Program and information processing device

The system addresses excessive taunting in network games by placing characters in restricted states, generating positive effects, and granting benefits, enhancing player enjoyment and retention.

JP7735653B2Active Publication Date: 2025-09-09CAPCOM CO LTD
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Patent Information

Application Number
JP2022066705
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-04-14
Publication Date
2025-09-09
Estimated Expiration
2042-04-14

AI Technical Summary

Technical Problem

Conventional technologies fail to address excessive taunting or provocative behavior in network games, leading to discomfort and player dropout, by merely disabling offensive behavior or hiding it, without providing a positive alternative.

Method used

A system that places a character in a restricted state upon certain conditions, generates an object, activates a positive effect, and grants benefits based on game history, transforming negative actions into positive game experiences.

Benefits of technology

Transforms negative game interactions into positive impressions, motivating players and reducing discomfort, thus retaining players in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a system that executes predetermined processing for a specific action in a game and makes it easier for a player to enjoy a game.SOLUTION: When an attack against a character is accepted, state determination means 64 executes game processing for the attack, and determines whether or not the attacked character becomes unable to fight as a result of the game processing. When it is determined that the character becomes unable to fight, object generation means 66 generates a predetermined game object at a position close to the character to become unable to fight in a virtual space. When the attack on the character that is unable to fight or the game object is accepted, effect activation means 68 activates a predetermined performance effect. When a predetermined performance effect is activated, privilege imparting means 70 imparts a privilege to each of a player and an opponent.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device. [Background technology]

[0002] In recent years, competitive network games have emerged in which multiple players compete against each other over a network, and these games have become popular with many players. However, in these games, taunting or provocative behavior that shows a lack of respect for the loser of the game can become a problem. While minor taunting or provocative behavior is often not a problem, excessive taunting or provocative behavior can make other players feel uncomfortable and may even drive them away from the game altogether. For example, Patent Document 1 describes a technology for dealing with provocative or inflammatory behavior by disabling input operations related to such offensive behavior, or by controlling a virtual camera so that the offensive behavior is not displayed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-206483 Summary of the Invention [Problem to be solved by the invention]

[0004] However, many conventional technologies, including the technology described in Patent Document 1 above, are solely intended to prevent a player who has been subjected to offensive behavior from continuing the offensive behavior or to prevent players from seeing the offensive behavior.

[0005] The present invention has been made in light of the above circumstances, and provides a system that executes predetermined processing in response to specific actions within a game, making it easier for players to enjoy the game.

[0006] In order to achieve the above object, a first aspect of the present invention is Computer, a state determination means for determining whether a first character satisfies a predetermined condition, and for placing the first character in a restricted state in which a predetermined restriction is imposed if the first character satisfies the condition; an object generating means for generating an object corresponding to the first character at a position corresponding to the first character when it is determined that the first character satisfies the condition; an effect activation means for activating a predetermined effect associated with the object when a predetermined action on the first character or the object is accepted by a second character different from the first character while the object is generated; It is a program that functions as a

[0007] In addition, in the first aspect, the effect activation means can activate the effect intended to give a positive impression to each of the users operating the first character and the second character.

[0008] In addition, in a first aspect, the above-mentioned program can further function as a presentation change means that, when the action is accepted from the second character to the first character in the restricted state, changes the presentation of the action before and after the first character enters the restricted state.

[0009] Also, in the first aspect, when the action is accepted, the presentation change means can change the presentation of the action before the first character enters the restricted state to the effect or a presentation related to the effect after the first character enters the restricted state.

[0010] In the first aspect, the effect activation means varies the content of the activated effect depending on the relationship between the game history of the first character and the game history of the second character.

[0011] In addition, in a first aspect, the above-mentioned program can further function as a first benefit granting means that, when the action is accepted from the second character to the first character in the restricted state, grants a benefit related to the progress of the game to the user operating the first character.

[0012] In addition, in a first aspect, the above-mentioned program can further function as a second benefit granting means that, when the action is accepted from the second character to the first character in the restricted state, grants a benefit related to the progress of the game to the user operating the second character.

[0013] In addition, in the first aspect, the first benefit granting means can grant different benefits depending on the relationship between the game history of the first character and the game history of the second character.

[0014] In addition, in the first aspect, the second benefit granting means can grant different benefits depending on the relationship between the game history of the first character and the game history of the second character.

[0015] The second aspect of the present invention is a state determination means for determining whether a first character satisfies a predetermined condition, and for placing the first character in a restricted state in which a predetermined restriction is imposed if the first character satisfies the condition; an object generating means for generating an object corresponding to the first character at a position corresponding to the first character when it is determined that the first character satisfies the condition; an effect activation means for activating a predetermined effect associated with the object when a predetermined action on the first character or the object is accepted by a second character different from the first character while the object is generated; The information processing device is provided with:

[0016] An information processing device according to an aspect of the present invention is also provided as an information processing device corresponding to a program according to an aspect of the present invention. [Effects of the Invention]

[0017] According to the present invention, a system can be provided that executes predetermined processing in response to specific actions within a game, making it easier for players to enjoy the game. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server in the information processing system according to one embodiment of the present invention. [Figure 3] 3 is a diagram showing an example of the functional configuration of the server of FIG. 2, the player terminal and the opponent terminal of FIG. 1. FIG. [Figure 4] FIG. 4 is a diagram showing an example of an image displayed on the player terminal of FIG. 3 in a normal game mode. [Figure 5] 4 is a diagram showing an example of an image displayed on the player terminal of FIG. 3 in a game mode in which a dramatic effect is executed. FIG. [Figure 6] FIG. 4 is a flowchart illustrating the flow of various processes executed by the server of FIG. 3 in a game mode in which dramatic effects are executed. DETAILED DESCRIPTION OF THE INVENTION

[0019] [Embodiment] An information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") will be described with reference to the drawings.

[0020] <Summary> FIG. 1 shows an example of the configuration of this system. 1, the system includes a server 1, a player terminal 2, and opponent terminals 3-1 to 3-n (n is an arbitrary integer value equal to or greater than 1). The server 1, player terminal 2, and opponent terminals 3-1 to 3-n are interconnected via a predetermined network N such as the Internet. However, the network N is not an essential component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. In the following description, when there is no need to particularly distinguish between the player terminals 3-1 to 3-n, they will be collectively referred to as player terminal 3.

[0021] Here, we will briefly explain the content of the game related to this system (hereinafter referred to as "this game"). This game is a network-based competitive game known as an FPS (First Person Shooter) or TPS (Third Person Shooter). In this game, for example, many players connected via a network share a virtual space, and each player fights using weapons (firearms, etc.) and recovery items, aiming to win the game. When a player's HP (hit points), which decreases due to various factors in the game such as being attacked by an enemy, falls below a certain value, the player is no longer allowed to continue playing the game (hereinafter referred to as "incapable of fighting"), and the player is removed from the game. In the following, when we simply refer to an "image," we mean both a "moving image" and a "still image." Furthermore, when we simply refer to an "audio," we mean not only the voice produced by the human vocal cords, but also music, background music, sound effects, and so on.

[0022] The server 1 is managed by an administrator of the system, etc. The server 1 is configured as a general-purpose PC (personal computer), tablet, etc. The server 1 executes various processes according to the present invention while communicating with other hardware, etc. The server 1 also stores and manages information required for the progress of the game.

[0023] The player terminal 2 is used by a player to whom this system is applied. The player terminal 2 is configured as a general-purpose PC (personal computer), a home game console, a tablet, a smartphone, etc. The player terminal 2 executes various processes required for the player to progress through this game.

[0024] The opponent terminal 3 is used by other players (hereinafter referred to as "opponents") who compete against the above-mentioned player in the game. The opponent terminal 3 is configured as a general-purpose PC (personal computer), a home game console, a tablet, a smartphone, etc. The opponent terminal 3 executes various processes required for the opponent to progress through the game.

[0025] <Hardware configuration> FIG. 2 shows the hardware configuration of the server 1 that constitutes this system.

[0026] As shown in FIG. 2, the server 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0027] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.

[0028] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0029] The output unit 16 is composed of various liquid crystal displays and the like, and outputs various information.

[0030] The input unit 17 is configured with various hardware components and the like, and inputs various pieces of information.

[0031] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various data. For example, the storage unit 18 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware (player terminal 2 and opponent terminal 3), etc.

[0032] The communication unit 19 controls communication with other hardware and the like via a network N including the Internet.

[0033] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. The removable media 31 can also store various data stored in the storage unit 18 in the same way as the storage unit 18.

[0034] Here, the hardware configuration of the player terminal 2 and the opponent terminal 3 can be basically the same as the hardware configuration of the server 1, so a basic explanation will be omitted and only the differences will be explained here with reference to FIG. 3 etc.

[0035] The output unit 120 of the player terminal 2 and the output unit 220 of the opponent terminal 3, which will be described later in Fig. 3, output image data or sound data to a liquid crystal display, speaker, etc. connected to them. The image data or sound data output by the output unit 120 of the player terminal 2 or the output unit 220 of the opponent terminal 3 is output via a display, speaker, etc. in a form that can be recognized by a person as an image or sound.

[0036] The input unit 130 of the player terminal 2 and the input unit 230 of the opponent terminal 3, which will be described later in Fig. 3, are configured with, for example, a touch panel, a game controller, etc. The input unit 130 of the player terminal 2 and the input unit 230 of the opponent terminal 3 input various information in response to input operations by the player or opponent. The cooperation of such various hardware and software enables the execution of various processes in the server 1, player terminal 2, and opponent terminal 3.

[0037] FIG. 3 shows an example of the functional configuration of the server 1, the player terminal 2, and the opponent terminal 3.

[0038] As shown in FIG. 3, the control unit 11 of the server 1 executes various programs, etc., thereby causing a game information management means 60, an input operation information acquisition means 62, a state determination means 64, an object generation means 66, an effect activation means 68, and a bonus granting means 70 to function.

[0039] The game information management means 60 manages various information and executes various processes required for the progress of the game between the player terminal 2 and the opponent terminal 3. Specifically, for example, the game information management means 60 authenticates account information transmitted from the player terminal 2 or the opponent terminal 3, and delivers game information etc. in response to a download request for various game information from the player terminal 2 or the opponent terminal 3.

[0040] The input operation information acquiring means 62 acquires the input operation information and the like transmitted from the player terminal 2 or the opponent terminal 3 via the communication unit 19 . In the following description, the expression "accept (can be accepted) an attack" means that the input operation information acquired by the input operation information acquisition means 62 includes an instruction to attack a character.

[0041] When an attack on a character is received by the input operation information acquisition means 62, the state determination means 64 executes game processing for the attack and determines whether or not the attacked character will enter a restricted state in which a predetermined restriction is imposed as a result of the game processing. A restricted state is, for example, a state in which the character is unable to fight and the HP of the character falls below a certain value as a result of being attacked.

[0042] When the state determination means 64 determines that the character being attacked will be unable to fight, the object generation means 66 generates a predetermined game object in the virtual space at a position close to the character that will be unable to fight (for example, a cherry tree in Figure 5).

[0043] The effect initiation means 68 initiates a predetermined dramatic effect when an attack is accepted against a character in an incapable state or a game object generated by the object generation means 66. In other words, when an attack is accepted against a character in a state where combat is impossible or against a game object generated by the object generation means 66, the effect activation means 68 determines the content of the effect to be activated and transmits that information (hereinafter referred to as "effect information") to the player terminal 2 and the opponent terminal 3.

[0044] When the effect initiation means 68 activates a predetermined effect, the benefit granting means 70 grants a benefit to each of the player and the opponent. In other words, when a predetermined effect is activated by the effect activation means 68, the bonus granting means 70 determines the content of the bonus to be granted to each of the player and the opponent, and transmits that information (hereinafter referred to as "bonus information") to the player terminal 2 and the opponent terminal 3. The benefits referred to here include, for example, game media (items) that can be used during the game, HP recovery, recovery of remaining amounts of weapons used (remaining bullets), points that can be exchanged for other game media, etc.

[0045] As shown in FIG. 3, the control unit 100 of the player terminal 2 executes various programs and the like, thereby causing a game processing execution means 160, an input operation acceptance means 162, and an output information management means 164 to function.

[0046] The game processing execution means 160 executes various processes related to the game. Specifically, the game processing execution means 160 reads virtual game space objects and textures, etc., included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 160 controls the progress of the game by generating and managing the results of the operation instructions given by the player. Furthermore, the game processing execution means 160 acquires information necessary for the progress of the game from the server 1 as appropriate.

[0047] The input operation receiving means 162 receives the content of an input operation from a player, and transmits information relating to the received input operation to the server 1 as input operation information.

[0048] The output information management means 164 manages various types of output information. Specifically, the output information management means 164 acquires, for example, performance effect information transmitted from the server 1, and executes control to output the information to the outside as an image, sound, or the like.

[0049] 3, the control unit 200 of the opponent terminal 3 executes various programs and the like, thereby causing a game processing execution means 260, an input operation acceptance means 262, and an output information management means 264 to function. However, since each functional configuration of the opponent terminal 3 can be the same as each functional configuration of the player terminal 2, a description thereof will be omitted here.

[0050] Next, the normal mode, which is one of the game modes of this game, will be described with reference to Fig. 4. That is, Fig. 4 shows an example of an image displayed on the player terminal of Fig. 3 in the normal mode of this game.

[0051] In the example of Figure 4(A), an example of a game image displayed on the player terminal 2 is displayed during a battle between character T1, a character operated by a player, and character T2, a character operated by an opponent. In the example of Figure 4(A), character T1 and character T2 are fighting other characters in a virtual space, each aiming to win the game. Here, in the example of Figure 4(A), character T2 fires a gun from behind character T1, and the bullet hits the back of character T1's head. In contrast, in the example of FIG. 4B, as a result of the game processing, the HP of character T1 has decreased, and a game image is displayed after character T1 has become unable to fight. In normal mode, character T1 who has become unable to fight is placed in a state where certain restrictions are imposed. Specifically, when character T1 is unable to fight, character T1 is unable to move and is prohibited from participating in the game thereafter. Note that when character T1 is unable to fight, if a certain amount of time has passed or if another character performs a recovery action, etc., character T1's unable to fight state may be released. 4B, the character T1 is displayed in the game image as being unable to move (falling down). Note that when the character T1 (player) is unable to fight, the character T1 may leave the game space after a certain period of time has elapsed, or may be able to watch the progress of the game in the game space until the game ends. However, in such game situations, so-called provocative or instigating behavior (hereinafter collectively referred to as "unrecommended behavior") by a player or opponent can become problematic. Specific examples include continuous attacks on a character who is unable to fight, or repeated meaningless (provocative) behavior such as wandering around near a fallen character. While such unrecommended behavior and similar actions may be permitted to a certain extent in some games, as mentioned above, they often leave an unpleasant impression on the player of the character who is unable to fight and on spectators watching the game.

[0052] Based on this premise, a game mode (hereinafter referred to as "effect mode") that executes game processing related to effect effects specific to this game will be described with reference to Fig. 5. That is, Fig. 5 shows an example of an image displayed on the player terminal of Fig. 3 in the effect mode of this game.

[0053] In the example of (A) of Figure 5, similar to the example of (A) of Figure 4, a game image is displayed showing characters T1 and T2 in combat, with a bullet fired from behind by character T2 hitting the back of character T1's head. In contrast, the example in Fig. 5(B) shows an example of a game image that is displayed as a result of the game processing. Specifically, in the example in Fig. 5(B), not only is the character T1 who is unable to fight displayed in a fallen state, but also a withered cherry tree object is displayed right next to the character T1. Then, as shown in (C) of Figure 5, when character T2 attacks (fires a bullet) again at character T1 who is unable to fight or the withered cherry tree object, a dramatic effect is triggered in which the cherry tree changes into a full bloom state.

[0054] For example, a cherry blossom tree object may appear when character T1 becomes unable to fight and change to a full bloom state based on the action of character T2, or may appear as a result of the first action taken by character T2 against character T1 who is unable to fight and change to a full bloom state based on a subsequent further action of character T2. Furthermore, a cherry blossom tree object may appear when character T1 becomes unable to fight and change to a full bloom state based on the action of character T2, and cherry blossom petals may be scattered based on the action of character T2 or another character controlled by a player. Furthermore, the player who performed the action that puts the character T1 in a combat-disabled state or that causes an object to appear may be different from the player who performs the subsequent action. Also, different visual effects may be generated depending on the player who performed the subsequent action. This can motivate multiple players to perform actions that praise a specific player. Furthermore, spectators watching the game space may be able to impart actions to the character T1 or the object, thereby creating dramatic effects, which may motivate players and spectators to work together to perform actions that praise a particular player.

[0055] Furthermore, the server 1 (e.g., the benefit granting means 70) may grant a benefit to at least one of the player and the opponent, along with or instead of such a dramatic effect. The benefit may be determined based on a history of actions taken by other players on the character T1 or the object, which history may be stored. The history may be, for example, points, which may be accumulated based on the actions of other players or spectators, and the benefit may be determined based on the accumulated points. An upper limit may be set on the points accumulated based on the actions of a specific player or spectator, so that the more players or spectators participate in that action, the more preferential the benefit may be. Furthermore, the benefit may be granted only to the player or spectator who participated in the action, or the benefit may be determined based on the contribution of that player or spectator to the total point accumulation amount.

[0056] Next, the flow of various processes executed by the server 1 in the dramatic effect mode of this game will be described with reference to Fig. 6. Fig. 6 shows an example of the flow of various processes executed by the server of Fig. 3 in the dramatic effect mode of this game.

[0057] In step S1, the input operation information acquisition means 62 accepts an attack on the character based on the acquired input operation information. Note that while the input operation information acquisition means 62 is not accepting an attack on the character, the process repeats step S1.

[0058] In step S2, when the input operation information acquisition means 62 receives an attack on a character, the state determination means 64 executes game processing for the attack and determines whether or not the attacked character will be rendered unable to fight as a result of the game processing. If the character is not in a state where he is unable to fight, step S2 is judged as NO and the process returns to step S1. On the other hand, if the character is unable to fight, step S2 is judged as YES and the process proceeds directly to step S3.

[0059] In step S3, when the state determination means 64 determines that the character to be attacked is in a state where it is unable to fight, the object generation means 66 generates a predetermined game object at a position in the virtual space close to the character that is in a state where it is unable to fight.

[0060] In step S4, the input operation information acquisition means 62 accepts, based on the acquired input operation information, an attack on the character in an incapacitated state or the game object generated by the object generation means 66. Note that while the input operation information acquisition means 62 is not accepting an attack on the character in an incapacitated state or the game object generated by the object generation means 66, the processing repeats step S4.

[0061] In step S5, when an attack is accepted against a character in an incapable state or a game object generated by the object generating means 66, the effect generating means 68 generates a predetermined dramatic effect. That is, in step S5, when an attack is accepted against a character in an incapacitated state or a game object generated by the object generation means 66, the effect activation means 68 determines the content of the effect to be activated and transmits the effect information to the player terminal 2 and the opponent terminal 3.

[0062] In step S6, when the effect initiation means 68 activates a predetermined dramatic effect, the benefit granting means 70 awards a benefit to each of the player and the opponent. That is, in step S6, when a predetermined effect is activated by the effect activation means 68, the bonus granting means 70 determines the content of the bonus to be granted to each of the player and the opponent, and transmits the bonus information to the player terminal 2 and the opponent terminal 3. This completes the various processes executed by the server 1 in the effect activation mode.

[0063] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the scope of achieving the object of the present invention are included in the present invention.

[0064] <Other embodiments>

[0065] Here, the purpose of the production effect mode of this game will be explained. In essence, becoming unable to fight (losing) during a game is a disappointing event for the player. In this regard, one of the purposes of the visual effect mode of this game is to give the player a positive impression by activating a positive visual effect that praises the player's play up to that point, rather than a negative visual effect when the player is unable to fight (losing). In other words, one of the purposes of the visual effects of this game is to give a positive impression to the player or opponent of the game. The purpose of this is not simply to give players a positive impression when they see a spectacular effect. One of the purposes of the effect mode of this game is to clearly define the above-mentioned unrecommended acts as mutual praise for both the player who committed the act and the player who committed the act. In fact, many players who commit the above-mentioned unrecommended acts are often doing so out of the joy of their own victory, rather than with any clear malice toward the player who lost. The effect mode of this game aims to create a worldview in which both the player who committed the act and the player who was committed can accept such acts without feeling any malice. Furthermore, as described above, the game's special effects mode employs a feature that grants in-game rewards to both the player who performs the aforementioned unrecommended behavior and the player who is subjected to it. By combining these features, it is expected that various behaviors that were previously considered unrecommended will gradually be recognized as recommended behaviors within the game. As a result, even if the aforementioned unrecommended behaviors are performed, it is believed that it will be possible to avoid situations in which the player who is subjected to the behavior feels bad and quits the game. The game's special effects mode is also expected to achieve this effect. However, the purposes and various specifications of these effect modes are merely examples, and it is up to the administrator of this system to decide not to adopt some of these purposes or various specifications, or to combine them with other specifications, etc.

[0066] In the above embodiment, the trigger for activating the dramatic effect is described as an attack on a character or object that is unable to fight, but this is not limited to this. For example, the trigger for activating the dramatic effect may be another undesirable action, such as repeating a meaningless action. Furthermore, the undesirable acts that trigger the dramatic effect may include, for example, acts that are considered disrespectful to the opponent according to social standards, various forms of harassment, acts that should be avoided for religious reasons, and the like.

[0067] Although not described in the above embodiment, the content of the effect does not necessarily have to be a visual effect, but may be, for example, various other effects such as vibrations and sounds.

[0068] Furthermore, in the above-described embodiment, the generated object is a cherry tree, and the effect is to change the cherry tree into a fully bloomed state, but these objects and various effects are merely examples and are not limiting. For example, the generated objects may be various kinds of trees such as maples, plum trees, white magnolias, etc., or may be objects other than trees.

[0069] Furthermore, although not described in the above embodiment, the server 1 (for example, the effect initiation means 68) may change the presentation of the attack action before and after the character becomes unable to fight.

[0070] Also, although not explained in the above embodiment, the server 1 (e.g., the effect activation means 68) may change the presentation of the attack action to an effect or a presentation related to the effect after the character becomes unable to fight. For example, after a character becomes unable to fight, the server 1 may change the presentation of the attack action so that flower petals are shot from a gun. In other words, the server 1 may change the presentation of the attack action to the presentation effect itself. For example, the server 1 may change the presentation of the attacking action so that a liquid (beer, etc.) is shot from a gun after the character is unable to fight. That is, the server 1 may change the presentation of the attacking action to a presentation effect that is related to and associated with the effect. For example, the cherry blossom tree object in the above-described embodiment can easily be associated with cherry blossom viewing, drinking parties, etc., and as part of such images, a presentation in which beer, etc. is shot from a gun can also be imagined. In this case, for example, the server 1 may store in advance in the storage unit 18 or the like information that associates changes in attack actions with performance effects for each type of object.

[0071] In the above embodiment, the trigger for generating an object or activating a dramatic effect is described as the character being unable to fight, but this is not limited thereto. The character being unable to fight is an example of various triggers. For example, the server 1 may generate an object or activate a dramatic effect when a character is simply placed in a state where movement is restricted, or when a specific action such as a skill is restricted.

[0072] Furthermore, in the above-described embodiment, the server 1 (e.g., the effect activation means 68) may vary the content of the activated performance effect depending on the game history of each character (e.g., whether the character is an enemy that made an attack or another friendly character, etc.).

[0073] Although not described in the above embodiment, the server 1 (for example, the reward granting means 70) may grant a reward to only one of the player or the opponent, or may not grant a reward to both. Furthermore, the server 1 may give different benefits or accumulated points to the player or opponent depending on the game history of each character (for example, whether they are an enemy character that made an attack or another friendly character, etc.).

[0074] Furthermore, although not explained in the above embodiment, the game related to this system may be executed by various hardware (e.g., server 1), such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, tablet, etc.

[0075] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a role-playing game (RPG), an action game, a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.

[0076] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3 etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3 etc. and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0077] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0078] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.

[0079] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0080] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but may also be constituted by a recording medium, etc., that is provided to the player in a state where it is pre-installed in the device main body.

[0081] In this specification, the steps of writing the program to be recorded on the recording medium may be executed in a time-series manner, or may be executed in parallel or individually. Also, some of the steps described in the above embodiments may be omitted.

[0082] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices, a plurality of means, etc.

[0083] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.

[0084] To sum up, the information processing system to which the present invention is applied can take various forms having the following configurations. That is, the program to which the present invention is applied is Computer, a state determination means (e.g., state determination means 64) that determines whether a first character satisfies a predetermined condition, and, if the first character satisfies the condition, puts the first character into a restricted state in which a predetermined restriction is imposed; an object generating means (for example, an object generating means 66) that generates an object corresponding to the first character at a position corresponding to the first character when it is determined that the first character satisfies the condition; an effect activation means (for example, effect activation means 68) that activates a predetermined effect associated with the object when a predetermined action on the first character or the object is accepted by a second character different from the first character while the object is generated; Any program that functions as such is sufficient.

[0085] <Effects> This allows the player to enjoy the game more without feeling uncomfortable due to the actions of the opponent. [Explanation of symbols]

[0086] 1 server 11 Control section 60 Game information management means 62 Input operation information acquisition means 64 State determination means 66 Object Creation Method 68 Effect activation method 70 Benefit Granting Method 2. Player terminal 100 control section 160 Game processing execution means 162 Input operation acceptance means 164 Output information management means 3-1 to 3-n Opponent terminals 200 control section 260 Game processing execution means 262 Input operation acceptance means 264 Output information management means

Claims

1. Computer, a state determination means for determining whether a first character operated by a user satisfies a predetermined condition, and determining, if the first character satisfies the condition, that the first character is in a restricted state in which participation in battles in the game is restricted; an object generating means for generating a second object on a plant different from the first character at a position close to the first character when the state determining means determines that the first character is in the restricted state; a performance determination means for determining the content of a performance effect to be activated when an attack action by a second character operated by another user is accepted against the first character or the second object in the restricted state; It functions as the effect determination means determines the content of the effect to be produced by changing the form of the second object. program.

2. The object generating means generates the second object hanging on a tree different from that of the first character. The program according to claim 1.

3. the effect determination means changes the content of the effect to be activated depending on whether the second character that performed the attack action is an enemy character or an ally character. The program according to claim 1.

4. and further functioning as a first benefit granting means that, when the attack action against the first character or the second object in the restricted state is accepted, grants a benefit related to progress of the game to a user operating the first character. The program according to claim 1.

5. and further functioning as second benefit granting means for granting a benefit related to progress of the game to a user operating the second character when the attack action against the first character or the second object in the restricted state is accepted. The program according to claim 1.

6. the first benefit granting means grants a different benefit depending on whether the second character that performed the attacking action is an enemy character or an ally character. The program according to claim 4.

7. the second benefit granting means grants a different benefit depending on whether the second character that performed the attacking action is an enemy character or an ally character. The program according to claim 5.

8. 1. A computer-implemented information processing method, comprising: a state determination step of determining whether or not a first character operated by a user satisfies a predetermined condition, and if the first character satisfies the condition, determining that the first character is in a restricted state in which participation in battles in the game is restricted; an object generating step of generating a second object on a plant different from the first character at a position close to the first character when it is determined that the first character is in the restricted state by the state determining step; a performance determination step of determining the content of a performance effect to be activated when an attack action by a second character operated by another user against the first character or the second object in the restricted state is accepted; Including, the effect determination step determines the content of the effect that changes the form of the second object. Information processing methods.

9. a state determination means for determining whether a first character operated by a user satisfies a predetermined condition, and determining, if the first character satisfies the condition, that the first character is in a restricted state in which participation in battles in the game is restricted; an object generating means for generating a second object on a plant different from the first character at a position close to the first character when the state determining means determines that the first character is in the restricted state; a performance determination means for determining the content of a performance effect to be activated when an attack action by a second character operated by another user is accepted against the first character or the second object in the restricted state; Equipped with the effect determination means determines the content of the effect to be produced by changing the form of the second object. Information processing device.

Citation Information

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