Game program, recording medium, and game processing method

The game program addresses the lack of interest in character replacement games by enabling players to create and customize characters through a character creation and replacement system, enhancing the gameplay experience through customizable setting data transfer.

JP7655788B2Active Publication Date: 2025-04-02KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021092637
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-01
Publication Date
2025-04-02
Estimated Expiration
2041-06-01

AI Technical Summary

Technical Problem

Existing games that allow players to replace initial characters with user-created characters lack differentiation in gameplay experience, resulting in a lack of interest.

Method used

A game program that includes a character creation processing unit, a character replacement processing unit, a setting data selection processing unit, and a setting data update processing unit, allowing players to create and replace characters with preset characters, and select and transfer setting data to enhance the gameplay experience.

Benefits of technology

The solution enhances the gameplay experience by allowing players to customize and differentiate their characters, thereby increasing the interest and engagement in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase amusement in a game in which a character created by a player can be exchanged with an existing character.SOLUTION: A game program allows an information processor 3 to function as a character creation processing unit 17 for creating an edit character on the basis of a player's input, a character exchange processing unit 19 for exchanging a created edit character with an existing character who is preset so as to appear in a game and is selected by a player, a setting data selection processing unit 21 for selecting partial data from among setting data of the selected existing character on the basis of a player's input, and a setting data update processing unit 23 for updating setting data of an exchangeable edit character so as to take over the selected partial data.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present invention relates to a game program, a recording medium, and a game processing method. [Background technology]

[0002] Conventionally, there is known a game in which teams each made up of a plurality of characters compete against each other. For example, Patent Document 1 describes a method for controlling a game in which a predetermined character among the initial characters making up a team can be replaced with a user character created by the user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2004-8578 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned conventional technology, the initial character is merely replaced with the user character, and therefore, there is no difference in the content of the user's game experience regardless of which initial character is replaced, resulting in a problem of lack of interest.

[0005] The present invention has been made in consideration of such problems, and has as its object to provide a game program, a recording medium, and a game processing method that can increase the entertainment value of a game in which a player can replace a character they have created with an existing character. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the game program of the present invention causes an information processing device to function as a character creation processing unit that creates a first game character based on player input, a character replacement processing unit that replaces the created first game character with a second game character that is pre-set to appear in the game and selected by the player, a setting data selection processing unit that selects a portion of data related to the settings of the selected second game character based on the player input, and a setting data update processing unit that updates data related to the settings of the first game character to be replaced so as to inherit the selected portion of data.

[0007] In order to achieve the above object, a recording medium of the present invention is a recording medium on which the above game program is recorded and which can be read by an information processing device.

[0008] In order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, comprising the steps of: creating a first game character based on a player's input; replacing the created first game character with a second game character that is pre-set to appear in the game and selected by the player; selecting a portion of data related to the settings of the selected second game character based on the player's input; and updating data related to the settings of the first game character to be replaced so as to inherit the selected portion of data. Effect of the Invention

[0009] According to the game program of the present invention, it is possible to increase interest in a game in which a character created by a player can be replaced with an existing character. [Brief description of the drawings]

[0010] [Figure 1] 1 is a system configuration diagram showing an example of the overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device according to an embodiment. [Diagram 3] FIG. 13 is a diagram illustrating an example of a character creation screen. [Figure 4] FIG. 13 is a diagram illustrating an example of a face setting screen. [Diagram 5] FIG. 13 is a diagram illustrating an example of a selection screen for an existing character. [Figure 6] FIG. 13 is a diagram illustrating an example of a selection screen for handover data. [Figure 7] 1 is a flowchart illustrating an example of a processing procedure executed by a CPU of an information processing device. [Figure 8] FIG. 13 is a block diagram illustrating an example of a functional configuration of an information processing device according to a modified example. [Figure 9] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] <1. Overall structure of the game system> First, an example of the overall configuration of a game system 1 according to an embodiment will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. Each of the game controller 5 and the display device 7 is connected to the information processing device 3 so as to be able to communicate with each other via wire or wirelessly.

[0013] The information processing device 3 is, for example, a stationary game machine. However, it is not limited to this, and may be, for example, a portable game machine that is integrally equipped with an input unit, a display unit, etc. In addition to game machines, it may be, for example, a server computer, a desktop computer, a notebook computer, a tablet computer, etc. that is manufactured and sold as a computer, or a smartphone, a mobile phone, a phablet, etc. that is manufactured and sold as a telephone.

[0014] A player performs various operational inputs using a game controller 5. In the example shown in Fig. 1, the game controller 5 has, for example, a cross key 9, a plurality of buttons 11, a joystick 13, a touch pad 15, and the like.

[0015] The display device 7 is, for example, a display device such as a cathode ray tube, liquid crystal, plasma, organic EL, projector, etc. The display device 7 may include a speaker (not shown) for outputting sound, either integrally or separately.

[0016] <2. Functional configuration of information processing device> Next, an example of a functional configuration of the information processing device 3 according to the embodiment will be described with reference to FIG.

[0017] As shown in FIG. 2, the information processing device 3 has a character creation processing unit 17, a character replacement processing unit 19, a setting data selection processing unit 21, a setting data update processing unit 23, a story change processing unit 25, and a command change processing unit 27.

[0018] The character creation processing unit 17 creates a game character (an example of a first game character) based on the input of the player. The "game character" is not limited to a male or female human being, but may be, for example, an animal, a creature other than a human or animal, a virtual creature (for example, a monster, ghost, or ghost), a robot, an item, or an object. The player can create an original game character by performing various settings, and can play the game by operating the created game character. The various settings can include, for example, the character's first and last name (including the name), appearance (including gender, face, body type, etc.), equipment (including weapons, armor, items, etc.), abilities (including level, attack power, defense power, intelligence, speed, skills, growth rate, etc.), actions (including special moves and skills with dedicated motions), voice (including voice pitch, voice actor, etc.), replacement characters, etc. It is possible to set items other than the above, such as status, blood ties, and titles, which will be described later. A replacement character is a game character that is preset to appear in the game and is to be replaced with a game character created by a player. Hereinafter, a game character created by a player will be referred to as an "edit character" where appropriate.

[0019] FIG. 3 shows an example of a character creation screen. As shown in FIG. 3, a plurality of setting items 29 that can be set by the player are displayed on the character creation screen. The plurality of setting items 29 include, for example, the character's first and last name (including the name), appearance (including gender, face, body type, etc.), equipment (including weapons, armor, items, etc.), abilities (including level, attack power, defense power, intelligence, speed, skills, growth rate, etc.), actions (including special moves and skills with dedicated motions), voice (including voice pitch, voice actor, etc.), replacement characters, etc. The player can operate the game controller 5, for example, by moving the cursor 31 to select one of the setting items 29 to display a setting screen related to the setting item, and perform various settings. The character creation processing unit 17 creates an edit character based on the input contents of the player on the character creation screen. The character display unit 33 displays the appearance of the created edit character.

[0020] The character creation screen also displays a creation end button 35 and a stop button 37. The player can end the creation of the edited character by operating the creation end button 35 through the game controller 5. Also, the player can stop the creation of the edited character by operating the stop button 37.

[0021] FIG. 4 shows an example of a face setting screen. The face setting screen is displayed when "appearance" is selected on the character creation screen shown in FIG. 3 and then "face" setting is selected. As shown in FIG. 4, a plurality of setting items 39 that can be input by the player are displayed on the face setting screen. The plurality of setting items 39 include, for example, hairstyle, contour, eyebrows, eyes, makeup, nose, mouth, decoration, and the like. The player can operate the game controller 5, for example, by moving the cursor 41 to select one of the setting items 39, and by pressing the left and right of the cross key 9, for example, to select a desired type from a plurality of types that have been preset for the selected setting item, thereby performing setting. For example, "none" can be selected for makeup and decoration. The character creation processing unit 17 creates the face of the edit character based on the contents of the input by the player on the face setting screen. The character display unit 43 displays the face of the created edit character.

[0022] The face setting screen also displays a setting completion button 45 and a back button 47. The player can end the setting of the face of the edit character by operating the setting completion button 45 through the game controller 5. Also, by operating the back button 47, the player can return to the character creation screen shown in FIG.

[0023] Returning to FIG. 2, the character replacement processing unit 19 replaces the edit character created by the character creation processing unit 17 with a game character (an example of a second game character) that is preset to appear in the game and selected by the player. The "game character preset to appear in the game" may be a so-called player character operated by the player, or an existing game character that is set by the game program to appear in the game and may be a so-called non-player character that is automatically controlled by a predetermined algorithm (so-called game AI) defined by the game program. The player can select a game character to be replaced with the edit character from among a plurality of existing game characters. Hereinafter, a game character preset to appear in the game will be referred to as an "existing character" as appropriate.

[0024] FIG. 5 shows an example of a selection screen for an existing character to be replaced with an edit character. The selection screen is displayed when "Replacement Character" is selected on the character creation screen shown in FIG. 3. As shown in FIG. 5, a plurality of existing characters that can be replaced with an edit character are displayed on the selection screen for existing characters. In the example shown in FIG. 5, for each existing character, the character's name, level, physical strength, attack power, defense power, and other statuses are displayed. Note that an image showing the appearance of each character, and other statuses such as intelligence, skills, equipment, and owned items may be displayed. In addition, a details button may be provided for each character, and detailed information such as status may be displayed when the details button is operated by the player. The player can operate the game controller 5 to select one of the existing characters by, for example, moving the cursor 49.

[0025] The existing character selection screen also displays a decision button 51 and a back button 53. The player can complete the selection of the existing character by operating the decision button 51 through the game controller 5. Also, by operating the back button 53, the player can return to the character creation screen shown in FIG.

[0026] Returning to FIG. 2, the setting data selection processing unit 21 selects a part of the data related to the setting of the existing character selected by the player based on the input of the player. The "data related to the setting" includes, for example, the character's name (including the name), appearance (including gender, face, body type, etc.), equipment (including weapons, armor, items, etc.), ability (including level, attack power, defense power, intelligence, speed, skills, growth rate, etc.), action (including special moves and skills with dedicated motions), voice (including voice pitch, voice actor, etc.), status, blood ties, title, enemy, lines, etc. The status is data representing the status, position, treatment, role, etc. in the group to which the game character belongs, and includes, for example, king, monarch, governor, general, military strategist, etc. The blood ties is data representing the blood-related relationship (lineage) of the game character, and includes, for example, relationships such as parent-child, siblings, relatives, etc. A title is a name given to an existing character that represents the character's personality, nature, ability, etc., and includes both honorable and dishonorable titles, such as a villainous hero in times of chaos, a war god, and an extremely evil character. An arch enemy is data set for an existing character that represents someone toward whom the character harbors resentment or hatred, and is also called a sworn enemy. Note that data related to settings may include data other than those mentioned above, such as data representing marital relationships. Hereinafter, data related to settings will be referred to as "setting data" where appropriate.

[0027] FIG. 6 shows an example of a takeover data selection screen for selecting setting data to be taken over from an existing character. The selection screen is displayed when a specific existing character is selected on the existing character selection screen shown in FIG. 5. FIG. 6 shows a screen when, for example, character A is selected. As shown in FIG. 6, the takeover data selection screen displays a plurality of setting data that can be taken over from the selected existing character. In the example shown in FIG. 6, for example, the name, appearance, equipment, ability, action, voice, status, blood relatives, title, enemy, lines, etc. are displayed. The player can operate the game controller 5, for example, by moving the cursor 55 to select one of the setting data, and by, for example, pressing the right side of the cross key 9 and pressing the button 11 (confirmation button, etc.), etc., to operate the details button 57 to refer to the details of each setting data. In addition, the player can select one of the setting data by, for example, pressing the left side of the cross key 9 and pressing the button 11 (confirmation button, etc.), etc., with the cursor 55 being used to select the setting data, by checking the check box 59 of the selected setting data. The player can select multiple setting data by checking multiple checkboxes 59. It is also possible to not select any setting data and not carry over the setting data of an existing character by not checking any checkboxes 59.

[0028] For example, equipment and abilities may be selected individually instead of all at once. For example, the player may inherit only the growth rate of the existing character's abilities, and enjoy growing the edited character based on the growth rate of the existing character, starting from the ability value set for the edited character.

[0029] The takeover data selection screen also displays a decision button 61 and a back button 63. The player can complete the selection of takeover data by operating the decision button 61 through the game controller 5. Also, by operating the back button 63, the player can return to the existing character selection screen shown in FIG.

[0030] Returning to FIG. 2, the setting data update processing unit 23 updates data related to the setting of the replaced edit character so as to inherit a part of the data selected by the setting data selection processing unit 21. For example, when a blood relative is selected based on the input of the player, the setting data update processing unit 23 updates the setting data of the replaced edit character so as to inherit the blood relative. For example, when a sworn enemy is selected based on the input of the player, the setting data update processing unit 23 updates the setting data of the replaced edit character so as to inherit the sworn enemy. For example, when a title is selected based on the input of the player, the setting data update processing unit 23 updates the setting data of the replaced edit character so as to inherit the title. In other words, the setting data selected by the player (also called inheritance data) from among the setting data of the existing characters is overwritten on the setting data of the edit character.

[0031] Note that setting data not selected by the player (setting data other than the carryover data) is set to the content set by the player when creating the edit character, or the content automatically set for the created character (e.g., status, blood ties, title, sworn enemy, lines, etc.). For example, in the example shown in FIG. 6, data related to the status, blood ties, and title of the existing character A has been selected, so this is overwritten onto the data related to the status, blood ties, and title in the setting data for the edit character. Setting data other than status, blood ties, and title is set to the content set by the player or the content automatically set.

[0032] As an example, in a historical simulation game related to the Romance of the Three Kingdoms, when an edited character created by a player is replaced with an existing character, Cao Cao, if "status" is selected as the data to be carried over, Cao Cao's status as a ruler is carried over, and generals such as Xiahou Dun and Xiahou Yuan will treat the edited character as subordinate generals. In addition, if "blood relations" is selected as the data to be carried over, Cao Cao's blood relations are carried over, and for example, his sons Cao Pi and Cao Zhi will call him "father." Furthermore, if "lines" is selected as the data to be carried over, for example, the introduction and address such as "My name is Cao Cao..." and lines including the name, such as "You know that I am Cao Cao!" can be carried over.

[0033] On the other hand, if "name" is not selected, the name "Cao Cao" will not be carried over, and the player can play with a name that they freely set when creating the edited character (for example, "Cao Cao", "Aman", etc.). This makes it possible, for example, in a historical simulation game such as Romance of the Three Kingdoms, in which many military commanders appear, for a player to create a character with the name of a military commander that the player has a special attachment to, and have that commander appear in the game and play as such.

[0034] The story change processing unit 25 changes the development of the game story based on the selection result of the part of the data by the setting data selection processing unit 21. For example, when a status (e.g., monarch, etc.) is selected from the setting data of an existing character, the story change processing unit 25 may develop a story in which the edited character takes over the status of the existing character, such as, for example, being treated as a monarch by a subordinate of the existing character, or the edited character fighting or engaging in diplomacy with other countries as a monarch. On the other hand, when a status is not selected, the story change processing unit 25 may develop a story that is not related to the status of the existing character, such as, for example, being in a position of opposition to the subordinates of the existing character, or the edited character serving as a military commander to the monarch of another country.

[0035] Also, for example, when blood ties are selected from the setting data of the existing character, the story change processing unit 25 may develop a story that inherits the blood ties of the existing character, such as a child of the existing character treating the edit character as a son or daughter, a parent of the existing character treating the edit character as a father or mother, or a sibling or relative of the existing character treating the edit character as a sibling or relative. Also, for example, the story change processing unit 25 may develop a story that utilizes blood ties in diplomatic relations, such as an edit character making an alliance or a secret pact using the blood ties of the existing character, or succeeding in negotiations, defection, or maneuvering (poaching enemy personnel, betrayal, rebellion, defection, etc.). On the other hand, when blood ties are not selected, the story change processing unit 25 may develop a story in which diplomatic relations have changed, such as a blood relative (parent, child, sibling, relative, etc.) of the existing character treating the edit character as a stranger, or, for example, being unable to make an alliance or a secret pact, or failing negotiations, defection, or maneuvering. In addition, if blood ties are selected, the story change processing unit 25 may develop a story in which the edit character cannot marry a game character that is related by blood to the existing character, but if blood ties are not selected, the edit character may marry the game character.

[0036] Also, for example, when an enemy is selected from the setting data of an existing character, the story change processing unit 25 may develop a story that takes over the enemy of the existing character, such as the edit character taking revenge on the enemy of the existing character and settling a long-standing grudge. Also, for example, the story change processing unit 25 may develop a story in which the enemy has an influence, such as the edit character making an alliance or a secret pact to take revenge on the enemy, or executing negotiations, defection, or strategy. On the other hand, when an enemy is not selected, the story change processing unit 25 may develop a story in which diplomatic relations change, such as when the edit character defeats the enemy, it is treated as a mere victory in battle rather than revenge, or the above alliance or secret pact cannot be made, or the negotiations, defection, or strategy fails.

[0037] Also, for example, when a title is selected from the setting data of an existing character, the story change processing unit 25 may develop a story in which the title of the existing character is inherited, for example, in which allies and enemies treat the edit character with respect or contempt for the title. Also, for example, a story may be developed in which the edit character uses the title of the existing character to make an alliance or a secret pact, or to succeed in negotiations, defection, or intrigue, and the title is used in diplomatic relations. On the other hand, when a title is not selected, the story change processing unit 25 may develop a story in which diplomatic relations change, for example, in which allies and enemies' opinions of the edit character change, an alliance or secret pact cannot be made, or negotiations, defection, or intrigue fails.

[0038] The command change processing unit 27 changes the command by which the player instructs the replaced edit character to act, based on the result of the selection of some of the data by the setting data selection processing unit 21. For example, when a status or title is selected from the setting data of an existing character, the player may be able to instruct the edit character to act by inheriting dedicated commands (including, for example, special strategies, special moves, skills, items, etc.) that can only be used by those who hold the status or title. On the other hand, when a status or title is not selected, the command change processing unit 27 may change the command for the edit character to a command (including, for example, general-purpose strategies, special moves, skills, items, etc.) based on the status or title set for the edit character.

[0039] The above-described processing in each processing unit is not limited to these examples of division of processing, and may be performed by a smaller number of processing units (e.g., one processing unit), or may be performed by a further divided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 301 (see FIG. 9) described later, but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs and FPGAs, or other electric circuits.

[0040] <3. Processing procedure executed by the information processing device> Next, an example of a processing procedure executed by the CPU 301 of the information processing device 3 will be described with reference to FIG.

[0041] In step S10, the information processing device 3 causes the character creation processing unit 17 to create an edit character based on the input from the player.

[0042] In step S20, the information processing device 3 determines whether or not an existing character to be replaced with the edit character has been selected by the character replacement processing unit 19. If an existing character has been selected (step S20: YES), the process proceeds to the next step S30. On the other hand, if an existing character has not been selected (step S20: NO), the process proceeds to step S50, which will be described later.

[0043] In step S30, the information processing device 3 determines whether or not the player has selected setting data to be handed over to the edit character from among the setting data of the existing character selected in step S20 above, by the setting data selection processing unit 21. If setting data has been selected (step S30: YES), the process proceeds to the next step S40. On the other hand, if setting data has not been selected (step S30: NO), the process proceeds to step S50, which will be described later.

[0044] In step S40, the information processing device 3 causes the setting data update processing unit 23 to update the setting data of the edit character to be replaced so as to inherit the setting data selected in step S30.

[0045] In step S50, the information processing device 3 judges whether the creation of the edited character is completed. If the creation of the edited character is not completed (step S50: NO), the process returns to the previous step S10 and repeats the same procedure. On the other hand, if the creation of the edited character is completed (step S50: YES), the process proceeds to the next step S60.

[0046] In step S60, the information processing device 3 causes the character replacement processing unit 19 to replace the edit character created in step S10 with the existing character selected in step S20.

[0047] In step S70, the information processing device 3 causes the command change processing unit 27 to change the command by which the player instructs the replaced edit character to act, based on the result of the selection of the setting data in step S30.

[0048] In step S80, the information processing device 3 causes the story change processing unit 25 to change the development of the story of the game based on the result of the selection of the setting data in step S30.

[0049] In step S90, the information processing device 3 causes the replaced edit character to appear in the game, and progresses the game in accordance with the story development changed in step S80, thereby ending this flow chart.

[0050] The above-mentioned processing procedure is an example, and at least some of the above procedures may be deleted or changed, or procedures other than those described above may be added. Also, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure. For example, the above steps S60 to S80 are described as separate steps to distinguish the functions, but in reality, they are processes that are performed almost simultaneously. Therefore, the order of at least some of the above steps S60 to S80 may be changed, or multiple steps may be combined into a single step.

[0051] <4. Effects of the embodiment> As described above, the game program of this embodiment causes the information processing device 3 to function as a character creation processing unit 17 that creates an edit character based on player input, a character replacement processing unit 19 that replaces the created edit character with an existing character that has been pre-set to appear in the game and selected by the player, a setting data selection processing unit 21 that selects a portion of the setting data of the selected existing character based on player input, and a setting data update processing unit 23 that updates the setting data of the replaced edit character so as to inherit the selected portion of the data.

[0052] In this embodiment, the edit character created by the player can be replaced with an existing character selected by the player from among existing characters that have been set in advance to appear in the game. At that time, the player can select a part of the setting data of the existing character, and the selected part of the data can be passed on to the replaced edit character. This allows the content of the setting data to be passed on, etc. to be changed depending on which existing character is selected as the replacement target. Also, the type of setting data to be passed on, etc. can be changed depending on which data of the setting data of the existing character is selected to be passed on. In this way, since the setting of the replaced edit character can be changed, the player can enjoy different game experiences depending on the selection of the existing character to be replaced and the selection of the setting data to be passed on. Therefore, the interest can be improved.

[0053] In this embodiment, the game program may further cause the information processing device 3 to function as a story change processing unit 25 that changes the development of the story of the game based on the selection result of a portion of the data.

[0054] In this case, the player can enjoy different stories depending on the selection of the setting data to be inherited from the existing character. For example, if data related to the position of the existing character (status, blood ties, title, etc.) is selected from the setting data, the player can experience a story that inherits the position of the existing character. On the other hand, if the setting data is not selected, the player can experience a story based on the position set for the edited character, which is unrelated to the position of the existing character. This can further increase the interest of the game.

[0055] In addition, in this embodiment, the game program may further cause the information processing device 3 to function as a command change processing unit 27 that changes the command by which the player instructs the replaced edit character to act based on the selection result of some of the data.

[0056] In this case, the player can instruct the replaced edit character to act using different commands depending on the selection of the setting data to be inherited from the existing character. For example, if data related to the position of the existing character (status, blood ties, title, etc.) is selected from the setting data, the edit character can be instructed to act using dedicated commands that can only be used in the position of the existing character. On the other hand, if the setting data is not selected, the edit character can be instructed to act using commands based on the position set for the edit character, which are unrelated to the commands of the existing character. This can further increase the interest of the game.

[0057] In addition, in this embodiment, the setting data of the existing character may include data regarding blood ties, and in that case, the setting data update processing unit 23 may update the setting data of the replaced edit character so as to inherit the data regarding blood ties when data regarding blood ties is selected based on the player's input.

[0058] In this case, the player can select data related to blood ties as the setting data to be inherited from the existing character. By selecting data related to blood ties, the edit character can enjoy a story in which the blood ties of the existing character are inherited, for example, by being treated as a parent by the child of the existing character, by being treated as a child by the parent of the existing character, or by being treated as a brother or sister or relative by the siblings or relatives of the existing character. On the other hand, by not selecting data related to blood ties, the player can experience a story in which the blood ties of the existing character are not inherited. For example, in a story in which blood ties are used in diplomatic relations, such as an existing character making an alliance or a secret agreement based on blood ties, or succeeding in negotiations, defection, or manipulation, by not inheriting blood ties, the player can experience a story in which diplomatic relations have changed, such as being unable to make an alliance or a secret agreement, or failing negotiations, defection, or manipulation. In this way, the player can enjoy different game experiences depending on whether or not to inherit the blood ties of the existing character.

[0059] In addition, in this embodiment, the setting data of the existing character may include data related to an enemy, and in that case, when data related to an enemy is selected based on the player's input, the setting data update processing unit 23 may update the setting data of the replaced edit character so as to inherit the data related to the enemy.

[0060] In this case, the player can select data related to the enemy as the setting data to be inherited from the existing character. By selecting data related to the enemy, for example, the edit character can enjoy a story that inherits the enemy of the existing character, such as taking revenge on the enemy of the existing character and settling a long-standing grudge. On the other hand, by not selecting data related to the enemy, it is possible to experience a story that does not inherit the enemy of the existing character. For example, a story in which the edit character defeats the enemy may be treated as a mere victory in battle. In addition, in the case of a story in which the enemy affects the development of the story, such as the existing character making an alliance or a secret pact to take revenge on the enemy, or carrying out negotiations, defection, or strategy, by not inheriting the enemy, it is possible to experience a story in which diplomatic relations change, such as being unable to make an alliance or a secret pact, or failing negotiations, defection, or strategy. In this way, the player can enjoy different game experiences depending on whether or not to inherit the enemy of the existing character.

[0061] In this embodiment, the setting data of the existing character may include data regarding a title, and in that case, when data regarding a title is selected based on the player's input, the setting data update processing unit 23 may update the setting data of the replaced edit character so as to inherit the data regarding the title.

[0062] In this case, the player can select data related to a title as the setting data to be inherited from the existing character. By selecting data related to a title, for example, a dedicated command that can only be used by a game character that has the title can be inherited, and the edit character can be instructed to act. Also, a story in which the title of the existing character is inherited can be enjoyed, such as being treated by allies and enemies as a person who has the title. On the other hand, by not selecting data related to a title, a story in which the title of the existing character is not inherited can be experienced. For example, a command specific to the title can be made unavailable. Also, in the case of a story in which the title is used in diplomatic relations, such as an existing character making an alliance or a secret pact through a title, or succeeding in negotiations, defection, or manipulation, by not inheriting the title, it becomes possible to experience a story in which the diplomatic relations have changed, such as being unable to make an alliance or a secret pact, or failing negotiations, defection, or manipulation. In this way, the player can enjoy different game experiences depending on whether or not to inherit the title of the existing character.

[0063] <5. Modifications> The embodiment of the present invention is not limited to the above, and various modifications are possible without departing from the spirit and technical concept of the present invention.

[0064] For example, the parameters of an existing character may be changed according to the result of the selection of the takeover data. An example of the functional configuration of the information processing device 3 according to this modified example is shown in Fig. 8. As shown in Fig. 8, the information processing device 3 has a parameter change processing unit 65 in addition to the configuration shown in Fig. 2 described above.

[0065] The parameter change processing unit 65 changes the parameters of the existing characters based on the selection result of the part of the data by the setting data selection processing unit 21. The "parameters" are various status values ​​that indicate the abilities and states of the existing characters, such as physical strength, attack power, defense power, intelligence, skills, loyalty, morale, etc. For example, when a blood relative or title is selected from the setting data of the existing characters, the parameter change processing unit 65 may increase the parameters such as loyalty and morale of blood relatives and subordinate characters (when a position is selected) compared to when a blood relative or title is not selected. Also, for example, when an enemy is selected, the parameter change processing unit 65 may change the parameters so that the fighting power of the enemy is reduced in a battle with the enemy, making it easier to take revenge, compared to when an enemy is not selected.

[0066] In the above embodiment, as shown in FIG. 3, the "replace character" is provided as a setting item when creating an edit character, but it is not necessary to set the replacement when creating an edit character. For example, the "character creation mode" in which an edit character is created and the "story mode" in which the story progresses may be set as separate independent modes. In this case, for example, the character creation mode does not have a "replace" setting, and a completely original edit character can be created. The created edit character may be registered in something like an edit character list, for example, as "new general 1", "new general 2", etc. Next, at the start of the story mode, the player may be allowed to select "whether to replace a character", and if "replace" is selected, a list of existing characters appearing in the story to be started may be displayed. Then, when the player selects a character to be replaced from the list, the edit character list may be displayed, and the player may be allowed to select the edit character to be replaced. After that, as in the above embodiment, the player selects which item of the setting data to take over, and the story progresses accordingly.

[0067] In addition to the above, the methods according to the above-mentioned embodiments and each modified example may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and each modified example may be implemented with various modifications without departing from the spirit thereof.

[0068] <6. Hardware configuration of information processing device> Next, an example of a hardware configuration of the information processing device 3 that realizes each processing unit implemented by the program executed by the CPU 301 etc. described above will be described with reference to FIG.

[0069] 9, the information processing device 3 includes, for example, a CPU 301, a ROM 303, a RAM 305, a GPU 306, a dedicated integrated circuit 307 constructed for a specific purpose such as an ASIC or an FPGA, an input device 313, an output device 315, a recording device 317, a drive 319, a connection port 321, and a communication device 323. These components are connected to each other via a bus 309, an input / output interface 311, etc. so as to be able to transmit signals to each other.

[0070] The game program can be recorded, for example, in the ROM 303, the RAM 305, or a recording device 317 such as a hard disk.

[0071] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 325, such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 325 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 325 may be read by the drive 319 and recorded on the recording device 317 via the input / output interface 311, the bus 309, and the like.

[0072] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 323 receives this program. The program received by the communication device 323 may then be recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.

[0073] The game program may also be recorded in, for example, an appropriate external connection device 327. In this case, the game program may be transferred via an appropriate connection port 321 and recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.

[0074] Then, the CPU 301 executes various processes in accordance with the programs recorded in the recording device 317, thereby realizing processes by the character creation processing unit 17, character replacement processing unit 19, setting data selection processing unit 21, setting data update processing unit 23, story change processing unit 25, command change processing unit 27, etc. In this case, the CPU 301 may, for example, directly read out and execute the programs from the recording device 317, or may execute the programs after first loading them into the RAM 305. Furthermore, when the CPU 301 receives a program via the communication device 323, the drive 319, or the connection port 321, for example, the CPU 301 may directly execute the received program without recording it in the recording device 317.

[0075] Furthermore, the CPU 301 may perform various processes based on signals and information input from an input device 313, such as a microphone, mouse, keyboard, etc. (not shown), including the above-mentioned game controller 5, as necessary.

[0076] The GPU 306 performs processing for image display, such as rendering processing, in response to instructions from the CPU 301 .

[0077] Then, the CPU 301 and the GPU 306 output the results of the above-mentioned processing from an output device 315 including, for example, the above-mentioned display device 7. Furthermore, the CPU 301 and the GPU 306 may transmit the results of this processing via a communication device 323 or a connection port 321 as necessary, or may record the results in the recording device 317 or recording medium 325. [Explanation of symbols]

[0078] 3. Information processing equipment 17 Character creation processing section 19 Character replacement processing section 21 Setting data selection processing section 23 Setting data update processing section 25 Story change processing section 27 Command change processing section 65 Parameter change processing section 325 Recording Media

Claims

1. An information processing device, a character creation processing unit that creates a first game character based on an input from a player; a character replacement processing unit that replaces the created first game character with a second game character that is preset to appear in the game and selected by the player; a setting data selection processing unit that selects a portion of data relating to the setting of the selected second game character based on an input by the player; a setting data update processing unit that updates data relating to settings of the first game character to be replaced so as to inherit the selected portion of the data; A game program to function as a.

2. The information processing device, a story change processing unit that changes the development of a story of the game based on a selection result of the part of the data; The game program according to claim 1, further functioning as a

3. The information processing device, a command change processing unit that changes a command for the player to instruct the replaced first game character to take an action based on a selection result of the portion of data; 3. The game program according to claim 1 or 2, further functioning as a

4. The data relating to the setting of the second game character includes: Includes data on kinship, The setting data update processing unit: when the blood relationship data is selected based on the input by the player, updating data relating to the setting of the replaced first game character so as to inherit the blood relationship data; The game program according to any one of claims 1 to 3.

5. The data relating to the setting of the second game character includes: Contains data about enemies, The setting data update processing unit: when data relating to the enemy is selected based on an input by the player, updating data relating to the setting of the replaced first game character so as to inherit the data relating to the enemy; 5. A game program according to claim 1.

6. The data relating to the setting of the second game character includes: Includes data on titles, The setting data update processing unit: when the data relating to the title is selected based on the input by the player, updating data relating to the setting of the replaced first game character so as to inherit the data relating to the title; The game program according to any one of claims 1 to 5.

7. 7. A recording medium readable by an information processing device, on which the game program according to claim 1 is recorded.

8. A game processing method executed by an information processing device, comprising: creating a first game character based on player input; replacing the created first game character with a second game character that is preset to appear in the game and selected by the player; selecting a part of the data relating to the setting of the selected second game character based on an input by the player; updating data relating to settings of the first game character to be replaced so as to inherit the selected portion of data; The game processing method includes:

Citation Information

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