Information processing systems, indicators and programs

The information processing system enhances societal respect for diversity by managing character characteristics and generating events in a virtual game environment, addressing the need for gender equality within the SDGs.

JP7795088B2Active Publication Date: 2026-01-07CAPCOM CO LTD
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Patent Information

Application Number
JP2022031765
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-02
Publication Date
2026-01-07
Estimated Expiration
2042-03-02

AI Technical Summary

Technical Problem

There is a need for technological advancements to support the realization of a society that respects diversity, particularly in the context of the Sustainable Development Goals (SDGs), focusing on gender equality and understanding of diverse characteristics.

Method used

An information processing system that manages parameters associated with character characteristics for each user and generates events based on interactions between characters, allowing users to deepen their understanding of diverse characteristics through a virtual game environment.

Benefits of technology

The system fosters a society that respects diversity by promoting understanding of race and gender identity, contributing to achieving SDG Goal 5 on gender equality through interactive events and quests in a virtual game space.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique for contributing to realization of a society that respects diversity.SOLUTION: An information processing system is provided. The information processing system includes a control part. The control part is configured so as to execute a management step and an event control step. In the management step, parameters accumulated in association with characteristics of characters are managed for each user. When instructions of a first character correlated with the first user and at least one second character other than the first character are detected, parameters of the first user corresponding to characteristics of the second character are varied. In the event control step, events are generated based on parameters.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] The SDGs (Sustainable Development Goals) are international development goals that aim to create a sustainable and better world. Patent Document 1 discloses technology for improving consideration measures for people known as social minorities. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-68400 Summary of the Invention [Problem to be solved by the invention]

[0004] Here, further technological development is desired to realize the SDGs.

[0005] In consideration of the above circumstances, this disclosure aims to provide technology that contributes to the realization of a society that respects diversity. [Means for solving the problem]

[0006] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a control unit. The control unit is configured to execute a management step and an event control step. In the management step, parameters associated with character characteristics and accumulated are managed for each user. When an interaction between a first character associated with a first user and at least one second character other than the first character is detected, a parameter of the first user corresponding to the characteristics of the second character is varied. In the event control step, an event is generated based on the parameter.

[0007] According to the present disclosure, it is possible to provide technology that contributes to realizing a society that respects diversity. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] 2 is a block diagram showing the functional configuration of a control unit 23 in an information processing device 2 according to the present embodiment. FIG. [Figure 3] FIG. 2 is an activity diagram showing the flow of information processing in this embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing a screen 100 on which an area F can be selected. [Figure 5] FIG. 10 is an image diagram showing an example of characteristic 5. [Figure 6] FIG. 10 is an image diagram showing an example of a lottery list relating to characteristic 5 in area F6. [Figure 7] FIG. 2 is an image diagram showing a screen 200 on which a non-player character NPC is arranged. [Figure 8] FIG. 8 is an image diagram showing a screen 300 that is displayed when non-player character NPC1 is selected in FIG. 7. [Figure 9] 10 is a conceptual diagram showing the accumulation amount of each first parameter P1 related to characteristic 5. FIG. [Figure 10]An image diagram of a screen 400 in which a new quest corresponding to "RE", an example of species 5a, is unlocked is shown. [Figure 11] FIG. 5 is an image diagram showing a screen 500 that is displayed when an icon 40 is pressed by a user. [Figure 12] FIG. 5 is an image diagram showing a screen 500 that is displayed when an icon 40 is pressed by a user. [Figure 13] FIG. 6 is a conceptual diagram showing a screen 600 on which disclosure conditions 6 can be set. [Figure 14] FIG. 7 is an image diagram showing a screen 700 notifying a player of a multi-quest with other player characters PC. [Figure 15] FIG. 10 is an image diagram showing an example of characters C whose characteristics 5 are similar to each other. [Figure 16] FIG. 8 is a diagram showing a screen 800 in which similar characteristics 51 are disclosed. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values ​​of signal values ​​representing voltages and currents, high and low signal values ​​as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0013] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.

[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters PC to act in a virtual game space and to pit the player characters PC against enemy characters EC, which are non-player characters NPC. The character C is an example of an object.

[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.

[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.

[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, and status of the player character PC operated by the user, the amount of consumable media usable in the virtual game space, and information on parameters P, all associated with the user's identification number. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information about game media to be selected. The lottery list associates information about the game media (such as name, ability parameters AP, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character PC, the ability parameters AP include, for example, combat power, HP, attack power, defense power, intelligence, and speed.

[0024] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameter P during a game. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0026] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of the character C used as the player character PC and items (weapons, armor, tools) used by the player character PC in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which the information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to the user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0027] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.

[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0032] The graphics processing unit 34a renders game images, including the character C and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.

[0033] 2.2 Functional Configuration Next, a description will be given of the functional configuration of the control unit 23 of the information processing device 2. Here, the system according to this embodiment is realized by the information processing system 1, and in particular by the control unit 23.

[0034] 2 is a block diagram showing the functional configuration of the control unit 23 of the information processing device 2 according to this embodiment. The control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a reception unit 231, an identification unit 232, an event control unit 233, a display control unit 234 (display unit), and a management unit 235. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0035] The reception unit 231 is configured to be able to execute a reception step. In the reception step, the reception unit 231 is configured to be able to receive information via the communication unit 21 or the storage unit 22 and read this information into a working memory. In particular, the reception unit 231 is configured to receive various pieces of information via the communication network 11 and the communication unit 21. In this embodiment, the various pieces of information received by the reception unit 231 will be described as being stored in the storage unit 22.

[0036] In particular, the reception unit 231 is configured to be able to receive operation instructions from the user given via the input device 4c. The operation instructions include operation instructions given by operating a predetermined command and operation instructions given by pressing a button displayed on the display 4a. The reception unit 231 receives instructions to instruct the character C to move, attack, defend, use an item, use magic, recover stamina, and other actions.

[0037] The specifying unit 232 is configured to be able to execute a specifying step. In the specifying step, the specifying unit 232 executes a lottery process to specify a characteristic 5 that satisfies a predetermined condition from among a plurality of characteristics 5.

[0038] The event control unit 233 is configured to be able to execute an event control step. In the event control step, the event control unit 233 controls the progress of the event 7. The event control unit 233 is configured to be able to generate a character C and control the character C to progress the game event.

[0039] The display control unit 234 is configured to be able to execute a display step. In the display step, the display control unit 234 displays various pieces of information stored in the storage unit 32 or screens containing such information in a manner that is viewable on the game apparatus 3. Specifically, the display control unit 234 controls visual information such as screens, images, icons, and messages to be displayed on the display 41a of the game apparatus 3. The display control unit 234 may generate only rendering information for displaying the visual information on the game apparatus 3.

[0040] The management unit 235 is configured to be able to execute an event control step. In the management step, the management unit 235 manages a plurality of pieces of information by storing the pieces of information in the storage unit 32 in association with each other.

[0041] In particular, the management unit 235 manages the characteristic 5 in association with the character C. Furthermore, the management unit 235 manages the game elements such as the characteristic 5 and the character C in association with the parameter P.

[0042] In the following, parameter P refers to at least one of a first parameter P1, a second parameter P2, a third parameter P3, and a fourth parameter P4. The first parameter P1 is a parameter P accumulated in association with a characteristic 5 of character C. The second parameter P2 is an index different from the first parameter P1 accumulated in association with the characteristic 5, and is a parameter P accumulated in association with character C itself. The third parameter P3 is a parameter P accumulated in association with a similar characteristic 51 similar to the characteristic 5. The fourth parameter P4 is a parameter P associated with character C that is referenced when progressing through event 7. Specifically, the fourth parameter P4 is a parameter P such as stamina, attack power, or defense power of character C during the progress of event 7.

[0043] 3. Explanation of various information and terms In this section, various information, terms, etc. handled by the information processing system 1 will be explained.

[0044] The games provided by the information processing system 1 include an in-game (e.g., a competitive game) which is the main part played by the user, and an out-game which is a part that involves preparation and waiting for playing the in-game. In the following, a game part other than the competitive game will be taken as an example of the out-game. In the out-game, the user can generate a character C that the user controls and can shop in a virtual space using in-game currency. In addition, the user can, for example, control character C to battle an enemy character EC in the in-game.

[0045] Here, character C is placed in at least one of multiple areas F divided within the virtual space based on user operation. For example, if a world consisting of multiple virtual nations is formed in the virtual space, character C is placed in one of the areas F of the virtual nations. The virtual space may include structures similar to those in the real world, such as castles, towns, residential areas, fields, forests, caves, rivers, and oceans, each of which may be divided and managed within the virtual space. The virtual space may also include aerial cities, underwater cities, etc. The virtual space may not be divided by nations, but may be divided by climate or industry, such as agricultural areas, industrial areas, arid areas, humid areas, heavy snow areas, and conflict zones. The virtual space itself may be smaller in scale than a nation, such as a town or city. Character C can move across the areas F exemplified above based on user operation.

[0046] In this embodiment, each area F in the virtual space has different characteristics. Specifically, each area F has its own unique climate, culture, customs, language, and ideology, and non-player character NPCs of different races may be placed as residents in each area F. In any of the areas F in this virtual space, a user can control a character C to perform any action, such as moving, shopping, or fighting. In addition to the non-player character NPCs, multiple player characters PCs, each controlled by another user, may also be placed in the virtual space in this embodiment.

[0047] In the following description, the main user who creates the character C will be referred to as the first user, and other users will be referred to as the second user. Furthermore, all users of the game according to this embodiment will be collectively referred to as the "users." That is, the user users include the first user and the second user. Furthermore, the player character PC created and operated by the first user will be referred to as the first character C1. The player character PC or non-player character NPC operated by the second user will be referred to as the second character C2. In other words, the second character C2 includes the player character PC associated with the second user and the non-player character NPC not associated with any user.

[0048] In this embodiment, a "quest" is a stage that is a constituent unit of a game, and has tasks and goals set for it. In particular, a quest in which multiple users simultaneously participate and play the game is called a "multi-quest."

[0049] A completion condition is set for each quest. Furthermore, a completion reward is awarded to the user for clearing the quest. The completion conditions for a quest include quest completion conditions such as annihilating all enemy characters EC, defeating a boss character, and reaching a goal point, completion conditions related to play time such as exceeding a time limit, and completion conditions such as exceeding the number of turns in a turn-based game. At least one of these completion conditions is set for each quest. If multiple completion conditions are set for a quest, it is set in advance which completion condition takes priority. For example, if the time limit takes priority over the achievement conditions, the quest will end if the boss character cannot be defeated and the time limit expires without the achievement conditions being met.

[0050] Furthermore, a quest may be played repeatedly by the same user. Repeatedly playing a quest is called "quest looping." Specific examples of a user looping a quest include looping a quest until a predetermined reward is obtained, where the quest has a certain probability of being completed, or looping a quest with the goal of obtaining as much of the reward as possible, where the quest has a high reward upon completion.

[0051] 4. Operation of Information Processing System 1 In this section, the flow of operations of the information processing system 1 described above will be explained. 4.1 Overview of Information Processing In this description, the flow of information processing will be outlined using an activity diagram. Figure 3 is an activity diagram showing the flow of information processing in this embodiment. As an example of a preferred embodiment, a scene will be described in which a user speaks to a non-player character NPC placed in a virtual space to accept a quest.

[0052] The user transmits a command to start playing the game using the input device 4c on a screen (not shown) displayed on the display 41a. When the reception unit 231 receives the command to start playing, the display control unit 234 displays a selection screen for a virtual area F (area F) where play of the game will begin. The user selects an area F where the first character C1 will be placed and play will begin from among the multiple areas F displayed on the display 41a. The reception unit 231 receives the area F selected by the user (A101).

[0053] Here, a characteristic 5 is associated with the character C. The characteristic 5 indicates at least one of the classification of the character C (race, type, race, etc.), the identity 5b of the character C himself (ethnic identity 5b1, gender identity 5b2, etc.), a physical handicap, an illness suffered by the character C, and ecology (area of ​​activity, main time period of activity, etc.).

[0054] The characteristic 5 of the player character PC is determined, for example, based on a user's selection and associated with the character C corresponding to that user. Specifically, during a character creation event in which a player character PC is generated or changed, the reception unit 231 receives the designation of the characteristic 5 along with each item that determines the physical characteristics of the first character C1. The management unit 235 then manages the characteristic 5 selected by the first user in association with the first character C1. Similarly, the characteristic 5 of the player character PC associated with a second user is determined based on the second user's selection and associated with the player character PC corresponding to that second user. Similarly, at least one of the above-described characteristics 5 is associated with a non-player character NPC, as with a player character PC. That is, the management unit 235 manages the non-player character NPC in association with the characteristic 5.

[0055] Furthermore, the characteristic 5 is associated with a first parameter P1 that varies based on the behavior of the character C. In particular, the characteristic 5 is a physical characteristic 5 or a psychological characteristic 5 that does not affect the fourth parameter P4 associated with the character C that is referenced when progressing through the event 7. The characteristic 5 may include elements that constitute physical features such as appearance. Furthermore, the characteristic 5 is classified into multiple hierarchies. The management unit 235 manages the first parameter P1 of each characteristic 5 for each user. In other words, the management unit 235 manages the parameter P (first parameter P1) that is accumulated in association with the characteristic 5 of the character C for each user.

[0056] Next, the event control unit 233 selects one or more characteristics 5 from the selection list by lottery based on a preset selection probability (A102), and then generates a non-player character NPC associated with the selected characteristic 5 (A103).

[0057] Here, the event control unit 233 selects a characteristic 5 for each area F. Specifically, in the lottery list, a different selection probability is set for each characteristic 5 for each area F. In particular, the management unit 235 sets the selection probability of the characteristic 5 corresponding to the characteristic of area F to be higher than the selection probability of other characteristics 5. Based on this selection probability, the event control unit 233 preferentially selects, for each area F, a characteristic 5 corresponding to the characteristic of area F. According to this embodiment, the characteristic 5 of a non-player character NPC placed in the virtual space tends to differ for each area F.

[0058] The display control unit 234 displays the generated non-player character NPC so that it can be viewed by the user (A104). The storage unit 32 stores the non-player character NPC placed in the virtual space in association with its characteristic 5.

[0059] By operating the first character C1, the user can perform actions such as "talking," "launching an attack," or "accepting a quest" on at least one of the non-player character NPCs arranged in the area F. When the user performs some action on a non-player character NPC, the reception unit 231 detects that an interaction has occurred between the first character C1 and the non-player character NPC (A105).

[0060] When an interaction between the first character C1 and the second character C2 is detected, the identification unit 232 identifies the characteristic 5 of the second character C2 by referring to a database in which the second character C2 is associated with the characteristic 5 (A106). Then, the management unit 235 varies the first parameter P1 related to the identified characteristic 5 (A107). In this way, when the management unit 235 detects an interaction between the first character C1 associated with the first user and at least one second character C2 other than the first character C1, it varies the parameter P of the first user corresponding to the characteristic 5 of the second character C2.

[0061] At this time, when the accumulated first parameter P1 reaches a threshold, the event control unit 233 generates a specific event 71 corresponding to the characteristic 5 related to the first parameter P1 (A108). For example, when the first parameter P1 reaches the threshold, the event control unit 233 opens a new quest corresponding to a non-player character NPC as the specific event 71. Here, the first parameter P1 is a parameter P indicating the user's level of understanding of the characteristic 5. In other words, when the first parameter P1 reaches the threshold, the event control unit 233 determines that the user's level of understanding of the characteristic 5 has reached a certain level or above, and generates a new event 7. On the other hand, when the accumulated amount of the first parameter P1 is less than the threshold, it determines that the user's understanding of the characteristic 5 is insufficient, and does not generate the specific event 71 until the first parameter P1 reaches the threshold. In this case, the process returns to A104. The specific event 71 is progressed by the first character C1, second character C2, or non-player character NPC that has the characteristic 5 that has reached the threshold, and may include a story that encourages the user to further deepen their understanding of the characteristic 5 or similar characteristics 5. Alternatively, the specific event 71 may include a story about a characteristic unrelated to the characteristic 5, thereby encouraging the user to deepen their understanding of another characteristic 5. In this way, the event control unit 233 generates the specific event 71 (event 7) corresponding to the non-player character NPC based on the parameter P that has changed due to the detection of an interaction with the player character PC.

[0062] When a new quest is released, the user can progress through a new specific event 71. The event control unit 233 progresses the quest based on the user's operation (A109). When the end condition for event 7 is satisfied, the event control unit 233 executes processing to end event 7 (A110). As described above, the event control unit 233 generates event 7 based on the parameter P.

[0063] <Summary> To summarize the above, the information processing system 1 according to this embodiment includes the following components: The management unit 235 manages, for each user, the parameter P accumulated in association with the characteristic 5 of the character C. When the management unit 235 detects an interaction between a first character C1 associated with the first user and at least one second character C2 other than the first character C1, the management unit 235 varies the parameter P of the first user corresponding to the characteristic 5 of the second character C2. The event control unit 233 generates an event 7 based on the parameter P.

[0064] According to another aspect, a program according to this embodiment causes a computer to execute the following steps: In the management step, a parameter P accumulated in association with a characteristic 5 of a character C is managed for each user. In the management step, when an interaction between a first character C1 associated with the first user and at least one second character C2 other than the first character C1 is detected, the parameter P of the first user corresponding to the characteristic 5 of the second character C2 is varied. In the event control step, an event 7 is generated based on the parameter P.

[0065] Furthermore, according to another aspect, an information processing method executed by the information processing device 2 according to the present embodiment includes the following steps: in the management step, a parameter P accumulated in association with a characteristic 5 of a character C is managed for each user. In the management step, when an interaction between a first character C1 associated with the first user and at least one second character C2 other than the first character C1 is detected, the parameter P of the first user corresponding to the characteristic 5 of the second character C2 is varied. In the event control step, an event 7 is generated based on the parameter P.

[0066] According to this embodiment, the information processing system 1 generates a special event 7 depending on the degree of understanding of the characteristic 5. This makes it possible to provide a technology that contributes to realizing a society that respects diversity. At the same time, this contributes to respecting diversity such as race and gender identity 5b2, and can contribute to achieving Goal 5 of the Sustainable Development Goals (SDGs), which is to "achieve gender equality."

[0067] 4.2 Details of information processing Next, the information processing explained in the previous section will be further explained in detail with reference to the image diagram.

[0068] FIG. 4 is an image diagram showing a screen 100 on which an area F can be selected. The screen 100 includes a plurality of areas F (area F1, area F2, area F3, area F4, area F5, area F6, area F7, and area F8) and an enter button 101. The display control unit 234 displays a plurality of areas F, each with different topography and climate, so that the user can select one of them. When an arbitrary area F is selected from among these areas F, the display control unit 234 displays the selected area F so that it can be distinguished from the other areas F. FIG. 4 shows an example in which area F6 has been selected. Furthermore, when the enter button 101 is pressed by the user with area F6 selected, the receiving unit 231 receives an instruction to set area F6 as the play start location.

[0069] FIG. 5 is an image diagram showing an example of a characteristic 5. As shown in FIG. 5, the display control unit 236 displays, for example, 2 to 50 types of species 5a and identities 5b, which are examples of the characteristic 5, so that the user can select at least one of them. Specifically, for example, the number may be 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, or 50 types, or may be within a range between any two of the values ​​exemplified here. The management unit 235 manages the characteristic 5 selected by the user from the presented characteristics 5 by associating it with the player character PC. Furthermore, the management unit 235 manages at least one of these characteristics 5 by associating it with a non-player character NPC.

[0070] FIG. 6 is an illustration of an example of a lottery list for the characteristic 5 in area F6. As shown in FIG. 6, the lottery list for the characteristic 5 associates the type of characteristic 5 with a selection probability by lottery. FIG. 6 shows the selection probability of each characteristic 5 ("RA," "RB," "RC," "RD," and "RE") classified into type 5a. Here, among the types 5a shown in FIG. 6, "RD" and "RE" are assumed to be characteristic 5s corresponding to the features of area F5. The management unit 235 sets the selection probability of "RD" and "RE" higher than that of the other types 5a. The event control unit 233 selects at least one characteristic 5 from the lottery list by lottery based on the selection probability for each characteristic 5. Then, the event control unit 233 generates a non-player character NPC to be placed in area F6 based on the lottery result.

[0071] FIG. 7 is an image diagram showing a screen 200 on which non-player character NPCs are arranged. As shown in FIG. 7, the display control unit 234 displays a plurality of non-player character NPCs (non-player character NPC1, non-player character NPC2, non-player character NPC3, and non-player character NPC4) in association with the names of the respective non-player character NPCs. The user can talk to a non-player character NPC by selecting a displayed non-player character NPC. The screen 200 also includes a speech bubble 201. The speech bubble 201 notifies the user that a quest can be accepted when the associated non-player character NPC is selected. In the example of FIG. 7, the speech bubble 205 is associated with the non-player character NPC1. The first user can accept the quest associated with the non-player character NPC1 by selecting the non-player character NPC1. Furthermore, when the management unit 235 detects that such a quest has been accepted, it accumulates a predetermined amount of the first parameter P1 related to the characteristic 5 of the non-player character NPC1.

[0072] On the screen 200, the display control unit 234 displays the characteristics 5 of the non-player character NPCs so that they can be visually recognized by the user. Here, each characteristic 5 has a disclosure condition 6, which is a condition for disclosure on the screen. The disclosure condition 6 is that a first parameter P1, which is a parameter P related to the characteristic 5, reaches a predetermined threshold. If the characteristic 5 does not satisfy the disclosure condition 6, the display control unit 234 does not disclose the type of the characteristic 5 associated with the non-player character NPC. On the other hand, if the characteristic 5 satisfies the disclosure condition 6, the display control unit 234 displays text information indicating the type of the characteristic 5 associated with the non-player character NPC or an object that can identify the type of the characteristic 5. In the example of FIG. 7 , the display control unit 234 displays objects (icons 202, 203, and 204) indicated by question marks for the characteristics 5 associated with non-player character NPC1, non-player character NPC2, and non-player character NPC3, respectively, which do not satisfy the disclosure condition 6. In this way, the specific type of the characteristic 5 that does not satisfy the disclosure condition 6 is not disclosed.

[0073] On the other hand, since the characteristic 5 of the non-player character NPC4 satisfies the disclosure condition 6, the display control unit 234 displays an icon 205 that allows the type of characteristic 5 to be recognized. In this manner, when at least one of the characteristics 5 satisfies the disclosure condition 6, the display control unit 234 displays information that allows the characteristic 5 to be recognized and associates it with the corresponding second character C2. This allows the user to recognize characteristics 5 that are highly understood, and in particular, to recognize characteristics 5 for which the specific event 71 has not yet been unlocked but whose first parameter P1 has accumulated up to a predetermined threshold. This allows the user to recognize the character C with whom they should preferentially interact in order to unlock the specific event 71, further promoting interaction with the character C. As described above, the first parameter P1 for each characteristic 5 is managed for each user, and therefore the type of characteristic 5 that is disclosed varies from user to user.

[0074] FIG. 8 is a conceptual diagram showing a screen 300 displayed when a non-player character NPC1 is selected in FIG. 7. The screen 300 includes a notification 301 that allows the user to select whether or not to accept a quest requested by the non-player character NPC1. The notification 301 also includes a button 302 for accepting an instruction to accept the quest, a button 303 for instructing not to accept the quest, and the non-player character NPC1 associated with the quest. When the user selects the button 302, the reception unit 231 detects the occurrence of an interaction with the non-player character NPC1. The management unit 235 then accumulates a first parameter P1 related to the characteristic 5 of the non-player character NPC1. In this way, when the user accepts a quest request from the non-player character NPC1, a certain amount of the first parameter P1 related to the characteristic 5 of the non-player character NPC1 is accumulated.

[0075] The accumulated amount of the first parameter P1 may be a fixed value, or may vary depending on the content of the interaction. It may also vary depending on the type of character C, such as whether the interacting character is the second character C2 or a non-player character NPC. It may also vary depending on the relationship between the characteristic 5 of the first character C and the characteristic 5 of the interacting character C. In particular, if the user can change the characteristic 5 of the first character C1 at any time, by increasing the accumulated amount of the first parameter P1 through interactions with characters C having the same characteristic 5, the user can prioritize the accumulation of the first parameter P1 for the characteristic 5 that the user particularly wants to improve their understanding of at that time.

[0076] FIG. 9 is an image diagram showing the accumulated amount of each first parameter P1 related to the characteristic 5. FIG. 9 illustrates first parameters P1 (first parameter P1a, first parameter P1b, first parameter P1c, first parameter P1d, first parameter P1e, and first parameter P1f) of the type 5a, which are examples of the type 5a. For example, when the reception unit 231 detects an interaction with a non-player character NPC whose type 5a is "RB," the management unit 235 accumulates a certain amount of the numerical value of the first parameter P1b. In addition, the first parameter P1 has an understanding level corresponding to the accumulated amount. The event control unit 233 unlocks a new quest corresponding to the characteristic 5 each time the understanding level of the characteristic 5 increases. In particular, the event control unit 233 unlocks a quest corresponding to the level of the first parameter P1. As a result, the user can accept a new quest each time the level of the first parameter P1 related to the characteristic 5 increases.

[0077] Here, it is assumed that the species 5a of the non-player character NPC1 is "RE," and that the first parameter P1 associated with "RE" reaches a threshold value by completing a quest requested by the non-player character NPC1. At the same time, it is assumed that the first parameter P1 associated with "RE" reaches the threshold value, thereby satisfying the disclosure condition 6 associated with "RE." At this time, the event control unit 233 opens a new quest associated with the non-player character NPC whose species 5a is "RE." FIG. 10 shows an image diagram of a screen 400 in which a new quest associated with "RE," an example of the species 5a, has been opened. The screen 400 includes a notification 401 and a speech bubble 402. The notification 401 notifies the user that a new quest has been opened. The speech bubble 402 indicates that a new quest can be accepted from the non-player character NPC whose species 5a is "RE."

[0078] Furthermore, because the first parameter P1 related to "RE" has reached the threshold value, the display control unit 234 causes the type of characteristic 5 of the non-player character NPC1, which had been hidden until then, to be displayed so that it can be seen by the user. Specifically, the display control unit 234 changes the icon 202 to an icon 403 (see FIGS. 7 and 10). Furthermore, as shown by the icon 404, the display control unit 234 also causes the type of characteristic 5 of the non-player character NPC2, which has the same characteristic 5 as the non-player character NPC1, to be displayed so that it can be seen (see FIGS. 7 and 10). According to this aspect, the user can confirm that the characteristic 5 of the non-player character NPC1 is the same as the characteristic 5 of the non-player character NPC2, which is another non-player character NPC.

[0079] 11 and 12 are conceptual diagrams showing a screen 500 that is displayed when the icon 40 is pressed by the user. As shown in Fig. 11 and 12, the display control unit 234 displays a list of characteristics 5. At this time, the display control unit 234 displays the characteristic 5 of the non-player character NPC1 in an identifiable manner.

[0080] When displaying a list of characteristics 5, the display control unit 234 displays characteristics 5 classified in a lower level among the multiple hierarchies with a delay compared to characteristics 5 classified in a higher level. Specifically, for example, the display control unit 234 displays a species 5a1 classified in the higher level of "RE" (see FIG. 11), and then displays a species 5a2 classified in the lower level (FIG. 12). The delay in the timing of this display is, for example, 0.1, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4, 1.6, 1.8, 2, 2.2, 2.4, 2.6, 2.8, 3, 3.2, 3.4, 3.6, 3.8, 4, 4.2, 4.4, 4.6, 4.8, or 5 seconds, and may be within a range between any two of the values ​​exemplified here. In this manner, the display control unit 234 allows the user to naturally recognize that there are a wide variety of characteristics 5, which helps the user understand the diversity of the characteristics 5.

[0081] Here, the display control unit 234 displays not only non-player characters NPCs but also multiple player characters PCs operated by other users in each area F where the first character C1 is placed. At this time, the display mode of the server or virtual space where the first character C1 is placed is adjusted so that the types of characteristic 5 of the player characters PCs placed in the area F are diversified. Specifically, when the reception unit 231 receives a selection result of an area F from the first user, the identification unit 232 refers to statistical information regarding the characteristic 5 of the player characters PCs placed in the virtual space. The statistical information regarding the characteristic 5 is information obtained by tallying the characteristic 5 of the player characters PCs currently placed for each server providing the game according to this embodiment. The identification unit 232 also refers to the characteristic 5 of the first character C1. Then, the identification unit 232 identifies a server where the first character C1 is placed based on the statistical information regarding the characteristic 5 and the characteristic 5 of the first character C1. More specifically, the identification unit 232 selects a server where the first character C1 has fewer characteristic 5s than the other servers. As a result, a server on which the newly logged-in character C is placed is selected so that the characteristics 5 of the player characters PC within the server are diverse, and the diversity of the characteristics 5 within the virtual space is maintained.

[0082] The user can set disclosure conditions 6 for the characteristic 5. FIG. 13 is an image diagram showing a screen 600 on which the disclosure conditions 6 can be set. The screen 600 includes selection fields (pull-down 601, pull-down 602, pull-down 603) that allow the user to set the level at which each characteristic 5 is to be disclosed. Here, the disclosure condition 6 for the characteristic 5 of the player character PC is, for example, that the first parameter P1 or the second parameter P2 reaches a predetermined threshold. The second parameter P2 is an index different from the first parameter P1 that is accumulated in association with the characteristic 5 of the second character C2, and is a parameter P that is accumulated in association with the second character C2. The second parameter P2 is an index indicating the degree of friendship with the player character PC and is managed for each user. In other words, the user can set the level of the second parameter P2 desired of other users as the disclosure condition 6 for disclosing the characteristic 5 to other users.

[0083] In order for another player character PC to accumulate the second parameter P2 of the first character C1, the other player character PC must come into contact with the first character C1. For example, to accumulate the second parameter P2 of the first character C1, the other player character PC must talk to the first character C1, perform a multi-quest with the first character C1, trade items with the first character C1, become friends with the first character C1, and so on. When the management unit 235 detects such an interaction, it accumulates a certain amount of the second parameter P2 corresponding to the first character C1. When the level of the second parameter P2 reaches the level set by the first user, the event control unit 233 discloses the characteristic P5 of the first character C1 to the second user.

[0084] The pull-down menu 601 indicates that the higher hierarchical level of the species 5a of the first character C1 is to be disclosed to the user when the friendship level with the first character C1 reaches level 2. The pull-down menu 602 indicates that the lower hierarchical level of the species 5a of the first character C1 is to be disclosed to the user when the friendship level with the first character C1 reaches level 4.

[0085] The pull-down menu 603 indicates that the identity 5b of the first character C1 is to be disclosed only to users whose understanding of the first parameter P1 related to the identity 5b is at level 7. In this case, the display control unit 234 discloses the type of identity 5b possessed by the first character C1 only to users whose first parameter P1 related to the identity 5b has reached level 7. According to this aspect, the user can disclose his / her own characteristic 5 only to users who have a high level of understanding of the characteristic 5.

[0086] Here, it is assumed that the characteristic 5 of the first character C1 is linked to the appearance of the first character C1. In this case, the display control unit 234 varies the display mode of the first character C1 according to the level of the second parameter P2. The objects 604, 605, and 606 represent the display mode when a user other than the first user views the first character C1. In other words, the objects 604, 605, and 606 each represent the appearance of the first character C1 as seen by a third party.

[0087] For example, the display control unit 234 does not disclose the characteristic 5 of the first character C1 to a user whose second parameter P2 of the first character C1 is level 1. Specifically, the display control unit 234 displays the first character C1 in a display mode as shown by the object 604. In this case, a user whose second parameter P2 of the first character C1 is level 1 cannot confirm what the characteristic 5 of the first character C1 is.

[0088] On the other hand, for a user whose second parameter P2 of the first character C1 is level 2, the display control unit 234 displays the first character C1 in a display mode as shown by the object 605. Furthermore, for a user whose second parameter P2 of the first character C1 is level 4, the display control unit 234 displays the first character C1 in a display mode as shown by the object 606. In this way, the display control unit 234 displays the first character C1 in a different display mode depending on the friendship level with the first character C1 for each user. Furthermore, in this way, when at least one of the characteristics 5 satisfies the disclosure condition 6, the display control unit 234 associates and displays information that allows recognition of the characteristic 5 with the corresponding player character PC (second character C2). As a result, the true identity of the player character PC becomes clear to the user as the friendship level with the other player character PC increases.

[0089] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0090] The event control unit 233 may generate an event 7 corresponding to the player character PC based on the parameter P (first parameter P1) that has changed due to the detection of an interaction with a non-player character NPC. For example, when the first parameter P1 reaches a threshold value or more, the event control unit 233 may generate a specific event 71 that enables a multi-quest to be performed with a player character PC that has the same characteristic 5 as the characteristic 5 possessed by the non-player character NPC.

[0091] Here, it is assumed that, as a result of repeated interactions with a non-player character NPC whose species 5a is bird (“RE”), the first parameter P1 related to birds (“RE”) reaches or exceeds a threshold value. At this time, the display control unit 234 displays a screen 500 in which a player character PC whose species 5a is bird can accept a multi-quest. FIG. 14 is an image diagram showing a screen 700 notifying a player character PC of a multi-quest with another player character PC. The screen 500 includes an object 701 and an object 702. The object 701 indicates the other player character PC whose species 5a is bird. The icon 702 indicates the type of the characteristic 5. When the user presses the object 702 on this screen, the event control unit 233 starts a multi-quest with the player character PC displayed on the screen 500. On the other hand, when the user presses the button 704, the event control unit 233 does not execute a multi-quest with the player character PC displayed on the screen 500. According to this embodiment, when the player character's understanding of characteristic 5 deepens through interactions with the non-player character NPC, a multi-quest with other player characters PC having characteristic 5 is opened up.

[0092] The management unit 235 may vary the amount of variation in the accumulated first parameter P1 or second parameter P2 depending on the content of the action performed by the player character PC. For example, the management unit 235 may adjust the amount of variation in the parameter P so that the amount of variation in the first parameter P1 or the second parameter P2 is greater when a player character PC engages in a multi-quest with the player character PC than when a player character PC trades goods with the player character PC. According to this embodiment, the deeper the interaction with another player character PC, the deeper the player character's understanding of the characteristics 5 of that player character PC is, and the greater the amount of accumulated parameter P can be.

[0093] Furthermore, when varying the first parameter P1 related to the characteristic 5 of the second character C2, the management unit 235 varies the parameter P of the characteristic 5 that has a predetermined relationship with the characteristic 5. Specifically, when an interaction with the player character PC or a non-player character NPC (second character C2) satisfies a predetermined condition, the management unit 235 may vary the first parameter P1 related to the characteristic 5 of the second character C2 and may also vary a third parameter P3 related to a similar characteristic 51 that is similar to the characteristic 5 of the second character C2. For example, when a multiplayer quest is cleared with the player character PC, the management unit 235 varies the first parameter P1 related to the characteristic 5 of the player character PC. Furthermore, the management unit 235 varies the third parameter P3, which is a parameter P related to a similar characteristic 51 that is similar to the characteristic 5 of the player character PC. Note that the amount of variation of the third parameter P3 is less than the amount of variation of the first parameter P1.

[0094] FIG. 15 is an image diagram showing an example of characters C whose characteristics 5 are similar to each other. In the example of FIG. 15, the second character C2aa, whose species 5a is a human ("RQ") from a warm region, the second character C2αb, whose species 5a is a human ("RW") from a desert region, the second character C2ac, whose species 5a is a bird ("RE") from a cold region, and the second character C2ad, whose species 5a is a bear ("RR") from a cold region are shown. Although the characteristics 5 of these four characters C are not completely identical, the species 5a of the second character C2aa and the species 5a of the second character C2αb have in common that they are both human, and thus their characteristics 5 are similar to each other. Furthermore, the species 5a of the second character C2ac and the species 5a of the second character C2ad have in common that they are both from cold regions, and thus their characteristics 5 are similar to each other. In this way, the characteristics 5 of each character C may be similar to each other.

[0095] When the first character C1 completes a multi-quest with the second character C2aa, the management unit 235 changes the first parameter P1 related to "RQ" and changes the third parameter P3 indicating the first parameter P1 related to "RW" which has a similar characteristic 5 to "RQ." When the third parameter P3 reaches a threshold, the display control unit 234 displays information that enables recognition of the characteristic 5 in association with the corresponding second character C2.

[0096] 16 is a diagram showing a screen 800 on which similar characteristic 51 is disclosed. Here, it is assumed that characteristic 51 of non-player character NPC1 and characteristic 51 of non-player character NPC3 are similar. In this case, if the third parameter P3 related to non-player character NPC3 reaches a threshold value due to an interaction with non-player character NPC1, the display control unit 234 discloses characteristic 5 of the non-player character NPC. For example, the display control unit 234 displays an object indicating characteristic 5 of the non-player character NPC.

[0097] The display control unit 234 may display each characteristic 5 in a different display manner depending on the level of the first parameter P1 or the third parameter P3. For example, the level of the first parameter P1 related to the characteristic 5 of the non-player character NPC1 is different from the level of the first parameter P1 related to the characteristic 5 of the non-player character NPC2. In this case, the display control unit 234 displays an object 801 indicating a lower hierarchical level (see FIG. 12) for the characteristic 5 of the non-player character NPC1, while displaying an object 802 indicating a higher hierarchical level (see FIG. 12) for the characteristic 5 of the non-player character NPC3.

[0098] The disclosure condition 6 for the characteristic 5 required of a user may be that the player character PC associated with the user and a player character PC operated by another user have the same characteristic 5.

[0099] Furthermore, the management unit 235 may set the selection probability of a predetermined characteristic 5 higher than the selection probability of other characteristics 5 depending on the time of day. For example, the management unit 235 sets the selection probability of a characteristic 5 whose ecology is nocturnal, which is an example of the characteristic 5, higher than the selection probability of other characteristics 5. Furthermore, the management unit 235 may set the selection probability of the same characteristic 5 to differ depending on the time of day (see FIG. 6). In this way, the management unit 235 can adjust the characteristic 5 of a non-player character NPC placed in the virtual space depending on the time of day when the user plays the game.

[0100] In the above-described embodiment, the disclosure of the characteristic 5 is exemplified by displaying an icon indicating the type of the characteristic 5, but this is not limiting. For example, the display control unit 234 may display the type of the characteristic 5 possessed by the character C in a manner that allows the character C to guess the type of the characteristic 5 from the color and shape of the character C's skin, the color and shape of the armor or weapon equipped by the character C, the effect when moving, etc.

[0101] In the above-described embodiment, when an area F is selected, a non-player character NPC having a characteristic 5 selected by lottery is generated. However, the present invention is not limited to this. For example, the specification unit 232 may select a non-player character NPC to be placed in area F by lottery processing from among a plurality of non-player character NPCs stored in advance. In this case, the specification unit 232 may determine a non-player character NPC to be placed for each area F. Note that in this case, the management unit 235 may set the selection probability of a non-player character NPC having a characteristic 5 corresponding to the characteristic of area F to be higher than the selection probability of other non-player character NPCs.

[0102] In this embodiment, the reception unit 231, the identification unit 232, the event control unit 233, the display control unit 234, and the management unit 235 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the game device 3.

[0103] Furthermore, it may be provided in the following aspects. In the information processing system, the control unit is configured to further execute a display step, wherein each of the characteristics has a disclosure condition that is a condition for disclosure on a screen, and in the display step, when at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with a corresponding second character. In the information processing system, the disclosure condition is that a parameter related to the characteristic reaches a predetermined threshold, and in the display step, if at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with a corresponding second character. In the information processing system, the disclosure condition is that a second parameter reaches a predetermined threshold, the second parameter is an index different from a first parameter accumulated in association with a characteristic of the second character, and is a parameter accumulated in association with the second character, and in the display step, if at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with the corresponding second character. In the information processing system, the characteristics are classified into multiple hierarchies, and in the display step, characteristics classified at a lower level in the hierarchy are displayed later than characteristics classified at a higher level. In the information processing system, in the management step, when the interaction satisfies a predetermined condition, a first parameter related to a characteristic of the second character is varied, and a third parameter related to a similar characteristic similar to the characteristic of the second character is varied. In the information processing system, the second character includes a player character associated with a second user, and characteristics of the player character are determined based on a selection by the second user and associated with the player character corresponding to the second user. In the information processing system, the second character includes a non-player character that is not associated with any user, and in the event control step, an event corresponding to the non-player character is generated based on parameters that have changed due to the detection of the interaction with the player character. In the information processing system, the second character includes a non-player character that is not associated with any user, and in the event control step, an event corresponding to the player character is generated based on parameters that have changed due to the detection of the interaction with the non-player character. In the information processing system, the characteristics indicate at least one of the character's race, gender identity, physical handicap, and disease suffered by the character. In the information processing system, the characteristics are physical or psychological characteristics that do not affect a fourth parameter associated with the character that is referenced when progressing the event. A program that causes a computer to execute each of the steps. Of course, this is not the case.

[0104] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0105] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Specific part 233: Event control section 234: Display control unit 235: Management Department 236: Display control unit 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5:Characteristics 5a :seed 5a1 :seed 5a2 :seed 5b: Identity 5b1: Ethnic Identity 5b2: Gender Identity 6: Disclosure conditions 7: Event 41a: Display 51: Similar characteristics 71: Specific Event 100: Screen 101: Decision button 200:screen 201: Speech bubble 202: Object 204: Object 205: Speech bubble 209: Icon 300:screen 301 :Notification 302: Button 303: Button 306: Object 400:screen 401 :Notification 402: Speech bubble 406 :Object 407 :Object 500:screen 600:screen 601: Drop-down 602: Drop-down 603: Dropdown 604: Object 605: Object 606: Object 700:screen 701: Object 702: Object 704: Button 800:screen 801: Object 802: Object AP: Ability parameter C: Character C1: First character C2: Second character NPC1: Non-player character NPC NPC2: Non-player character NPC NPC3: Non-player character NPC NPC4: Non-player character NPC EC: Enemy character F :Area P: Parameter P1: First parameter P2: Second parameter P3: Third parameter P4: Fourth parameter

Claims

1. An information processing system, A control unit is provided, the control unit is configured to execute a management step, an event control step, and a display step; In the management step, The parameters associated with the character's characteristics are managed for each user. The users include at least a first user; the characters include a first character associated with the first user and at least one second character other than the first character; When an interaction between the first character and the second character is detected, the parameter of the first user corresponding to a characteristic of the second character is varied; In the event control step, an event is generated based on the parameter; The characteristics each have a disclosure condition that is a condition for disclosure on a screen, In the display step, when at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with the second character corresponding thereto; The characteristics are classified into multiple hierarchies, In the display step, a characteristic classified in a lower level of the hierarchy is displayed later than a characteristic classified in a higher level. Information processing system.

2. An information processing system, A control unit is provided, the control unit is configured to execute a management step and an event control step; In the management step, The parameters associated with the character's characteristics are managed for each user. The users include at least a first user; the characters include a first character associated with the first user and at least one second character other than the first character; When an interaction between the first character and the second character is detected, the parameter of the first user corresponding to a characteristic of the second character is varied; In the event control step, an event is generated based on the parameter; the parameters include a first parameter related to a characteristic of the second character and a third parameter related to a similar characteristic similar to the characteristic of the second character; In the managing step, when the interaction satisfies a predetermined condition, the first parameter is varied and the third parameter is varied. Information processing system.

3. In the information processing system according to claim 2, The control unit is configured to further perform a display step; The characteristics each have a disclosure condition that is a condition for disclosure on a screen, In the display step, when at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with the second character corresponding thereto. Information processing system.

4. 4. The information processing system according to claim 1, the disclosure condition is that a parameter related to the characteristic reaches a predetermined threshold; In the display step, when at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with the second character corresponding thereto. Information processing system.

5. 4. The information processing system according to claim 1, the parameters include a first parameter that is stored in association with a characteristic of the second character, and a second parameter that is an index different from the first parameter and that is stored in association with the second character; the disclosure condition is that the second parameter reaches a predetermined threshold; In the display step, when at least one of the characteristics satisfies the disclosure condition, information that allows the characteristic to be recognized is displayed in association with the second character corresponding thereto. Information processing system.

6. In the information processing system according to any one of claims 1 to 5, The users further include a second user; the second character includes a player character associated with the second user; The characteristics of the player character are determined based on the selection of the second user and are associated with the player character corresponding to the second user. Information processing system.

7. 7. The information processing system according to claim 6, the second character includes a non-player character that is not associated with any user; In the event control step, an event corresponding to the non-player character is generated based on a parameter that has changed as a result of detecting the interaction with the player character. Information processing system.

8. 8. The information processing system according to claim 6, the second character includes a non-player character that is not associated with any user; In the event control step, an event corresponding to the player character is generated based on a parameter that has changed as a result of detecting the interaction with the non-player character. Information processing system.

9. In the information processing system according to any one of claims 1 to 8, the characteristics indicate at least one of the character's race, gender identity, physical handicap, and illness from which the character suffers; Information processing system.

10. In the information processing system according to any one of claims 1 to 9, the parameters include a fourth parameter related to an ability value of the character, the fourth parameter being associated with the character and being referenced when progressing the event; The characteristic is a physical or psychological characteristic that does not affect the fourth parameter. Information processing system.

11. A program, A method for making a computer execute each step according to any one of claims 1 to 9. program.

Citation Information

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