Information Processing Apparatus, Information Processing Method, and Program

The information processing apparatus allows players to change and revert character states without material consumption, addressing the challenge of optimal combination determination in games with state-changing characters.

JP7702905B2Active Publication Date: 2025-07-04MIXI INC
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Patent Information

Application Number
JP2022027562
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-25
Publication Date
2025-07-04
Estimated Expiration
2041-02-22

AI Technical Summary

Technical Problem

In games where character ability values are changed by combining game cards, players face difficulties in determining the optimal combination, and once a combination is made, it cannot be undone, limiting the ability to experiment with different character states.

Method used

An information processing apparatus and method that allows players to designate a character to a predetermined state before a quest, enabling the character to be changed and reverted without consuming material objects, thereby allowing experimentation with different states during gameplay.

Benefits of technology

Enables players to play quests with characters in altered states without material consumption, facilitating experimentation and optimal strategy determination.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technique that enables a game to be executed with a character whose state has been changed in advance. [Solution] An information processing device is provided that has: a reception unit that receives the designation of a predetermined character from among multiple characters owned by a player; a first setting unit that sets the predetermined character from a first state to a second state before a quest is started; an execution unit that executes the quest using the predetermined character in the second state; and a second setting unit that sets the predetermined character from the second state to the first state when a termination condition is met.
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Description

Technical Field

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

Background Art

[0002] There is known a game in which a character owned by a user battles an enemy character to determine a win or loss. Also, among a plurality of owned cards owned by a user, by combining game cards that form a predetermined combination (combining game cards), there is a game in which the ability value (parameter) of the character corresponding to the combined game card can be changed (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] For example, in a game in which the ability value of a character is changed by combining game cards as in Patent Document 1, when a player combines game cards, the combined game cards are lost, so the combination cannot be redone. Also, there are games in which the ability of a character changes differently depending on the game object to be combined. Therefore, the player has a problem that it is difficult to determine which game object should be combined for a character whose ability changes by combination.

[0005] Therefore, an object of the present invention is to provide a technique that enables a game to be executed with a character whose state has been changed in advance.

Means for Solving the Problems

[0006] An information processing apparatus according to an aspect of the present invention includes a reception unit that receives a designation of a predetermined character from among a plurality of characters owned by a player, a first setting unit that sets the predetermined character from a first state to a second state before a quest is started, an execution unit that executes the quest using the predetermined character in the second state, and a second setting unit that sets the predetermined character from the second state to the first state when an end condition is satisfied.

Effect of the Invention

[0007] According to the present invention, it is possible to provide a technique that enables a game to be executed using a character whose state has been changed in advance.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Embodiments for Carrying Out the Invention

[0009] Embodiments of the present invention will be described with reference to the accompanying drawings. In each figure, those denoted by the same reference numerals have the same or similar configurations.

[0010] <System Configuration> FIG. 1 is a diagram showing an example of the system configuration of the game system 1 according to the present embodiment. The game system 1 shown in FIG. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are communicably connected to each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is a device that undertakes some of the functions in providing the game to the terminal 20, such as managing various information about the player and executing some of the game processes. The game server 10 may be composed of one or more information processing devices or computers, or may be configured using a virtual server (such as a cloud server).

[0012] The terminal 20 is an information processing device that provides the game to the player, and the player can execute the game according to the present embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own position detected using GPS (Global Positioning System) or the like.

[0013] <Game Outline> Subsequently, the outline of the game provided by the game system 1 according to the present embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), the player (which may also be referred to as a user) can obtain new characters and items by forming a deck with a character selected from a plurality of owned characters and clearing quests using the formed deck. In addition, the player can also obtain new characters and items by making payments or the like.

[0014] Here, a quest is a term that refers to a task that can be cleared by meeting certain predetermined conditions. Quests are sometimes generally referred to as explorations, tasks, and missions.

[0015] A deck is a term that refers to a group formed by combining multiple characters. When a player executes a quest, the player forms a deck with characters having capabilities suitable for clearing the quest and executes the quest. The game server 10 can store a plurality of decks compiled by the player, and the player can also select one deck from the plurality of stored decks and execute the quest when executing the quest. In the present embodiment, a player executing a quest may be referred to as playing the quest.

[0016] A player who participates in a quest can clear the quest by meeting the certain conditions. When the player clears the quest, the player is given a reward or the story of this game progresses. Rewards include items, characters available for deck formation, and the like.

[0017] The player can change the parameters of a character by synthesizing the characters and items owned by the player himself / herself. The parameters of a character also include the form of the character. Generally, the parameters are strengthened by synthesis, but the present embodiment is not limited to this. The present embodiment can also be applied to a game in which the parameters deteriorate by synthesis. The characters and items may be referred to as "objects" or "game objects".

[0018] Synthesis is performed by synthesizing another character (hereinafter referred to as a "material character") or item (hereinafter referred to as a "material item") with a character serving as a synthesis source (basis for synthesis). In the following description, when the material character and the material item are not particularly distinguished, they are referred to as "material objects".

[0019] For example, when a player selects Character A as the source character and Character B as the material character, the parameters of Character A are changed and Character B disappears (is consumed). Similarly, when a player selects Character A as the source character and Item X as the material item, the parameters of Character A are changed and Item X disappears (is consumed).

[0020] The "form" of a character may also be meant to refer to the characteristics and features of the character uniquely determined by the name, appearance, attributes, and maximum values of various parameters of the character. Also, the change in the form of a character may be meant to refer to the change of all or part of the name, appearance, attributes, and maximum values of various parameters of the character.

[0021] Also, a plurality of forms that a character can take may be defined, and there may be restrictions on the order in which the forms change. For example, a character in Form A can change to either Form B or Form C, and a character in Form B or Form C can change to Form D, but it may be that a character in Form A cannot directly change to a character in Form D. The change of a certain character's form to another form may also be referred to as "transition", "mutation", "derivation", "evolution", or "deification".

[0022] In this game, the game server 10 enables a player to play a quest with a character whose parameters have been changed to the post-synthesis parameters before the player actually performs the synthesis. That is, the player can play a quest by trying to use the post-synthesis character.

[0023] In the following description, a character with parameters before synthesis is referred to as a character in the "first state", and a character whose parameters have been changed to those after synthesis is referred to as a character in the "second state". For example, assume that a player is wondering whether to transition a character in form A (the form before synthesis) to form B or form C by synthesis. Once the transition to form B or form C is made, the material objects used for synthesis will be consumed and cannot be redone. In this embodiment, since it is possible to transition to form B or form C without consuming the material objects, the player can play the quest in the state of having transitioned to form B and in the state of having transitioned to form C, and based on the results, it becomes possible to determine to which form the character should be transitioned.

[0024] <Hardware Configuration> FIG. 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical processing unit), a memory, a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 that performs wired or wireless communication, an input device 14 that receives input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone, etc. The output device 15 is, for example, a display, a touch panel, and / or a speaker, etc.

[0025] <Functional Block Configuration> (Game Server) FIG. 3 is a diagram showing an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized using a storage device 12 provided in the game server 10. Also, the game control unit 110 can be realized by a processor 11 of the game server 10 executing a program stored in the storage device 12. Further, the program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0026] The storage unit 100 stores a character setting DB 100a and an owned character management DB 100b.

[0027] FIG. 4 is a diagram showing an example of the character setting DB 100a and the owned character management DB 100b.

[0028] The character setting DB 100a manages setting values related to various parameters of the characters appearing in the present game. In the character setting DB 100a, an identifier (character ID) for uniquely identifying a character is stored. Also, an identifier (form) indicating the form that a character can take, and for each form that a character can take, the character's attributes (attributes), the upper limit value of the level (maximum level), the upper limit value of the rack (maximum rack), the upper limit value of the HP (hit points) (maximum HP), the upper limit value of the attack power (maximum attack power), and the upper limit value of the speed (maximum speed) are stored in association with each other. As shown in FIG. 4, when the form of a character transitions to another form, the attributes and the maximum level, etc. may also change according to the transition of the form.

[0029] All character management DB 100b manages the characters owned by the player. In the owned character management DB 100b, an identifier (player ID) that uniquely identifies the player who owns the character, an identifier (character ID) that uniquely identifies the character, parameters of the first state of the character (form, level, luck, HP, attack power, speed, etc.), and parameters of the second state (form, level, luck, HP, attack power, speed, etc.) are associated and stored. Note that a line with "-" in the parameters of the second state indicates that the character has not transitioned to the second state. Returning to FIG. 3, the description will continue.

[0030] The game control unit 110 provides various functions necessary to execute this game. The game control unit 110 includes a reception unit 111, a setting unit 112, an execution unit 113, and a display control unit 114.

[0031] The reception unit 111 receives a designation of a predetermined character to be set to the second state from among a plurality of characters owned by the player.

[0032] The setting unit 112 (first setting unit) sets the predetermined character received by the reception unit 111 from the first state to the second state before the quest starts. Also, the setting unit 112 (second setting unit) sets the predetermined character from the second state to the first state when the end condition is satisfied.

[0033] The execution unit 113 executes the quest using the predetermined character (predetermined character in the second state) set to the second state by the setting unit 112.

[0034] The display control unit 114 causes a screen or the like for receiving a designation of a predetermined character to be set to the second state from among a plurality of characters owned by the player to be displayed on the player's terminal 20.

[0035] (Terminal) FIG. 5 is a diagram showing an example of the functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized using the storage device 12 provided in the terminal 20. Also, the communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage device 12. Further, the program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0036] The storage unit 200 stores game data necessary for the game control unit 203 to execute the present game. The game data stores character image data, game scenarios, and the like.

[0037] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13.

[0038] The UI unit 202 has a function of receiving various inputs from the player and a function of displaying various game screens on the display. Also, the UI unit 202 displays a game screen on the output device 15 (display) of the terminal 20 according to an instruction from the game server 10.

[0039] The game control unit 203 provides various functions necessary for executing the present game in cooperation with the game server 10. For example, the game control unit 203 provides a function of acquiring various types of information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.

[0040] Regarding the functional block configuration described above, all or part of the reception unit 111, the setting unit 112, the execution unit 113, and the display control unit 114 included in the game server 10 may be provided in the game control unit 203 of the terminal 20.

[0041] <Processing Procedure> FIG. 7 is a diagram showing an example of a processing procedure performed by the game server 10. The reception unit 111 receives a selection of a quest to play from the player (S10). Subsequently, the reception unit 111 receives from the player a designation of a character to be set to the second state (hereinafter referred to as the “character to be set” and the “predetermined character”) from among a plurality of characters owned by the player. (S11).

[0042] Subsequently, the reception unit 111 further receives from the player a designation of the second state to be set for the character to be set (S12). More specifically, the designation of the second state means the designation of the parameters of the second state (parameters related to the second state).

[0043] For example, when the “form” among the parameters of the character to be set is form A, the reception unit 111 may receive a selection of any one of forms B, C, and D as the form of the second state to be set for the character to be set. Thereby, since the player can specify the second state that he / she wants to try, it becomes possible to confirm the strength of the character in various second states.

[0044] Note that the reception unit 111 may be able to receive designations such as form (forms A, B, C, etc.), level (any level from 1 to the maximum level), and rack (any rack from 1 to the maximum rack) as the parameters of the second state. Thereby, for example, the player can confirm the strength of the character in a quest in which a character at a specific level cannot be played unless it is included in the deck by specifying the level.

[0045] Also, the processing procedure of step S12 may be skipped. In this case, the parameters of the second state to be set for the character to be set may be determined by the game server 10.

[0046] Subsequently, the setting unit 112 (first setting unit) sets the character to be set in the first state to the second state received in the processing procedure of step S12 before the start of the quest (S13). At this time, the setting unit 112 (first setting unit) may set the character to be set from the first state to the second state without consuming the material object (the material object that should be originally consumed) required when setting the character from the first state to the second state. The player can play the quest using the character in the second state without worrying about the consumption of the material object.

[0047] When the setting process by the setting unit 112 is completed, the execution unit 113 executes the quest with the deck including the character set in the second state (S14).

[0048] Subsequently, when the setting unit 112 (second setting unit) satisfies the end condition (the condition for ending the state in which the character to be set is set to the second condition), it returns the character to be set from the second state to the first state (S15).

[0049] (Regarding the designation of the character to be set) The reception unit 111 may receive the designation of the character to be set from among the characters that satisfy a predetermined condition among the plurality of characters owned by the player. Also, for characters that do not satisfy the predetermined condition, the designation may not be received as the character to be set.

[0050] Here, the predetermined condition may be that the player holds the material object (object) required when setting the character from the first state to the second state. That is, the reception unit 111 is a character that can be set from the first state to the second state by consuming the material object held by the player among the plurality of characters owned by the player It may be configured to receive a designation of a character to be set from among (i.e., characters that satisfy predetermined conditions).

[0051] For example, assume that the player already owns Character X, Character Y, and Item A, and that Character X is in a state where it can be combined with Item A (e.g., the parameter values satisfy the conditions for combination). Also assume that Character Y is not in a state where it can be combined with Item A (e.g., the parameter values do not satisfy the conditions for combination). In this case, the reception unit may be configured to receive from the player a designation to set Character X to the second state. Also, the display control unit 114 may be configured to display only Character X among Character X and Character Y in a selectable manner on the screen for receiving the character to be set. Thereby, it becomes possible to transition to the second state only for characters for which the conditions necessary for combination are met.

[0052] Further, the display control unit 114 may be configured to display on the screen, in a distinguishable manner, among the plurality of characters owned by the player, characters that satisfy predetermined conditions and characters that do not satisfy predetermined conditions. For example, the display control unit 114 may be configured to distinguish and display, among the plurality of characters, characters for which the player has the material objects (objects) necessary for setting from the first state to the second state, and characters for which the player does not have the material objects (objects) necessary for setting from the first state to the second state.

[0053] Further, the reception unit 111 may be configured to receive a designation of a character to be set regardless of whether predetermined conditions are satisfied when the player uses a dedicated item.

[0054] Further, the reception unit 111 may determine whether to accept the designation of the character to be set based on the number of material characters that the player possesses and can be combined with the character to be set, and the relationship with the character to be set. For example, when the player possesses a predetermined number or more of the character X and the material characters that can be combined with the character X, the reception unit 111 may accept the designation of the character X as the character to be set. Also, when the player possesses less than a predetermined number of the material characters that can be combined with the character X, the reception unit 111 may not accept the designation of the character X as the character to be set.

[0055] (Regarding the second state) When there are a plurality of options as the parameters of the second state in the character to be set, the reception unit 111 may accept the designation of the parameter from among the parameters that can be transitioned by synthesizing the material objects that the player possesses. For example, assume that by synthesizing the character to be set with the material object X, the character to be set can be transitioned to form B, and by synthesizing the character to be set with the material object Y, the character to be set can be transitioned to form C. Also, assume that the player does not possess the material object X and possesses the material object Y. In this case, the reception unit 111 may be configured to accept only form C as the parameter regarding the second state to be set for the character to be set. At this time, the display control unit 114 may display the selectable parameters on the screen in a distinguishable manner (parameters that cannot be selected are grayed out, etc.).

[0056] In addition, the reception unit 111 may present the player with a second state that recommends settings for the character to be set based on the relationship between the character included in the deck used for the quest and the character to be set. For example, when the deck used for the quest includes the character to be set and other characters, as parameters for the second state that recommends settings for the character to be set, an attribute (e.g., the attribute of fire) that is the same as or different from the attribute (e.g., the attribute of fire) of the other character may be recommended. Thereby, it becomes possible to recommend to the player the second state for setting the character to be set based on the other characters constituting the deck.

[0057] In addition, when a part of the parameters (e.g., "form") of a predetermined number or more of the characters included in the deck remain at their initial values among the plurality of characters included in the deck, the reception unit 111 may not present the player with a second state that recommends settings for the character to be set. For example, this is because when playing a quest such that the form of each character included in the deck must be a predetermined value or more to be playable, the player may intentionally build a deck with weak characters.

[0058] In addition, the reception unit 111 may present the player with a second state that recommends settings for the character to be set based on the compatibility (e.g., the ease of clearing the quest) with the quest selected by the player in the processing procedure of step S10. For example, when the quest selected by the player has good compatibility with a water-attribute character (e.g., when a water-attribute character is included in the deck, it becomes easier to clear the quest), "water attribute" may be presented as a parameter for the second state that recommends settings for the character to be set.

[0059] Also, the parameters in the second state include a plurality of forms (Form A, Form B, Form C, etc.). The reception unit 111 may present to the player, as the second state for recommending setting to the character to be set, a form that has not been set for the character to be set in the past among the plurality of forms. For example, for character X, assume that the player has never transitioned to Form C. In this case, when the player designates character X as the character to be set, the reception unit 111 may recommend to the player to transition to Form B.

[0060] Also, when the player designates any form as the parameter of the second state and plays a quest for a plurality of forms of the character to be set, and there is a form that has never been transitioned, the reception unit 111 may present, as the second state for recommending setting to the character to be set, the form that has never been transitioned, when the player plays the quest next. Thereby, the player can continuously try a plurality of forms. At this time, the display control unit 114 may display on the screen a message recommending to the player to try the form that has never been transitioned in the same quest or the same deck formation.

[0061] Also, the reception unit 111 may receive a designation of a quest to be executed from the player, and the setting unit 112 (first setting unit) may determine the second state of the character to be set based on the quest received from the player. For example, assume that there is a quest that can only be played with a deck composed of characters with a level of less than 50. If the player selects the quest to play and there is a character with a level of 50 or more in the deck, the setting unit 112 may set the level of the character with a level of 50 or more to less than 50 (for example, level 49). Thereby, the player can play the quest using the character automatically set to the second state according to the quest to be conquered.

[0062] In addition, the reception unit 111 may receive the selection of the character to be set from among the characters included in the deck used for the quest among a plurality of characters and set to the first state (for example, a character that has never been synthesized). For example, assume that the deck is composed of character X, character Y, and character Z, and character Y and character Z have never been synthesized so far. In this case, the reception unit 111 may receive the selection of the character to be set from among character Y and character Z among character X, character Y, and character Z.

[0063] (Regarding the end condition) The setting unit 112 (second setting unit) may, as an end condition, when the player clears the quest, set the character to be set from the second state to the first state, and when the player does not (cannot) clear the quest, not set the character to be set from the second state to the first state. In this case, the setting unit 112 (second setting unit) may keep the character to be set in the second state until the player clears the quest. When the player cannot clear the quest, it is highly likely that the character set to the second state has not been fully tested. Therefore, by not setting the character to be set from the second state to the first state when the player cannot clear the quest, the player can fully test the character set to the second state.

[0064] In addition, when the player fails to clear (is unable to clear) the quest, the setting unit 112 (second setting unit) may change the character to be set to a second state with different parameters. For example, when the player is unable to clear the quest with character X in form B, the setting unit 112 (second setting unit) may change the form of character X to form C. When the player is unable to clear the quest, it is assumed that the compatibility between the character form and the quest is poor, so the player can try the quest with characters in various second states.

[0065] (Other supplementary matters) The reception unit 111 may limit the number of times it can accept a designation as the character to be set for each character. Further, the reception unit 111 may limit the number of times it can accept a designation as the character to be set according to the number of "forms" that each character can take. For example, assume that the number of forms that character X can take is three forms: form A, form B, and form C, and the number of forms that character Y can take is four forms: form A, form B, form C, and form D. Also assume that form A is the initial state (the form before transition) of the character. In this case, the reception unit 111 may limit it to two times for character X (the number of times that form B and form C can be tried once each), and three times for character Y (the number of times that form B, form C, and form D can be tried once each). Also, the number of times that can be tried for each form may be limited.

[0066] In this game, a character may be able to activate a skill when a predetermined activation condition is met during a quest execution. For example, when a certain amount of damage or more is inflicted on an enemy with a single attack, Skill X (for example, the defense power increases by 50% for a certain period after the player activates the skill, etc.) may be activated. In this case, for the character to be set in the second state, the execution unit 113 may make the skill activatable regardless of whether the predetermined activation condition is met during the quest execution. For example, it is assumed that the player cannot fully test the abilities of the character to be set in the second state when the player defeats the boss character without using a skill. However, by making the skill activatable at any time regardless of the predetermined activation condition, the player can fully test the abilities of the character to be set in the second state.

[0067] In this game, when a quest is cleared, it may be possible to obtain any object including a material object. Also, when the player clears a quest and obtains a material object, the display control unit 114 may display a message recommending synthesis on the screen of the terminal 20 when the character (the character selected as the character to be set) can actually be synthesized.

[0068] Note that when the player actually consumes a material object and transitions the character from the first state to the second state (that is, when synthesis is actually performed), the setting unit 112 (the second setting unit) ends the process without returning to the first state from the second state.

[0069] <Example of screen display> FIG. 7 is a diagram showing an example of a screen display. Screen A100 shows an example of a screen for selecting a character to be set. In the example of screen A100, characters C100, C101, and C102 are displayed as selectable characters to be set. When any one of the characters is selected by the player and button B100 is pressed, the screen transitions to screen A200. Screen A200 shows an example of a screen for accepting parameter specification. The form specification button D200 is a button for specifying the form in the second state. The level specification slider D201 is a slider for specifying the level in the second state. The level specification slider D201 indicates that the current level of the character is 70, and the player can change the level in the second state to any level between 1 and 99 by moving the slider. When button B200 is pressed, a quest is started with the character to be set changed to the parameters specified by the form specification button D200 and the level specification slider D201.

[0070] <Summary> According to the embodiment described above, the game server 10 sets the character selected by the player from the first state to the second state and returns it to the first state after the quest ends. Also, the game server 10 sets the character selected by the player from the first state to the second state without consuming the material object. As a result, the player can play the game with the character changed to the synthesized state without consuming the material object.

[0071] The embodiments described above are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The flowcharts, sequences, each element included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiments are not limited to those exemplified and can be changed as appropriate.

[0072] <Supplementary Note> <Supplementary Note 1> A reception unit that receives the designation of a predetermined character from among a plurality of characters owned by the player; Before the quest is started, a first setting unit that sets the predetermined character from a first state to a second state; An execution unit that executes the quest using the predetermined character in the second state; A second setting unit that sets the predetermined character from the second state to the first state when an end condition is satisfied; An information processing apparatus comprising:

[0073] According to Supplementary Note 1, it becomes possible to provide a technique that enables a game to be executed using a character changed to a synthesized state.

[0074] <Supplementary Note 2> The reception unit receives a designation of the predetermined character from among the characters that satisfy a predetermined condition among the plurality of characters. The information processing apparatus according to Supplementary Note 1.

[0075] According to Supplementary Note 2, it becomes possible to control whether or not to receive a designation of a predetermined character according to whether or not an ownership condition is satisfied.

[0076] <Supplementary Note 3> The predetermined condition is that the player holds an object necessary for setting the character from the first state to the second state, The reception unit receives a designation of the predetermined character from among the characters that can be set from the first state to the second state by consuming an object held by the player among the plurality of characters. The information processing apparatus according to Supplementary Note 2.

[0077] According to Supplementary Note 3, it becomes possible to transition to the second state only for a character that the player holds an object necessary for setting from the first state to the second state.

[0078] <Supplementary Note 4> The reception unit further receives from the player a specification of a parameter regarding the second state to be set for the predetermined character. The information processing apparatus according to any one of Appendices 1 to 3.

[0079] According to Appendix 4, since the player can specify the parameters of the second state that they want to try, it becomes possible to confirm the strength of the character in various second states.

[0080] <Appendix 5> The reception unit presents to the player the second state recommended for setting for the predetermined character based on the relationship between the character included in the deck used for the quest and the predetermined character. The information processing apparatus according to Appendix 4.

[0081] According to Appendix 5, the player can specify the parameters regarding the second state to be set for the predetermined character and play the quest.

[0082] <Appendix 6> The second state includes a plurality of forms. The reception unit presents to the player, as the second state recommended for setting for the predetermined character, a form that has not been set for the predetermined character in the past among the plurality of forms. The information processing apparatus according to any one of Appendices 1 to 5.

[0083] According to Appendix 6, when there are a plurality of second states that can be set for the predetermined character, the player can set each of the plurality of second forms for the character and play the quest.

[0084] <Appendix 7> The reception unit receives from the player a specification of a quest to be executed. The first setting unit determines the second state based on the quest received from the player. The information processing apparatus according to any one of Appendices 1 to 6.

[0085] According to Supplementary Note 7, the player can play a quest using a character in which a second state based on the quest the player wishes to play is automatically set.

[0086] <Supplementary Note 8> The reception unit receives a selection of the predetermined character from among the characters that are included in the deck used for the quest among the plurality of characters and are set to the first state. The information processing apparatus according to any one of Supplementary Notes 1 to 7.

[0087] According to Supplementary Note 8, the player can select a predetermined character from among the characters in the first state.

[0088] <Supplementary Note 9> The first setting unit sets the predetermined character from the first state to the second state without consuming an object necessary for setting the character from the first state to the second state. The information processing apparatus according to any one of Supplementary Notes 1 to 8.

[0089] According to Supplementary Note 9, the player can play a quest by setting a character in the first state to the second state without consuming an object.

[0090] <Supplementary Note 10> The second setting unit When the player clears the quest as the end condition, sets the predetermined character from the second state to the first state, When the player does not clear the quest, does not set the predetermined character from the second state to the first state. The information processing apparatus according to any one of Supplementary Notes 1 to 9.

[0091] According to Supplementary Note 10, the player can play the quest using the character in the second state without worrying about the consumption of objects.

[0092] <Supplementary Note 11> A step of accepting a designation of a predetermined character from among a plurality of characters owned by the player; Before the quest is started, a step of setting the predetermined character from the first state to the second state; A step of executing the quest using the predetermined character in the second state; When an end condition is satisfied, a step of setting the predetermined character from the second state to the first state; An information processing method executed by an information processing apparatus, including:

[0093] According to Supplementary Note 11, it becomes possible to provide a technology that enables a game to be executed with a character changed to a synthesized state.

[0094] <Supplementary Note 12> A step of accepting a designation of a predetermined character from among a plurality of characters owned by the player; Before the quest is started, a step of setting the predetermined character from the first state to the second state; A step of executing the quest using the predetermined character in the second state; When an end condition is satisfied, a step of setting the predetermined character from the second state to the first state; A program for causing a computer to execute:

[0095] According to Supplementary Note 12, it becomes possible to provide a technology that enables a game to be executed with a character changed to a synthesized state.

Explanation of Signs

[0096] 1…Game system, 10…Game server, 11…Processor, 12…Memory device, 13…Communication IF, 14…Input device, 15…Output device, 20…Terminal, 100…Memory section, 100a…Character setting DB, 100b…Owned character management DB, 110…Game control section, 111…Reception section, 112…Setting section, 113…Execution section, 114…Display control section, 200…Memory section, 201…Communication section, 202…UI section, 203…Game control section

Claims

1. having a processor, the processor receiving a designation of a predetermined character from among a plurality of characters owned by a player, before a quest is started, displaying on a screen information recommending to the player a form among a plurality of forms into which the predetermined character can transition from a first state and which the player has not set as a second state for the predetermined character in the quest, and setting the predetermined character from the first state to the second state based on a designation of any one of the plurality of forms received from the player, executing the quest using the predetermined character in the second state, when an end condition is satisfied, setting the predetermined character from the second state to the first state, before the player plays the same quest as the quest, displaying on the screen information recommending to the player a form among the plurality of forms into which the player has not set the predetermined character as the second state in the quest, receiving a designation of a form from among the plurality of forms, setting the predetermined character from the first state to the second state, and executing the quest using the predetermined character in the second state, an information processing apparatus.

2. The processor receives a designation of a predetermined character from among a plurality of characters owned by a player, before a quest is started, the processor displays on a screen information recommending to the player a form among a plurality of forms into which the predetermined character can transition from a first state and which the player has not set as a second state for the predetermined character in the quest, and sets the predetermined character from the first state to the second state based on a designation of any one of the plurality of forms received from the player, the processor executes the quest using the predetermined character in the second state, the processor, when an end condition is satisfied, sets the predetermined character from the second state to the first state, Before the player plays the same quest as the said quest, the processor causes the screen to display information recommending to the player, among the plurality of forms, a form in which the player has not set the said quest as the second state for the said predetermined character, accepts a designation of a form from among the plurality of forms, sets the said predetermined character from the first state to the second state, and executes the quest using the said predetermined character in the second state. Information processing method.

3. Cause the processor to accept a designation of a predetermined character from among a plurality of characters owned by the player. Before the quest is started, the processor causes the screen to display information recommending to the player, among the plurality of forms in which the said predetermined character can transition from the first state, a form in which the player has not set the said quest as the second state for the said predetermined character, and sets the said predetermined character from the first state to the second state based on a designation of any one of the plurality of forms received from the player. Cause the processor to execute the quest using the said predetermined character in the second state. When the end condition is satisfied, cause the processor to set the said predetermined character from the second state to the first state. Before the player plays the same quest as the said quest, the processor causes the screen to display information recommending to the player, among the plurality of forms, a form in which the player has not set the said quest as the second state for the said predetermined character, accepts a designation of a form from among the plurality of forms, sets the said predetermined character from the first state to the second state, and executes the quest using the said predetermined character in the second state. Program for executing the process.

4. Comprising a server and a terminal device. The said server: Accepts a designation of a predetermined character from the terminal device from among a plurality of characters owned by the player. Before the quest starts, display on the screen of the terminal device information recommending to the player a form among a plurality of forms into which the predetermined character can transition from the first state and which the player has not set as the second state for the predetermined character in the quest, and based on the designation of any one of the plurality of forms received from the terminal device, set the predetermined character from the first state to the second state, execute the quest using the predetermined character in the second state, when the end condition is satisfied, set the predetermined character from the second state to the first state, before the player plays the same quest as the quest, display on the screen of the terminal device information recommending to the player a form among the plurality of forms that the player has not set as the second state for the predetermined character in the quest, receive a form designation from among the plurality of forms, set the predetermined character from the first state to the second state, and execute the quest using the predetermined character in the second state, system.

Citation Information

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