-08-07MIXI INC
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Patent Information

Application Number
JP2025087950
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-27
Publication Date
2025-08-07

AI Technical Summary

Technical Problem

Players in games where character abilities change through card combinations face difficulty in determining which objects to combine, as once combined, the objects are lost and the combination cannot be redone.

Method used

An information processing device that allows players to designate a character to a second state before a quest, execute the quest with that character, and revert the character to the first state upon meeting a termination condition, without consuming material objects.

Benefits of technology

Enables players to test and decide on character transitions without losing material objects, allowing for more strategic gameplay and character development.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique enabling execution of a game using a character whose state has been preliminarily changed.SOLUTION: An information processing device includes a reception part for receiving specification of a prescribed character out of a plurality of characters possessed by a player, a first setup part before a quest is started, setting up the prescribed character to a second state from a first state, an execution part for executing the quest using the prescribed character in the second state, and a second setup part when a termination condition is satisfied, setting up the prescribed character to the first state from the second state.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]

[0002] There are known games in which a user's character fights an enemy character to determine victory or defeat. There are also games in which a user can combine game cards that form a predetermined combination among a plurality of owned cards (combine game cards), thereby changing the ability values (parameters) of the character corresponding to the combined game card (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5504369 Summary of the Invention [Problem to be solved by the invention]

[0004] For example, in a game in which a character's ability value is changed by combining game cards, as in Patent Document 1, once a player combines game cards, the combined game cards are lost and the combination cannot be redone. Also, there are games in which the character's abilities change depending on the game objects combined. Therefore, a problem has arisen in that it is difficult for a player to determine which game objects to combine with a character whose abilities change through combination.

[0005] Therefore, an object of the present invention is to provide a technique that enables a game to be played with a character whose state has been changed in advance. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has a reception unit that receives the designation of a predetermined character from among a plurality of characters owned by a player, a first setting unit that sets the predetermined character from a first state to a second state before a quest is started, an execution unit that executes the quest using the predetermined character in the second state, and a second setting unit that sets the predetermined character from the second state to the first state when a termination condition is met. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a technique that enables a game to be played with a character whose state has been changed in advance. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing an example of the system configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a game server and a terminal. [Figure 3] FIG. 2 is a diagram showing an example of the functional block configuration of a game server. [Figure 4] FIG. 2 is a diagram showing an example of a character setting DB and an owned character management DB. [Figure 5] FIG. 2 is a diagram showing an example of a functional block configuration of a terminal. [Figure 6] FIG. 10 is a diagram showing an example of a processing procedure performed by a game server. [Figure 7] FIG. 10 is a diagram showing an example of a screen display. DETAILED DESCRIPTION OF THE INVENTION

[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar components.

[0010] <System configuration> Fig. 1 is a diagram showing an example of the system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be configured using one or more information processing devices or computers, or may be configured using a virtual server (such as a cloud server).

[0012] The terminal 20 is an information processing device that provides a game to a player, and the player can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own location detected using a GPS (Global Positioning System) or the like.

[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), a player (may also be referred to as a user) can acquire new characters and items by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. The player can also acquire new characters and items by paying a fee or the like.

[0014] Here, the term "quest" refers to a task that can be completed by fulfilling certain predetermined conditions. A quest is also generally called an exploration, a task, or a mission.

[0015] A deck is a term meaning a group of multiple characters. When a player performs a quest, the player creates a deck with characters that have the appropriate abilities to complete the quest. The game server 10 can store multiple decks created by the player, and when performing a quest, the player can select one of the stored decks to perform the quest. In this embodiment, the player's execution of a quest may also be referred to as "playing the quest."

[0016] Players who participate in a quest can clear it by meeting certain conditions, and when they clear the quest, they are given a reward and the game's story progresses. Rewards include items, characters that can be used in deck composition, etc.

[0017] A player can change the parameters of a character by combining characters and items that the player owns. The parameters of a character include the character's form. Generally, parameters are strengthened by combining, but this embodiment is not limited to this. This embodiment can also be applied to games in which parameters are weakened by combining. Characters and items may be referred to as "objects" or "game objects."

[0018] Synthesis is performed by combining a character that is the source of synthesis (the base of synthesis) with another character (hereinafter referred to as a "material character") or item (hereinafter referred to as a "material item"). In the following explanation, when there is no particular distinction between material characters and material items, they will be referred to as "material objects."

[0019] For example, if a player selects character A as the source character and character B as the material character, the parameters of character A will change and character B will disappear (be consumed). Similarly, if a player selects character A as the source character and item X as the material item, the parameters of character A will change and item X will disappear (be consumed).

[0020] The "form" of a character may refer to the characteristics or features of the character that are uniquely determined by the character's name, appearance, attributes, maximum values of various parameters, etc. Furthermore, a change in the form of a character may refer to a change in all or part of the character's name, appearance, attributes, maximum values of various parameters, etc.

[0021] Furthermore, there may be multiple forms that a character can take, and restrictions may be placed on the order in which the forms change. For example, a character in form A can change into either form B or form C, and a character in form B or form C can change into form D, but a character in form A cannot directly change into a character in form D. The "change" of a character's form into another form may also be referred to as "transition," "mutation," "derivation," "evolution," or "deification."

[0022] In this game, the game server 10 allows the player to play quests with a character whose parameters have been changed to post-combination parameters before actually combining the characters. In other words, the player can try out the combined character and play quests.

[0023] In the following description, a character with parameters before compositing will be referred to as a "first state" character, and a character with changed parameters after compositing will be referred to as a "second state" character. For example, assume that a player is wondering whether to transition a character in form A (form before compositing) to form B or form C through compositing. This is because once the character has been transitioned to form B or form C, the material objects used in the compositing are consumed and it is not possible to redo the process. In this embodiment, since it is possible to transition to form B or form C without consuming material objects, the player can play quests in a state where the character has transitioned to form B and a state where the character has transitioned to form C, and then decide which form the character should be transitioned to based on the results of the quests.

[0024] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), and a communication interface (IF) for wired or wireless communication. The system includes an interface 13, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.

[0025] <Function block configuration> (game server) FIG. 3 is a diagram showing an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized using a storage unit 12 provided in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0026] The storage unit 100 stores a character setting DB 100a and an owned character management DB 100b.

[0027] FIG. 4 is a diagram showing an example of the character setting DB 100a and the owned character management DB 100b.

[0028] The character setting DB 100a manages setting values for various parameters possessed by characters appearing in the game. The character setting DB 100a stores an identifier (character ID) that uniquely identifies a character. In addition, an identifier (form) indicating the form that the character can take is stored, and for each form that the character can take, the character's attributes (attributes), upper limit of level (maximum level), upper limit of luck (maximum luck), upper limit of HP (hit points) (maximum HP), upper limit of attack power (maximum attack power), and upper limit of speed (maximum speed) are associated and stored. As shown in FIG. 4, when a character transitions from one form to another, the attributes, maximum level, etc. may also change in accordance with the transition of the form.

[0029] The owned character management DB 100b manages characters owned by a player. The owned character management DB 100b stores an identifier (player ID) that uniquely identifies a player who owns a character, an identifier (character ID) that uniquely identifies a character, parameters of the character's first state (form, level, luck (luck), HP, attack power, speed, etc.), and parameters of the character's second state (form, level, luck (luck), HP, attack power, speed, etc.), all associated with each other. Note that a row with "-" in the parameters of the second state indicates that the character has not transitioned to the second state. Returning to FIG. 3, the explanation will be continued.

[0030] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a reception unit 111, a setting unit 112, an execution unit 113, and a display control unit 114.

[0031] The receiving unit 111 receives a designation of a predetermined character to be set to the second state from among a plurality of characters owned by the player.

[0032] Before the quest starts, the setting unit 112 (first setting unit) sets the predetermined character received by the reception unit 111 from the first state to the second state. Furthermore, the setting unit 112 (second setting unit) sets the predetermined character from the second state to the first state when a termination condition is satisfied.

[0033] The execution unit 113 executes the quest using the predetermined character set to the second state by the setting unit 112 (the predetermined character in the second state).

[0034] The display control unit 114 causes the player's terminal 20 to display a screen or the like for accepting designation of a predetermined character to be set to the second state from among a plurality of characters owned by the player.

[0035] (Terminal) FIG. 5 is a diagram showing an example of the functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0036] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes character image data, game scenarios, and the like.

[0037] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .

[0038] The UI unit 202 has a function to process various inputs from the player and to display various game screens on the display. The UI unit 202 also displays game screens on the output device 15 (display) of the terminal 20 in accordance with instructions from the game server 10.

[0039] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring, from the game server 10, various information (icon image data, text data, etc.) for drawing on the game screen.

[0040] With regard to the functional block configuration described above, all or part of the reception unit 111, setting unit 112, execution unit 113, and display control unit 114 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20.

[0041] <Processing Procedure> 7 is a diagram showing an example of a processing procedure performed by the game server 10. The reception unit 111 receives a selection of a quest to be played from the player (S10). Next, the reception unit 111 receives from the player a designation of a character to be set to the second state (hereinafter referred to as a "setting target character" and a "predetermined character") from among a plurality of characters owned by the player (S11).

[0042] Next, the reception unit 111 further receives from the player a designation of a second state to be set for the setting target character (S12). The designation of the second state, more specifically, means the designation of parameters of the second state (parameters related to the second state).

[0043] For example, when the "form" of the parameters of the character to be set is form A, the reception unit 111 may receive a selection of any one of form B, form C, and form D as the form of the second state to be set for the character to be set. This allows the player to specify the second state they want to try, and therefore makes it possible to check the strength of the character in various second states.

[0044] The receiving unit 111 may be able to receive, as parameters of the second state, designations such as form (form A, B, C, etc.), level (any level from 1 to the maximum level), and luck (any luck from 1 to the maximum luck). This allows, for example, a player to specify a level to check the strength of a character in a quest that cannot be played unless a character of a specific level is included in the deck.

[0045] Also, the processing procedure of step S12 may be skipped. In this case, the game server 10 may determine the parameters of the second state to be set for the setting target character.

[0046] Next, before the start of the quest, the setting unit 112 (first setting unit) sets the setting target character, which is in the first state, to the second state accepted in the processing procedure of step S12 (S13). At this time, the setting unit 112 (first setting unit) may set the setting target character from the first state to the second state without consuming material objects (material objects that should be consumed) required to set the character from the first state to the second state. This allows the player to play the quest using the character in the second state without worrying about consuming material objects.

[0047] When the setting process by the setting unit 112 is completed, the execution unit 113 executes the quest with the deck including the character set to the second state (S14).

[0048] Next, when the termination condition (condition for terminating the state in which the setting target character is set to the second condition) is satisfied, the setting unit 112 (second setting unit) returns the setting target character from the second state to the first state (S15).

[0049] (Regarding the setting of the character) The accepting unit 111 may accept the designation of a character to be set from among a plurality of characters owned by the player that satisfy a predetermined condition. Alternatively, the accepting unit 111 may not accept the designation of a character that does not satisfy the predetermined condition as a character to be set.

[0050] Here, the predetermined condition may be that the player possesses a material object (object) required to change the character from the first state to the second state. That is, the receiving unit 111 receives a character that can be changed from the first state to the second state by consuming a material object possessed by the player, from among a plurality of characters owned by the player. (i.e., characters that satisfy a predetermined condition) may be selected as the character to be set.

[0051] For example, it is assumed that the player already owns character X, character Y, and item A, and character X is in a state where it can be combined with item A (for example, the parameter values satisfy the conditions for combination). Also, it is assumed that character Y is not in a state where it can be combined with item A (for example, the parameter values do not satisfy the conditions for combination). In this case, the receiving unit may receive a designation from the player to set character X to the second state. Furthermore, the display control unit 114 may display only character X of character X and character Y in a selectable manner on the screen that receives the setting target character. This makes it possible to transition to the second state only for characters that meet the conditions necessary for combination.

[0052] Furthermore, the display control unit 114 may be configured to display on the screen, among the multiple characters owned by the player, characters that satisfy a predetermined condition and characters that do not satisfy the predetermined condition in a distinguishable manner. For example, the display control unit 114 may distinguish, among the multiple characters, characters that the player holds a material object (object) required for changing from the first state to the second state and characters that do not satisfy the predetermined condition. The object may be displayed so that it can be distinguished from characters that the player does not own.

[0053] Furthermore, when the player uses a dedicated item, the accepting unit 111 may accept the designation of the character to be set, regardless of whether or not a predetermined condition is satisfied.

[0054] Furthermore, the receiving unit 111 may determine whether or not to accept the designation of a character to be set based on the number of material characters that the player owns and that can be combined with the character to be set, and the relationship between the character to be set and the character to be set. For example, if the player owns character X and a predetermined number or more of material characters that can be combined with character X, the receiving unit 111 may accept the designation of character X as a character to be set. Furthermore, if the player owns fewer than the predetermined number of material characters that can be combined with character X, the receiving unit 111 may not accept the designation of character X as a character to be set.

[0055] (Regarding the second state) When there are multiple options for the parameters of the second state of the character to be set, the receiving unit 111 may receive designation of parameters from among parameters that can be changed by combining material objects possessed by the player. For example, it is assumed that combining the character to be set with material object X can change the character to form B, and combining the character to be set with material object Y can change the character to form C. It is also assumed that the player does not possess material object X, but does possess material object Y. In this case, the receiving unit 111 may be configured to accept only form C as a parameter related to the second state to be set for the character to be set. In this case, the display control unit 114 may display selectable parameters on the screen in an identifiable manner (unselectable parameters may be displayed in gray, for example).

[0056] Furthermore, the reception unit 111 may present to the player a second state that is recommended to be set for the setting target character based on the relationship between the character included in the deck used for the quest and the setting target character. For example, if the deck used for the quest includes the setting target character and another character, the reception unit 111 may recommend an attribute that is the same as the attribute (fire attribute) of the other character (for example, fire attribute) or a different attribute (for example, water attribute) as a parameter of the second state that is recommended to be set for the setting target character. This makes it possible to recommend to the player a second state to be set for the setting target character based on the other characters that make up the deck.

[0057] Furthermore, when some parameters (such as "form") of a predetermined number or more of the characters included in the deck remain at their initial values, the reception unit 111 may not present the player with the second state that is recommended for the setting target character. This is because, for example, it is possible that the player intentionally builds a deck with weak characters in order to play a quest that cannot be played unless the forms of each character included in the deck are at or below a predetermined level.

[0058] Furthermore, the reception unit 111 may present to the player a second state that is recommended to be set for the character to be set, based on the compatibility with the quest selected by the player in the processing procedure of step S10 (e.g., ease of clearing the quest). For example, if the quest selected by the player is compatible with a character with a water attribute (e.g., if a character with a water attribute is included in the deck, the quest will be easier to clear), the reception unit 111 may present "water attribute" as a parameter of the second state that is recommended to be set for the character to be set.

[0059] Furthermore, the parameters of the second state may include a plurality of forms (form A, form B, form C, etc.), and the receiving unit 111 may present to the player, among the plurality of forms, a form that has not been set to the setting target character in the past, as a second state that is recommended to be set for the setting target character. For example, suppose that the player has never caused character X to transition to form C. In this case, when the player designates character X as the setting target character, the receiving unit 111 may recommend to the player that character X be transitioned to form B.

[0060] Furthermore, when the player plays a quest specifying one of multiple forms of the character to be set as a parameter of the second state, and there is a form that the character has never transitioned to, the receiving unit 111 may present the form that has never been transitioned to as a second state that is recommended for the character to be set to the next time the player plays the quest. This allows the player to try multiple forms consecutively. At this time, the display control unit 114 may display on the screen a message recommending the player to try the form that has never been transitioned to in the same quest or with the same deck composition.

[0061] Furthermore, the receiving unit 111 may receive a designation of a quest to be executed from the player, and the setting unit 112 (first setting unit) may determine the second state of the character to be set based on the quest received from the player. For example, assume that there is a quest that can only be played with a deck composed of characters below level 50. If the player selects this quest as the quest to be played and the deck contains characters at level 50 or higher, the setting unit 112 may set the levels of the characters at level 50 or higher to a level below 50 (for example, level 49). This allows the player to play the quest using characters that have been automatically set to the second state corresponding to the quest they wish to complete.

[0062] Furthermore, the reception unit 111 may be configured to receive a selection of a setting target character from among the characters included in a deck used in a quest and set to the first state (for example, characters that have never been combined). For example, assume that a deck is composed of character X, character Y, and character Z, and character Y and character Z have never been combined. In this case, the reception unit 111 may be configured to receive a selection of a setting target character from character Y and character Z among character X, character Y, and character Z.

[0063] (Regarding termination conditions) The setting unit 112 (second setting unit) may set the setting target character from the second state to the first state if the player clears the quest as a termination condition, and may not set the setting target character from the second state to the first state if the player does not (could not) clear the quest. In this case, the setting unit 112 (second setting unit) may keep the setting target character in the second state until the player clears the quest. If the player is unable to clear the quest, it is highly likely that the player has not been able to fully try out the character that has been set to the second state. Therefore, by not setting the setting target character from the second state to the first state if the player has not cleared the quest, the player can fully try out the character that has been set to the second state.

[0064] Note that the setting unit 112 (second setting unit) may change the setting target character to a second state with different parameters if the player does not (could not) complete the quest. For example, if the player is unable to complete the quest with character X in form B, the setting unit 112 (second setting unit) may change the form of character X to form C. Since it is conceivable that the character form and the quest are not compatible when the player is unable to complete the quest, the player may be able to try out the quest with characters in various second states.

[0065] (Other supplementary information) The reception unit 111 may limit the number of times that designation of a character as a setting target character can be accepted for each character. Furthermore, the reception unit 111 may limit the number of times that designation of a character as a setting target character can be accepted according to the number of "forms" that each character can take. For example, assume that the number of forms that character X can take is three, namely, form A, form B, and form C, and the number of forms that character Y can take is four, namely, form A, form B, form C, and form D. Furthermore, assume that form A is the initial state of the character (the form before transition). In this case, the reception unit 111 may limit the number of times that character X can be tried up to two times (the number of times that form B and form C can be tried once each) and the number of times that character Y can be tried up to three times (the number of times that form B, form C, and form D can be tried once each). Furthermore, the number of times that each form can be tried may be limited.

[0066] In the game, a character may be able to activate a skill if a predetermined activation condition is met while a quest is being performed. For example, if a single attack inflicts a predetermined amount of damage or more on an enemy, skill X (e.g., increasing the defensive power by 50% for a certain period of time after the player activates the skill) may be activated. In this case, the execution unit 113 may enable a setting target character set to the second state to activate a skill while a quest is being performed, regardless of whether the predetermined activation condition is met. For example, if a player defeats a boss character without using a skill, it is expected that the player will not be able to fully test the abilities of the setting target character in the second state. However, by enabling a skill to be activated at any time regardless of the predetermined activation condition, the player can fully test the abilities of the setting target character in the second state.

[0067] In this game, when a player clears a quest, it may be possible to obtain any object including a material object. Furthermore, when the player clears a quest and obtains a material object, and it becomes possible to actually combine characters (characters selected as setting target characters), the display control unit 114 may display a message recommending combination on the screen of the terminal 20.

[0068] In addition, when the player actually consumes the material object to transition the character from the first state to the second state (i.e., when synthesis is actually performed), the setting unit 112 (second setting unit) ends the processing without returning from the second state to the first state.

[0069] <Screen display example> FIG. 7 is a diagram showing an example of a screen display. Screen A100 shows an example of a screen for selecting a character to be set. In the example of screen A100, characters C100, C101, and C102 are displayed as characters to be set that can be specified. When a player selects one of the characters and presses button B100, the screen transitions to screen A200. Screen A200 shows an example of a screen for accepting parameter specification. Form specification button D200 is a button for specifying the form of the second state. Level specification slider D201 is a slider for specifying the level of the second state. Level specification slider D201 indicates that the current level of the character is 70, and that the player can change the level of the second state to any level between 1 and 99 by moving the slider. When button B200 is pressed, a quest is started by the character to be set whose parameters have been changed using the form specification button D200 and level specification slider D201.

[0070] <Summary> According to the embodiment described above, the game server 10 changes the character selected by the player from the first state to the second state, and returns the character to the first state after the quest ends. Furthermore, the game server 10 changes the character selected by the player from the first state to the second state without consuming material objects. This allows the player to play the game with a character that has been changed to a combined state without consuming material objects.

[0071] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The flowcharts, sequences, elements included in the embodiments, as well as their arrangements, materials, conditions, shapes, sizes, etc., are not limited to those exemplified and may be modified as appropriate.

[0072] <Additional Notes> <Appendix 1> a reception unit that receives a designation of a predetermined character from among a plurality of characters owned by a player; a first setting unit that sets the predetermined character from a first state to a second state before a quest is started; an execution unit that executes the quest using the predetermined character in the second state; a second setting unit that sets the predetermined character from the second state to the first state when a termination condition is satisfied; An information processing device having the above.

[0073] According to Supplementary Note 1, it is possible to provide a technique that enables a game to be played with a character that has been changed to a post-combination state.

[0074] <Appendix 2> the accepting unit accepts designation of the predetermined character from among the plurality of characters that satisfy a predetermined condition; 2. The information processing device according to claim 1.

[0075] According to Supplementary Note 2, it becomes possible to control whether or not to accept the designation of a predetermined character depending on whether or not the possession condition is satisfied.

[0076] <Appendix 3> the predetermined condition is that the player holds an object required to change the character from the first state to the second state; the receiving unit receives designation of the predetermined character from among the plurality of characters that can be set from the first state to the second state by consuming an object held by the player; 3. The information processing device according to claim 2.

[0077] According to Supplementary Note 3, it becomes possible to transition to the second state only for characters that the player possesses an object required to set the first state to the second state.

[0078] <Appendix 4> the receiving unit further receives, from the player, designation of parameters related to the second state to be set for the predetermined character. 4. The information processing device according to any one of claims 1 to 3.

[0079] According to Appendix 4, the player can specify the parameters of the second state that he or she wants to try, making it possible to check the strength of the character in various second states.

[0080] <Appendix 5> the reception unit presents to the player the second state, which is a recommended setting for the predetermined character, based on a relationship between a character included in a deck used in the quest and the predetermined character; 5. The information processing device according to claim 4.

[0081] According to Supplementary Note 5, the player can specify parameters relating to the second state to be set for the predetermined character and play the quest.

[0082] <Appendix 6> the second state includes a plurality of forms; the reception unit presents to the player, among the plurality of forms, a form that has not been set to the predetermined character in the past, as the second state that is recommended to be set to the predetermined character; 6. The information processing device according to any one of Supplementary Notes 1 to 5.

[0083] According to Supplementary Note 6, when there are a plurality of second states that can be set for a predetermined character, the player can set each of the plurality of second forms for the character and play the quest.

[0084] <Appendix 7> the reception unit receives a designation of a quest to be executed from the player; the first setting unit determines the second state based on the quest accepted from the player; 7. The information processing device according to any one of Supplementary Notes 1 to 6.

[0085] According to Supplementary Note 7, the player can play a quest using a character whose second state is automatically set based on the quest that the player wishes to play.

[0086] <Appendix 8> the reception unit receives a selection of the predetermined character from among the plurality of characters that are included in a deck used for the quest and that are set to the first state; An information processing device according to any one of Supplementary Notes 1 to 7.

[0087] According to Supplementary Note 8, the player can select a predetermined character from among the characters in the first state.

[0088] <Appendix 9> the first setting unit sets the predetermined character from the first state to the second state without consuming an object required when setting the character from the first state to the second state; An information processing device according to any one of appendices 1 to 8.

[0089] According to Appendix 9, the player can set a character in a first state to a second state and play a quest without consuming an object.

[0090] <Appendix 10> The second setting unit is When the player completes the quest as the ending condition, the predetermined character is set from the second state to the first state; If the player does not complete the quest, the predetermined character is not set from the second state to the first state. 10. The information processing device according to any one of Supplementary Notes 1 to 9.

[0091] According to Appendix 10, the player can play quests using the character in the second state without worrying about consuming objects.

[0092] <Appendix 11> A step of accepting designation of a predetermined character from among a plurality of characters owned by a player; before the quest is started, setting the predetermined character from a first state to a second state; executing the quest using the predetermined character in the second state; setting the predetermined character from the second state to the first state when a termination condition is satisfied; An information processing method executed by an information processing device, comprising:

[0093] According to Supplementary Note 11, it is possible to provide a technique that enables a game to be played with a character that has been changed to a post-combination state.

[0094] <Appendix 12> A step of accepting designation of a predetermined character from among a plurality of characters owned by a player; before the quest is started, setting the predetermined character from a first state to a second state; executing the quest using the predetermined character in the second state; setting the predetermined character from the second state to the first state when a termination condition is satisfied; A program that causes a computer to execute the following.

[0095] According to Supplementary Note 12, it is possible to provide a technique that enables a game to be played with a character that has been changed to a post-combination state. [Explanation of symbols]

[0096] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...character setting DB, 100b...owned character management DB, 110...game control unit, 111...reception unit, 112...setting unit, 113...execution unit, 114...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit

Claims

[Claim 1] a reception unit that receives a designation of a predetermined character from among a plurality of characters owned by a player; a first setting unit that sets the predetermined character from a first state to a second state before a quest is started; an execution unit that executes the quest using the predetermined character in the second state; a second setting unit that sets the predetermined character from the second state to the first state when a termination condition is satisfied; An information processing device having the above.

Citation Information

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