Program, information processing method and information processing device

The system enables enhanced player interaction and enjoyment by allowing temporary use of game objects with rewards, addressing the limitations of conventional gaming technologies.

JP7737603B1Active Publication Date: 2025-09-11CAPCOM CO LTD
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Patent Information

Application Number
JP2024029536
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-29
Publication Date
2025-09-11
Estimated Expiration
2044-02-29

AI Technical Summary

Technical Problem

Conventional gaming technologies provide insufficient enhancements to the entertainment value by only rewarding players for lending and borrowing playable characters, limiting the degree of freedom in player interactions.

Method used

A system that allows players to temporarily utilize objects associated with other players, set conditions and rewards for their use, and grant rewards when these conditions are met, including the ability to use Non-Player Characters (NPCs) as objects and manage game progress-related tasks or requests.

Benefits of technology

Enhances player interaction freedom and enjoyment by allowing more complex and engaging interactions through temporary use of game objects, such as NPCs, with rewards for fulfilling specific conditions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game environment in which players can enjoy more easily by increasing the degree of freedom in interactions with other players. [Solution] A temporary use management means 64 executes various in-game processes required when a player lends an NPC owned by the player to another player or when a player borrows an NPC owned by another player. A first quest management means 66 accepts settings of conditions and rewards for the first player's use of the object. A first reward granting means 70 grants the reward to the second player when the second player achieves the conditions for the use of the object. A second reward granting means 72 grants the first player a reward different from the reward when the first player achieves the task or request.
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Description

[Technical Field]

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

[0002] In recent games, in order to enhance the entertainment value of the game, a function that allows a player to temporarily lend and borrow game data, such as a character operated by the player, to other players has been adopted. For example, Patent Document 1 discloses the idea of ​​paying a reward to a player according to the amount of game data borrowed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-075433 Summary of the Invention [Problem to be solved by the invention]

[0004] However, most of the conventional technologies including Patent Document 1 mentioned above merely provide rewards for lending and borrowing playable characters, which is insufficient to enhance the entertainment value of the game.

[0005] The present disclosure has been made in light of such circumstances, and aims to provide a gaming environment that increases the degree of freedom in interactions with other players and makes it easier for players to enjoy themselves.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: Computer, a utilization means for allowing a second player to temporarily utilize an object associated with the first player; a receiving means for receiving settings of conditions and rewards for the first player's use of the object; a first granting means for granting the reward to the second player when the condition for use of the object is fulfilled by the second player; It is a program that functions as a

[0007] In addition, in the first aspect, the utilization means can cause an NPC that is not an object to be operated by the first player to be utilized as the object.

[0008] In addition, in the first aspect, when the condition and the reward are set by the first player, the receiving means can execute a process of paying the first player a consideration corresponding to the reward.

[0009] In the first aspect, the reception means can receive settings of the conditions and the rewards related to the progress of the game.

[0010] In addition, in the first aspect, the receiving means can receive settings of the conditions and the rewards related to a task or request set in the game.

[0011] In addition, in a first aspect, the above-mentioned program can further function as a second granting means that grants a reward different from the reward to the first player when the first player accomplishes the task or the request.

[0012] A second aspect of the present disclosure is 1. A computer-implemented information processing method, comprising: a using step of allowing a second player to temporarily use an object associated with the first player; a receiving step of receiving settings of conditions and rewards for the first player's use of the object; a first granting step of granting the reward to the second player when the condition for use of the object is fulfilled by the second player; The information processing method includes:

[0013] A third aspect of the present disclosure is a utilization means for allowing a second player to temporarily utilize an object associated with the first player; a receiving means for receiving settings of conditions and rewards for the first player's use of the object; a first granting means for granting the reward to the second player when the condition for use of the object is fulfilled by the second player; The information processing device is provided with:

[0014] An information processing method and an information processing device according to an embodiment of the present disclosure are also provided as an information processing method or an information processing device corresponding to a program according to an embodiment of the present disclosure. [Effects of the Invention]

[0015] According to the present disclosure, it is possible to increase the degree of freedom in interacting with other players and provide a gaming environment that is more enjoyable for players. [Brief explanation of the drawings]

[0016] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] FIG. 10 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 5] FIG. 5 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6]FIG. 6 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 4 and 5. [Figure 7] 10 is a flowchart showing an example of the flow of a quest setting process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 8] 10 is a flowchart showing an example of the flow of a quest achievement confirmation process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0017] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied. This game is, for example, a type of game known as an action RPG (Role Playing Game). In this game, the player repeatedly engages in events set in the game's virtual space and battles enemy NPCs (Non-Player Characters), and aims to develop the character they control (hereinafter referred to as the "player character") and ultimately clear the game. In particular, in this game, the player progresses by fighting and defeating enemy characters placed in the virtual space using weapons and magic (skills).

[0018] Here, we will briefly explain ally characters, one of the distinctive features of this game. In this game, ally characters are a type of so-called NPC (Non-Player Character) that accompany the player's character and participate in battles with enemy characters. In other words, by having a high-performance ally character as an ally, the player can gain an advantage in battles with enemy characters. This game also includes features such as the ability for the player to freely set the gender and appearance of an ally character, the ability to lend an ally character to another player, and the ability to borrow an ally character from another player. However, these features are not essential to this disclosure, and the system can omit some functions or freely add other functions. In the following description, when simply referring to an NPC, it will refer to the ally character described above.

[0019] FIG. 1 is a diagram showing an example of the configuration of this system. As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), or LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include any image such as a "moving image" or a "still image."

[0020] The game device 1 is used by a player who wishes to use this system. The game device 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game device 1 executes various processes required for the game to progress.

[0021] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. While communicating with the game device 1, etc., the server 2 stores and manages various information required for the progress of the game.

[0022] FIG. 2 is a diagram showing an example of the hardware configuration of a game device in this system.

[0023] As shown in FIG. 2, the game device 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.

[0024] 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.

[0025] The control unit 11, ROM 12, and RAM 13 are connected to one another 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.

[0026] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.

[0027] The input unit 17 is, for example, a game controller, and inputs various information in response to input operations by the player.

[0028] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.

[0029] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.

[0030] 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. Various programs for executing the game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.

[0031] Here, the hardware configuration of the server 2 can be basically the same as the hardware configuration of the game device 1, and therefore a description thereof will be omitted.

[0032] FIG. 3 is a diagram illustrating an example of the functional configuration of the game device of FIG. 2 and the server of FIG. As shown in FIG. 3, the control unit 11 of the game device 1 executes various programs and functions as a game processing execution means 60, an input operation receiving means 62, a temporary use management means 64, a first quest management means 66, a second quest management means 68, a first reward granting means 70, a second reward granting means 72, and an output control means 74.

[0033] The game processing execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures 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 60 controls the progress of the game by generating and managing game images of the game based on the input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.

[0034] The input operation receiving means 62 receives input operations related to the game from the player. The input operation received by the input operation receiving means 62 includes information about the type of button or analog stick on which the input operation is performed, information about the number of times the button or analog stick is pressed, and the like.

[0035] The temporary use management means 64 allows a second player to temporarily use an object associated with a first player. Specifically, the temporary use management means 64 executes various in-game processes required when a player lends an NPC owned by a player to another player or when a player borrows an NPC owned by another player. The temporary use management means 64 stores, for example, game data related to each NPC, the ID of the player who owns each NPC, the ID of the player to whom the NPC is being lent, the ID of the player who borrowed the NPC, the lending status of each NPC, time information, etc. on the server 2, and allows other players to download various pieces of information, thereby performing various management operations related to the exchange of game data. Note that "lending and borrowing" here does not refer to the lending and borrowing of so-called tangible objects, but rather refers to the exchange (sending or receiving) of character data between one player and another player. Therefore, in this system, for example, a player may use an ally character while lending it to another player, or the system may lend the same ally character to multiple other players at the same time. Furthermore, multiple other players may be able to progress in the same type of first quest or second quest at the same time.

[0036] The first quest management means 66 accepts settings of conditions and rewards for the first player's use of the object. Specifically, the first quest management means 66 accepts various settings related to NPC lending conditions and rewards (hereinafter, this series of settings and set conditions will be referred to as the "first quest") based on the player's input operation. The first quest management means 66 then generates a first quest based on the accepted content, associates it with the target NPC, and manages the target NPC as available for lending. Details of the first quest settings will be described later with reference to Figures 4 and 5, etc.

[0037] The second quest management means 68 manages the conditions for obtaining in-game rewards (hereinafter referred to as "second quests") that are set in advance for each player in the game.

[0038] The first reward granting means 70 grants the reward to the second player when the condition for using the object is fulfilled by the second player. Specifically, when an NPC for which a first quest managed by the first quest management means 66 is set is loaned to another player, the first reward granting means 70 determines whether the condition set for the first quest has been fulfilled by the other player to whom the NPC is loaned. Then, when the first reward granting means 70 determines that the first quest has been fulfilled by the other player, it executes processing for granting a predetermined reward to the other player who has fulfilled the first quest. Specifically, for example, the first reward granting means 70 transmits information permitting the granting of a reward for the first quest to the game device 1 used by the other player. The first reward granting means 70 can determine the progress of the first quest by other players, for example, by receiving information relating to the progress of the first quest from the game devices 1 used by the other players.

[0039] The second reward granting means 72 grants a reward different from the reward to the first player when the first player accomplishes a task or request (for example, a second quest). Specifically, the second reward granting means 72 determines whether or not the player has accomplished the second quest as a result of an NPC for which a first quest managed by the first quest management means 66 is set being lent to another player. Then, when the player accomplishes the second quest, the second reward granting means 72 executes a process of granting a predetermined reward to the player. In this embodiment, providing a reward means associating the game content that is the subject of the reward, such as in-game currency or in-game items, with the player ID of each player.

[0040] The output control means 74 executes control to display various game images and the like generated by the game processing execution means 60 on the output unit 16 .

[0041] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.

[0042] The game information management means 120 of the server 2 manages various information required for the progress of the game by the game device 1 and executes various processes. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request of various game information from the game device 1, etc. The game information management means 120 also manages various information such as game data regarding each NPC transmitted from the game device 1, the ID of the player who owns each NPC, the player ID of the player to whom the NPC is lent, the ID of the player who borrowed the NPC, the lending status of each NPC, time information, etc.

[0043] An overview of the first quest and a method for setting the first quest will be briefly described with reference to Figures 4 and 5. Figures 4 and 5 are both diagrams showing examples of images displayed on a game device constituting an information processing system according to an embodiment of the present disclosure.

[0044] First, in the example in Figure 4, the message "First Quest Setting Screen" is displayed, along with messages such as "Please set the quest conditions" and "Please set the quest reward." The player can create the first quest by following these displays to set the specific conditions and reward for the quest and then pressing the quest generation button displayed at the bottom of Figure 4.

[0045] Specifically, in the example of FIG. 5, the condition for the first quest is set as "Condition: Defeat five cyclops," and the reward for the first quest is set as "Reward: 5 cranberries." In this state, the player can generate the first quest by pressing the quest generation button displayed at the bottom of FIG. 5. In the example of FIG. 5, the first quest is set by, for example, selecting any condition and reward from the conditions and reward candidates set in the game in a pull-down menu format. The reward set here may be deleted from the player's items when the first quest is generated, and may or may not be returned if a certain period of time has passed without the first quest being completed. Here, the condition in the first quest is, for example, a condition that the other player who borrowed the NPC must fulfill using the borrowed NPC, and is a task that must be completed in order to receive a reward. For example, the condition "defeat five Cyclopses" in Figure 5 means that the other player who borrowed the NPC must defeat five Cyclopses, an enemy character, while subjugating the borrowed NPC. By achieving this condition, the player who borrowed the NPC can obtain five cranberries, an in-game item.

[0046] Referring to Figure 6, a brief overview of the second quest will be provided. In the example of Figure 6, along with a display of "Second Quest List," specific examples of second quests are shown, such as "Defeat 100 Cyclops," "Defeat 50 Drakes," "Defeat 20 Dullahans," and "Pick up 300 items in the field." By setting a first quest and lending out NPCs, players can receive predetermined rewards when their NPCs fulfill each of these conditions. Note that in the example of Figure 6, each second quest item is also displayed with a "Quest Example." For example, for the second quest to defeat 100 Cyclops, the quest example of defeating five Cyclops is displayed. This is a candidate condition that the player can select when setting the conditions for the first quest. The player can select any of the conditions set in the quest example in the example of Figure 6 and set the first quest as shown in Figure 5.

[0047] FIG. 7 is a flowchart showing an example of the flow of a quest setting process executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0048] In step S1, the input operation receiving means 62 receives an input operation relating to the setting of the first quest by the player.

[0049] In step S2, the first quest management means 66 receives various settings relating to the first quest in accordance with the content of the input operation received by the input operation receiving means 62.

[0050] In step S3, the first quest management means 66 generates a first quest based on the received various settings, associates it with the target NPC, and manages the target NPC as available for lending. This completes the quest setting process.

[0051] FIG. 8 is a flowchart showing an example of the flow of a quest achievement confirmation process executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0052] In step S21, the first reward granting means 70 determines whether or not the condition set as the first quest has been achieved by the other player to whom the NPC has been loaned. If the first quest has not been completed by another player, the first reward granting means 70 determines NO in step S21, and the process returns to step S21. On the other hand, if the first quest has been completed by another player, the first reward granting means 70 determines YES in step S21, and the process proceeds to step S22.

[0053] In step S22, when it is determined that the first quest has been completed by another player, the first reward granting means 70 executes a process for granting a predetermined reward to the other player who has completed the first quest.

[0054] In step S23, the second reward granting means 72 determines whether or not the second quest has been accomplished by the player as a result of the NPC for which the first quest managed by the first quest management means 66 is set being lent to another player. If the second quest has not been completed by the player, the second reward granting means 72 determines NO in step S23, and the process returns to step S21. On the other hand, if the second quest is completed by the player, the second reward granting means 72 determines YES in step S23, and the process proceeds to step S24.

[0055] In step S24, the second reward granting means 72 executes a process of granting a predetermined reward to the player if the player has completed the second quest, thereby completing the quest completion confirmation process.

[0056] The above describes one embodiment of the present disclosure, but the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present disclosure are included in the present disclosure.

[0057] [Other embodiments] In the above-described embodiments (particularly the embodiments shown in FIGS. 4 to 6), the system has been described as allowing the player to set the first quest by selecting any condition and reward from a list of pre-set conditions and options using a pull-down menu. However, this is not limited to this. The system may, for example, allow the player to set the first quest using another selection format, or may have a function that allows the player to freely set the conditions and reward using text input or the like.

[0058] In the above-described embodiment (particularly the embodiment of FIGS. 4 to 6), the system has been described as selecting the conditions for the first quest from the contents of preset quest examples, but this is not limited thereto. For example, the system may have a function to replace or change the contents of preset quest examples in response to input operations by the player.

[0059] In the above embodiment, the system is described as being configured to lend and borrow characters that are allies, i.e., NPCs, but this is not limited thereto. For example, the system may be configured to lend and borrow characters that are general-purpose NPCs different from the allies of the game, or characters operated by the player.

[0060] Although not explained in the above embodiment, the system may also be able to set possessions, such as in-game currency or game items, for the NPC to be lent. By setting possessions for the NPC itself, in addition to the reward for the first quest itself, it is possible to assist other players in completing the first quest, thereby increasing the motivation to use the NPC.

[0061] Furthermore, although not explained in the above-described embodiments (particularly the embodiments of Figures 4 and 5), the present system may be provided with a search function or sort function for selecting the game content to be used as a reward, for example, when setting a reward for the first quest, as in the case of setting conditions.

[0062] In the above embodiment, the present system has been described as a system in which the reward for the first quest is paid by the game device 1 of the party that borrowed the NPC through processing by the game device 1 of the party that lent the NPC, but this is not limited thereto. The present system may also provide the reward to the other player as soon as the first quest is completed by the game device 1 of the party that borrowed the NPC, without waiting for processing by the game device 1 of the party that lent the NPC.

[0063] Although not described in the above embodiment, when the conditions of the first quest are achieved, the system may perform the following process to set the next first quest, for example. When the first quest is completed, the system presents a game image that allows the player to select whether or not to set up the first quest again. Here, if the player selects to set the first quest, the system again presents the player with a game image for setting the first quest. On the other hand, if the player selects not to set the first quest again, the system may, for example, present a game image indicating that the first quest has not been set, or, for example, if the first quest has been completed but the second quest has not, may execute processing to automatically set the first quest under the same conditions as the previous time. Note that, for example, if the first quest has been completed and the conditions for the second quest have been met, the system does not set the first quest under the same conditions, since there is no need to set the first quest under the same conditions.

[0064] Also, although not explained in the above embodiment, the present system may have a function that allows, for example, for other players who have never borrowed an NPC, to set a special quest different from the first quest in place of the original first quest.

[0065] Furthermore, in the above-described embodiment (particularly the embodiment of FIG. 5), the reward set for the first quest is deleted from the player's inventory at the time the first quest is generated, i.e., at the time the reward is set, and is returned if a certain period of time has passed without the first quest being completed, but this is not limited thereto. The system can freely decide whether or not to delete the item set as the reward from the player's inventory and whether or not to return the item to the player.

[0066] Furthermore, although not explained in the above embodiment, the present system may be designed so that, for example, when an ally character that has been loaned to another player is returned, the game media and various statuses (such as improvements to the ally character's abilities and experience points) that the ally character acquired while in the other player's possession remain, or some or all of them are lost.

[0067] Furthermore, in the above-described embodiment (particularly the embodiment of FIG. 5), the reward for the first quest is described as being selected from game media owned by the player, but this is not limited thereto. For example, the system may be able to set game media not owned by the player, in-game currency owned by the player, or the like, as the reward for the first quest. Note that, for example, if generic game media not owned by the player is set as the reward, the system may deduct the price of the game media (the price that can be purchased at a store, etc.).

[0068] Although not explained in the above embodiment, the first quest and the second quest may have the same content. The system may also adopt a specification in which the content of the first quest changes depending on the progress of other players in the game, or may adopt a specification in which the first quest cannot be performed depending on the progress of the game. For example, if a specific enemy character (e.g., the Cyclops in the above embodiment) does not appear in the early stages of the game, the system may adopt a specification in which the first quest cannot be received until the game progresses to the middle or later stages when the enemy character appears.

[0069] In the above embodiment, it has been described that only the reward from the player who set the first quest is awarded to other players who have completed the first quest, but this is not limited thereto. For example, the system may award an additional reward that is preset in a game program or the like to (other) players who have completed the first quest.

[0070] In the above embodiment, even when a second quest (e.g., defeating 100 cyclops) is achieved by completing a first quest (e.g., defeating five cyclops) with a loaned ally character, the system has been described as granting only the reward for either the first quest or the second quest, but this is not limited thereto. When a second quest is achieved by completing a first quest with a loaned ally character, the system may grant an additional reward in addition to the rewards for the first and second quests.

[0071] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0072] 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 first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game (including so-called open world games), 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.

[0073] 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 shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0074] 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.

[0075] 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.

[0076] 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 as 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.

[0077] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.

[0078] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the above embodiment, but may be processed in a different order, or some processing may be omitted and only some processing may be executed in parallel or individually.

[0079] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.

[0080] 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.

[0081] To summarize the above, the information processing system to which the present disclosure is applied can take on a variety of different embodiments having the following configurations. Computer, a use means (e.g., temporary use management means 64) for allowing a second player to temporarily use an object associated with the first player; a receiving means (for example, a first quest management means 66) for receiving settings of conditions and rewards for the first player's use of the object; a first granting means (for example, a first reward granting means 70) that grants the reward to the second player when the condition for use of the object is fulfilled by the second player; Any program that functions as such is sufficient.

[0082] That is, the temporary use management means 64 functions as a use means. The first quest management means 66 functions as a reception means. The second quest management means 68 functions as a reception means. The first reward granting means 70 functions as a first granting means. The second reward granting means 72 functions as a second granting means.

[0083] <Effects> This allows players to more freely and effectively lend and borrow NPCs and other items from other players, allowing them to enjoy the game even more. [Explanation of symbols]

[0084] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Temporary use management means 66 First Quest Management Method 68 Second Quest Management Method 70 First reward granting means 72 Second Reward Granting Means 74 Output Control Means 2 Server 100 control section 120 Game information management means

Claims

1. Computer, a utilization means for allowing a second player to temporarily utilize a character object associated with the first player; a receiving means for receiving, from the first player, settings of conditions and rewards that the second player may perform using the character object; a first granting means for granting the reward to the second player when the condition is achieved by the second player; A program that functions as a

2. the utilization means may cause an NPC that is not an object of operation by the first player to be utilized as the character object; The program according to claim 1.

3. the accepting means, when the first player sets the condition and the reward, deletes an association between the first player and a game medium held by the first player that corresponds to the reward. The program according to claim 1.

4. the reception means receives settings of the conditions and the rewards related to the progress of the game; The program according to claim 1.

5. the receiving means receives settings of the conditions and the rewards related to the tasks or requests set in the game; The program according to claim 4.

6. and further functioning as a second providing means for providing a reward different from the reward to the first player when the first player accomplishes the task or the request. The program according to claim 5.

7. A computer-implemented information processing method, comprising: a using step of allowing a second player to temporarily use a character object associated with the first player; a receiving step of receiving, by the first player, settings of conditions and rewards that the second player may perform using the character object; a first granting step of granting the reward to the second player when the condition is achieved by the second player; An information processing method including:

8. a utilization means for allowing a second player to temporarily utilize a character object associated with the first player; a receiving means for receiving, from the first player, settings of conditions and rewards that the second player may perform using the character object; a first granting means for granting the reward to the second player when the condition is achieved by the second player; An information processing device comprising:

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