Information processing systems, information processing methods, and programs

The information processing system improves player character visibility by adjusting the display mode of overlapping characters, addressing visual incongruities and enhancing the gaming experience.

JP2026070598AActive Publication Date: 2026-04-28CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-10-16
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Existing game technologies do not adequately enhance the visibility of player characters, leading to potential visual incongruities and discomfort when characters overlap in virtual spaces.

Method used

An information processing system that adjusts the display mode of overlapping characters in virtual spaces, making them less conspicuous to the player, thereby improving visibility and reducing visual discomfort.

Benefits of technology

Enhances player character visibility by dynamically changing the display mode of overlapping characters, ensuring clear distinction and reducing visual clutter, thus improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This technology further improves the visibility of playable characters. [Solution] According to one aspect of the present disclosure, an information processing system is provided, comprising a processor capable of executing a program such that the following steps are performed: in a reception step, input for manipulating a first character in a virtual space is received from a first user; in a processing step, if a first area occupied by the first character in the virtual space and a second area occupied by an object different from the first character in the virtual space overlap at least, a first processing relating to the display manner of the object is executed; and in a display control step, the manner in which the first character is manipulated in the virtual space is displayed so that it is visible to the first user, and if the first processing is being executed, the display manner is changed and displayed so that the object is less conspicuous to the first user than it is under normal circumstances.
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Description

Technical Field

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

[0002] For example, Patent Document 1 discloses a "game device capable of obtaining character information deeper in the object model more naturally without a sense of incongruity." When the player character 43 approaches the opponent character 42 closer than the position NEAR with the maximum transparency shown in FIG. 4, the viewpoint position of the virtual camera also approaches both characters, and the distance from the viewpoint position of the virtual camera to the container 41 is obtained by the distance extraction means 12a. Further, the transparency extraction means 12b obtains a higher level of transparency from the transparency information table 9b of the ROM9 corresponding to the distance obtained by this distance extraction means 12a. Further, using the transparency obtained by this transparency extraction means 12b, the image data processing means 13a obtains pixel unit image data of the object model where the character is hidden on the depth side, and controls to synthesize the pixel unit image data of the character overlapping this image data.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a game field, it may be desirable to further improve the visibility of the player character.

[0005] In view of the above circumstances, the present disclosure aims to provide a technique for further improving the visibility of the player character.

Means for Solving the Problems

[0006] According to one aspect of the present disclosure, an information processing system is provided, comprising a processor capable of executing a program such that the following steps are performed: in a reception step, input for manipulating a first character in a virtual space is received from a first user; in a processing step, if a first area occupied by the first character in the virtual space and a second area occupied by an object different from the first character in the virtual space overlap at least, a first processing relating to the display manner of an object is executed; and in a display control step, the manner in which the first character is manipulated in the virtual space is displayed so that it is visible to the first user, and if the first processing is being executed, the display manner is changed and displayed so that the object is less conspicuous to the first user than it is normally.

[0007] According to this disclosure, the visibility of the playable character can be further improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. [Figure 2] This is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. [Figure 3] This is an activity diagram illustrating an overview of a preferred information processing method. [Figure 4] This figure shows an example of menu screen 5 as a game screen. [Figure 5] This is an image illustrating an example of the meal screen 6 as seen by the first player, PL1. [Figure 6] This diagram explains how duplicate characters are detected. [Figure 7] This is an image diagram showing an example of screen 7a, which is visible to the first player PL1 during the execution of the first process, and screen 7b, which is visible to the second player PL2 during the execution of the second process. [Figure 8] This is an image illustrating an example of the unlock screen 8 as seen by the first player, PL1. [Figure 9] This is an image illustrating an example of the battle screens 9a and 9b as seen by the first player, PL1. [Modes for carrying out the invention]

[0009] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.

[0010] Incidentally, the program for implementing the software appearing in one embodiment may be provided as a non-transitory computer-readable medium, or it may be provided as a downloadable medium from an external server, or it may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] Furthermore, in various information processing according to one embodiment, an input and an output corresponding to the input can be realized. Here, as long as an output is obtained as a result of the input, the form of the information referenced in such information processing (hereinafter referred to as "reference information") is not limited. The reference information may be, for example, rule-based information such as a database, a lookup table, or a predetermined function (including a decision formula such as a regression equation constructed by a statistical method), or a pre-trained model that has learned the correlation between input and output in advance, or a large-scale language model that can output a desired result by inputting a prompt.

[0012] Furthermore, in one embodiment, "part" may include, for example, hardware resources implemented by a circuit in a broad sense, and the information processing of software that can be specifically realized by these hardware resources. Also, in one embodiment, various types of information are handled, and this information can be represented, for example, by the physical values ​​of signal values ​​representing voltage and current, the high or low values ​​of signal values ​​as a set of binary bits composed of 0s or 1s, or by quantum superposition (so-called qubits), and communication and calculations can be performed on a circuit in a broad sense.

[0013] Furthermore, a circuit in a broad sense is a circuit realized by combining at least a suitable combination of circuits, circuits, processors, and memory. The processor may be a general-purpose processor or a dedicated circuit. In other words, it includes application-specific integrated circuits (ASICs), programmable logic devices (e.g., simple programmable logic devices (SPLDs), complex programmable logic devices (CPLDs), and field programmable gate arrays (FPGAs)), etc.

[0014] 1. Game Description Figure 1 is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. In the information processing system 1 shown in Figure 1, the information processing device 2 and a plurality of game devices 3 are connected to each other via a communication network 11 so that they can communicate with one another, and a game is executed on the game devices 3.

[0015] The game according to this embodiment is an online game executed on the information processing system 1. In this game, the user of the game device 3 makes one or more player characters act in the virtual game space, or makes the player characters fight against enemy characters that are non-player characters. Also, a character is an example of an object.

[0016] A game as described above is executed using a game device 3 which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.

[0017] 2. Overview of the information processing system 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game device 3. The information processing device 2 is constituted by, for example, a server. Each of the plurality of game devices 3 has the same configuration as each other. In this embodiment, a system is composed of one or more devices or components. Therefore, for example, even a single information processing device 2 or game device 3 described later can be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on the user's operation. For this purpose, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login and is used for user authentication in the information processing device 2.

[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, when the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, it advances the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operations.

[0020] 2.1 Hardware Configuration Hereinafter, referring to FIG. 1, each hardware configuration of the information processing system 1 will be described.

[0021] <Information Processing Device 2> As shown in FIG. 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for a game program, a gacha lottery request according to the user's operation, a quest execution request, an auto-play execution / end request, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.

[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. Various programs including a part of the game program according to this embodiment and various data related to the game are stored in the storage unit 22.

[0024] Specifically, for example, the memory unit 22 stores a user database and a lottery list. The user database stores information such as the username, user rank, status of the player character controlled by the user, the amount of consumable medium usable in the virtual game space, and parameter information, associated with each user's identification number who plays the game. The lottery list is used for a lottery process commonly known as gacha, and contains information about multiple game mediums to be selected. The lottery list associates information about the game medium (name, ability parameters, rarity, level, etc.) with the selection rate in the lottery. Ability parameters, for example, if the game medium is a player character, include combat power, attack power, defense power, intelligence, or speed.

[0025] The control unit 23 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is itself. In particular, the control unit 23 realizes various functions related to the information processing device 2 by reading predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is concretely realized by the control unit 23, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 23 is not limited to being a single unit, and may be implemented with multiple control units 23 for each function, or a combination thereof.

[0026] Information processing performed by the control unit 23 includes, for example, payment processing for charges, user account authentication processing, and gacha lottery selection processing. Payment processing for charges is performed, for example, based on a request for payment necessary to restore a predetermined amount of parameters in the game. User account authentication processing is performed, for example, using user identification information received from the game device 3. Gacha lottery selection processing is the process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game media, in response to a gacha lottery request. According to the gacha lottery selection processing, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and as a result, the user is assigned the game media that they won as a result of drawing the gacha themselves.

[0027] To further elaborate on the above, "game media" refers to electronic data representing elements related to a game, including the name of the character used as the player character, and items (weapons, armor, tools) that the player character uses in the virtual game space. Users can obtain game media through direct purchase via in-app purchases, completing quests, or through a lottery method called gacha. Acquired game media are stored and managed in the user database, associated with the identification information of the user who acquired that game media. Furthermore, "gacha" is a method by which the information processing device 2 randomly selects any game media from a lottery list based on a predetermined selection ratio. The selected game media is assigned to the user's game device 3. "Assigning / Having the user own the game media selected by gacha" is synonymous with "associating / being associated with the game media selected in the lottery process with the user's identification information."

[0028] <Game device 3> The game device 3 has a display 4a, a speaker 4b, and an input device 4c, which are either externally connected or built-in. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, storage unit 32, graphics processing unit 34a, audio processing unit 34b, and operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is connected to the communication network 11 in a communicative manner for sending and receiving various data between the game device 3 and the information processing device 2. The main information that the game device 3 receives via the communication unit 31 includes account information, new game data download request information, gacha execution requests, and quest execution requests. The main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, and information regarding the game medium selected by the lottery process.

[0030] The storage unit 32 consists of an HDD, SSD, RAM, and ROM. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including parts of the game program, account information for the game device 3, and user information. The user information is at least a portion of the information in the user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of user information, and the storage unit 32 of the game device 3 receives and stores at least a portion of this master information from the information processing device 2.

[0031] The control unit 33 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is itself. In particular, the control unit 33 realizes various functions related to the game device 3 by reading predetermined programs stored in the memory unit 32. That is, information processing by software stored in the memory unit 32 is concretely realized by the control unit 33, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 33 is not limited to being a single unit, and may be implemented with multiple control units 33 for each function, or a combination thereof. In other words, the information processing system 1 includes at least one processor, and the processor is programmed so that each of the steps described later proceeds.

[0032] In particular, the control unit 33 is configured to execute the game according to the operation of the input device 4c by the user of the game device 3, which is itself the device. Specifically, the control unit 33 generates two-dimensional or three-dimensional game image information using data such as virtual game space objects and textures contained in the game data, which are read from the storage unit 32, or data received from the information processing device 2. As the game image information is processed by the graphics processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, when executing the game, the control unit 33 is configured to control the display of the display 4a and the sound output of the speaker 4b according to the operation of the user of the game device 3, which is itself the device.

[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video format according to the game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, which is, for example, an LCD, and the game images rendered in video format are displayed on the display 4a as the game screen. The audio processing unit 34b is connected to a speaker 4b and, according to the instructions of the control unit 33, plays and synthesizes game sounds, which are then output from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external gamepad, a mouse, a keyboard, etc.

[0034] 2.2 Functional Configuration Next, with reference to Figure 2, the functional configurations of the information processing device 2 in the information processing system 1 will be explained.

[0035] Figure 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Figure 2, the control unit 23 (processor) functions as a game control unit 230, reception unit 231, specific determination unit 232, setting unit 233, update unit 234, processing unit 235, and display control unit 236 by executing various programs stored in the storage unit 22. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The game control unit 230 is configured to perform game control steps. For example, the game control unit 230 controls the progress of the game as a game control step. In a more specific example, the game control unit 230 controls the progress of quests included in the game as a game control step. Details of quests will be described later.

[0037] The reception unit 231 is configured to perform reception steps. For example, the reception unit 231 is configured to receive various types of data. For example, the reception unit 231 receives information such as user information, game data, and input of requests and instructions from the user from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the reception unit 231 receives input from the user via the input device 4c via the communication unit 31, the communication network 11, and the communication unit 21, etc. In this embodiment, the various types of information received by the reception unit 231 are described as being stored in the storage unit 22.

[0038] The identification determination unit 232 is configured to identify various pieces of information or determine various conditions as an identification determination step. For example, the identification determination unit 232 determines whether the first area occupied by a game medium in the virtual space and the second area occupied by a different game medium in the virtual space overlap at least. As another example, the identification determination unit 232 identifies the area where the game medium is located.

[0039] The setting unit 233 is configured to perform setting steps. For example, the setting unit 233 is configured to set various conditions related to the game as a setting step. As one example, the setting unit 233 temporarily assigns a flag depending on the game medium and the progress of the game. As another example, the setting unit 233 sets the display mode for the game medium.

[0040] The update unit 234 is configured to perform update steps. For example, the update unit 234 is configured to update various information stored in the memory unit 22 or memory unit 32 as an update step. As an example, the update unit 234 updates information about the game medium stored in the memory unit 22.

[0041] The processing unit 235 is configured to execute processing steps. For example, as a processing step, the processing unit 235 executes processing related to the display manner of objects on the game screen visible to the player. Details will be described later.

[0042] The display control unit 236 is configured, as a display step, to display various information stored in the storage unit 22 or storage unit 32, or screens containing such information, on the display 4a of the game device 3 in a manner that is visible to the user. When the phrase "display" is used, it is not particularly important to specify whether the display medium to be displayed is in the local environment or whether the processing for display is performed via the communication network 11. The display control unit 236 may generate the visual information itself, such as screens, images (e.g., still images or videos), icons, text, etc., that is visible to the human eye, or it may generate rendering information for displaying the visual information on the display 4a and transmit it to the game device 3. As a result, various information is presented to the user operating the game device 3, etc.

[0043] 3. Explanation of various information and terminology This section explains the various types of information and terminology used in Information Processing System 1. <Quest> A quest is a stage, a component of a game, that has tasks or objectives set for it. Each quest has completion conditions, and users receive rewards upon completing it.

[0044] <Mission> A mission is, for example, a task associated with each quest. In other words, each quest may have at least one mission associated with it. Specific examples of missions include "Complete 10 quests" or "Draw 3 free gacha draws." Users will receive mission rewards for completing missions. Note that missions do not necessarily have to be associated with quests.

[0045] <Circle function> The Circle function is a feature for managing communities within a game. A community can include configurations in which multiple game players can participate. Players who join a community can interact with other players. More specifically, a community may be formed by multiple players who share the same objectives within the game. Examples of objectives may include, at a minimum, "to have fun playing the game," "to complete quests," or "to share information among advanced players." In such a community, players can exchange items they possess with other players or communicate with other players through the chat function. Players may, for example, form a new community themselves, or join a community already formed by other players. Preferably, the conditions for joining a community may include receiving an invitation from another player who is already a member of that community. However, the conditions for joining a community are not limited to this.

[0046] <Gathering Field> A gathering field is a designated field within the game. Each community has its own gathering field, and only players who belong to the corresponding community can enter. Within a gathering field, players can interact with other players. Furthermore, players can perform specific actions within a gathering field. Details will be described later. A gathering field may include a configuration that prohibits entry to players who do not belong to the corresponding community. A gathering field may also include a configuration that allows setting entry conditions for players who do not belong to the corresponding community. The configuration of a gathering field is not limited to these.

[0047] 4. Overview of Information Processing This section outlines the flow of information processing methods executed by information processing system 1. Figure 3 is an activity diagram showing an outline of a preferred example of an information processing method.

[0048] The results of the processing in each activity included in the information processing described below may be output in a manner recognizable to the user using the graphics processing unit 34a or audio processing unit 34b of the game device 3, as appropriate. Note that this information processing may include any exception handling not shown. Exception handling includes interrupting the information processing or omitting each process. The selections or inputs made in this information processing may be based on user operation or may be performed automatically without user operation.

[0049] The game to which this information processing applies is described as having a configuration in which multiple players simultaneously play the game on a single field. That is, the screen viewed by the first player PL1 (an example of the first user) who is playing the game may simultaneously include the first character CH1 (an example of the game medium) controlled by the first player PL1 and the second character CH2 controlled by the second player PL2. Hereafter, a configuration in which multiple players simultaneously play the game on a single field may be referred to as multiplayer.

[0050] In this embodiment, the screen viewed by the first player PL1 is the screen displayed on the display 4a connected to the game device 3 operated by the first player PL1. In this case, the game device 3 operated by the first player PL1 is the game device 3 that has been identified as being associated with the first player PL1 through user authentication based on account information. This identification process is performed by the information processing device 2. The same applies to the screen viewed by the second player PL2.

[0051] First, the game device 3 transmits a game play request in response to an input operation by the first player PL1 via the input device 4c. Then, the receiving unit 231 of the information processing device 2 receives the game play request from the first player PL1 as a receiving step (activity A101). In this embodiment, the game is described as a so-called action or RPG format in which the story can be advanced by moving a character CH (an example of an object) in response to the player's operations. However, the format of the game to which this information processing is applied is not limited to this and is arbitrary; it may be a single-player game or a multiplayer game, a cooperative game or a competitive game, an online game or an offline game.

[0052] Next, the game control unit 230 of the information processing device 2 advances the game based on the operations of the first player PL1 as a game control step (Activity A102). The game progresses through the operation of the first character CH1 selected by the first player PL1. This advances the story included in the game content, and the chapters, which are elemental content, are cleared sequentially. Here, the game play history is updated according to the game's progress. The play history may include, for example, play time, the date and time of the last play, and the game's progress. The game's progress can be represented by the number of chapters cleared or the completion rate of quests included in the game.

[0053] Here, we will describe the process of entering the first character CH1 into the gathering field R1 when a request to move to a specific gathering field R1 is generated by the operation of the first player PL1. The reception unit 231 receives input from the first player PL1 (an example of the first user) to operate the first character CH1 within the gathering field R1 (an example of a virtual space). Specifically, the reception unit 231 receives input from the first player PL1 to move the first character CH1 to the gathering field R1 via input device 4c. Subsequently, the game control unit 230 controls the first character CH1 to be placed within the gathering field R1 (activity A103).

[0054] More specifically, the game to which this information processing applies includes a configuration capable of managing multiple gathering fields R1. The reception unit 231 may receive an operation from the first player PL1 to select a specific gathering field R1 from among multiple gathering fields via input from the input device 4c. For example, if the input device 4c is an external gamepad, the operation may be received from the first player PL1 via input from the first user to a predetermined button on the external gamepad. The operation to move to gathering field R1 is not limited to this.

[0055] Furthermore, the first character CH1 may be configured to move within the gathering field R1 by the operation of the first player PL1. For example, the operation to move the first character CH1 within the gathering field R1 may include operations performed by clicking, tapping or swiping on the screen. Such operations may also include operations on a stick, button, or touchpad provided on a controller (not shown) connected to the operation unit 34c. The direction of movement, distance of movement, or speed of movement of the first character CH1 within the gathering field R1 may be controlled by such operations.

[0056] Next, the identification determination unit 232, as an identification determination step, determines whether the first character CH1 and an object overlap as the first character CH1 moves within the gathering field R1 (Activity A104). In this embodiment, the object is described as the second character CH2 operated by a second player PL2 (an example of a second user) who is different from the first player PL1 (an example of a first user). In response to this determination, the processing unit 235 performs a process to make the display mode of the second character CH2 transparent on the screen visible to the first player PL1. Furthermore, the display control unit 236 displays the second character CH2 on which this process is being performed on the display 4a of the game device 3 (Activity A105). In other words, the processing unit 235 performs a first process related to the display mode of the object when the first area CHR1 occupied by the first character CH1 within the gathering field R1 (an example of a virtual space) and the second area CHR2 occupied by the second character CH2 (an example of an object) within the virtual space, who is different from the first character CH1, overlap at least. The display control unit 236 displays the manner in which the first character CH1 is operated in the gathering field R1 in a manner that can be seen by the first player PL1 (an example of the first user). If the first process is being executed, the display mode is changed so that the second character CH2 is less conspicuous than usual from the perspective of the first player PL1. Details of the first process regarding the display mode will be described later. Furthermore, the overlap between the first area CHR1 and the second area CHR2 may be referred to as the "overlap between the first character CH1 and the second character CH2" hereafter.

[0057] Furthermore, if the specific determination unit 232 determines that the overlap between the first character CH1 and the second character CH2 has been resolved, that is, that the positions of the first character CH1 and the second character CH2 are separated by a predetermined amount or more, the processing unit 235 cancels the first process being executed on the second character CH2 and executes a process to restore the display mode of the second character CH2 to its original state (activity A106). In other words, the display control unit 236 restores the changed display mode to its original state in response to the resolution of the overlap between the first area CHR1 and the second area CHR2. With this configuration, the process of making other characters less visible is executed only when necessary. Therefore, the enjoyment of multiplayer, which allows multiple people to play the game, can be avoided.

[0058] Next, in response to the reception unit 231 receiving a request from the first player PL1 to leave the gathering field R1, control is executed to have the first character CH1 leave the gathering field R1 (Activity A107). Specifically, the reception unit 231 receives input from the first player PL1 via input device 4c to have the first character CH1 leave the gathering field R1. Subsequently, the game control unit 230 controls the first character CH1 to leave the gathering field R1 (Activity A107).

[0059] Returning to Activity A102, the Game Control Unit 230, as a game control step, advances the game based on the operations of the First Player PL1. The processing when the Reception Unit 231 receives an operation to advance the quest from the First Player PL1 will be explained in Activities A108 to A112. In this embodiment, the quest will be explained as progressing as the First Character CH1 moves within Field R and completes various missions.

[0060] While processing is being performed to advance the quest, the specific determination unit 232 determines, as a specific determination step, whether the first character CH1 and the second character CH2 overlap (Activity A108). For this determination method, the same determination conditions as in Activity A104 may be used, or different determination conditions may be used. The determination conditions will be described in detail later.

[0061] Next, the identification unit 232 identifies the field R where the first character CH1 is located. The method for identifying the field will be described later.

[0062] In Activity A109, if the field R on which the first character CH1 is located is identified as a field other than the battle field R2, the processing unit 235 performs the same processing on the first character CH1 as in Activity A105. Specifically, the processing unit 235 performs a process to make the display of the second character CH2 transparent on the screen visible to the first player PL1. Furthermore, the display control unit 236 displays the second character CH2 on the display 4a of the game device 3 (Activity A111). Furthermore, the identification determination unit 232 determines whether the overlap between the first character CH1 and the second character CH2 has been resolved. If it is determined that the overlap has been resolved, that is, that the positions of the first character CH1 and the second character CH2 are separated by a predetermined amount or more, the processing unit 235 cancels the first processing performed on the second character CH2 and restores the display of the second character CH2 to its original state (Activity A112).

[0063] On the other hand, in Activity A109, the case where the field R on which the first character CH1 is located is identified as the battle field R2 will be described. In this case, the processing unit 235 performs a process to move the position coordinates of at least the first character CH1. That is, if the first character CH1 is located within the battle field R2, a different process is performed than when the first character CH1 is located outside the battle field R2 (Activities A105 and A111). Subsequently, the display control unit 236 displays the first character CH1 on the display 4a of the game device 3 operated by the first player PL1 (A110).

[0064] In other words, within field R (an example of a virtual space), there is a specific area, such as a battle field R2. If the first character CH1 is placed in a specific area, the first process is not executed in the processing unit 235 even if the first area CHR1 and the second area CHR2 overlap. Furthermore, the specific area includes a battle field R2 where the character fights with other characters. Here, "other characters" may include characters controlled by other players, or non-player characters such as monsters controlled by the information processing system 1. Also, if the first area CHR1 and the second area CHR2 overlap in the battle field R2, the processing unit 235 executes a process to change the placement position of the first character CH1 or an object instead of the first process. With this configuration, the display mode of the character can be switched according to the characteristics of the field, i.e., the game situation. Specifically, in fields where character combat frequently occurs and characters move intensely, the process of making characters invisible each time they collide is not executed. Instead, a process of changing their position is executed, thus avoiding a visually jarring experience for the player. Consequently, the enjoyment of the game is further enhanced.

[0065] In summary, the information processing system includes a processor capable of executing programs so that the following functions are performed: The reception unit 231 receives input from the first player PL1 (an example of the first user) for manipulating the first character CH1 in a field R (an example of a virtual space). The processing unit 235 executes a first process related to the display mode of an object if the first area CHR1 occupied by the first character CH1 in the virtual space and the second area CHR2 occupied by a second character CH2 (an example of an object) different from the first character CH1 in the virtual space overlap at least. The display control unit 236 displays the manner in which the first character CH1 is manipulated in the virtual space so that the first player PL1 can see it. When the first process is being executed, the display mode is changed so that the second character CH2 is less conspicuous than usual from the perspective of the first user. With this configuration, the user can keep track of their own character in the field, which is a virtual space, without being affected by the positional relationship between the character and the object. Therefore, situations where users experience visual discomfort, such as when a character overlaps with an object and they cannot distinguish their own character, can be avoided, thereby improving the enjoyment of the game.

[0066] The above is the flow of information processing.

[0067] 5. Details of Information Processing This section will explain the details of the information processing outlined above using diagrams.

[0068] (Menu screen 5) Figure 4 shows an example of menu screen 5 as a game screen. The display control unit 236 displays various destination screens on the display 4a of the game device 3 based on player input to menu screen 5. Menu screen 5 is an example of a screen displayed in activity A102 in Figure 3. For example, menu screen 5 includes operation buttons 51-56 and a character display area 57.

[0069] When the "Gacha" button 51 is pressed, a gacha screen is displayed, containing a list of available gacha draws. When the "Formation" button 52 is pressed, a screen containing information about forming game characters is displayed. When the "Quest" button 53 is pressed, a game screen for selecting quests is displayed. When the "Mission" button 54 is pressed, a screen containing the mission completion rate and a list of sub-tasks is displayed. When the "Shop" button 55 is pressed, a game screen is displayed where players can purchase in-game currency or game media. When the "Community List" button 56 is pressed, a screen containing a list of communities and their corresponding gathering fields is displayed.

[0070] The character display area 57 displays an image showing the appearance of the first character CH1 associated with the first player PL1. The first character CH1 may be a character assigned to the player, for example, through a gacha (loot box) draw.

[0071] The first and second processes in this embodiment will be explained using the case where the first character CH1 is placed in the gathering field R1 as an example. In the gathering field list screen (not shown) that is displayed when the operation button 56 is operated, the first player PL1 can select the gathering field R1 to enter. The identification determination unit 232 identifies the gathering field R1 in which the first character CH1 will be placed, in response to the first player PL1's selection operation of the gathering field R1. Subsequently, the display control unit 236 displays the screen corresponding to the identified gathering field R1 on the display 4a.

[0072] <Explanation of the first and second processes> The first and second processes will be explained using Figures 5 to 7. In this embodiment, the first and second processes are described as processes that make the display mode of a specific character transparent, but this is not limited to this. Hereafter, the process of making the display mode transparent may be referred to as the "transparency process".

[0073] Figure 5 is an image diagram showing an example of a meal screen 6 as seen by the first player PL1. In this embodiment, the case in which character CH takes the action of "eating" in the gathering field R1 will be explained as an example. In such an action, depending on the meal menu selected by the player PL, a process to temporarily strengthen character CH may be executed. The strengthening of character CH may include an increase in attack power or an increase in resistance. Also, the type or degree of strengthening of parameters may differ depending on the selected meal menu. Subsequently, in response to receiving an operation from the first player PL1 to leave the gathering field R1, the information regarding the parameters of the first character CH1 that has been stored in the memory unit 22 in advance may be updated. The actions of character CH in the gathering field R1 and the processes corresponding to those actions are not limited to this.

[0074] The meal screen 6 is an example of a screen displayed on the display 4a of the game device 3, which is operated by the first player PL1 in response to the processing of activity A103 in Figure 3. The meal screen 6 shows the internal space of the gathering field R1 and includes areas 61, 62 and area 64.

[0075] The meal screen 6 is displayed in a manner in which the first character CH1 is included in area 61. Area 61 includes at least the first area CHR1 occupied by the first character CH1 within the gathering field R1. Furthermore, the first representative point P1 is included in the first area CHR1. As shown in Figure 5, the first representative point P1 may be placed approximately in the center of the first area CHR1, but is not limited to this. Similarly, the meal screen 6 is displayed in a manner in which the second character CH2 is included in area 62. Area 62 includes at least the second area CHR2 occupied by the second character CH2 within the gathering field R1. Furthermore, the second representative point P2 is included in the second area CHR2. As shown in Figure 5, the second representative point P2 may be placed approximately in the center of the second area CHR2, but is not limited to this. The first representative point P1 and the second representative point P2 are used for determining overlap with other characters. Details will be described later.

[0076] Area 64 is the area where table T (an example of an object) is drawn. The meal screen 6 includes a configuration in which the first character CH1 is seated at table T. Specifically, the configuration is changed to include the first character CH1 seated at table T through the actions of the first player PL1.

[0077] Here, the process of determining whether the first character CH1 and the second character CH2 overlap in activity A104 in Figure 3 will be explained using the meal screen 6a in Figure 6. Figure 6 is a diagram illustrating the determination of character overlap. The meal screen 6a shows both the first character CH1 and the second character CH2 seated at table T, including the configuration where they are sitting in the same chair. The meal screen 6a shows the internal space of the gathering field R1 and includes regions 61a, 62a, and region 64a. These correspond to regions 61, 62, and 64 in Figure 5, respectively, so their explanation will be omitted. The meal screen 6a includes the configuration where the first region CHR1 and the second region CHR2 overlap.

[0078] Similar to the meal screen 6 in Figure 5, the first region CHR1 includes at least the first representative point P1. Similarly, the second region CHR2 includes at least the second representative point P2. If the first region CHR1 and the second region CHR2 occupy at least some overlapping areas in the virtual space, the distance between the first representative point P1 and the second representative point P2 in the virtual space may be less than or equal to a predetermined value. In other words, the processing unit 235 executes the first process when the distance between the first representative point P1 included in the first region CHR1 and the second representative point P2 included in the second region CHR2 in the virtual space is less than or equal to a predetermined value. Here, the predetermined distance is preferably a distance such that at least a portion of the first character CH1 and the second character CH2 overlap on the assembly field R1. That is, the first process may be executed when the distance between at least two or more axial coordinates included in the coordinates of the first representative point P1 and the corresponding coordinates of the second representative point P2 is less than or equal to a predetermined value. Furthermore, the first process includes at least a process for changing the display mode of the second character CH2 and displaying it. As one aspect of the first process, the change in the display mode of the second character CH2 may include at least a change in saturation or brightness.

[0079] This configuration avoids situations in the virtual space where characters and objects overlap, or where parts of objects are embedded in the user's character, causing visual discomfort. More preferably, the user can always easily keep track of their own character. Consequently, the enjoyment of the game is further enhanced.

[0080] Let's explain what would happen if this transparency process were not performed. The number of objects representing tables T and chairs for characters CH to eat in within the gathering field R1 is limited. This is due to the limited size of the gathering field R1. Therefore, there may be cases where the number of characters CH in the gathering field R1 is greater than the number of such tables T and chairs. In such cases, the screen may show multiple characters CH sitting on the same chair and overlapping, which may be visually jarring for the player. Performing the transparency process can avoid this situation.

[0081] Figure 7 is an illustrative diagram showing an example of screen 7a, which is visible to the first player PL1 during the execution of the first process, and screen 7b, which is visible to the second player PL2 during the execution of the second process. Screen 7a is the screen displayed on the display 4a of the game device 3, which is operated by the first player PL1 in activity A105 of Figure 3. Screen 7a shows the internal space of the gathering field R1 and includes at least regions 71a, 72a, object 73a, and region 74a.

[0082] Screen 7a is displayed in the same manner as in Figure 5, with the first character CH1 included in area 71a. Also, screen 7a is displayed with table T included in area 74a. However, screen 7a is displayed in the manner that the second character CH2 is not drawn in area 72a. That is, screen 7a is modified to include a configuration in which the first player PL1 can see only the first character CH1 seated at table T. This configuration indicates that the first process has been executed and the display configuration of the second character CH2 has been changed. The change in the display configuration of the second character CH2 may include a change to a configuration in which the first player PL1 (an example of the first user) cannot see it. Furthermore, the first process may be executed while the coordinates of the second character CH2 (an example of an object) are maintained within the virtual space.

[0083] In this configuration, the second character CH2 (an example of an object) becomes transparent, thus avoiding the situation where the user's character appears to overlap with the second character CH2. Furthermore, since the second character CH2 is only made invisible to the first user and its coordinates themselves are not deleted, situations that may cause the user discomfort during gameplay can be avoided.

[0084] Furthermore, object 73a is an object that indicates to the first player PL1 in a manner visible to the first player PL1 that a process to make the display mode of the second character CH2 transparent is being executed. The words "Transparency in Progress" are drawn on object 73a. In other words, when a transparency process (an example of the first process) is being executed, the display control unit 236 displays visual information that allows the first player PL1 (an example of the first user) to understand that a transparency process (an example of the first process) is being executed. More specifically, in response to the start of the transparency process in activity A105 in Figure 3, the display control unit 236 displays object 73a in a manner visible to the first player PL1. Furthermore, in response to the termination of the transparency process in activity A106, the display control unit 236 displays the object 73a on the display 4a in a manner that does not include it in the screen 7a. With this configuration, the player can understand that a transparency process is being executed. Therefore, it is possible to avoid situations where players experience visual discomfort due to sudden changes in the display of other characters or objects during multiplayer. More specifically, it is possible to avoid situations where players experience discomfort such as other characters suddenly disappearing from the screen.

[0085] Screen 7b shows an example of a screen visible to the second player PL2. Specifically, screen 7b is the screen displayed on the display 4a of the game device 3 operated by the second player PL2 in activity A105 of Figure 3. Screen 7b shows the internal space of the gathering field R1 and includes at least areas 71b-72b, object 73b, and area 74b.

[0086] In activity A104 in Figure 3, if it is determined that the first character CH1 and the second character CH2 overlap, the processing unit 235 further executes a second process related to the display mode of the first character CH1, in addition to the first process. The display control unit 236 displays the mode in which the second character CH2 is operated in the virtual space so that it can be seen by the second player PL2 (an example of a second user). If the second process is being executed, the display mode of the first character CH1 is changed so that it is less conspicuous than usual from the perspective of the second player PL2. In this embodiment, the second process is also described as a transparency process, similar to the first process, but this is not limited to any process that changes the display mode so that it is less conspicuous than usual. As shown in Figure 7, screen 7b is displayed in a mode in which the second character CH2 is included in area 72b. Also, similar to screen 7a, screen 7b is displayed in a mode in which table T is included in area 74b. However, screen 7b is displayed in a mode in which the first character CH1 is not drawn in area 71b. In other words, screen 7b is modified to include a configuration in which the second player PL2 can see only the second character CH2 seated at table T. This configuration indicates that the second process has been executed and the display configuration of the first character CH1 has been changed.

[0087] In this configuration, the second player PL2, who controls the second character CH2, can always easily see their own character. Therefore, situations that cause players visual discomfort, such as their own character overlapping with other characters, can be avoided, and each user can improve the visibility of their own character.

[0088] Furthermore, object 73b is an object that indicates to the second player PL2 in a manner visible to them that a process to make the display mode of the first character CH1 transparent is being executed. The function of object 73b and the display control process of object 73b are the same as those of object 73a, so their explanation is omitted. With this configuration, the second player PL2 can understand that the transparency process is being executed, just like the first player PL1.

[0089] Figure 8 is an illustrative diagram showing an example of a release screen 8 as seen by the first player PL1. The release screen 8 is the screen displayed on the display 4a of the game device 3 operated by the first player PL1 in activity A106 of Figure 3. That is, the release screen 8 includes a state in which, after the state of screen 7a (7b) in Figure 8, the second character CH2 is separated from the first character CH1 by a predetermined distance or more, in response to the operation of the second player PL2. The release screen 8 shows the interior of the gathering field R1 and includes at least region 81 and region 82. Region 81 includes at least the first region CHR1 occupied by the first character CH1 within the gathering field R1. Region 82 includes at least the second region CHR2 occupied by the second character CH2 within the gathering field R1.

[0090] The release screen 8 displays the first character CH1 in a manner that includes region 81. Similarly, the release screen 8 displays the second character CH2 in a manner that includes region 82. In other words, the transparency processing that was performed in screens 7a and 7b is canceled, and the release screen 8 displays the second character CH2 in a manner that returns to its original display mode. More specifically, the execution of the transparency processing is canceled when it is determined that the distance between the first representative point P1 included in the first region CHR1 and the second representative point P2 included in the second region CHR2 within the assembly field R1 is greater than or equal to a predetermined value.

[0091] Thus, the unlock screen 8, visible to the first player PL1, indicates that the second character CH2 was merely transparent. More specifically, the second character CH2 includes a configuration in which its coordinates are maintained at the gathering field R1 even while the transparency process is being performed. This configuration allows for improved character visibility without affecting the player's quest progress.

[0092] Furthermore, the transparency process is not limited to cases where the first character CH1 is located in the gathering field R1. For example, even if the first character CH1 is located in a different field R while a quest is in progress, the processing unit 235 may still perform the transparency process. More specifically, when it is determined that the first character CH1 is duplicated with another character, the decision on whether or not to perform the transparency process may be made depending on the field R where the first character CH1 is located. Details will be described later.

[0093] <Changes in character display in Battlefield R2> Next, we will explain the changes in the display of characters in the battle field R2 using Figure 9. Specifically, we will explain the process executed when the identification determination unit 232 determines that the field where the first player PL1 is located is the battle field R2 in activity A109 of Figure 3.

[0094] Figure 9 is an illustrative diagram showing examples of battle screens 9a and 9b as seen by the first player PL1. Battle screen 9a is an example of the screen displayed on the display 4a of the game device 3 operated by the first player PL1 when the processing of activity A108 in Figure 3 is executed. Battle screen 9a shows the internal space of the battle field R2 and includes at least region 91a and region 92a.

[0095] The battle screen 9a is displayed in a manner in which the first character CH1 is included in area 91a. Area 91a includes at least the first area CHR1 occupied by the first character CH1 within the battle field R2. Similarly, the battle screen 9a is displayed in a manner in which the second character CH2 is included in area 92a. Area 92a includes at least the second area CHR2 occupied by the second character CH2 within the battle field R2.

[0096] Here, we will explain the processing in Activity A108 of Figure 3 when an overlap between the first character CH1 and the second character CH2 is determined. This "overlap determination" may be based on the same conditions as the overlap determination in Activity A104. For example, if the distance within the field between the first representative point P1 included in the first region CHR1 and the second representative point P2 included in the second region CHR2 is less than or equal to a predetermined value, the specific determination unit 232 may determine that an overlap between the first character CH1 and the second character CH2 has occurred. The determination conditions may be in different forms. For example, the distances between the first representative point P1 and the second representative point P2 may be different. Furthermore, the change in the distance between the first representative point P1 and the second representative point P2 over time may be included in the determination conditions.

[0097] The battle screen 9b is an example of the screen displayed on the display 4a of the game device 3 of the first player PL1 in activity A110 of Figure 3. The battle screen 9b shows the internal space of the battle field R2 and includes at least the regions 91b, 92b and the object 93b.

[0098] The battle screen 9b is displayed in a manner in which the first character CH1 is included in area 91b. Similarly, the battle screen 9b is displayed in a manner in which the second character CH2 is included in area 92b. Furthermore, the battle screen 9b is displayed in a manner in which the coordinates of the first character CH1 and the second character CH2 are changed. Specifically, the processing unit 235 executes a process to display the battle screen 9b in a manner in which the coordinates of the first character CH1 and the second character CH2 are changed so that they are at a predetermined distance from each other. More preferably, the processing unit 235 executes a process to display the battle screen 9b in a manner in which the first character CH1 and the second character CH2 are displayed in a manner that includes the action of bouncing back due to the repulsive force resulting from the collision between the characters. This process may be referred to as the collision detection process.

[0099] In this embodiment, the case in which the coordinates of both the first character CH1 and the second character CH2 are changed during the collision detection process has been described, but this is not limited to this. For example, the processing unit 235 may execute a process in which the battle screen 9b is displayed in a manner in which only the coordinates of the first character CH1 are changed so that the placement coordinates of the first character CH1 and the placement coordinates of the second character CH2 are at a predetermined distance from each other.

[0100] In this configuration, in a field where multiple characters are moving rapidly, players can visually confirm when their character collides with other characters. Therefore, the enjoyment of the game is enhanced.

[0101] Furthermore, object 93b is an object that indicates to the first player PL1 in a manner visible to them that collision detection processing is being performed on the first character CH1 and the second character CH2. More specifically, the display control unit 236 displays object 93b in a manner visible to the first player PL1 while collision detection processing is being performed in activities A108 to A110 in Figure 3. Furthermore, when the execution of collision detection processing is canceled, the display control unit 236 displays the object 93b on the display 4a in a manner that does not include it in the battle screen 9b. With this configuration, the player can understand that collision detection processing is being performed. Therefore, it is possible to avoid the situation in which the positions of one's own character or other characters are suddenly changed during multiplayer gameplay, causing players to feel a sense of visual unease.

[0102] In this embodiment, an example of the transparency process being performed in the gathering field R1 has been described, but this is not limited to this. For example, the transparency process may be performed in a field that includes facilities where players can purchase or obtain items. Also, for example, the transparency process may be performed in at least a portion of the field where special objects are set. Furthermore, the transparency process may be performed in at least a portion of the field where narrow passages are included. In other words, the transparency process may be performed in a field where a situation occurs in which multiple characters exist simultaneously.

[0103] Furthermore, although this embodiment describes an example in which collision detection processing is performed in a battle field R2 where characters engage in combat, this is not limited to this example. For instance, collision detection processing may be performed in a field where combat occurs, such as when monsters appear.

[0104] Furthermore, the areas in which transparency processing is performed may be predetermined. For example, an ID that can identify an area and information regarding the processing that can be performed in the area corresponding to that ID may be stored in the storage unit 22 in a manner that associates them. Similarly, the areas in which processing related to collision detection is performed may also be predetermined. In other words, the processing that can be performed may be predetermined for each of the multiple areas included in the game.

[0105] 5. Others With respect to the information processing system 1 according to the above embodiment, the following configurations may be adopted.

[0106] In the above embodiment, an example was described in which the first character CH1 and the second character CH2 overlap, but this is not limited to that. For example, if it is determined that the first character CH1 overlaps with an object, the above processing may be performed on that object. The object is placed within the field R and may be, for example, a wall, cliff, rock, tree, building, or stairs. The object is not limited to these. With this embodiment, the player can avoid situations in which the player feels visually uncomfortable, such as being unable to see their own character due to overlapping with an object. Therefore, the enjoyment of the game is improved.

[0107] In the above embodiment, an example in which the character CH becomes transparent was described for the first process, but this is not limited to this. For example, the first process, that is, the process of changing the display manner so that the character is less conspicuous than usual from the perspective of the first user, may include a process of reducing the size of the character. Such a process may also include a process of converting the character's colors to grayscale. Such a process may also include a process of making the character transparent while still allowing its outline to be discernible. Such a process may also include a process of continuously changing the character's appearance over time. For example, it may include a process of changing the character's size so that it continuously decreases, or a process of changing the character's transparency so that it continuously increases. The specific examples of the first process are not limited to these.

[0108] In the above embodiment, the overlap between the first character CH1 and the second character CH2 in activity A104 of Figure 3 was described as occurring when the first character CH1 is already seated on table T, and the second character CH2 approaches the seated position of the first character CH1, causing a partial overlap. However, this is not limited to this case. For example, it may also include the case where the second character CH2 is already seated on table T, and the first character CH1 approaches the seated position of the second character CH2, causing a partial overlap.

[0109] In the above embodiment, an example was described in which a character operated by the player himself (e.g., first player PL1) (e.g., first character CH1) and a second character CH2 operated by another player overlap, but this is not limited to that example. For example, if a second character CH2 and a third character CH3 operated by another player overlap on a screen (not shown) visible to the first player PL1, such a screen will display either the second character CH2 or the third character CH3 with a changed display mode. The character whose display mode is changed may be determined, for example, based on an identifier associated with each character. Specifically, the identification determination unit 232 may determine the character with the smaller identifier number as the character whose display mode is changed. The method for determining the character whose display mode is changed is not limited to this example.

[0110] At least one of the devices included in the information processing system 1 may be located outside of Japan. For example, the information processing device 2 may be installed outside of Japan, and a user in Japan may access the information processing device 2 using their game device 3, or the information processing device 2 may be installed in Japan, and a user outside of Japan may access the information processing device 2 using their game device 3. With such a configuration, a more engaging experience can be provided to the user through various management methods.

[0111] The information processing device 2 may be in an on-premise configuration or a cloud configuration. In the case of a cloud-based information processing device 2, for example, the above-mentioned functions and processing may be provided in the form of SaaS (Software as a Service) or cloud computing.

[0112] In the above embodiment, the information processing device 2 performed various storage and control functions, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be stored in a distributed manner across multiple external devices using blockchain technology or the like. Also, in the above embodiment, the game control unit 230, reception unit 231, specific determination unit 232, setting unit 233, update unit 234, processing unit 235, and display control unit 236 are described as functional units realized by the control unit 23 of the information processing device 2, but at least a part of these may be implemented as functional units realized by an external server (not shown), or as functional units realized by the control unit 33 of the game device 3.

[0113] The embodiments described above may also be information processing methods. These information processing methods comprise each step of an information processing system. Alternatively, the embodiments described above may also be programs. These programs cause at least one computer to execute each step of an information processing system.

[0114] Furthermore, the following embodiments may also be provided.

[0115] (1) An information processing system comprising a processor capable of executing a program such that the following steps are performed, wherein in a reception step, input is received from a first user for manipulating a first character in a virtual space; in a processing step, if a first area occupied by the first character in the virtual space and a second area occupied by an object different from the first character in the virtual space overlap at least, a first process relating to the display manner of the object is executed; in a display control step, the manner in which the first character is manipulated in the virtual space is displayed so that the first user can see it; and if the first process is being executed, the display manner is changed and displayed so that the object is less conspicuous to the first user than it is under normal circumstances.

[0116] In this configuration, users can perceive their own character in the virtual space without being affected by the positional relationship between the character and objects. Therefore, situations where users experience visual discomfort, such as when their character overlaps with an object and they cannot perceive their own character, can be avoided, thereby improving the enjoyment of the game.

[0117] (2) The system described in (1) above, wherein in the processing step, the first processing is executed when the distance in the virtual space between a first representative point included in the first region and a second representative point included in the second region is less than or equal to a predetermined value.

[0118] This configuration makes it possible to avoid situations in the virtual space where characters and objects are displayed overlapping, or where parts of objects are displayed embedded in the user's character, causing the user visual discomfort.

[0119] (3) The system described in (1) above, wherein the change in the display mode includes at least a change in saturation or brightness.

[0120] This configuration allows users to more easily understand their own characters. Therefore, situations where users experience visual discomfort can be avoided, and the enjoyment of the game is enhanced.

[0121] (4) The system described in (3) above, wherein the change in the display mode includes a change to a mode that is not visible to the first user, and the first process is performed in the virtual space while the coordinates of the object are maintained.

[0122] In this configuration, since the object becomes transparent, it is possible to avoid situations where the user's character appears to overlap with the object. Furthermore, since the object is only made invisible to the first user and not deleted, it is possible to avoid situations that may cause the user to feel uneasy during gameplay.

[0123] (5) In the system described in (1) above, if the virtual space includes a specific area and the first character is located in the specific area, the first processing is not executed in the processing step even if the first area and the second area overlap.

[0124] This configuration allows the display of characters to be switched according to the game situation. Therefore, the enjoyment of the game is further enhanced.

[0125] (6) The system described in (5) above, wherein the specific area includes a battle field in which a character engages in combat with other characters, and in the processing step, if the first area and the second area overlap in the battle field, a process is performed to change the position of the first character or the object instead of the first process.

[0126] This configuration makes it possible to avoid situations where objects frequently become transparent in fields where characters move rapidly. Therefore, it is possible to achieve gameplay that does not cause discomfort to the user.

[0127] (7) The system described in (1) above, wherein the object is a second character operated by a second user different from the first user.

[0128] This approach avoids situations in a virtual space designed for multiplayer where a user's character may overlap with another user's character, thus preventing users from experiencing visual discomfort. Furthermore, since only the display method is changed, the number of simultaneous user connections remains the same, ensuring the enjoyment of multiplayer gaming.

[0129] (8) The system described in (7) above, wherein in the processing step, in addition to the first processing, a second processing relating to the display manner of the first character is further executed, and in the display control step, the manner in which the second character is operated in the virtual space is displayed so that the second user can see it, and if the second processing is being executed, the display manner is changed and displayed so that the first character is less conspicuous to the second user than it is under normal conditions.

[0130] In this configuration, each user can improve the visibility of their own character.

[0131] (9) In the system described in (1) above, the display control step includes restoring the modified display mode to its original state and displaying it in accordance with the fact that the overlap between the first area and the second area has been eliminated.

[0132] In this configuration, the process of making other characters less visible is executed only when necessary. Therefore, the enjoyment of multiplayer, which is the ability to play the game with multiple people, can be avoided.

[0133] (10) In the system described in (1) above, the display control step includes displaying visual information that allows the first user to understand that the first process is being executed when the first process is being executed.

[0134] This configuration prevents users from experiencing visual discomfort when the display of other characters or objects suddenly changes during gameplay with multiple players.

[0135] (11) An information processing method comprising each step of the information processing system described in any one of (1) to (10) above.

[0136] (12) A program that causes at least one computer to perform each step of the information processing system described in any one of (1) to (10) above. Of course, this is not always the case.

[0137] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the gist of the disclosure. These embodiments and their variations are included in the scope and gist of the disclosure, as well as in the disclosures described in the claims and their equivalents. [Explanation of Symbols]

[0138] 1: Information Processing System 11: Communication Network 2: Information Processing Device 20: Communications bus 21: Communications Department 22: Storage section 23: Control Unit 230: Game Control Department 231: Reception Department 232:Specific judgment section 233: Settings Section 234: Update section 235: Processing Unit 236: Display Control Unit 3: Game device 30: Communications bus 31: Communications Department 32: Storage section 33: Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 5: Menu screen 51: Operation Buttons 52: Operation Buttons 53: Operation Buttons 54: Operation Buttons 55: Operation Buttons 56: Operation Buttons 57: Character display area 6: Meal screen 6a: Meal screen 61 :Area 61a: area 62 :Area 62a :Area 64 :Area 64a :Area 7a: Screen 7b: Screen 71a :Area 71b :Area 72a :Area 72b :Area 73a: Object 73b: Object 74a :Area 74b :Area 8: Release screen 81 :Area 82 :Area 9a: Battle screen 9b: Battle screen 91a :Area 91b :Area 92a :Area 92b: area 93b: Object CH: Character CH1: First Character CH2: Second character CH3: Third character CHR1: 1st area CHR2: 2nd area P1: 1st representative point P2: 2nd representative point PL1: First Player PL2: Second Player R: Field R1: Gathering Field R2: Battlefield T: Table

Claims

1. An information processing system, A processor capable of executing a program is provided so that each of the following steps is performed: In the registration step, input is received from the first user to control the first character in the virtual space. In the processing step, if the first area occupied by the first character in the virtual space and the second area occupied by an object different from the first character in the virtual space overlap at least, the first processing relating to the display manner of the object is executed. In the display control step, The first user will be able to see how the first character is operated within the virtual space. A system that, when the first process is being executed, changes the display mode to make the object less conspicuous to the first user than it would normally be.

2. In the system described in claim 1, In the processing step, the system executes the first processing when the distance in the virtual space between a first representative point included in the first region and a second representative point included in the second region is less than or equal to a predetermined value.

3. In the system described in claim 1, The system wherein the change in the display mode includes at least a change in saturation or brightness.

4. In the system described in claim 3, The change in the display manner includes a change to a manner that is not visible to the first user, and The first process is performed within the virtual space while the coordinates of the object are maintained.

5. In the system described in claim 1, The aforementioned virtual space includes a specific area, A system in which, if the first character is located in the specific area, the first processing is not executed in the processing step even if the first area and the second area overlap.

6. In the system described in claim 5, The aforementioned specific area includes a battle field where characters engage in combat with other characters. In the processing step, if the first area and the second area overlap in the battle field, the system performs a process to change the placement position of the first character or the object instead of the first process.

7. In the system described in claim 1, The system wherein the object is a second character operated by a second user different from the first user.

8. In the system described in claim 7, In the processing step described above, in addition to the first processing, a second processing relating to the display mode of the first character is further performed. In the aforementioned display control step, The second user is made able to see how the second character is operated within the virtual space. A system that, when the second process is being executed, changes the display mode to make the first character less conspicuous to the second user than it is under normal circumstances.

9. In the system described in claim 1, The display control step involves, in response to the elimination of the overlap between the first and second regions, restoring the modified display mode to its original state and displaying it.

10. In the system described in claim 1, The display control step includes a system that, when the first process is being executed, displays visual information that allows the first user to understand that the first process is being executed.

11. Information processing method, A method comprising each step of the information processing system described in any one of claims 1 to 10.

12. It is a program, A program that causes at least one computer to perform each step of the information processing system described in any one of claims 1 to 10.

Citation Information

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