Information Processing Apparatus and Program

The information processing apparatus addresses the challenge of forming balanced teams in multiplayer cooperative games by automatically or optionally changing characters with overlapping attributes, resulting in efficient team formation and improved gameplay experience.

JP7694596B2Active Publication Date: 2025-06-18SEGA CORP
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Patent Information

Application Number
JP2023039358
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-14
Publication Date
2025-06-18
Estimated Expiration
2039-03-26

AI Technical Summary

Technical Problem

In multiplayer cooperative games, forming a team with characters whose attributes overlap can hinder gameplay, leading to time-consuming re-matching processes.

Method used

An information processing apparatus that sets candidate characters for a cooperative game, forms a team based on these characters, and automatically or optionally with player consent changes characters with overlapping attributes to others with different attributes, ensuring a balanced team composition.

Benefits of technology

This solution efficiently forms a team suitable for cooperative play, reducing the time spent on re-matching and enhancing gameplay experience by ensuring balanced attribute distribution among team members.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

It is possible to efficiently organize a team suitable for cooperative play. [Solution] The information processing device includes a setting means 52 for setting candidate characters to be used in a cooperative game, an organizing means 56 for organizing teams based on the candidate characters, and a control means 58 for executing the cooperative game using the organized teams, and the organizing means 56 changes some of the candidate characters having overlapping attributes to different characters having different attributes.
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus and a program.

Background Art

[0002] Conventionally, a multiplayer cooperative game using characters associated with a plurality of players has been known.

[0003] Regarding this, Patent Document 1 discloses a matching technique for creating a group for executing a cooperative game (co-op game) according to the positions of the terminals of the host player and the guest player.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a cooperative game, since a player wants to form a team with the character he / she has selected, the attributes (e.g., occupation) of each character in the team may overlap, which may hinder the play of the cooperative game. In this case, each player has to perform matching again, and there is a problem that it takes time to form a team.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide an information processing apparatus and a program capable of efficiently forming a team suitable for cooperative play.

Means for Solving the Problems

[0007] In order to solve the above problems, an information processing apparatus according to a first aspect of the present invention is an information processing apparatus that executes a multiplayer cooperative game using characters having attributes, and according to an instruction from a player, sets candidate characters to be used in the cooperative game from a plurality of characters associated with the player; forming means for forming a team based on the candidate characters; and control means for executing the cooperative game by the formed team, wherein when the attributes of each of the candidate characters to be formed into the team overlap, the forming means changes a part of the candidate characters having the overlapping attributes to other characters having other attributes.

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

[0009] Further, in a third aspect of the present invention, the control means presents to the player who set the candidate character having the overlapping attributes whether to permit changing the candidate character to the other character, and when there is a response permitting the change from the presented player, the forming means changes the candidate character to the other character.

[0010] Further, in a fourth aspect of the present invention, the control means causes the player who has permitted the change to the other character to acquire a reward.

[0011] Further, in a fifth aspect of the present invention, when the attributes of each of the candidate characters to be formed into the team overlap, the forming means automatically changes a part of the candidate characters having the overlapping attributes to other characters having other attributes, and the control means causes the player whose character has been changed to the other character to acquire a reward.

[0012] Further, in a sixth aspect of the present invention, the reward is a reward for cultivating the other character.

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

[0014] Also, in the eighth aspect of the present invention, when the difficulty level of the cooperative game is equal to or lower than a predetermined value, the composition means does not change a part of the candidate characters having the overlapping attributes into the other characters.

[0015] Also, in the ninth aspect of the present invention, when the number of candidate characters having the overlapping attributes is equal to or more than a predetermined number, the composition means changes a part of the candidate characters having the overlapping attributes into the other characters.

[0016] Also, a program according to the tenth aspect of the present invention is a program for executing a multiplayer cooperative game using characters having attributes, and causes a computer to set candidate characters to be used in the cooperative game from a plurality of characters associated with a player in response to an instruction from the player as setting means, form a team based on the candidate characters as composition means, and execute the cooperative game with the formed team as control means, and when the attributes of the candidate characters to be formed into the team overlap, the composition means changes a part of the candidate characters having the overlapping attributes into other characters having other attributes.

Advantages of the Invention

[0017] According to the present invention, a team suitable for cooperative play can be efficiently formed.

Brief Description of the Drawings

[0018]

Figure 1

Figure 2

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Mode for Carrying Out the Invention

[0019] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are attached to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

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

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

[0022] As shown in FIG. 1, the game system 1 is a system that provides a game to one or more players. The game system 1 includes a server device 10 as an information processing device according to the present embodiment and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected to each other via a communication network NT such as an intranet or the Internet.

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

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

[0025] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

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

[0027] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24, the storage device 28, or the like. Details of this functional means will be described later.

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

[0029] The storage device 28 is composed of a hard disk or the like. The storage device 28 stores various programs necessary for executing processing in the control device 20, including the game program 14, various information, and information on processing results.

[0030] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations generally provided in a server.

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

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

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

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

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

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

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

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

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

[0040] <Game overview> The game according to this embodiment is not particularly limited as long as it is a multiplayer game executed using characters with attributes. Examples of such games include cooperative games (quests) in which characters (hereinafter referred to as "in-team characters") used by each of a plurality of players forming a group cooperate with each other to fight against enemy characters. The attribute is, for example, the role of a character in a team, and includes occupations (jobs), equipment, and the like. Examples of occupations include warriors, mages, priests, and the like. Examples of equipment include daggers, swords, axes, spears, bows, and the like. For example, in this cooperative game, if the attributes of the characters organized in a team overlap (become biased), it becomes difficult to proceed with the battle game advantageously. Specifically, when all the in-team characters are warriors, even if the hit points of the in-team characters decrease due to an attack from an enemy character, there is no priest who can recover the hit points, so it becomes difficult to proceed with the battle game advantageously. Similarly, when all the in-team characters are priests, there is no warrior who can significantly reduce the hit points of the enemy characters, so it becomes difficult to proceed with the battle game advantageously.

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

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

[0043] The memory means 50 is a functional means for storing player information 50A, character information 50B, quest information 50C, etc. The player information 50A is stored for each player in association with the player ID of the player. This player information 50A includes, for example, the player's name, age, owned character information, current stamina value, and friend player information. The owned character information includes information about a plurality of characters owned by the player, and for example, includes the character ID, attribute, and ability parameters (hit points, attack power, defense power, etc. associated with the level) of each owned character. This attribute includes, for example, the occupations described above, and the player can change (transfer) the occupation of each owned character at any timing. The ability parameters increase, for example, when the character's level increases, such as hit points, attack power, and defense power. This level increases based on the fact that experience points, which are parameters for growing the character, are given to the character. The current stamina value is, for example, a value consumed when the player executes a quest as the host player, and is restored by using paid stones, free stones, etc., or by the passage of time. The friend player information includes information for identifying friend players registered as friends with the player, and for example, includes the player IDs of the friend players. Note that this player information 50A may be stored in another server device different from the server device 10.

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

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

[0046] The setting means 52 is a functional means for setting candidate characters to be used in the quest from a plurality of characters associated with the player. In the present embodiment, the setting means 52 preliminarily sets candidate characters to be used in the quest from among the plurality of characters owned by the player in response to an instruction (selection) from the player. For example, the setting means 52 sets candidate characters in response to an instruction from the player before the creation of a group or the formation of a team, which will be described later.

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

[0048] The formation means 56 is a functional means for forming a team to which a plurality of characters belong. In the present embodiment, the formation means 56 forms a team based on the candidate characters of each player constituting the group. Specifically, when the attributes of the candidate characters to be formed into a team overlap, the formation means 56 changes a part of the candidate characters having the overlapping attributes to another character having other attributes (hereinafter referred to as "changed character"). This changed character is another character owned by the player who set the candidate character before the change.

[0049] In addition, when there is a response permitting the formation means 56 to change the candidate character having overlapping attributes from the player who set the candidate character to another character having other attributes (changed character), the formation means 56 changes the candidate character to the other character. Further, when the difficulty level of the quest is equal to or lower than a predetermined value (for example, 5 or lower), the formation means 56 does not change a part of the candidate characters having overlapping attributes to another character having other attributes. Further, when the number of candidate characters having overlapping attributes is equal to or more than a predetermined number (for example, 2 or more), the formation means 56 changes a part of the candidate characters having the overlapping attributes to another character having other attributes.

[0050] The control means 58 is a functional means for controlling the entire game, and is mainly a functional means for executing quests. In the present embodiment, the control means 58 executes quests by teams in which characters owned by a plurality of players are respectively organized. Further, the control means 58 presents to the player who sets candidate characters having overlapping attributes whether to permit changing the candidate characters to other characters having different attributes. Further, the control means 58 causes the player who has been permitted to change the candidate characters set as the characters to be used in the quest to another character to acquire a change reward. Examples of this change reward include items, points, experience points to be given to characters, characters, and the like. Here, when the control means 58 gives experience points as the change reward, it can be given to the changed character or the candidate character before the change. Further, when giving a character as the change reward, it is preferably a character having the same attribute as the attribute of another character, or a character having the same attribute as the attribute of the candidate character before the change.

[0051] <Flow of processing related to quest execution> (Specific example 1) FIG. 5 is a flowchart showing an example (specific example 1) of the flow of processing related to quest execution. Further, the processing of the following steps is started, for example, at the timing when the host player gives an instruction to execute a certain quest. Note that the order and content of the following steps can be changed as appropriate.

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

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

[0054] As shown in FIG. 6, the matching screen 100 is provided with a matching information area 102, a rejection button 104, and an execution button 106. The matching information area 102 describes the names of the matched players, information indicating the candidate characters set by the players, that guest players are being recruited, and the like. The rejection button 104 and the execution button 106 are buttons for receiving an instruction from the host player when the matching screen 100 is presented by being pressed by the host player. The rejection button 104 is a button for rejecting the execution of a quest in the group being created. The execution button 106 is a button for executing a quest in the created group. Note that this execution button 106 is presented only to the host player.

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

[0056] (Step SP12) The composition means 56 refers to the player information 50A and acquires the attributes of each candidate character set by each player constituting the group matched in the above step SP10. Subsequently, the composition means 56 determines whether or not the number of candidate characters having overlapping attributes is equal to or greater than a predetermined number (for example, 2 or more). And when the determination is an affirmative determination, the process proceeds to the process of step SP14. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP18.

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

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

[0059] As shown in FIG. 7, the character change screen 200 is provided with a duplicate information area 202, a change button 204, and a rejection button 206. In the duplicate information area 202, information indicating that the attributes of the candidate characters set by the guest player to whom the character change screen 200 is presented overlap with the attributes of the candidate characters set by other players, information prompting the change of the candidate characters, and the like are described. The change button 204 and the rejection button 206 are buttons for receiving an instruction from the guest player who presented the character change screen 200 when pressed by the guest player. The change button 204 is a button for allowing the presented player to change the candidate character. The rejection button 206 is a button for the presented guest player to reject changing the candidate character. Note that when the guest player presses the rejection button 206, the guest player may leave the group being created.

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

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

[0062] (Step SP18) The control means 58 causes the guest player who has been permitted to change the candidate characters with overlapping attributes to another character (changed character) in the above step SP16 to acquire a change reward. For example, the control means 58 doubles the experience value given to the changed character by clearing the quest. Then, the process proceeds to the process of step SP20.

[0063] (Step SP20) The formation means 56 forms a team including the changed character selected in the above step SP16. Specifically, the formation means 56 forms a team including the changed character selected by the guest player (for example, player B) to whom the character change screen was presented in the above step SP14, and the candidate characters set by other players in the same group as the guest player. Then, the process proceeds to the process of step SP24.

[0064] (Step SP22) The formation means 56 forms a team including the candidate characters set by each player in the group. Then, the process proceeds to the process of step SP24.

[0065] (Step SP24) The control means 58 executes a quest by the formed team when the execution button is pressed by the host player. Specifically, the control means 58 executes a game in which it battles using the ability parameters of each character belonging to the team (characters within the team) and the ability parameters of the enemy characters. Then, the process proceeds to the process of step SP26.

[0066] (Step SP26) When the team clears the quest, the control means 58 gives experience points to the characters within the team. Specifically, the control means 58 refers to the experience points included in the enemy character information in the quest information 50C and gives the said experience points to each of the characters within the team. Also, for example, when the control means 58 decides to double the experience points given to the changed character in step SP18, it doubles the experience points given to the changed character among the characters within the team. Then, the process ends the series of processes shown in FIG. 5.

[0067] (Specific Example 2) In the above-described specific example 1, the description was given by taking as an example presenting the character change screen in step SP14 and receiving permission from the player. However, the formation means 56 may automatically change the candidate characters without receiving permission from the player. In this case, the setting means 52 presets the first candidate character and the second candidate character as candidate characters to be used in the quest from among the plurality of characters owned by the player. Here, the setting means 52 sets the attributes of the first candidate character and the second candidate character to be different.

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

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

[0070] (Step SP32) The formation means 56 refers to the player information 50A and acquires the attributes of each of the first candidate characters set by each player constituting the group matched in the step SP30. Subsequently, the formation means 56 determines whether or not the number of first candidate characters having overlapping attributes is equal to or greater than a predetermined number (for example, 3 or more). If the determination is affirmative, the process proceeds to the process of step SP34. On the other hand, if the determination is negative, the process proceeds to the process of step SP40.

[0071] (Step SP34) The formation means 56 automatically changes a part of the first candidate characters having overlapping attributes to another character (changed character) having other attributes to form a team. For example, the formation means 56 automatically changes the first candidate character of the guest player who joined the group last (matched) among the guest players who set the first candidate characters having overlapping attributes. Specifically, when the attribute of the first candidate character set by the guest player who joined the group overlaps with the attribute of the first candidate character set by another player who joined the group earlier than the guest player, the formation means 56 automatically changes the first candidate character set by the guest player to the second candidate character set by the guest player to form a team. Then, the process proceeds to the process of step SP36.

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

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

[0074] As shown in FIG. 9, an automatic change information area 302 is provided in the character automatic change screen 300. In the automatic change information area 302, information indicating that the attribute of the first candidate character set by the guest player to whom the character automatic change screen 300 is presented overlaps with the attribute of the first candidate character set by other players, information indicating that the first candidate character has been automatically changed to the second candidate character, etc. are described.

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

[0076] (Step SP38) The control means 58 causes the guest player whose character to be formed into a team has been automatically changed from the first candidate character to the second candidate character in the step SP34 to acquire a change reward. For example, the control means 58 causes the experience value given by clearing the quest to be also given to the first candidate character (not a character within the team) that has been automatically changed. Then, the process proceeds to the process of step SP42.

[0077] (Step SP40) The team formation means 56 forms a team to which the first candidate characters set by each player in the group belong. Then, the process proceeds to the process of step SP42.

[0078] (Step SP42) The process in step SP42 is the same as the process in step SP24 described above, so the description is omitted. Then, the process proceeds to the process of step SP44.

[0079] (Step SP44) When the team clears the quest, the control means 58 gives experience points to the characters in the team. Also, when the control means 58 gives experience points to the first candidate character (which is not a character in the team) automatically changed in step SP38 above, the control means 58 gives the experience points to the first candidate character. Then, the process ends a series of processes shown in FIG. 8.

[0080] As described above, in the present embodiment, there is provided an information processing apparatus that executes a multiplayer cooperative game using characters having attributes, and includes setting means 52 that sets candidate characters to be used in the cooperative game from a plurality of characters associated with the player in response to an instruction from the player, team formation means 56 that forms a team based on the candidate characters, and control means 58 that executes the cooperative game with the formed team. When the attributes of the candidate characters to be formed into the team overlap, the team formation means 56 changes a part of the candidate characters having the overlapping attributes to other characters having other attributes.

[0081] According to this configuration, it is not necessary to repeatedly perform matching, so a team suitable for cooperative play can be efficiently formed.

[0082] Also, in the present embodiment, the other character is a character associated with the player who set the candidate character before the change.

[0083] According to this configuration, since the characters associated with the player who had set the characters before the change can be used in the cooperative game, the cooperative game can be executed without giving the player a sense of alienation.

[0084] Also, in this embodiment, the control means 58 presents to the player who has set candidate characters having overlapping attributes whether to permit changing the candidate characters to other characters, and the formation means 56 changes the candidate characters to the other characters when there is a response from the presented player permitting the change.

[0085] According to this configuration, since the candidate characters are changed to other characters after confirming the intention of the player who set the candidate characters, the cooperative game can be executed after giving the player a sense of satisfaction.

[0086] Also, in this embodiment, the control means 58 causes the player who has permitted the change to other characters to obtain a reward.

[0087] According to this configuration, since the player whose candidate characters are changed to other characters is treated preferentially, the cooperative game can be executed after giving the player an even greater sense of satisfaction.

[0088] Also, in this embodiment, when the attributes of each of the candidate characters to be formed into a team overlap, the formation means 56 automatically changes a part of the candidate characters having the overlapping attributes to other characters having other attributes, and the control means 58 causes the player whose characters are changed to other characters to obtain a reward.

[0089] According to this configuration, since the player whose candidate characters are automatically changed to other characters is treated preferentially, the cooperative game can be executed after giving the player an even greater sense of satisfaction.

[0090] Also, in this embodiment, the reward is a reward for cultivating another character.

[0091] According to this configuration, since another character can be cultivated, it is possible to give motivation to cultivate the said another character to a player who has changed the candidate character to another character.

[0092] Also, in this embodiment, the reward is a reward for cultivating the candidate character before being changed.

[0093] According to this configuration, since the candidate character before the change can be cultivated, it is possible to execute a cooperative game while giving a further sense of satisfaction to a player who has changed the candidate character to another character.

[0094] Also, in this embodiment, when the difficulty level of the cooperative game is equal to or lower than a predetermined value, the formation means 56 does not change a part of the candidate characters having overlapping attributes to another character.

[0095] According to this configuration, since a part of the candidate characters is changed to another character only when the overlap of attributes hinders the play of the cooperative game, it is possible to efficiently form a team suitable for the cooperative game.

[0096] Also, in this embodiment, when the number of candidate characters having overlapping attributes is equal to or more than a predetermined number, the formation means 56 changes a part of the candidate characters having the overlapping attributes to another character.

[0097] According to this configuration, when the number of overlapping attributes is small, since a part of the candidate characters is not changed to another character, it is possible to execute a cooperative game while giving a sense of satisfaction to each player constituting the group.

[0098] ---Modification Example--- Note that the present invention is not limited to the above-described embodiments. That is, even if a person skilled in the art makes appropriate design changes to the above-described embodiments, as long as they have the features of the present invention, they are included in the scope of the present invention. In addition, each element included in the above-described embodiments and the modified examples described later can be combined as long as it is technically possible, and as long as the combination includes the features of the present invention, it is included in the scope of the present invention.

[0099] For example, in the above-described embodiment, the case where the parameters for cultivating a character are empirical values was described, but they may also be skills. Further, in the above-described embodiment, the case where the change reward is an empirical value was described, but it may also be a skill.

[0100] Also, in the above-described embodiment, the control means 58 was described as giving empirical values to the candidate character before the change as a change reward, but depending on the designation from the player, it may be determined whether to give empirical values to either the changed character or the candidate character before the change.

[0101] Also, in the above-described embodiment, an example of receiving permission from the player to change the candidate character (specific example 1) and an example of automatically changing the candidate character (specific example 2) were described, but depending on the designation by the player, it may be determined in advance whether the reception of such permission is necessary. For example, when the player determines that the reception of such permission is unnecessary, the formation means 56 automatically changes the candidate character.

[0102] Also, in the above-described embodiment, the setting means 52 was described as setting the first candidate character and the second candidate character in the example of automatically changing the candidate character (specific example 2), but in the example of receiving permission from the player to change the candidate character (specific example 1), a plurality of candidate characters may also be set. Thereby, the player can reduce the trouble of selecting a character to be used in a quest from among the characters they own when team formation is being performed.

[0103] Also, in the above embodiment, the editing means 56 has been described as changing the candidate character set by the guest player, but it may also change the candidate character set by the host player. Further, the editing means 56 may change any one of the candidate characters with overlapping attributes to another character having a different attribute in response to an instruction from the host player. In this case, the host player may change the candidate character set by itself to another character having a different attribute.

[0104] Also, in the above embodiment, when the number of candidate characters having overlapping attributes is equal to or more than a predetermined number, it has been described that the candidate character set by the guest player who most recently joined the group is changed, but it is not limited thereto. For example, the character to be changed may be determined from among the candidate characters according to the level (strength) or rarity (rarity) of each of the candidate characters having overlapping attributes. Examples of the candidate character to be changed include the character with the lowest level, the character with the highest level, the character with the lowest rarity, and the character with the highest rarity.

[0105] Also, in the above-described embodiment, in step SP16 described above, it was explained that the control means 58 presents a character having an attribute different from the attribute of the set candidate characters among the characters owned by the player. However, among the characters owned by the player, a character recommended for change may be presented (proposed). For example, as a character recommended for change, a character having an attribute different from the attribute of the set candidate characters, such as a character used within a team that has cleared the same quest in the past or a character with a high level among the characters owned by the player, can be mentioned. In this case, the control means 58 may show the player that the character recommended for change is a character within the team that has cleared the same quest in the past or a character with a high level among the characters owned by the player. Thereby, it is possible to give a sense of acceptance to the player to whom the character recommended for change is presented. Also, a character recommended for change may be presented based on the past usage history of the player's own owned characters. Also, the character recommended for change may be presented by another player (e.g., the host player) in the same group.

[0106] Also, in the above-described embodiment, it was explained that the player uses the characters owned by the player in the quest. However, it is not limited to this. For example, the character used by the player in the quest may be any character associated with the player, and may be a character lent by another player or the game operator.

[0107] Also, in the above-described embodiment, an example where a guest player leaves the group being created when the withdrawal button is pressed has been described, but it is not limited to this. For example, when the withdrawal button is pressed, the guest player may be made to stay in the group without changing the candidate character. Here, when the team clears the quest without changing the candidate character, the control means 58 may give a special reward to each player constituting the group. As a result, players who challenged the quest with a disadvantaged team with overlapping attributes can be given preferential treatment, so that players can be motivated to play quests with a high level of difficulty.

Explanation of Signs

[0108] 10…Server device (computer), 12…Terminal device, 52…Setting means, 56…Formation means, 58…Control means

Claims

【Claim 1】 An information processing apparatus that executes a multiplayer cooperative game using characters having attributes, comprising: setting means for setting candidate characters to be used in the cooperative game from a plurality of characters associated with each player in response to instructions from a plurality of players; team formation means for forming a team based on the candidate characters set by each player; control means for executing the cooperative game with the formed team; and when the attributes of the candidate characters to be formed into the team overlap, the team formation means automatically changes a part of the candidate characters having the overlapping attributes to other characters having different attributes; the control means displays predetermined information indicating that the change has been made to a player who has been automatically changed to the other character; the other character is a character that the one player used in a team that cleared the same cooperative game in the past; An information processing apparatus.

Citation Information

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