Information processor and program

The information processing device addresses team organization challenges in multiplayer cooperative games by changing overlapping character attributes, ensuring efficient team formation and player satisfaction through attribute adjustments and rewards.

JP2025120288APending Publication Date: 2025-08-15SEGA CORP
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
JP2025093830
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-05
Publication Date
2025-08-15

AI Technical Summary

Technical Problem

In multiplayer cooperative games, players face challenges in organizing teams due to overlapping character attributes, leading to inefficiencies and repeated rematches.

Method used

An information processing device with setting, organizing, and control means that allows players to select candidate characters, automatically or with permission, and changes characters with overlapping attributes to those with different attributes, offering rewards for cooperation.

Benefits of technology

Efficiently organizes teams suitable for cooperative play, enhancing player satisfaction and motivation through character changes and rewards, reducing the need for repeated matching.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025120288000001_ABST
    Figure 2025120288000001_ABST
Patent Text Reader

Abstract

To efficiently form a team suitable for a cooperative play.SOLUTION: An information processor includes: setting means 52 for setting a candidate character utilized in a cooperative game; forming means 56 for forming a team on the basis of a candidate character; and control means 58 for executing a cooperative game by a formed team. The forming means 56 changes one portion of candidate characters having an overlapped attribute to another character having another attribute.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] 2. Description of the Related Art Multiplayer cooperative games in which characters respectively associated with a plurality of players are used have been known.

[0003] In this regard, Patent Document 1 discloses a matching technology for forming groups for playing a cooperative game (joint battle game) according to the locations of the terminals of the host player and guest player. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2018-15600 A Summary of the Invention [Problem to be solved by the invention]

[0005] In such cooperative games, players want to organize their own characters into teams, but the attributes (e.g., occupations) of the characters in the team may overlap, which can hinder the cooperative game. In this case, each player must rematch, which creates the problem of time and effort required to organize a team.

[0006] The present invention has been made in view of the above-mentioned problems, and an object of the present invention is to provide an information processing device and a program that can efficiently organize a team suitable for cooperative play. [Means for solving the problem]

[0007] In order to solve the above problem, an information processing device according to a first aspect of the present invention is an information processing device that executes a multiplayer cooperative game using characters having attributes, and is equipped with: a setting means that sets candidate characters to be used in the cooperative game from a plurality of characters associated with a player in response to instructions from the player; an organizing means that organizes a team based on the candidate characters; and a control means that executes the cooperative game using the organized team, and when the attributes of the candidate characters to be organized into the team overlap, the organizing means changes some of the candidate characters having the overlapping attributes to other characters having other attributes.

[0008] In a second aspect of the present invention, the other character is a character associated with the player who set the candidate character before the change.

[0009] In addition, in a third aspect of the present invention, the control means presents to the player who has set a candidate character having the overlapping attributes whether or not to allow the candidate character to be changed to the other character, and when the presented player responds by agreeing to the change, the organizing means changes the candidate character to the other character.

[0010] In a fourth aspect of the present invention, the control means allows the player who has consented to the change to the other character to obtain a reward.

[0011] In addition, in a fifth aspect of the present invention, when the attributes of the candidate characters to be organized into the team overlap, the organizing means automatically changes some of the candidate characters having the overlapping attributes to other characters having other attributes, and the control means allows the player who has been changed to the other character to obtain a reward.

[0012] In a sixth aspect of the present invention, the reward is a reward for raising the other character.

[0013] In addition, in a seventh aspect of the present invention, the reward is a reward for raising the candidate character before the change.

[0014] In an eighth aspect of the present invention, the organizing means does not change some of the candidate characters having the overlapping attributes to the other characters when the difficulty level of the cooperative game is equal to or lower than a predetermined value.

[0015] In addition, in a ninth aspect of the present invention, when the number of candidate characters having the overlapping attributes is equal to or greater than a predetermined number, the organizing means changes some of the candidate characters having the overlapping attributes to the other characters.

[0016] Furthermore, a program according to a tenth aspect of the present invention is a program for executing a multiplayer cooperative game using characters with attributes, which causes a computer to function as: a setting means for setting candidate characters to be used in the cooperative game from a plurality of characters associated with a player in response to instructions from the player; an organizing means for organizing a team based on the candidate characters; and a control means for executing the cooperative game using the organized team; and when the attributes of the candidate characters to be organized into the team overlap, the organizing means changes some of the candidate characters having the overlapping attributes to other characters having different attributes. [Effects of the Invention]

[0017] According to the present invention, a team suitable for cooperative play can be efficiently organized. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system including an information processing device (computer) according to the present embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3]FIG. 2 is a block diagram illustrating an example of a hardware configuration of a terminal device. [Figure 4] FIG. 2 is a block diagram schematically illustrating an example of a functional configuration (functional means) of a server device. [Figure 5] 10 is a flowchart showing an example (specific example 1) of the flow of processing related to quest execution. [Figure 6] FIG. 10 is an explanatory diagram showing an example of a matching screen displayed on a touch panel of a terminal device of a host player. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a character change screen displayed on a touch panel of a terminal device of a guest player. [Figure 8] 10 is a flowchart showing an example (specific example 2) of the flow of processing related to quest execution. [Figure 9] FIG. 10 is an explanatory diagram showing an example of a character automatic change screen displayed on a touch panel of a terminal device of a guest player. DETAILED DESCRIPTION OF THE INVENTION

[0019] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0020] ---This embodiment--- First, a game system including an information processing device according to this embodiment of the present invention will be described. The information processing device according to this embodiment will be described as a server device, but the information processing device may be an information processing device other than a server device, such as a game device, a mobile phone, a tablet, or a personal computer.

[0021] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 including an information processing device (computer) according to this embodiment.

[0022] 1, the game system 1 is a system that provides a game to one or more players. The game system 1 includes a server device 10 as an information processing device according to this embodiment, and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as an intranet or the Internet.

[0023] The server device 10 is an information processing device that provides a game obtained by executing a game program 14, or the game program 14 itself, to each terminal device 12 via a communication network NT. In this embodiment, the server device 10 executes the game program 14 and transmits and outputs the execution results (image data, audio data, etc.) to each terminal device 12, thereby providing the game to each terminal device 12. Note that the game program 14 may be executed by the terminal devices 12 and the server device 10 in cooperation with each other.

[0024] Each terminal device 12 is an information processing device owned by a player, and provides a game to the player by outputting the execution result of the game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game consoles, portable game consoles, arcade game machines, smartphones, tablets, and personal computers. Each terminal device 12 is connectable to the server device 10 via the communication network NT. Note that each terminal device 12 may provide a game to the player by downloading the game program 14 from the server device 10 and executing the game program 14 itself.

[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0027] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0029] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0030] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured from a single information processing device or from multiple information processing devices distributed over a communication network NT. Fig. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other configurations that are generally included in a server.

[0031] FIG. 3 is a block diagram showing an example of the hardware configuration of the terminal device 12. As shown in FIG.

[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0033] The main control unit 30 is connected to a touch panel 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has the function of controlling these connection destinations.

[0034] The touch panel 32 has both a display function for displaying game images and the like and an input function for inputting player operations. In this embodiment, the touch panel 32 is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function.

[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0036] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices connected to the communication network NT.

[0038] The storage unit 40 stores various programs and data, such as the game program 14 and game programs of other games different from the game program 14.

[0039] The speaker 42 has a function of outputting game sounds and the like.

[0040] <Game Overview> The game according to the present embodiment is not particularly limited as long as it is a multiplayer game played using characters with attributes. An example of such a game is a cooperative game (quest) in which characters used by multiple players (hereinafter referred to as "team characters") in a group cooperate to battle an enemy character. Attributes refer to the roles of characters in a team, such as occupations (jobs) and equipment. Examples of occupations include warrior, wizard, and priest. Examples of equipment include daggers, swords, axes, spears, and bows. For example, in this cooperative game, if the attributes of the characters organized in a team overlap (become unbalanced), it becomes difficult to gain an advantage in the battle game. Specifically, if a team consists only of warrior characters, even if the hit points of the team characters are reduced by an attack from an enemy character, there is no priest who can restore the hit points, making it difficult to gain an advantage in the battle game. Similarly, if a team consists only of priest characters, there is no warrior who can significantly reduce the hit points of the enemy character, making it difficult to gain an advantage in the battle game.

[0041] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration (functional means) of the server device 10. As shown in FIG.

[0042] As shown in Fig. 4, the server device 10 includes a storage means 50, a setting means 52, a creation means 54, an organization means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing programs stored in the storage devices 28, etc. Note that all or part of the setting means 52, the creation means 54, the organization means 56, and the control means 58 may be included in the terminal device 12. In this case, the functional means are realized by the main control unit 30 executing programs stored in the storage unit 40 of the terminal device 12.

[0043] The storage means 50 is a functional means for storing player information 50A, character information 50B, quest information 50C, etc. The player information 50A is stored for each player in association with the player's player ID. This player information 50A includes, for example, the player's name and age, owned character information, current stamina value, and friend player information. The owned character information includes information about multiple characters owned by the player, such as the character ID, attributes, and ability parameters (hit points, attack power, defensive power, etc. linked to the level) of each owned character. These attributes include, for example, the above-mentioned occupation, and the player can change (job change) the occupation of each owned character at any time. The ability parameters, for example, hit points, attack power, defensive power, etc., increase as the character's level increases. This level increases based on the experience points, which are parameters for character development, that are granted to the character. The current stamina value is, for example, the value consumed when a player performs a quest as the host player, and is recovered by using paid stones, free stones, etc., or over time. The friend player information includes information that identifies the player and the friend players who have registered them as friends, and includes, for example, the player ID of the friend player. The player information 50A may be stored in a server device other than the server device 10.

[0044] Character information 50B is stored for each character in association with the character ID of that character. This character information 50B includes, for example, the character's name, image, rarity, and initial and maximum values of ability parameters (e.g., hit points, attack power, defense power, etc. at level 1) and ability parameters (e.g., hit points, attack power, defense power, etc. at level 100).

[0045] Quest information 50C is stored for each quest in association with the quest ID of that quest. This quest information 50C includes, for example, the name of the quest (cooperative game), enemy character information, difficulty level, and stamina consumption value. The enemy character information includes, for example, ability parameters and experience points in association with the character ID of the enemy character. Experience points are values that are granted to team characters used in the quest when an enemy character is defeated. Difficulty level is a value that indicates the difficulty of clearing the quest. For example, the higher the difficulty level, the more difficult it is to clear. The stamina consumption value is a value that is consumed from the player's current stamina value when the player performs a quest as the host player, for example.

[0046] The setting means 52 is a functional means for setting candidate characters to be used in quests from among a plurality of characters associated with a player. In this embodiment, the setting means 52 sets candidate characters to be used in quests from among a plurality of characters owned by the player in advance in response to an instruction (selection) from the player. For example, the setting means 52 sets candidate characters in response to an instruction from the player before a group is created or a team is organized, as described below.

[0047] The creation means 54 is a functional means for creating a group made up of multiple players. In other words, the creation means 54 is a functional means for matching multiple players. In this embodiment, the creation means 54 recruits one or more guest players in response to an instruction from the host player to execute a quest, and creates a group made up of the host player and the recruited guest players. These guest players may be recruited, for example, from friend players of the host player, or may be randomly recruited from players other than friend players.

[0048] The organizing means 56 is a functional means for organizing a team to which a plurality of characters belong. In this embodiment, the organizing means 56 organizes a team based on the candidate characters of each player who constitutes the group. Specifically, when the candidate characters to be organized into a team have overlapping attributes, the organizing means 56 changes some of the candidate characters having the overlapping attributes to other characters having different attributes (hereinafter referred to as "changed characters"). This changed character is another character owned by the player who set the candidate character before the change.

[0049] Furthermore, when a player who has set a candidate character having an overlapping attribute responds by agreeing to change the candidate character to another character (change character) having a different attribute, the organizing means 56 changes the candidate character to the other character. Furthermore, when the difficulty level of the quest is equal to or lower than a predetermined value (e.g., 5 or lower), the organizing means 56 does not change some of the candidate characters having the overlapping attribute to other characters having a different attribute. Furthermore, when the number of candidate characters having overlapping attributes is equal to or higher than a predetermined number (e.g., 2 or more), the organizing means 56 changes some of the candidate characters having the overlapping attribute to other characters having a different attribute.

[0050] The control means 58 is a functional means for controlling the entire game and is primarily a functional means for executing quests. In this embodiment, the control means 58 executes quests using teams formed by characters owned by multiple players. The control means 58 also prompts a player who has set a candidate character with overlapping attributes to decide whether or not to allow the candidate character to be changed to another character with a different attribute. The control means 58 also allows a player who has allowed the candidate character set as a character to be used in a quest to be changed to another character to receive a change reward. Examples of the change reward include items, points, experience points to be granted to the character, and characters. Here, when the control means 58 grants experience points as a change reward, it can grant them to the changed character or the candidate character before the change. When granting a character as a change reward, it is preferable that the character have the same attributes as the other character or the same attributes as the candidate character before the change.

[0051] <Processing flow for quest execution> (Example 1) 5 is a flowchart showing an example (specific example 1) of the processing flow related to quest execution. The processing of the following steps is started, for example, when the host player issues an instruction to execute a certain quest. The order and content of the following steps can be changed as appropriate.

[0052] (Step SP10) The creation means 54 creates a group consisting of multiple players. Specifically, the creation means 54 creates a group by matching a host player who has issued an instruction to execute a quest with one or more guest players. Here, the control means 58 generates a matching screen to be presented to each player matched to the group during group creation. Next, the control means 58 transmits the generated screen data to the terminal device 12. Next, the terminal device 12 receives the screen data from the server device 10. In response to this, the touch panel 32 of the terminal device 12 displays the matching screen based on the received screen data.

[0053] FIG. 6 is an explanatory diagram showing an example of a matching screen 100 displayed on the touch panel 32 of the terminal device 12 of the host player.

[0054] As shown in FIG. 6, the matching screen 100 is provided with a matching information area 102, a decline button 104, and an execute button 106. The matching information area 102 contains information such as the names of each matched player, information indicating candidate characters set by the players, and information that guest players are being recruited. The decline button 104 and the execute button 106 are buttons that are pressed by the host player to whom the matching screen 100 is presented to accept instructions from the host player. The decline button 104 is a button for declining to execute a quest in a group being created. The execute button 106 is a button for executing a quest in a created group. Note that the execute button 106 is presented only to the host player.

[0055] Returning to FIG. 5, the process proceeds to step SP12.

[0056] (Step SP12) The organizing means 56 refers to the player information 50A and acquires the attributes of each of the candidate characters set by each player constituting the group matched in step SP10. Next, the organizing means 56 determines whether or not the number of candidate characters having overlapping attributes is a predetermined number or more (for example, two or more). If the determination is affirmative, the process proceeds to step SP14. On the other hand, if the determination is negative, the process proceeds to step SP18.

[0057] (Step SP14) The control means 58 generates a character change screen for changing some of the candidate characters having overlapping attributes to other characters having different attributes. In this embodiment, the control means 58 generates screen data for prompting the guest player who joined the group (was matched) last, among the guest players who set candidate characters having overlapping attributes, to change their characters. The control means 58 then transmits the generated screen data to the terminal device 12. The terminal device 12 then receives the screen data from the server device 10. In response to this, the touch panel 32 of the terminal device 12 displays the character change screen based on the received screen data.

[0058] FIG. 7 is an explanatory diagram showing an example of a character change screen 200 displayed on the touch panel 32 of the terminal device 12 of the guest player.

[0059] As shown in FIG. 7 , the character change screen 200 has an overlapping information area 202, a change button 204, and a decline button 206. The overlapping information area 202 contains information indicating that the attributes of a candidate character set by a guest player to whom the character change screen 200 is presented overlap with the attributes of a candidate character set by another player, information prompting the guest player to change the candidate character, and the like. The change button 204 and the decline button 206 are buttons for accepting instructions from a guest player to whom the character change screen 200 is presented, when pressed by the guest player. The change button 204 is a button for allowing the presented player to change the candidate character. The decline button 206 is a button for allowing the presented guest player to decline changing the candidate character. Note that when a guest player presses the decline button 206, the guest player may leave the group being created.

[0060] Returning to FIG. 5, the process proceeds to step SP16.

[0061] (Step SP16) The organizing means 56 receives an operation (response) from the guest player to whom the character change screen is presented, pressing the change button 204, on the touch panel 32 of the terminal device 12 on which the character change screen is displayed. Next, the control means 58 presents to the guest player characters owned by the guest player that have attributes different from the attributes of the set candidate character, and receives selection of another character (change character) to be used in the quest from among the characters. Then, the processing proceeds to the processing of step SP18.

[0062] (Step SP18) The control means 58 allows the guest player who agreed to change the candidate character with overlapping attributes to another character (change character) in step SP16 to receive a change reward. For example, the control means 58 doubles the experience points given to the change character by clearing the quest. Then, the process proceeds to step SP20.

[0063] (Step SP20) The organizing means 56 organizes a team including the change character selected in step SP16. Specifically, the organizing means 56 organizes a team to which the change character selected by the guest player (e.g., player B) to whom the character change screen was presented in step SP14 belongs, and the candidate characters set by other players in the same group as the guest player belong. Then, the processing proceeds to step SP24.

[0064] (Step SP22) The organizing means 56 organizes a team to which the candidate characters set by each player in the group belong, and then the process proceeds to step SP24.

[0065] (Step SP24) When the host player presses the execute button, the control means 58 executes a quest by the organized team. Specifically, the control means 58 executes a game in which the characters belonging to the team (team characters) compete against each other using the ability parameters of each character and the ability parameters of the enemy character. Then, the process proceeds to step SP26.

[0066] (Step SP26) When the team clears the quest, the control means 58 grants experience points to the team characters. Specifically, the control means 58 references the experience points included in the enemy character information in the quest information 50C and grants the experience points to each of the team characters. Furthermore, for example, if the control means 58 determines in step SP18 that the experience points to be granted to the change character are to be doubled, the control means 58 doubles the experience points to be granted to the change character among the team characters. Then, the series of processes shown in FIG. 5 ends.

[0067] (Example 2) In the above-described specific example 1, the character change screen is presented in step SP14 and permission is received from the player. However, the organizing means 56 may automatically change the candidate characters without receiving permission from the player. In this case, the setting means 52 pre-sets a first candidate character and a second candidate character as candidate characters to be used in quests from among a plurality of characters owned by the player. Here, the setting means 52 sets the first candidate character and the second candidate character to have different attributes.

[0068] FIG. 8 is a flowchart showing an example (specific example 2) of the flow of processing related to quest execution.

[0069] (Step SP30) The process in step SP30 is the same as the process in step SP10 described above, so a description thereof will be omitted. Then, the process proceeds to the process in step SP32.

[0070] (Step SP32) The organization means 56 refers to the player information 50A and acquires the attributes of each of the first candidate characters set by each player constituting the group matched in step SP30. Next, the organization means 56 determines whether or not the number of first candidate characters having overlapping attributes is a predetermined number or more (e.g., three or more). If the determination is affirmative, the process proceeds to step SP34. On the other hand, if the determination is negative, the process proceeds to step SP40.

[0071] (Step SP34) The organizing means 56 automatically changes some of the first candidate characters having overlapping attributes to other characters (changed characters) having different attributes, thereby organizing a team. For example, the organizing means 56 automatically changes the first candidate character of the guest player who joined the group (matched) last among the guest players who set first candidate characters having overlapping attributes. Specifically, if the attribute of the first candidate character set by a guest player who joined the group overlaps with the attribute of a first candidate character set by another player who joined the group before the guest player, the organizing means 56 automatically changes the first candidate character set by the guest player to the second candidate character set by the guest player, thereby organizing a team. Then, the processing proceeds to step SP36.

[0072] (Step SP36) The control means 58 generates a character automatic change screen for notifying the player that the character to be organized into the team has been automatically changed from the first candidate character to the second candidate character. In this embodiment, the control means 58 generates screen data for notifying the guest player, whose character has been automatically changed from the first candidate character to the second candidate character in step SP34, of the automatic change. Next, the control means 58 transmits the generated screen data to the terminal device 12. Next, the terminal device 12 receives the screen data from the server device 10. In response to this, the touch panel 32 of the terminal device 12 displays the character automatic change screen based on the received screen data.

[0073] FIG. 9 is an explanatory diagram showing an example of the character automatic change screen 300 displayed on the touch panel 32 of the terminal device 12 of the guest player.

[0074] 9, the character automatic change screen 300 has an automatic change information area 302. The automatic change information area 302 describes information indicating that the attributes of the first candidate character set by the guest player to whom the character automatic change screen 300 is presented overlap with the attributes of first candidate characters set by another player, information indicating that the first candidate character has been automatically changed to a second candidate character, and the like.

[0075] Returning to FIG. 8, the process proceeds to step SP38.

[0076] (Step SP38) The control means 58 causes the guest player whose character to be organized into the team was automatically changed from the first candidate character to the second candidate character in step SP34 to acquire a change reward. For example, the control means 58 causes the experience points granted by clearing a quest to be granted to the automatically changed first candidate character (not a team character). Then, the processing proceeds to step SP42.

[0077] (Step SP40) The organizing means 56 organizes a team to which the first candidate characters set by each player in the group belong, and then the process proceeds to step SP42.

[0078] (Step SP42) The process in step SP42 is the same as the process in step SP24 described above, and therefore a description thereof will be omitted.Then, the process proceeds to step SP44.

[0079] (Step SP44) When the team clears the quest, the control means 58 grants experience points to the team characters. Furthermore, if the control means 58 decides to grant experience points to the first candidate character (not a team character) that was automatically changed in step SP38, for example, the control means 58 grants the experience points to the first candidate character. Then, the process ends the series of processes shown in FIG. 8.

[0080] As described above, in this embodiment, the information processing device executes a multiplayer cooperative game using characters with attributes, and includes setting means 52 which sets candidate characters to be used in the cooperative game from a plurality of characters associated with a player in response to instructions from the player, organizing means 56 which organizes teams based on the candidate characters, and control means 58 which executes the cooperative game using the organized teams, and when the attributes of the candidate characters to be organized into a team overlap, the organizing means 56 changes some of the candidate characters having the overlapping attributes to different characters having different attributes.

[0081] This configuration eliminates the need for repeated matching, allowing teams suited to cooperative play to be efficiently organized.

[0082] In this embodiment, the other character is a character associated with the player who set the candidate character before the change.

[0083] According to this configuration, the character associated with the player who had set the character before the change can be used in the cooperative game, so the cooperative game can be played without making the player feel left out.

[0084] Furthermore, in this embodiment, the control means 58 presents to a player who has set a candidate character with overlapping attributes whether or not they agree to change the candidate character to another character, and when the presented player responds by agreeing to the change, the organizing means 56 changes the candidate character to the other character.

[0085] According to this configuration, the candidate character is changed to another character only after the intention of the player who set the candidate character is confirmed, so the cooperative game can be played with a sense of satisfaction from the player.

[0086] Furthermore, in this embodiment, the control means 58 allows a player who has given permission to change to another character to obtain a reward.

[0087] According to this configuration, a player who has changed the candidate character to another character is given preferential treatment, so the cooperative game can be played with a greater sense of satisfaction for that player.

[0088] Furthermore, in this embodiment, when the attributes of the candidate characters to be organized into a team overlap, the organizing means 56 automatically changes some of the candidate characters having the overlapping attributes to other characters having different attributes, and the control means 58 allows the player whose character has been changed to another character to obtain a reward.

[0089] According to this configuration, the player who automatically changed the candidate character to another character is given preferential treatment, so the cooperative game can be played with a greater sense of satisfaction for that player.

[0090] In this embodiment, the reward is a reward for raising another character.

[0091] According to this configuration, since it is possible to train another character, the player who changed the candidate character to another character can be motivated to train the other character.

[0092] In this embodiment, the reward is a reward for raising the candidate character before it was changed.

[0093] According to this configuration, the candidate character before the change can be trained, so that the player who changed the candidate character to another character can play the cooperative game with a greater sense of satisfaction.

[0094] Furthermore, in this embodiment, when the difficulty level of the cooperative game is equal to or lower than a predetermined value, the organizing means 56 does not change some of the candidate characters having overlapping attributes to different characters.

[0095] According to this configuration, some of the candidate characters are changed to other characters only when overlapping attributes hinder play of the cooperative game, so that a team suitable for the cooperative game can be efficiently organized.

[0096] Furthermore, in this embodiment, when the number of candidate characters having overlapping attributes is equal to or greater than a predetermined number, the organizing means 56 changes some of the candidate characters having the overlapping attributes to different characters.

[0097] According to this configuration, if the number of overlapping attributes is small, some of the candidate characters will not be changed to other characters, so that the cooperative game can be played with a sense of satisfaction from each player in the group.

[0098] ---Variations--- The present invention is not limited to the above-described embodiments. In other words, variations of the above-described embodiments, which are appropriately modified by a person skilled in the art, are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0099] For example, in the above embodiment, the parameter for developing a character is an experience value, but it may be a skill. Also, in the above embodiment, the modification reward is an experience value, but it may be a skill.

[0100] Furthermore, in the above embodiment, it was explained that the control means 58 grants experience points to the candidate character before the change as a reward for the change, but it may also decide whether to grant experience points to either the changed character or the candidate character before the change, depending on a specification from the player.

[0101] In the above embodiment, an example in which permission to change the candidate characters is received from the player (Specific Example 1) and an example in which the candidate characters are automatically changed (Specific Example 2) have been described, but whether or not the acceptance of such permission is required may be determined in advance according to a designation by the player. For example, if the player determines that the acceptance of such permission is not required, the organizing means 56 automatically changes the candidate characters.

[0102] In the above embodiment, the setting means 52 sets a first candidate character and a second candidate character in the example where the candidate characters are automatically changed (Specific Example 2), but multiple candidate characters may also be set in the example where permission to change the candidate characters is received from the player (Specific Example 1). This reduces the effort required for the player to select a character to use in a quest from among the characters they own when forming a team.

[0103] Furthermore, in the above embodiment, the organizing means 56 has been described as changing the candidate characters set by the guest player, but it may also be configured to change the candidate characters set by the host player. Furthermore, the organizing means 56 may change one of the candidate characters with overlapping attributes to another character with a different attribute in response to an instruction from the host player. In this case, the host player may change the candidate character set by himself / herself to another character with a different attribute.

[0104] In the above embodiment, when the number of candidate characters having overlapping attributes is equal to or greater than a predetermined number, the candidate character set by the guest player who joined the group most recently is changed. However, this is not limited to this. For example, the character to be changed from among the candidate characters having overlapping attributes may be determined based on the level (strength) and rarity (degree of scarcity) of each of the candidate characters. The candidate character to be changed may be the character with the lowest level, the character with the highest level, the character with the lowest rarity, the character with the highest rarity, etc.

[0105] In the above embodiment, the control means 58 presents characters owned by the player that have attributes different from those of the set candidate character in step SP16. However, the control means 58 may present (suggest) characters owned by the player that are recommended for change. For example, characters recommended for change may be characters that have attributes different from those of the set candidate character and that have been used in a team that has previously cleared the same quest, or characters that are high-level among the characters owned by the player. In this case, the control means 58 may indicate to the player that the characters recommended for change are characters in a team that has previously cleared the same quest, or characters that are high-level among the characters owned by the player. This allows the player, who has been presented with characters recommended for change, to feel convinced. Furthermore, characters recommended for change may be presented based on the player's past usage history of characters owned by the player. Furthermore, the character that is recommended to be changed may be presented by another player in the same group (for example, the host player).

[0106] In the above embodiment, a player uses a character that the player owns in a quest, but the present invention is not limited to this. For example, the character that the player uses in a quest may be a character associated with the player, or may be a character loaned by another player or a game operator.

[0107] In the above embodiment, an example was described in which a guest player leaves the group being created when he or she presses the decline button, but this is not limited to this. For example, when the decline button is pressed, the guest player may remain in the group without changing the candidate character. Here, the control means 58 may award a special reward to each player in the group if the team completes the quest without changing the candidate character. This can favor players who challenge a quest on a disadvantageous team with overlapping attributes, thereby motivating players to play difficult quests. [Explanation of symbols]

[0108] 10...server device (computer), 12...terminal device, 52...setting means, 56...organizing means, 58...control means

Claims

1. An information processing device that executes a multiplayer cooperative game using characters having attributes, a setting means for setting a candidate character to be used in the cooperative game from among a plurality of characters associated with the player in response to an instruction from the player; a team organizing means for organizing a team based on the candidate characters; a control means for executing the cooperative game by the organized team; Equipped with When the attributes of the candidate characters to be organized into the team overlap, the organizing means changes some of the candidate characters having the overlapping attributes to other characters having other attributes. Information processing device.

2. the other character is a character associated with the player who had set the candidate character before the change; The information processing device according to claim 1 .

3. the control means prompts the player who has set a candidate character having the overlapping attribute whether or not to permit changing the candidate character to the different character; the organizing means changes the candidate character to the different character when a response permitting the change is received from the presented player; The information processing device according to claim 2 .

4. the control means allows the player who has accepted the change to the different character to receive a reward. The information processing device according to claim 3 .

5. when the attributes of the candidate characters to be organized into the team overlap, the organizing means automatically changes some of the candidate characters having the overlapping attributes to other characters having other attributes; the control means causes the player who has been changed to the different character to obtain a reward.

3. The information processing device according to claim 1 or 2.

6. The reward is a reward for developing the other character.

6. The information processing device according to claim 4 or 5.

7. The reward is a reward for raising the candidate character before the change.

7. The information processing device according to claim 4.

8. the organizing means does not change some of the candidate characters having the overlapping attributes to the different characters when the difficulty level of the cooperative game is equal to or lower than a predetermined value; The information processing device according to claim 1 .

9. when the number of candidate characters having the overlapping attributes is equal to or greater than a predetermined number, the organizing means changes some of the candidate characters having the overlapping attributes to the different characters; The information processing device according to any one of claims 1 to 8.

10. A program for executing a multiplayer cooperative game using characters with attributes, Computer, a setting means for setting a candidate character to be used in the cooperative game from among a plurality of characters associated with the player in response to an instruction from the player; a team organizing means for organizing a team based on the candidate characters; a control means for executing the cooperative game by the organized team; It functions as When the attributes of the candidate characters to be organized into the team overlap, the organizing means changes some of the candidate characters having the overlapping attributes to other characters having other attributes. program.

Citation Information

Patent Citations

  • Game program, method, and information processor

    JP2018187239A

  • Program and information processing unit

    JP2018015600A