Information processing systems, information processing methods, and programs

JP2026144076APending Publication Date: 2026-09-09CAPCOM CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2025031161
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2026-09-09

Smart Images

  • Figure 2026144076000001_ABST
    Figure 2026144076000001_ABST
Patent Text Reader

Abstract

This technology provides opportunities for game players to practice or study gameplay. [Solution] According to one aspect of the present invention, an information processing system is provided, comprising at least one processor, the processor configured to perform the following steps by reading a program, the acquisition step involves acquiring a play history for retrying the game by reproducing past play status, the game progresses by controlling the movement of characters in a three-dimensional direction in a virtual game space which is a three-dimensional space, the characters include at least a first character and specific characters other than the first character, and the game control step involves controlling the first character in the retried game according to the operation of the first player, and controlling the specific character by adjusting a part of the play status compared with past play status based on the first character being operated and the play history.
Need to check novelty before this filing date? Find Prior Art

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 method for providing an online shooting game implemented by a game server communicatively connected to a player terminal". The method for providing an online shooting game comprises the steps of: selecting a basic identification range within a virtual environment of an online shooting game; detecting one or more enemy characters existing within the basic identification range; determining one enemy character among the one or more enemy characters as an automatic tracking target; and causing an aiming point to automatically track the movement of the automatic tracking target within the basic identification range. [[Prior Art Document]] [[Patent Document]]

[0003] [[Patent Document 1]] Japanese National Publication of International Patent Application No. 2015-516864 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]

[0004] By the way, there may be cases where it is desirable to increase opportunities for game players to practice or study game play.

[0005] In view of the above circumstances, the present disclosure provides a technique for increasing opportunities for game players to practice or study game play. [[Means for Solving the Problem]]

[0006] According to one aspect of the present disclosure, an information processing system is provided, comprising at least one processor, the processor configured to perform the following steps by reading a program: an acquisition step, which acquires a play history for retrying a game by reproducing past play status; the game progresses in a virtual game space which is a three-dimensional space, by controlling the movement of characters in a three-dimensional direction, the characters include at least a first character and specific characters other than the first character; and a game control step, in the retried game, the system controls the first character in response to the operation of a first player, and controls the specific character by adjusting a part of the play status compared with past play status based on the first character being operated and the play history.

[0007] This disclosure can increase opportunities for game players to practice or study gameplay. [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 is an activity diagram illustrating an overview of a preferred information processing method. [Figure 5] This figure shows an example of a retry request screen 5 as part of the game screen. [Figure 6] This figure shows an example of the retry game screen 6. [Figure 7] This is a diagram illustrating the control of the specific character CH0. [Figure 8] This is diagram 8 of the configuration during retry in this embodiment. [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 trained model that has been pre-trained to learn the correlation between input and output, or a generative AI such as a large-scale language model or visual 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 can control one or more player characters in a virtual game space, and have the player characters battle against enemy characters, which are non-player characters. A player character is a character controlled by the user. A character is also an example of an object.

[0016] The games described above are played using a game device 3, which is an electronic device such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, or a personal computer, smartphone, or tablet.

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

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

[0019] After user authentication, mutual communication between the information processing apparatus 2 and the game apparatus 3 becomes possible. After login, when the game apparatus 3 receives data necessary for game progress (data relating to the game progress status) from the information processing apparatus 2, the game apparatus 3 progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.

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

[0021] <Information Processing Apparatus 2> As shown in Figure 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 connected to each game device 3 via a communication network 11 such as the Internet and LAN. The main information that the information processing device 2 receives via the communication unit 21 includes information on game program download requests, gacha lottery requests in response to user operations, quest execution requests, auto-play execution / termination requests, account information, and game data. The main information that the information processing device 2 transmits via the communication unit 21 includes information to confirm that the game device 3 has received the game program, and information regarding game media obtained through gacha.

[0023] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), among others. The storage unit 22 stores various programs, including a part of the game program according to this embodiment, and various data related to the game.

[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 reception unit 231, acquisition unit 232, game control unit 233, identification unit 234, assignment unit 235, and display control unit 236 by executing various programs stored in the storage unit 22.

[0036] The reception unit 231 is configured to perform reception steps. For example, the reception unit 231 is configured to receive various types of data as part of the reception steps. For example, as part of the reception steps, the reception unit 231 receives information such as user information, game data, and input of operations including 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.

[0037] The acquisition unit 232 is configured to acquire various types of information as an acquisition step. For example, the acquisition unit 232 acquires various types of information in the virtual game space, input of various requests from the user, etc., from the storage unit 22 of the information processing device 2, or from the game device 3 or other external devices via the communication network 11. In this embodiment, the various types of information received by the acquisition unit 232 are described as being stored in the storage unit 22.

[0038] The game control unit 233 is configured to perform game control steps. For example, the game control unit 233 controls the progress of the game as a game control step. In a more specific example, the game control unit 233 controls the progress of the game based on user operations as a game control step. Here, user operations are operations performed to advance the game, and may hereafter be referred to as "game progress operations". There are various types of games, but in this embodiment, we will describe the control of a combat game. The type of game is not limited to this.

[0039] The identification unit 234 is configured to identify various types of information as an identification step. For example, the identification unit 234 identifies character information as an identification step.

[0040] The rewarding unit 235 is configured to grant various rewards to users as part of the rewarding step. For example, the rewarding unit 235 is configured to grant rewards to users with high character levels as part of the rewarding step.

[0041] The display control unit 236 is configured, as a display control 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 (for example, still images or videos), icons, text, etc., that is generated in a manner 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.

[0042] 3. Explanation of various information and terminology This section explains the various types of information and terminology used in Information Processing System 1.

[0043] <Virtual Game Space> A virtual game space is a virtual space constructed on a computer network where multiple users can participate and enjoy games simultaneously. In this embodiment, characters placed in the virtual game space are referred to as placed characters. The virtual game space is a three-dimensional space. More specifically, in the three-dimensional virtual game space, the movement of characters is controlled in the three-dimensional direction.

[0044] <FPS(First-Person Shooter)> An FPS game is a game that runs in a virtual game space, allowing the player to experience gameplay within that virtual space from the perspective of a player character (first-person view). Specifically, the player character controlled by the user, enemy characters, and other objects exist in the virtual game space. The game screen, which includes the virtual game space, is displayed on display 4a. The user controls the game while understanding the surrounding situation or the movements of enemy characters through the game screen. In an FPS game, the player character's movement, aiming, or attack actions are performed based on the user's game control. The movements of enemy characters are controlled according to the actions of the player character. In this embodiment, an example of an FPS game will be described as a combat game using weapons.

[0045] <Battle Game> A combat game is a game in which characters controlled by multiple users in a virtual game space engage in combat using weapons, aiming to defeat enemy characters. In this embodiment, a shooting game in which characters use guns as weapons will be described, but this is not limited to this. A combat game may also be a game in which characters fight without using weapons, for example.

[0046] <Replay function> The replay function is a function that faithfully reproduces the original gameplay based on the history of game progress actually made by the user in the past (play history PH). Simply recording past play status as video data and making it playable is excluded from the replay function. The replay function allows the user to check their past game progress. In this embodiment, the reproduction of gameplay by the replay function may be referred to as "the replay process is executed." Furthermore, "game progress operation" in this embodiment includes the operation to execute the replay process.

[0047] <Retry function> The retry function is a function that, during the execution of replay processing, attempts to reproduce the character's actions based on the play managed by the information processing system 1, while also accepting user input for the player character. Note that during replay processing, this includes cases where user input is accepted from the moment the replay processing begins. It should be noted that in such a retry function, the character's actions will be modified from previous play in accordance with new user input. In other words, the retry function is a function that allows for the modification of part of the character's actions. This allows for a natural combination of the original game progress reproduced in the replay and the part of the game controlled in accordance with new user input, enabling the user to study gameplay techniques. In this embodiment, the execution of processing by the retry function may be referred to as "the retry process is executed." Furthermore, "game progress operation" in this embodiment includes operations for executing the retry process and operations for controlling the game during the retry process.

[0048] <Equipment Items> Equipment items are items that characters use within the virtual game space. Specifically, equipment items may include weapons, armor, or tools. In this embodiment, the player character will be described as using a gun as a weapon within the virtual game space, but this is not limited to this. Users can obtain equipment items through direct purchase or distribution via in-game currency, or through a lottery method called gacha. Users may also obtain equipment items as rewards for events or for leveling up.

[0049] <Reward> Rewards include in-game items usable within the game (e.g., equipment items, in-game currency, etc.). Here, in-game currency may be paid or free. Furthermore, rewards may not be limited to physical items or items, but may also include the right to enjoy those items or items (tickets). In addition, rewards may include advantageous effects given to the user. Advantageous effects given to the user include various specification changes that allow the user to progress through the game more easily than usual, and may include changing the attack power of the player character, changing the attack power of equipment items, changing the number and strength of enemy characters, increasing the score obtained, etc.

[0050] 4. Information Processing The information processing of the first embodiment will be described below.

[0051] 4.1 Overview of Information Processing This section outlines the flow of the information processing method executed by Information Processing System 1. Figures 3 and 4 are activity diagrams showing an outline of a preferred example of an information processing method.

[0052] 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.

[0053] In this embodiment, the game will be described as an FPS game. Furthermore, the game will be described as a combat game. The user playing the game may be referred to as the player. In this embodiment, the game's progression will be described as including the execution of game replay processing and retry processing.

[0054] The game to which this information processing applies is described as having a configuration in which multiple players simultaneously play the game in a single virtual game space. That is, a first character CH1 controlled by the first player PL1 who is playing the game, and a second character CH2 controlled by the second player PL2 may be included on the game screen at the same time. The operation of the second character CH2 may be controlled by the CPU (control unit 23). Hereafter, a configuration in which multiple players simultaneously play the game in a single field may be referred to as multiplayer.

[0055] First, Figure 3 will be used to explain the information processing flow for managing play history PH. The information processing method includes each activity described in Figure 3.

[0056] First, the game device 3 transmits a request to start the game in response to an input operation by the first player PL1 via the input device 4c. Specifically, the game device 3 transmits the identification information of the first player PL1 and a request to start the game. Subsequently, the receiving unit 231 of the information processing device 2 receives the request to start the game from the first player PL1 as a receiving step (activity A101).

[0057] Next, the game control unit 233 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). Specifically, the game control unit 233 controls the position or movement of the first character CH1 in response to the game advancement operations of the first player PL1. As a result, a battle game progresses in the virtual game space between the first character CH1 and other characters, namely enemy characters.

[0058] Next, the acquisition unit 232 starts acquiring the game's play history PH (Activity A103). For example, the acquisition of the play history PH may start when the first character CH1 is attacked by an enemy character. The timing of when the acquisition of the play history PH starts is not limited to this. After the acquisition of the play history PH starts, the acquisition unit 232 acquires the game's play history PH sequentially.

[0059] The play history PH may include, for example, information on the character's position and information indicating the character's direction or speed of movement. It may also include, for example, information indicating the timing of an attack performed by the character, the type of attack, or the weapon used. In other words, the play history PH may include, for example, information indicating input operations via the input device 4c of the first player PL1. Furthermore, it may include, for example, information indicating whether or not damage was incurred by the attack, or the extent of that damage. That is, the play history PH shall have a configuration that allows the actions and position information of the first character CH1 and enemy characters to be reproduced in a replay.

[0060] Next, if the game progress meets predetermined conditions, the acquisition unit 232 terminates the acquisition of the play history PH (Activity A104). Here, the predetermined conditions may preferably be that the first character CH1 is defeated, or that an enemy character is defeated. Alternatively, for example, the predetermined conditions may be that the reception unit 231 receives an termination operation from the first player PL1.

[0061] The play history PH acquired in activities A103 to A104 may be stored in, for example, the memory unit 22 (activity A105). The play history PH stored in the memory unit 22 is configured to be referable during the execution of the replay process or the retry process described later. This makes it possible to reproduce the game played by activities A101 to A105 during the replay process. Thus, the first player PL1 can practice or study gameplay based on past gameplay.

[0062] In this embodiment, the play history PH is described as being stored in the storage unit 22, but this is not the only configuration. The play history PH may be stored in an external device not included in the information processing system 1.

[0063] Next, Figure 4 will be used to explain the information processing flow when executing a retry. The information processing method includes each activity shown in Figure 4.

[0064] First, the reception unit 231 of the information processing device 2 receives a request from the first player PL1 to start replay processing (Activity A201). For example, the reception unit 231 may receive information from the first player PL1 that can identify the play history PH of the game to be replayed. Here, the game is a game that progresses in a virtual game space, which is a three-dimensional space, by controlling the movement of characters in a three-dimensional direction. The characters include at least the first character CH1 and a specific character CH0 other than the first character.

[0065] Next, the acquisition unit 232 reads the play history PH stored in the storage unit 22 and obtains the information necessary for replay processing (activity A202). In other words, the acquisition unit 232 acquires the play history PH to recreate past play situations and retry the game. The display control unit 236 displays the game replay in a manner that can be understood by the first player PL1.

[0066] Here, we will explain the case where the reception unit 231 receives a request from the first player PL1 to perform a retry process while the replay process is being executed (Activity A203). In other words, the reception unit 231 receives a request from the first player PL1 to retry the game while the replay is being performed, by reading the play history PH and recreating the past play situation. The reception unit 231 receives from the first player PL1 information that allows it to identify the timing to start the retry process, and a request to start the retry process, during the game play in which the replay process is being executed. When the reception unit 231 receives the request, the retry process is executed as a game control step. Specifically, the game control unit 233 transitions the ongoing replay process to the retry process.

[0067] On the other hand, if no request is made to perform a retry while the replay process is running, the display control unit 236 continues to display the game replay. In the replay, the actions of the first character CH1 and the specific character CH0 are reproduced based on the play history PH.

[0068] If a retry request is made in Activity A203, the identification unit 234 identifies the player character to be operated by the first player PL1 in the retry process (Activity A205). In this embodiment, the player character operated by the first player PL1 in the retry process (first character CH1) is described as being the same character as the character operated by the first player PL1 during the progress of the game, but this is not limited to this. The first character CH1 may be selectable by the first player PL1 at the start of the retry process and is not necessarily limited to the character operated by the first player PL1 in past gameplay. That is, the first character CH1 may be a character that was operated by another player in past gameplay. For example, if a player-identifiable identification number and the player character controlled by the player during gameplay are associated and stored in the memory unit 22, and the first character CH1 is associated with a player other than the first player PL1, then even if the first character CH1 is controlled by another player during gameplay, the first player PL1 can still control the first character CH1 when retrying the game.

[0069] Next, the control of the first character CH1's actions upon the start of the retry process will be explained in activities A206 to A207. The reception unit 231 receives operations for the first character CH1 from the first player PL1 (activity A206). Specifically, the reception unit 231 receives operations from the first player PL1 that correspond to actions for the first character CH1 to move, attack, or evade an attack. Subsequently, the game control unit 233 controls the first character CH1 in the retried game according to the operations of the first player PL1.

[0070] Here, the first player PL1 can operate freely. In other words, the operations performed by the first player PL1 are not restricted by past play history PH. Similarly, the control of the first character CH1's movements is also not restricted by past play history PH.

[0071] Independent of the processing related to activities A206 to A207, the game control unit 233 controls the operation of a specific character CH0, which is a character other than the first character CH1 (activities A208 to A209). The specific character CH0 is a character whose operation is controlled by the CPU (control unit 23) and is not operated by the player during the retry process. In this embodiment, the specific character CH0 is described as an enemy character of the first character CH1.

[0072] First, the acquisition unit 232 acquires information about the first character CH1, which is operated by the first player PL1 (Activity A208). Next, the game control unit 233 controls a specific character CH0 by adjusting a part of the current state of the first character CH1, which is being operated by the first player PL1, and the play history PH, compared with past play conditions (Activity A209).

[0073] Specifically, the acquisition unit 232 acquires the positional relationship between the first character CH1 and the specific character CH0 in the virtual game space. Subsequently, the game control unit 233 controls the specific character CH0 based on the positional relationship between the first character CH1 and the specific character CH0 and the play history PH.

[0074] This section describes a control mechanism that adjusts a portion of the behavior of a specific character CH0 based on its past gameplay. For example, the game control unit 233 controls the direction in which an attack action is performed by specific character CH0 against first character CH1, based on the positional relationship between first character CH1 and specific character CH0. Here, the direction is the direction from the position of specific character CH0 in the virtual game space toward the position of first character CH1.

[0075] In other words, among the actions of a specific character CH0, only the direction in which the attack action is performed may be controlled based on the positional relationship between the first character CH1 and the specific character CH0. Control regarding the position, direction of movement, timing of the attack, type of attack, or weapon used of the specific character CH0 may be performed based on the play history PH.

[0076] Thus, during the retry process, a portion of the actions of a specific character CH0 is reproduced based on the play history PH. In other words, control is performed so that a portion of the actions of the specific character CH0 are the same as the actions performed during gameplay in activities A102 to A104 in Figure 3. On the other hand, a specific action of the specific character CH0, such as the direction in which an attack action is performed, is adjusted according to the operation on the first character CH1 during the retry process. In other words, in this embodiment, the portion of the actions of the specific character CH0 that is adjusted compared to past play conditions (a specific action) is the direction of the attack on the first character CH1. Furthermore, the direction of the attack is adjusted according to the positional relationship between the specific character CH0 and the first character CH1. In other words, control is performed so that only a specific action of the specific character CH0 is changed from past gameplay.

[0077] To summarize the above processes, the information processing system comprises at least one processor, which reads a program and comprises the following parts: The acquisition unit 232 acquires play history PH for retrying the game by reproducing past play status. The game progresses in a virtual game space, which is a three-dimensional space, by controlling the movement of characters in a three-dimensional direction. The characters include at least a first character CH1 and a specific character CH0 other than the first character CH1. In the retried game, the game control unit 233 controls the first character CH1 in response to the operation of the first player PL1, and controls the specific character CH0 by adjusting a part of it compared with past play status based on the first character CH1 being operated and the play history PH.

[0078] In this configuration, control is implemented to ensure that enemy character movements are appropriate during game retries. Specifically, during game retries, some of the enemy character's movements are performed based on their positional relationship with the player character. Therefore, the player can have more opportunities to practice or study gameplay.

[0079] Furthermore, in this configuration, during retries, enemy characters always attack in the direction of the character controlled by the player. Therefore, even if the player character performs a different action during a retry than in the replay, they will receive an attack from the enemy character corresponding to that action, which can be used for practicing or studying the game.

[0080] Furthermore, this configuration allows for retries at any point during a game replay, and even when retrying from the middle of a replay, it eliminates any sense of incongruity the player might feel regarding the enemy character's movements.

[0081] Furthermore, in this configuration, the player can control a character other than the one they were controlling (for example, an enemy character) during retries. Therefore, the player can observe the reproduction of their own character's movements from the perspective of another character, thus increasing the player's opportunities to study gameplay even further.

[0082] Furthermore, during the execution of the replay process, the appearance of the character may differ from that of the play history PH. Specifically, the appearance of the first character CH1 or a specific character CH0 during the replay process may be different from the appearance stored in the play history PH. The retry process may be executed with a different appearance selected from that of the first character CH1 or a specific character CH0 stored in the play history PH. This configuration allows for an experience in which the character's movements are faithfully reproduced based on the play history PH, while only the character's appearance differs from past gameplay.

[0083] The above is the flow of information processing.

[0084] 4.2 Details of Information Processing This section will explain the details of the information processing outlined above using diagrams.

[0085] (Retry request screen 5) Figure 5 shows an example of the retry acceptance screen 5 as a game screen. The display control unit 236 displays the retry acceptance screen 5 on the display 4a of the game device 3 as a display control step. The retry acceptance screen 5 is an example of the screen displayed when the start of a replay is accepted from the first player PL1 in activity A201 of Figure 4. The retry acceptance screen 5 includes a settings window 51.

[0086] For example, the retry reception screen 5 may be displayed on the display 4a of the game device 3 by the reception unit 231 receiving input from the first player PL1 to display the settings window 51. The settings window 51 includes, for example, operation buttons 511 to 514. Operation button 511 is, for example, a button for receiving input from the player to start a replay. The display control unit 236 may display the game replay on the display 4a in a manner visible to the player by receiving input for operation button 511 from the player. Operation button 512 is, for example, a button for receiving input from the player to start a retry process. In activity A203 of Figure 4, the reception unit 231 may receive input for operation button 512 from the first player PL1. For example, the display control unit 236 may transition the content displayed on the display 4a from the retry reception screen 5 of Figure 5 to the retry game screen 6 of Figure 6 by receiving input for operation button 512 from the player.

[0087] Operation button 513 is, for example, a button for accepting the selection of a character to be controlled by the player during the retry process. In activity A204 in Figure 4, the reception unit 231 may receive input for operation button 513 from the first player PL1. For example, the display control unit 236 may, by receiving input for operation button 513 from the player, transition the content displayed on the display 4a from the retry reception screen 5 in Figure 5 to a screen (not shown) where a character can be selected.

[0088] Operation button 514 is, for example, a button for receiving input from the player to end the replay. For example, the game control unit 233 may end the game replay by receiving input from the player to operation button 514.

[0089] (Retry game screen 6) Figure 6 shows an example of the retry game screen 6. The retry game screen 6 is an example of a screen in which the first player PL1 is visible while the retry process in activities A203 to A209 in Figure 4 is being executed. In the retry reception screen 5 of Figure 5, the display control unit 236 displays the retry game screen 6 on the display 4a of the game device 3 in response to receiving input from the user to the operation button 512.

[0090] The retry game screen 6 includes at least a portion of an object representing the first character CH1 controlled by the first player PL1, and may also include an object representing a specific character CH0. In the retry game screen 6, the actions of the first character CH1 are controlled according to the actions of the first player PL1. Furthermore, the actions related to the direction of attacks (specific actions), which are part of the actions of the enemy character, the specific character CH0, are controlled based on the positional relationship between the specific character CH0 and the first character CH1. Specifically, the game control unit 233 controls the actions of the specific character CH0 so that attacks are executed in the direction toward the position of the first character CH1, starting from the position of the specific character CH0. As shown in the retry game screen 6, attacks by the specific character CH0 are executed toward the position of the first character CH1. On the other hand, other actions of the specific character CH0 are controlled according to the play history PH. That is, regardless of the actions of the first character CH1 in the retry process, the control of other actions of the specific character CH0 is executed according to the play history PH.

[0091] Furthermore, the retry game screen 6 may include an object representing another character CH3. In this embodiment, the game control unit 233 may control the actions of other characters CH3 so that their actions during game progression are reproduced based on the play history PH.

[0092] Furthermore, the retry game screen 6 may include an object representing a weapon (equipped item IT1). Preferably, equipped item IT1 may be placed in the same position as it is during game progression in activities 102-104 of Figure 3. That is, the play history PH may include information about the game item IT1 placed in the virtual game space. Also, the operation of the first player PL1 during the retry process may include an operation that allows the player to select the game item IT1. With this embodiment, when retrying the game, the player can also study the use of game items.

[0093] Figure 7 is a layout diagram illustrating the control of the specific character CH0. The layout diagram includes layout diagram 7a for replay and layout diagram 7b for retry. Layout diagram 7a for replay and layout diagram 7b for retry are diagrams showing the character's placement in a part of the virtual game space as viewed from above. That is, layout diagram 7a for replay and layout diagram 7b for retry are diagrams showing the placement of a part of the retry game screen 6 in Figure 6 as viewed from above.

[0094] The replay layout diagram 7a includes objects 71a and 72a showing the placement of a specific character CH0, and objects 73a and 74a showing the placement of the first character CH1.

[0095] During replay, character CH0 is assumed to have moved from the position of object 71a to the position of object 72a, and the direction of movement of character CH0 is indicated by object 710a. Meanwhile, character CH1 is assumed to have moved from the position of object 73a to the position of object 74a, and the direction of movement of character CH1 is indicated by object 730a. Furthermore, the direction of attack by character CH0 on character CH1 is indicated by object 720a. The actions of character CH0 and character CH1 during replay are all controlled according to the play history PH. In other words, during replay, the actions of character CH0 and character CH1 are all reproduced based on the play history PH.

[0096] Next, the character's behavior during the retry process will be explained using the retry layout diagram 7b. The retry layout diagram 7b includes objects 71b and 72b that show the placement of a specific character CH0, and objects 73b and 74b that show the placement of the first character CH1.

[0097] During retries, the first character CH1's movement is controlled according to the operation of the first player PL1. In the retry layout diagram 7b, the first character CH1 is assumed to have moved from the position of object 73b to the position of object 74b, and the direction of movement of the first character CH1 is indicated by object 730b.

[0098] Next, we will explain the control of the specific character CH0's movement during retries. The placement position and movement direction of the specific character CH0 are reproduced based on the play history PH, just as during replays. As shown in the placement diagram 7b during retries, just as during replays, the specific character CH0 is assumed to have moved from the position of object 71b to the position of object 72b, and the movement direction of the specific character CH0 is indicated by object 710b. That is, 71a in the placement diagram 7a during replays and 71b in the placement diagram 7b during retries are the same coordinates. Similarly, 72a in the placement diagram 7a during replays and 72b in the placement diagram 7b during retries are the same coordinates.

[0099] However, the direction of attack by a specific character CH0 against the first character CH1 is not reproduced based on the play history PH. The direction of attack is determined according to the relative positions of the specific character CH0 and the first character CH1. As shown in the retry layout diagram 7b, the attack is executed starting from object 72b, which indicates the position of the specific character CH0, and moving in the direction of object 74b, which indicates the position of the first character CH1. The direction of attack by the specific character CH0 against the first character CH1 is indicated by object 720b.

[0100] When retrying a game, the player may move their character to a different position than during the replay. In games where character movement is controlled in three dimensions, if all the movements of other characters (e.g., enemy characters) controlled by the CPU are reproduced using the play history PH, just like during a replay, it is possible that enemy characters may attack in a direction different from the direction the player character is positioned, preventing the player from adequately studying the game. According to this embodiment, enemy characters always attack in the direction of the player character, allowing the player to reproduce a situation closer to actual combat and to adequately study or practice controlling the player character.

[0101] 5. Second Embodiment This section describes the information processing system 1 according to the second embodiment (hereinafter referred to as "this embodiment"). However, the description of configurations and functions that are substantially the same as those of the information processing system 1 according to the first embodiment will be omitted.

[0102] In the first embodiment, the process for when the first player PL1 retryes the game alone during the retry process was described. In this embodiment, the retry process (game) is described as a multiplayer game in which multiple players can participate. Specifically, the game control unit 233 further controls the second character CH2 in response to the operation of the second player PL2. In other words, players can retry the game together with other players. Note that the overview of the information processing is the same as the activity diagrams in Figures 3 and 4, so the explanation will be omitted.

[0103] (Layout diagram 8 during retry) Figure 8 is a retry configuration diagram 8 in this embodiment. Similar to Figure 7, the retry configuration diagram 8 is a view from above of the character placement in a part of the virtual game space during a retry. The retry configuration diagram 8 includes object 81a showing the placement of the first character CH1, and object 81b showing the placement of the second character CH2. The retry configuration diagram 8 also includes objects 81c and 82a-82c showing the placement of other characters whose operation is controlled by the CPU (control unit 23).

[0104] This embodiment describes a case where multiple people form a team to proceed with retrying the game. Specifically, it describes a scenario where a first character CH1 controlled by the first player PL1 and a second character CH2 controlled by the second player PL2 belong to the same team and cooperate to defeat the enemy character of the opposing team. More specifically, the game is assumed to be a battle between a team formed by characters placed in objects 81a to 81c and a team formed by characters placed in objects 82a to 82c.

[0105] In this embodiment, the character corresponding to object 82a is identified as specific character CH10 relative to the first character CH1. That is, among the actions of specific character CH10, the direction of the attack against the first character CH1 is determined based on the positional relationship between specific character CH10 and the first character CH1. In other words, in past gameplay, multiple characters are controlled, and in the retry process, the game control unit 233 controls at least one character other than the first character among the multiple characters as specific character CH10 as a game control step.

[0106] Similarly, the character corresponding to object 82b is identified as specific character CH20 for the second character CH2, which is controlled by the second player PL2. That is, the direction of the attack by specific character CH20 against the second character CH2 is determined based on the positional relationship between specific character CH20 and the second character CH2. In this way, during the retry process, at least one character performs an attack against each player character (CH1, CH2). With this configuration, the player characters in the virtual game space are subjected to attacks from at least one enemy character. Therefore, the player can have more opportunities to study gameplay and can thoroughly study or practice controlling the player character.

[0107] Furthermore, in multiplayer, if the first player PL1 and the second player PL2 cooperate to retry the game, the rewarding unit 235 may, as a rewarding step, reward the player with the higher character level among the first player PL1 and the second player PL2. Here, the character level includes an indicator that shows the skill level of the character corresponding to the player. Specifically, a data table including a configuration in which an identification number that can identify a player is associated with information indicating the player character's level may be stored in the storage unit 22. The identification unit 234 may identify the player to whom the reward will be awarded by referring to the data table. With this configuration, players with high character levels can actively increase their interactions, such as playing multiplayer with other players. On the other hand, players with less gaming experience can retry the game with players who have more gaming experience than them and have the opportunity to improve their gaming skills. Therefore, in multiplayer games, it is possible to avoid the game becoming deserted and to increase the number of players.

[0108] Furthermore, the rewarding unit 235 may, as part of the rewarding step, grant higher rewards to the player with the higher character level, depending on the difference in character levels between the first player PL1 and the second player PL2. This configuration can further increase opportunities for experienced players to teach gameplay techniques to less experienced players through game retries.

[0109] In this embodiment, the case described is one in which the first player PL1 and the second player PL2 belong to the same team and cooperate to defeat the opponent's character, but this is not limited to this case. The first player PL1 and the second player PL2 may be opponents.

[0110] Furthermore, although this embodiment has described a case where multiple people form a team and conduct multiplayer, it is not limited to this. For example, in multiplayer where multiple people participate in a game, it may be a format where everyone is an opponent of each other, that is, a format where each player battles all the other players.

[0111] 6. Others Regarding the information processing method according to the above-described embodiment, the following embodiments may be adopted.

[0112] 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.

[0113] The information processing device 2 may be on-premise or in a cloud-based 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.

[0114] 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 reception unit 231, acquisition unit 232, game control unit 233, identification unit 234, assignment 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.

[0115] 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.

[0116] Furthermore, they may be provided in the following embodiments.

[0117] (1) An information processing system comprising at least one processor, wherein the processor is configured to perform the following steps by reading a program, the acquisition step of acquiring a play history for retrying a game by reproducing past play status, wherein the game is played by controlling the movement of characters in a three-dimensional direction in a virtual game space which is a three-dimensional space, and the characters include at least a first character and specific characters other than the first character, and the game control step of controlling the first character in the retried game in accordance with the operation of a first player, and controlling the specific character by adjusting a part of the past play status based on the first character being operated and the play history.

[0118] In this configuration, during game retries, control is implemented to ensure that the enemy character's actions are appropriate in relation to the player character. Therefore, the player can have more opportunities to practice or study gameplay.

[0119] (2) In the information processing system described in (1) above, the system controls the specific character in the game control step based on the positional relationship between the first character and the specific character and the play history.

[0120] In this configuration, when the game is retried, the enemy character's actions are performed based on their positional relationship with the player character. Therefore, the player can have more opportunities to practice or study gameplay.

[0121] (3) In the information processing system described in (2) above, the game control step controls the direction in which the attack action by the specific character against the first character is performed based on the positional relationship, and the direction is the direction from the position of the specific character in the virtual game space toward the position of the first character.

[0122] In this configuration, during retries, enemy characters always attack in the direction of the player-controlled character. Therefore, even if the player character performs a different action during a retry than in the replay, they will receive an attack from the enemy character corresponding to that action, which can be used for practicing or studying the game.

[0123] (4) In the information processing system described in (1) above, the reception step further includes receiving a request from the first player to retry the game during a replay in which the past play situation is reproduced by reading the play history, and executing the game control step when the request is received.

[0124] This configuration allows for retries at any point during a game replay, and even when retrying from the middle of a replay, it eliminates any sense of incongruity the player might feel regarding the enemy character's movements. Therefore, it provides even more opportunities for practicing or studying gameplay.

[0125] (5) In the information processing system described in (1) above, the first character is a character that was operated by another player in the past play situation.

[0126] In this configuration, it is possible to control other characters (e.g., enemy characters) during retries. Therefore, the player can observe the reproduction of their own character's movements from the perspective of other characters. Thus, the player can have even more opportunities to study gameplay.

[0127] (6) In the information processing system described in (1) above, in the past play status, multiple characters are controlled, and in the game control step, at least one character other than the first character among the multiple characters is controlled as the specific character.

[0128] In this configuration, at least one enemy character among the characters in the virtual game space performs an attack action against the character controlled by the player. Therefore, the player can have even more opportunities to study gameplay.

[0129] (7) In the information processing system described in (1) above, the game is a multiplayer game in which multiple players can participate, and in the game control step, the system further controls a second character in accordance with the operation of a second player.

[0130] In this configuration, players can retry together with other players. Therefore, players can have more opportunities to practice or study gameplay.

[0131] (8) In the information processing system described in (7) above, the reward step further grants a reward to the player with a higher character level among the first player or the second player, wherein the character level includes an indicator that shows the skill level of the character corresponding to the player.

[0132] This approach increases opportunities for players to teach each other gameplay through retries, which can lead to an increase in the number of players.

[0133] (9) In the information processing system described in (8) above, the rewarding step provides a higher reward to the player with the higher character level, the greater the difference in character levels between the first player and the second player.

[0134] This configuration increases opportunities for experienced players to teach less experienced players.

[0135] (10) The system described in (1) above, wherein the play history includes information about game items placed in the virtual game space, and the operation of the first player includes an operation that allows the selection of the game items.

[0136] In this configuration, players can also study the use of game items.

[0137] (11) In the system described in (1) above, the game is an FPS game.

[0138] (12) An information processing method comprising each step of the information processing system described in any one of (1) to (11) above.

[0139] (13) A program that causes at least one computer to perform each step of the information processing system described in any one of (1) to (11) above. Of course, this is not always the case.

[0140] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims and their equivalents. [Explanation of symbols]

[0141] 1: Information Processing System 11: Communication Network 2: Information Processing Device 20: Communications bus 21: Communications Department 22: Storage section 23: Control Unit 231: Reception Department 232: Acquisition Department 233: Game Control Department 234: Specific part 235: Assignment section 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: Retry request screen 51: Settings window 511: Operation Buttons 512: Operation Buttons 513: Operation Buttons 514: Operation Buttons 6: Retry game screen 7a: Layout plan 71a: Object 710a: Object 72a: Object 720a: Object 73a: Object 730a: Object 74a: Object 7b: Layout plan 71b: Object 710b: Object 72b: Object 720b: Object 73b: Object 730b: Object 74b: Object 8: Layout plan 81a: Object 81b: Object 81c: Object 82a: Object 82b: Object 82c: Object CH0: Specific character CH1: First Character CH10: Specific Character CH2: Second character CH20: Specific Character CH3: Character PH: Play history IT1: Item PL1: First Player PL2: Second Player

Claims

1. An information processing system, The system comprises at least one processor, the processor configured to perform the following steps by reading a program: In the acquisition step, the play history is acquired to recreate past gameplay and retry the game, and here The aforementioned game progresses by controlling the movement of characters in a three-dimensional direction within a virtual game space, which is a three-dimensional space. The aforementioned character includes at least a first character and a specific character other than the first character, In the game control step, in the retried game, The first character is controlled in accordance with the operation of the first player, A system that controls a specific character by adjusting a portion of the current play status compared to past play status, based on the first character being operated and the play history.

2. In the information processing system described in claim 1, The system controls the specific character in the game control step based on the positional relationship between the first character and the specific character and the play history.

3. In the information processing system described in claim 2, In the game control step, based on the positional relationship, the direction in which the attack action by the specific character against the first character is performed is controlled. The aforementioned direction is a direction that starts from the position of the specific character in the virtual game space and moves toward the position of the first character, in this system.

4. In the information processing system described in claim 1, Furthermore, in the reception step, during a replay that reproduces past gameplay by reading the play history, a request to retry the game is received from the first player. A system in which the game control step is executed when the aforementioned request is received.

5. In the information processing system described in claim 1, The system wherein the first character is a character that was controlled by another player in the aforementioned past gameplay.

6. In the information processing system described in claim 1, In the aforementioned past gameplay, multiple characters were being controlled. In the game control step, the system controls at least one character other than the first character among the plurality of characters as the specific character.

7. In the information processing system described in claim 1, The aforementioned game is a multiplayer game in which multiple players can participate. The aforementioned game control step further includes a system that controls a second character in response to the actions of a second player.

8. In the information processing system described in claim 7, Furthermore, in the rewarding step, the reward is given to the player with the higher character level among the first player or the second player. The aforementioned character level is a system that includes an indicator showing the skill level of the character corresponding to the player.

9. In the information processing system described in claim 8, In the rewarding step, the system grants higher rewards to the player with the higher character level, the greater the difference in character levels between the first player and the second player.

10. In the system described in claim 1, The play history includes information about game items placed in the virtual game space, The system includes operations by the first player that enable the selection of the game items.

11. In the system described in claim 1, The aforementioned game is an FPS (First-Person Shooter) game.

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

13. 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 11.

Citation Information

Patent Citations

  • Online shooting game provisioning device and method

    JP2015516864A