Program, information processing method, and information processing device
The system enhances gameplay by enabling dynamic infection states with multiple stages and time-based changes for objects, addressing the need for engaging gameplay experiences.
Patent Information
- Application Number
- JP2025053521
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-09-10
AI Technical Summary
Existing game systems lack mechanisms to enhance entertainment value by providing dynamic and engaging gameplay experiences through object infection states with multiple stages and time-based changes, which are not adequately addressed by existing technologies.
A system that allows a second player to utilize a first object associated with a first player, where the object's state can change to an infected state with a predetermined probability or under certain conditions, featuring multiple infection stages that evolve over time, affecting appearance, behavior, and gameplay effects.
Enhances gameplay appeal by providing dynamic and engaging experiences through infection states with varying benefits and risks, allowing players to strategically manage infected objects for more enjoyable and challenging gameplay.
Smart Images

Figure 2025133111000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, an information processing method, and an information processing device. [Background technology]
[0002] In recent games, in order to enhance the entertainment value of the game, a function that allows a player to temporarily lend and borrow game data, such as a character operated by the player, to other players has been adopted. For example, Patent Document 1 discloses the idea that a virus can infect a monster through interactions with other players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-129243 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned Patent Document 1, a virus simply infects a monster, giving it an advantageous or disadvantageous effect, and then the effect returns to normal after a certain period of time has passed. However, this specification alone is not sufficient to enhance the entertainment value of the game.
[0005] The present disclosure has been made in light of these circumstances, and aims to enhance the appeal of games and provide a gaming environment that is more enjoyable for players.
[0006] In order to achieve the above object, a first aspect of the present disclosure provides: Computer, a utilization means for allowing a second player to utilize a first object associated with the first player; a state change means for, when the state of the first object is an infected state, changing the state of another second object to the infected state with a predetermined probability or when a predetermined condition is satisfied; The infection state has a plurality of stages, and a stage changing means changes the stage of the infection state according to the passage of time in the game; It is a program that functions as a
[0007] In addition, in the first aspect, the stage change means may change the stages of the infection state over time to include at least a first stage in which the appearance of the object is not changed but a beneficial effect is imparted, a second stage in which the appearance of the object is changed and a beneficial effect is imparted, and a third stage in which the appearance of the object is changed and a detrimental effect is imparted.
[0008] In addition, in the first aspect, the above-mentioned program may further function as a stage suggestion means for changing the conversation or behavior of the infected object according to the stage of the infection state.
[0009] Also, in the first aspect, the state change means may change the state of the second object to the infected state when the first object and the second object in the infected state exist in the same virtual space and with a predetermined probability or when predetermined conditions are satisfied.
[0010] In the first aspect, the stage changing means may lower the stage of the infection state of the first object when the first object in the infection state causes the second object to become infected.
[0011] In the first aspect, the stage changing means may lower the stage of the infection state of the first object when the first object in the infection state dies or becomes unable to fight.
[0012] Also, in the first aspect, the stage change means may adjust the stage of the infection state of the first object when the first object temporarily used by the second player is at a predetermined stage of the infection state.
[0013] In addition, in the first aspect, the stage change means may adjust the stage of the infection state of the first object when the first object, which has been used by the second player and then returned to the first player, is at a predetermined stage of the infection state.
[0014] A second aspect of the present disclosure is 1. A computer-implemented information processing method, comprising: a use step of allowing a second player to use a first object associated with the first player; a state change step of, when the state of the first object is an infected state, changing the state of another second object to the infected state with a predetermined probability or when a predetermined condition is satisfied; the infection state has a plurality of stages, and a stage changing step of changing the stage of the infection state according to the passage of time in the game; The information processing method includes:
[0015] A third aspect of the present disclosure is a utilization means for allowing a second player to utilize a first object associated with the first player; a state change means for, when the state of the first object is an infected state, changing the state of another second object to the infected state with a predetermined probability or when a predetermined condition is satisfied; The infection state has a plurality of stages, and a stage changing means changes the stage of the infection state according to the passage of time in the game; The information processing device is provided with:
[0016] An information processing method and an information processing device according to an embodiment of the present disclosure are also provided as an information processing method or an information processing device corresponding to a program according to an embodiment of the present disclosure. [Effects of the Invention]
[0017] According to the present disclosure, it is possible to enhance the appeal of the game and provide a gaming environment that is more enjoyable for players. [Brief explanation of the drawings]
[0018] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] 1 is a flowchart illustrating an overview of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 5] 10 is a flowchart illustrating an example of the flow of an infection state management process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 6] 10 is a flowchart showing an example of the flow of an infection stage management process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 7] 10 is a flowchart illustrating an example of the flow of an event generation process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 8] FIG. 10 is a diagram for explaining an example of specifications used for managing infection stages in an infection state according to an embodiment of the present disclosure. [Figure 9] FIG. 10 is a diagram illustrating an example of a change in in-game processing in an infection state according to an embodiment of the present disclosure. [Figure 10] FIG. 10 is a diagram illustrating an example of a method for determining the probability that an infection state will become infectious according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0019] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied. This game is, for example, a type of game known as an action RPG (Role Playing Game). In this game, the player repeatedly engages in events set in the game's virtual space and battles enemy NPCs (Non-Player Characters), and aims to develop the character they control (hereinafter referred to as the "player character") and ultimately clear the game. In particular, in this game, the player progresses by fighting and defeating enemy characters placed in the virtual space using weapons and magic (skills).
[0020] Here, we will briefly explain ally characters, one of the distinctive features of this game. In this game, ally characters are a type of so-called NPC (Non-Player Character) that accompany the player's character and participate in battles with enemy characters. In other words, by having a high-performance ally character as an ally, the player can gain an advantage in battles with enemy characters. This game also includes features such as the ability for the player to freely set the gender and appearance of an ally character, the ability to lend an ally character to another player, and the ability to borrow an ally character from another player. However, these features are not essential to this disclosure, and the system can omit some functions or freely add other functions. In the following description, when simply referring to an NPC, it will refer to the ally character described above.
[0021] FIG. 1 is a diagram showing an example of the configuration of this system. As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), or LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include any image such as a "moving image" or a "still image."
[0022] The game device 1 is used by a player who wishes to use this system. The game device 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game device 1 executes various processes required for the game to progress.
[0023] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. While communicating with the game device 1, etc., the server 2 stores and manages various information required for the progress of the game.
[0024] FIG. 2 is a diagram showing an example of the hardware configuration of a game device in this system.
[0025] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0026] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.
[0027] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0028] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.
[0029] The input unit 17 is, for example, a game controller, and inputs various information in response to input operations by the player.
[0030] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.
[0031] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.
[0032] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Various programs for executing the game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.
[0033] Here, the hardware configuration of the server 2 can be basically the same as the hardware configuration of the game device 1, and therefore a description thereof will be omitted.
[0034] FIG. 3 is a diagram illustrating an example of the functional configuration of the game device of FIG. 2 and the server of FIG. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation reception means 62, a temporary use management means 64, an infection status management means 66, an infection stage management means 68, an event management means 70, and an output control means 72 by executing various programs, etc.
[0035] The game processing execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on the input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.
[0036] The input operation receiving means 62 receives input operations related to the game from the player. The input operation received by the input operation receiving means 62 includes information about the type of button or analog stick on which the input operation is performed, information about the number of times the button or analog stick is pressed, and the like.
[0037] The temporary use management means 64 allows a second player to use an object associated with a first player. Specifically, the temporary use management means 64 executes various in-game processes required when a player lends an NPC owned by a player to another player or when a player borrows an NPC owned by another player. The temporary use management means 64 stores, for example, game data related to each NPC, the ID of the player who owns each NPC, the ID of the player to whom the NPC is being lent, the ID of the player who borrowed the NPC, the lending status of each NPC, time information, etc. on the server 2, and allows other players to download various pieces of information, thereby performing various management operations related to the exchange of game data.
[0038] When the state of the first object is an infected state, the infection state management means 66 sets the state of another second object to the infected state with a predetermined probability or when predetermined conditions are satisfied. Here, the infection state management means 66 is provided with a first character management means 80 and a second character management means 82. The first character management means 80 determines whether or not there is an infected character (hereinafter referred to as an "infected character") among the accompanying ally characters. The second character management means 82 determines whether or not there is a character that is not infected (hereinafter referred to as a "non-infected character") among the accompanying ally characters. When an uninfected state character and an infected state character exist simultaneously, the infection management means 84 executes in-game processing to make the uninfected state character infected with a predetermined probability (for example, a 1% probability) in relation to the infected state character and each uninfected state character. As described above, in this game, the probability processing regarding infection of an infected state is executed, for example, when a predetermined facility in the game is used as a trigger. In this game, infected characters are subject to special in-game processing. Specifically, for example, infected characters are given temporary advantageous effects in the game progression, such as increased attack power, and their appearance and behavioral tendencies also change depending on the stage of their infection. On the other hand, if a certain condition is met in a situation where an infected character is present, an event that brings about a significant disadvantage (hereinafter referred to as a "disaster event") may occur. Therefore, the player must progress through the game while enjoying the powerful effects of the infected character and preventing the infected character from fulfilling the conditions for the disaster event. By making good use of the infected state in this way, the player can progress through the game more advantageously. Note that in this game, as an example, the player's (operable character's) use of a certain facility present in the game is set as a trigger that can cause infection in the infected state or a disaster event.
[0039] The infection state has a plurality of stages, and the infection stage management means 68 changes the stage of the infection state according to the passage of time in the game, etc. Specifically, the infection stage management means 68 changes and manages the infection level of the infected character according to the passage of time in the game, the progress of the game, etc. For example, when a first character infects a second character with an infection state, the infection stage management means 68 executes a process of setting the infection level of the second character that has now become infected. For example, when a first character infects a second character with an infection state, the infection stage management means 68 executes a process to reduce the infection level of the first character that was originally in an infected state. For example, the infection stage management means 68 calculates an index (hereinafter referred to as "acquired points") for determining the stage of infection state acquired by the first character, which is in an infected state. The infection stage management means 68 also determines the infection level of the first character according to the value of the acquired points acquired by the first character. Note that a method for determining the infection level using the acquired points will be described later with reference to FIG. 8, etc. For example, infection stage management means 68 changes various in-game processes depending on the infection level of the first character, which is the infected state. Note that an example of specific changes to game processes depending on the infection level will be described later with reference to FIG. 9 etc.
[0040] The event management means 70 executes a process for executing a disaster event when the stage of the infection state managed by the infection stage management means 68 satisfies a predetermined condition. For example, the event management means 70 determines whether or not the accompanying ally characters include an infected character whose infection stage is at a predetermined infection level (for example, the highest infection level).
[0041] The output control means 72 executes control to display various game images and the like generated by the game processing execution means 60 on the output unit 16 .
[0042] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.
[0043] The game information management means 120 of the server 2 manages various information required for the progress of the game by the game device 1 and executes various processes. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request of various game information from the game device 1, etc. The game information management means 120 also manages various information such as game data regarding each NPC transmitted from the game device 1, the ID of the player who owns each NPC, the player ID of the player to whom the NPC is lent, the ID of the player who borrowed the NPC, the lending status of each NPC, time information, etc.
[0044] Next, an overview of the overall processing of this system will be described with reference to Fig. 4. Fig. 4 is a flowchart showing an overview of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure.
[0045] (Fig. 4) In step S1, the system executes an infection status management process. For example, the infection status management process is executed according to the process flow shown in Fig. 5. An example of the flow of the infection status management process will be described below with reference to Fig. 5.
[0046] (FIG. 5) In step S11, the infection state management means 66 determines whether or not the player (operable character) has used a predetermined facility in the game. If the predetermined facility has not been used, the infection state management means 66 determines NO in step S11 and ends the process. If the predetermined facility has been used, the infection state management means 66 determines YES in step S11, and the process proceeds to step S12.
[0047] (FIG. 5) In step S12, the first character management means 80 determines whether or not there is an infected character among the accompanying ally characters. If there is no infected state character, the first character management means 80 determines NO in step S12 and ends the process. On the other hand, if an infection state character exists, the first character management means 80 determines YES in step S12, and the process proceeds to step S13.
[0048] In step S13 (FIG. 5), the second character management means 82 determines whether or not there is an uninfected character among the accompanying ally characters. If there is no uninfected state character, the second character management means 82 determines NO in step S13 and ends the process. On the other hand, if there is an uninfected state character, the second character management means 82 determines YES in step S13, and the process proceeds to step S14.
[0049] (Figure 5) In step S14, when an uninfected state character and an infected state character exist simultaneously, the infection management means 84 executes in-game processing to make the uninfected state character infected with a predetermined probability (for example, a 1% probability) in relation to the infected state character and each uninfected state character.
[0050] (Figure 5) In step S15, when a first character infects a second character with an infection state, the infection stage management means 68 executes a process of setting the infection level of the second character that has now become infected, i.e., the acquired points described below.
[0051] (Figure 5) In step S16, when a first character transmits an infection state to a second character, the infection stage management means 68 executes a process to reduce the infection level of the first character that was originally infected, i.e., the acquired points described below.
[0052] In step S2 (FIG. 4), the system executes an infection stage management process. For example, the infection stage management process is executed according to the process flow shown in FIG. 6. Hereinafter, an example of the flow of the infection stage management process will be described with reference to FIG. 6.
[0053] (FIG. 6) In step S21, infection stage management means 68 calculates the points acquired in the game by the first character in an infected state.
[0054] In step S22 (FIG. 6), infection stage management means 68 determines the infection level of the first character according to the value of the acquired points acquired by the first character.
[0055] (FIG. 6) In step S23, infection stage management means 68 changes various in-game processes according to the infection level of the first character, which is the infected state.
[0056] In step S3 (FIG. 4), the system executes a disaster event occurrence process. For example, the disaster event occurrence process is executed according to the flow shown in FIG. 7. Hereinafter, an example of the flow of the disaster event occurrence process will be described with reference to FIG. 7.
[0057] In step S31, the event management means 70 determines whether or not the player (operable character) has used a predetermined facility in the game. If the predetermined facility has not been used, the event management means 70 determines NO in step S31 and ends the process. If the predetermined facility has been used, the event management means 70 determines YES in step S31, and the process proceeds to step S32.
[0058] In step S32, the event management means 70 determines whether or not the accompanying ally characters include an infected character whose infection stage is at a predetermined infection level (for example, the highest infection level). If there is no infected character whose infection stage is a predetermined infection level (for example, the highest infection level), the event management means 70 determines NO in step S32 and ends the process. If there is an infected character whose infection stage is a predetermined infection level (for example, the highest infection level), the event management means 70 determines YES in step S32, and the process proceeds to step S33.
[0059] In step S33, the event management means 70 executes in-game processing related to the disaster event. Various processes related to this system are executed in the manner described above, and then new processes are repeated.
[0060] Next, a method for determining the infection level using acquired points will be described with reference to Fig. 8. Fig. 8 is a diagram for explaining an example of specifications used for managing the infection level in an infection state according to an embodiment of the present disclosure.
[0061] In the example of Figure 8, (A) displays the value of the points to be acquired in order to satisfy the conditions for each infection level. Specifically, in the example of Figure 8, for the paragraph with an infection level of "1," the number of NEXT acquisition points is displayed as "1000." This indicates that, for example, 1000 points must be acquired as a condition for changing from infection level 1 to infection level 2. In the example of Figure 8, the value of each acquisition point required to change the infection level from 1 to 10 is displayed. On the other hand, FIG. 8B shows an example of an in-game condition for acquiring points. Specifically, in FIG. 8B, the paragraph for the condition "passage of in-game time (1 day)" displays the point increase "+100." This indicates, for example, that an infected character will acquire 100 points for each in-game day that passes. Similarly, the example in FIG. 8 indicates that an infected character will acquire 1 point for each enemy defeated.
[0062] Next, an example of specific changes in game processing according to the infection level will be described with reference to Fig. 9. Fig. 9 is a diagram for explaining an example of changes in in-game processing in the infection state according to an embodiment of the present disclosure.
[0063] The example in Figure 9 shows the specific in-game processing that changes depending on the infection level of the infection state. In the example in Figure 9, of the infection levels ranging from 1 to 10, infection levels 1 to 3 are classified as the early stage, infection levels 4 to 6 as the middle stage, infection levels 7 to 9 as the terminal stage, and infection level 10 as the critical stage. Looking at Figure 9, the paragraphs for infection levels 1 to 3 display "+1%" attack power modifier, "normal" eye color, "normal" hand pattern, "subtle pause" command, and "increased positive comments." This shows an example of in-game processing that changes infected characters with infection levels 1 to 3. To briefly summarize these characteristics, in this game, infected characters with infection levels 1 to 3 have a slight increase in ability, their appearance does not change, and slight changes appear in their behavior, such as their lines of speech. The paragraph for infection levels 4 to 6 displays the following: attack power modifier "+5%", eye color "normal", hand pattern "normal", command operation "delicate pause + shortened command action time", and action "further increase in positive comments". In other words, infected characters with infection levels 4 to 6 have a moderate increase in character abilities, no change in character appearance, and moderate changes in their lines and other actions. The paragraph for infection levels 7 to 9 displays the following: attack power modifier "+10 to 30%", eye color "light red", hand pattern "light red", command operation "interval + greatly shortens command action time", action "positive statement + occasionally makes statements with specific tendencies". In other words, infected characters with infection levels 7 to 9 will have their abilities greatly increased, their appearance will change, and their behavior will also change significantly. The paragraph for infection level 10 displays the following: attack power modifier "+100%," eye color "red," hand design "red," command operation "ignore commands," and behavior "positive statements + specific tendency statements." In other words, an infected character with infection level 10 experiences a significant increase in character abilities and significant changes in both appearance and behavior. In this game, for example, if a player (playable character) uses a specific facility while an infected character with infection level 10 is present, the aforementioned disaster event is triggered. As mentioned above, the occurrence of a disaster event has a significant adverse effect on the player's progress in the game. Thus, while changes (increases) in infection level confer beneficial effects on the character's abilities, ignoring progress poses the risk of triggering a disaster event. By skillfully controlling the infection level of the infected character as the game progresses, players can enjoy a more engaging game.
[0064] The above describes one embodiment of the present disclosure, but the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present disclosure are included in the present disclosure.
[0065] [Other embodiments] In the above embodiment, the system is described as a system in which the first character infects the second character with an infection state (infection) simply occurs with a predetermined probability, but this is not limited to this. The system may also have a function to modify the probability of infection, for example, using the method shown in FIG. 10. For example, FIG. 10 shows correction values for the probability that are corrected according to the length of time that a first character and a second character in an infected state act together. Specifically, the example in Figure 10 shows that the probability of infection increases by 0% if the first character with an infection level of 1 to 3 spends less than half a day together, by 1% if the first character spends half a day to a full day together, and by 2% if the first character spends more than two days together. As shown in Figure 10, this corrected probability may change depending on the level of infection. For example, the example in Figure 10 shows that if the first character spends more than half a day together with a first character with an infection level of 10, the probability of infection increases by 5% if the first character spends less than half a day together, and by 15% if the second character spends more than two days together. In this way, the system may change the probability of the first character imparting an infection state (infecting) the second character according to a predetermined standard.
[0066] In the above embodiment, the first character inflicts an infection on the second character (infection) with a predetermined probability when the player (operable character) uses a predetermined facility. However, this is not limited to this. For example, the system may inflict an infection on the second character whenever the player (operable character) uses a predetermined facility. Alternatively, for example, the system may inflict an infection on the second character simply based on probability, regardless of whether the facility is used.
[0067] In the above embodiment, the infection stages (degree of infection) of the game are described as being classified into 10 stages, but this is an example and is not limiting. Note that the infection stages of the game do not necessarily have to be classified into the following three stages, but may be classified into any stage including, for example, a first stage that does not change the character's appearance but imparts an advantageous effect, a second stage that changes the character's appearance and imparts an advantageous effect, and a third stage that changes the character's appearance and imparts an unfavorable effect.
[0068] In the above embodiment, the infection stage (degree of infection) of the game is described as being determined by points based on the passage of time in the game and the number of enemy characters defeated, but this is not limited to this. For example, the system may determine the infection stage based only on the passage of time in the game, or may determine the infection stage by taking into account not only the passage of time in the game but also the passage of time in the real world. In other words, the system may determine the infection stage based on any criteria.
[0069] In the above embodiment, the system has been described as causing changes in the character's appearance, the character's conversation content, and the character's command operations (behavior) during battle in response to changes in the infection stage (degree of infection), but this is not limited thereto. The system can arbitrarily change the character's appearance or behavior in response to changes in the infection stage. Note that by causing such changes in response to the infection stage, the system can explicitly or implicitly indicate to the player the character's infection stage. Specifically, for example, the first stage of infection in this system (e.g., infection levels 1 to 6 in the example of FIG. 9) may not involve any change in behavior or appearance, but may only have advantageous effects. Alternatively, the first stage of infection in this system (e.g., infection levels 1 to 6 in the example of FIG. 9) may involve changes in behavior or appearance, and may have additional advantageous effects. Alternatively, the second and third stages of infection in this system (e.g., infection levels 7 to 10 in the example of FIG. 9) may not involve any change in appearance. In particular, if there is no change in appearance in the second and third stages, the player must play in a state where it is difficult to guess the infection level, requiring more advanced situational judgment.
[0070] Furthermore, in the above-described embodiment, the system was described as imparting an infection state (infection) from a first character to a second character with a predetermined probability when a player (controlled character) uses a predetermined in-game facility, but this is not limited to this. For example, the system may impart an infection state (infection) from a first character to a second character regardless of probability when the player (operated character) fulfills a predetermined condition in the game (for example, progresses the game to a predetermined stage, uses a predetermined in-game facility, etc.). For example, the system may impart an infected state (infection) from the first character to the second character with a predetermined probability every time a predetermined in-game time elapses, or may impart an infected state (infection) from the first character to the second character regardless of probability when a predetermined in-game condition (for example, the game has progressed to a predetermined stage, a predetermined in-game facility has been used, etc.) is met. For example, the system may infect the second character with an infection state from the first character only when the first character and the second character are under the control of the same player (in the same virtual space), with a predetermined probability, or when predetermined conditions are met. For example, the system may infect the second character with an infection state from the first character only when the first character and the second character are located at a predetermined distance, with a predetermined probability, or when predetermined conditions are met. For example, the system may infect the second character with an infection state from the first character only when the first character and the second character are playing the game together (forming a party, etc.), with a predetermined probability, or when predetermined conditions are met.
[0071] In the above embodiment, the infection level is lowered when the first character inflicts an infection on the second character, but this is an example and is not intended to be limiting. The system may be configured to lower the infection level in the following cases, for example: As in the above embodiment, the system may use a specification that, for example, when an infected character inflicts an infection on another character, the infection stage of the original infection state is lowered. The system may employ a specification in which, for example, when an infected character dies or becomes unable to fight, the infection level of the infected character is lowered. For example, the system may employ a specification in which, when an infected character dies or becomes unable to fight, the infected character is treated as not being infected (the infection is cured). When lowering the infection stage, the present system may optionally lower the infection stage by only one stage or by multiple stages.
[0072] Although the above embodiment only provides a simplified explanation, the present system may be provided with a specification for adjusting the infection stage when the infection status character is in, for example, the following state: The system may have a feature that adjusts the infection stage of an infected character when, for example, the ally character that the second player borrows from the first player is at a predetermined infection stage (for example, when the ally character to be used is at infection stage 10). This allows the second player to avoid the irregular situation of suddenly encountering a disaster event even when the character borrowed from the first player happens to be at an advanced infection stage. For example, the system may be provided with a feature that adjusts the infection level of an infected character when the ally character used by the second player and returned to the first player is at a predetermined infection level (for example, when the ally character used is at infection level 10). This makes it possible to avoid an irregular situation where the infected character suddenly encounters a disaster event, even if the infection level has progressed at the place where the character is lent to the second player.
[0073] In the above embodiment, the system is described as assuming that the object of lending and borrowing is an ally character, i.e., an NPC. However, this is not limited to this. For example, the system may be configured to lend and borrow a general-purpose NPC that is different from the ally characters of the game, or may be configured to lend and borrow a character operated by a player. Note that such character lending and borrowing may be, for example, an exchange or transfer.
[0074] In the above embodiment, the infected character is described as an ally character, but this is not limited thereto. For example, the system may treat the character operated by the player as an infected character and act as a source of infection for other characters.
[0075] Furthermore, although not explained in the above embodiment, the present system may be designed so that, for example, when an ally character that has been loaned to another player is returned, the game media and various statuses (such as improvements to the ally character's abilities and experience points) that the ally character acquired while in the other player's possession remain, or some or all of them are lost.
[0076] Although not described in the above embodiment, the present system may set infected ally characters in advance, depending on the game specifications, and allow the player to use them.
[0077] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.
[0078] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game (including so-called open world games), a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.
[0079] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.
[0080] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0081] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.
[0082] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0083] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.
[0084] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the above embodiment, but may be processed in a different order, or some processing may be omitted and only some processing may be executed in parallel or individually.
[0085] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.
[0086] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.
[0087] To summarize the above, the information processing system to which the present disclosure is applied can take on a variety of different embodiments having the following configurations. Computer, a use means (e.g., temporary use management means 64) for allowing a second player to use a first object associated with a first player; a state change means (for example, an infection state management means 66) for changing the state of another second object to the infection state with a predetermined probability or when a predetermined condition is satisfied, when the state of the first object is the infection state; The infection state has a plurality of stages, and stage change means (for example, infection stage management means 68) changes the stage of the infection state according to the passage of time in the game; Any program that functions as such is sufficient.
[0088] That is, the temporary use management means 64 functions as a use means. The infection status management means 66 functions as a status change means. The infection stage management means 68 functions as a stage change means.
[0089] <Effects> This allows players to enjoy more interesting games through playing games related to this system. [Explanation of symbols]
[0090] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Temporary use management means 66 Infection status control measures 80 First character management means 82 Second character management means 84 Infection control measures 68 Infection Stage Control Measures 70 Event Management Tools 72 Output control means 2 Server 100 control section 120 Game information management means
Claims
1. Computer, a utilization means for allowing a second player to utilize a first object associated with the first player; a state change means for changing the state of the second object to the infected state with a predetermined probability or when a predetermined condition is satisfied in a situation where the first object is in an infected state, the second player who has used the first object is in possession of a second object that is not in the infected state, and the first object in the infected state and the second object that is not in the infected state exist simultaneously; The infection state has a plurality of stages, and a stage changing means changes the stage of the infection state according to the passage of time in the game; It functions as the stage changing means changes the stage of the infection state from a stage that imparts a beneficial effect to a stage that imparts a detrimental effect over time. program.
2. the stage changing means changes the stage of the infection state over time, including at least a first stage in which the appearance of the object is not changed but a beneficial effect is imparted, a second stage in which the appearance of the object is changed and a beneficial effect is imparted, and a third stage in which the appearance of the object is changed and a detrimental effect is imparted; The program according to claim 1.
3. The system further functions as a stage suggestion means for changing the conversation or behavior of the infected object according to the stage of the infection state. The program according to claim 1.
4. the stage changing means lowers the stage of the infection state of the first object when the first object in the infection state causes the second object to become infected; The program according to claim 1.
5. the stage changing means lowers the stage of the infection state of the first object when the first object in the infection state dies or becomes unable to fight. The program according to claim 1.
6. the stage changing means adjusts the stage of the infection state of the first object when the first object used by the second player is at a predetermined stage of the infection state. The program according to claim 1.
7. the stage changing means adjusts the stage of the infection state of the first object when the first object, which has been used by the second player and then returned to the first player, is at a predetermined stage of the infection state. The program according to claim 1.
8. the stage changing means imparts an adverse effect to the second player when the second player possesses an object whose infection state stage is at a predetermined stage and the second player performs a predetermined action in the game. The program according to claim 1 or 2.
9. 1. A computer-implemented information processing method, comprising: a use step of allowing a second player to use a first object associated with the first player; a state changing step of changing the state of the second object to the infected state with a predetermined probability or when a predetermined condition is satisfied in a situation where the first object is in an infected state, the second player who has used the first object is in possession of a second object that is not in the infected state, and the first object in the infected state and the second object that is not in the infected state simultaneously exist; the infection state has a plurality of stages, and a stage changing step of changing the stage of the infection state according to the passage of time in the game; Including, the stage change step changes the stage of the infection state from a stage that imparts a beneficial effect to a stage that imparts a detrimental effect over time; Information processing methods.
10. a utilization means for allowing a second player to utilize a first object associated with the first player; a state change means for changing the state of the second object to the infected state with a predetermined probability or when a predetermined condition is satisfied in a situation where the first object is in an infected state, the second player who has used the first object is in possession of a second object that is not in the infected state, and the first object in the infected state and the second object that is not in the infected state exist simultaneously; The infection state has a plurality of stages, and a stage changing means changes the stage of the infection state according to the passage of time in the game; Equipped with the stage changing means changes the stage of the infection state from a stage that imparts a beneficial effect to a stage that imparts a detrimental effect over time. Information processing device.
Citation Information
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