Program, information processing method, and information processing system

JP7936513B2Active Publication Date: 2026-10-16CAPCOM CO LTD
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Patent Information

Application Number
JP2025034403
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-05
Publication Date
2026-10-16
Estimated Expiration
2045-03-05

AI Technical Summary

Benefits of technology

【0017】 本開示によれば、キャラクタの育成を行うゲームなどにおいて、より興趣性の高いゲーム環境を提供できる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This provides a more engaging gaming environment, particularly in games that involve character development. [Solution] The distribution processing means 80 generates distribution images, etc., for viewers to check the progress of the game. The distribution processing means 80 transmits distribution information, etc., related to the generated distribution images, etc., to each of the viewer terminals 2. The support information acquisition means 82 acquires the support information transmitted from each of the viewer terminals 2 via the communication unit 19. The support information acquisition means 82 determines the support level according to the content of the acquired support information. The growth rate changing means 90 changes the range of increase in the abilities of the character being trained when the player selects each of the presented options in the training mode of this game, according to the support level, etc., determined by the support information acquisition means 82.
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Description

Technical Field

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

Background Art

[0002] Conventionally, as one type of game, a game that allows a character to be trained is known. For example, according to Patent Document 1, a technology related to a game for training a character in a scenario selected by a player from a plurality of scenarios is disclosed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of Invention

Problems to be Solved by the Invention

[0004] However, most of the conventional techniques including the above-mentioned Patent Document 1 have a defined range in which a character can be trained according to the scenarios and options selected by the player, and when the player plays the game many times, it becomes easy to predict how the character will grow, which leads to a problem of lack of entertainment value.

[0005] The present disclosure has been made in view of such circumstances, and aims to provide a more entertaining game environment in games and the like where character training is performed.

[0006] To achieve the above object, a first aspect of the present disclosure is directed to an information processing apparatus functioning as: a game unit that executes processing related to a game for training a first character by selecting one option from a plurality of options; and an acquisition unit that acquires support information related to an index related to distribution of the game. A modification means for directly or indirectly changing the conditions for raising the first character in accordance with the support information, This is a program that makes it function as such.

[0007] Furthermore, in the first aspect, the modification means may change the extent of the increase in the ability of the first character based on the selected option 1.

[0008] Furthermore, in the first aspect, the modification means may change the extent to which the abilities of the first character are increased by the game event, or the difficulty level of the event.

[0009] Furthermore, in the first aspect, the modification means may modify the effect of the second character that can assist in the development of the first character.

[0010] Furthermore, in the first aspect, the program described above may also function as a generation means that generates a second character capable of assisting in the development of the first character, depending on the attributes of the viewers of the distribution.

[0011] Furthermore, in the first aspect, the generation means may generate a third character that modifies the respective effects of the second character.

[0012] Furthermore, in the first aspect, the generation means may determine the attributes of the viewer before the start of training the first character in the game, and generate the second character or the third character.

[0013] Furthermore, in the first aspect, the generation means may make the generated second character or third character disappear after the first character's development is complete.

[0014] Furthermore, the second aspect of this disclosure is, An information processing method performed by an information processing device, a game step of executing processing related to a game for nurturing a first character by selecting one option from a plurality of options; an acquisition step of acquiring support information related to an indicator pertaining to distribution of the game; a modification step of directly or indirectly modifying the nurturing condition of the first character in accordance with the support information; an information processing method including:

[0015] Further, a third aspect of the present disclosure pertains to, an information processing system configured to include an information processing apparatus, the information processing system comprising: a game unit configured to execute processing related to a game for nurturing a first character by selecting one option from a plurality of options; an acquisition unit configured to acquire support information related to an indicator pertaining to distribution of the game; a modification unit configured to directly or indirectly modify the nurturing condition of the first character in accordance with the support information; the information processing system comprising:

[0016] The information processing method and the information processing system according to one aspect of the present disclosure are also provided as an information processing method or an information processing system corresponding to the program according to one aspect of the present disclosure. [Effects of the Invention]

[0017] According to the present disclosure, a more interesting game environment can be provided in a game or the like in which characters are nurtured. [Brief Description of the Drawings]

[0018] [Figure 1] FIG. 2 is a diagram illustrating an example configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 3 is a diagram illustrating an example hardware configuration of a game apparatus constituting the information processing system according to the embodiment of the present disclosure. [Figure 3]This is a diagram showing an example of the functional configuration of a game device, a viewer terminal, and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] This is a diagram showing an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure. [Figure 5] This is a diagram showing an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure, and is a diagram showing an example different from the example in FIG. 4. [Figure 6] This is a diagram showing an example of the flow of processing executed by the game device constituting the information processing system according to the embodiment of the present disclosure. [Figure 7] This is a diagram showing an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure, and is a diagram showing an example different from the examples in FIG. 4 and FIG. 5. [Figure 8] This is a diagram showing an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure, and is a diagram showing an example different from the examples in FIG. 4, FIG. 5 and FIG. 7. [Modes for Carrying Out the Invention]

[0019] [Embodiment] First, prior to describing the embodiment of the present invention, a brief description will be given of the game to which the information processing system according to one embodiment of the present invention (hereinafter referred to as "the present system") is applied. Two types of game modes are set for the game to which the present system is applied (hereinafter referred to as "the present game"): a game mode for training characters (hereinafter referred to as "training mode"), and a game mode that utilizes the trained characters (hereinafter referred to as "battle mode"). The training mode is a type of game, also known as a training game or simulation game, in which players can train characters under predetermined conditions. In this game, various choices are presented to the player according to a pre-set scenario. The player can freely train their character by selecting one of the various options presented. In contrast, the Versus Mode is a game mode where players use characters trained in the Training Mode to compete against other players. By training powerful characters in Training Mode, players can gain an advantage in Versus Mode.

[0020] Figure 1 shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. As shown in Figure 1, this system consists of a game device 1, viewer terminals 2-1 to 2-n (where n is any integer value of 1 or more), and a server 3. The game device 1, viewer terminals 2-1 to 2-n, and server 3 are interconnected via a predetermined network N, such as the Internet. However, the network N is not a mandatory component; for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc., may be used. In the following explanation, when it is not necessary to distinguish between viewer terminals 2-1 through 2-n individually, they will be collectively referred to as viewer terminal 2. Furthermore, the term "image" below shall include both "moving images" and "still images."

[0021] Game device 1 is used by players who wish to apply the services provided by this system. Game device 1 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Game device 1 performs various processes necessary for the progress of this game. Furthermore, the game device 1 performs various processes necessary for game distribution.

[0022] Viewer terminal 2 is used by users (hereinafter referred to as "viewers") who wish to watch the game streamed by the player. Viewer terminal 2 performs various processes necessary for watching the game stream.

[0023] Server 3 is managed by the system administrator, etc. Server 3 is composed of a general-purpose PC or similar device. Server 3 communicates with game device 1, etc., and performs processes related to saving and managing various information necessary for the progress of this game.

[0024] Figure 2 shows an example of the hardware configuration of a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0025] As shown in Figure 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 storage unit 18, a communication unit 19, and a drive 20.

[0026] The control unit 11 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a microcomputer including semiconductor memory, etc. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0027] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0028] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0029] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.

[0030] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0031] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0032] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0033] Here, the hardware configuration of the viewer terminal 2 and server 3 can be basically the same as that of the game device 1, except that server 3 is equipped with the control unit 200 and communication unit 210 shown in Figure 3, which will be described later, so the explanation will be omitted here.

[0034] Figure 3 shows an example of the functional configuration of a game device and server constituting an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation reception means 62, a distribution management means 64, a training management means 66, a battle management means 68, and an output control means 70 by executing various programs.

[0035] The game processing execution means 60 of the game device 1 executes various processes related to the game of raising a first character by selecting one option from multiple options. The game processing execution means 60 executes various game processes related to the training mode and battle mode of this game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images based on input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various information related to the game to the server 3 as appropriate.

[0036] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick used for the input operation, information regarding the time the input operation was performed, and information regarding the number of times the button was pressed.

[0037] The distribution management means 64 performs various processes related to game distribution. Here, the distribution management means 64 is provided with a distribution processing means 80 and a support information acquisition means 82. The distribution processing means 80 generates game images and audio (hereinafter referred to as "distribution images, etc.") for viewers to check the progress of the game. The distribution processing means 80 also transmits information related to the generated distribution images, etc. (hereinafter referred to as "distribution information, etc.") to each of the viewer terminals 2. The viewer terminals 2 receive the transmitted distribution information, etc. and distribute the game images, audio, etc. to the viewers via an output unit (not shown) of the viewer terminals 2. The support information acquisition means 82 acquires support information related to indicators for game distribution. Specifically, the support information acquisition means 82 acquires support information transmitted from each of the viewer terminals 2 via the communication unit 19. The support information acquisition means 82 also determines the support level according to the content of the acquired support information. Details of the support levels in this system will be described later with reference to Figure 5.

[0038] The training management means 66 executes various game processes related to the training mode of this game. Here, the growth management means 66 is provided with a growth degree changing means 90. The growth rate modification means 90 directly or indirectly changes the conditions for training the first character according to the support information. Specifically, the growth rate modification means 90 changes the extent of the increase in the abilities of the character being trained (hereinafter referred to as the "training character") when the player selects each of the presented options in the training mode of this game, according to the support level determined by the support information acquisition means 82.

[0039] The battle management means 68 performs various game processes related to the battle mode of this game.

[0040] The output control means 70 performs various processes to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0041] As shown in Figure 3, the control unit 100 of the viewer terminal 2 functions as a distribution information acquisition means 140, a support information management means 142, and an output control means 144 by executing various programs.

[0042] The distribution information acquisition means 140 acquires the distribution information transmitted from the game device 1 via the communication unit 110.

[0043] The support information management means 142 manages support information related to indicators for game distribution. Specifically, the support information management means 142 acquires information about input operations performed by viewers who watch a game distribution when they want to support the distribution (for example, pressing a support button), and transmits that information to the game device 1 as support information.

[0044] The output control means 144 performs control to output various images, sounds, etc. to an output unit (not shown). The output control means 144 also performs control to display images, sounds, etc. corresponding to the distribution information acquired by the distribution information acquisition means 140 on an output unit (not shown) of the viewer terminal 2.

[0045] As shown in Figure 3, the control unit 200 of server 3 functions as a game information management means 240 by executing various programs and the like.

[0046] The game information management means 240 of server 3 manages various information necessary for the game to progress on game device 1 and executes various processes. Specifically, for example, the game information management means 240 performs authentication for account information transmitted from game device 1, and delivers game information in response to download requests for various game information from game device 1.

[0047] Next, an example of a specific game image will be described with reference to Figures 4 and 5. Both Figures 4 and 5 are diagrams showing an example of a game image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0048] In the example shown in Figure 4, the character C1, which is a character being trained, along with display areas F1 and D1, are displayed as an example of a game image. In display area F1, four options are shown as scenarios that the player can choose during game progression: "Increase Strength," "Increase Speed," "Increase Defense," and "Increase Average." Each option represents a direction for developing (strengthening) character C1, and in the example in Figure 4, one of the options, "Increase Strength," is selected. Also, in display area D1 of Figure 4, "No Support" is displayed. This indicates that the support information acquired by game device 1 is low, and the state is "No Support Level" among "No Support Level," "Low Support Level," "Medium Support Level," and "High Support Level." Therefore, in the example in Figure 4, for example, if the player selects "Increase Strength," character C1's "Strength" parameter will increase by the base value of "5." In contrast, in the example of Figure 5, similar to the example of Figure 4, the player has selected "Increase Strength" in display area F2 during the training of character C2. However, in the example of Figure 5, "Support Level High" is displayed in display area D2. This indicates that the support information acquired by game device 1 is high, and the state is "Support Level High" among "No Support Level," "Low Support Level," "Medium Support Level," and "High Support Level." Therefore, in the example of Figure 5, for example, as a result of the player selecting "Increase Strength," the "Strength" parameter of character C1 increases by "10," significantly exceeding the standard value. Thus, in this system, the abilities of the character being trained do not simply increase based on the scenario selected by the player, but the rate at which the character's abilities increase can be changed according to the level of support for the game's broadcast (for example, the support level). By incorporating such features, this system allows for a wider range of character training, making it easier to continue playing the game without getting bored. Furthermore, because the training status changes based on the results of the broadcast, this system is also expected to enhance the fun and excitement of the game broadcast itself.

[0049] Figure 6 shows an example of the processing flow performed by a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0050] In step S1, the game processing execution means 60 executes various game processes related to the training mode of this game.

[0051] In step S2, the distribution processing means 80 generates distribution images and the like for viewers to check the progress of the game.

[0052] In step S3, the distribution processing means 80 transmits distribution information related to the generated distribution image, etc., to each of the viewer terminals 2.

[0053] In step S4, the support information acquisition means 82 acquires the support information transmitted from each of the viewer terminals 2 via the communication unit 19.

[0054] In step S5, the support information acquisition means 82 determines the support level according to the content of the acquired support information.

[0055] In step S6, the growth rate modification means 90 changes the extent of the increase in the abilities of the character being trained when the player selects each of the presented options in the training mode of this game, according to the support level determined by the support information acquisition means 82. With this, the various processes performed by the game device 1 are completed.

[0056] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0057] [Other embodiments] Here, although not explained in the above embodiment, the first and second support characters that this system can employ will be described with reference to Figures 7 and 8. The first support character is a character that can be set in advance before starting training in this game's training mode. This allows for increased training efficiency and changes to the events that occur during training. In the example in Figure 7, four slots for the first support character can be set, with Character A, Character B, and Character C being set as the first support characters. Each of these first support characters, Character A, Character B, and Character C, has a unique effect on the training of the training character in training mode, such as increasing training efficiency and changing the events that occur. This system may modify the effects of such a first support character instead of directly changing the amount of increase in the training character's abilities according to the support information (support level) as in the embodiment described above.

[0058] Furthermore, a second support character is a support character that, in the training mode of this game, can be set in advance before the start of training to change the effect of the first support character. In the example in Figure 8, two slots for second support characters can be set, and character F is set as the second support character. Furthermore, it is desirable that the second support character has an effect not only on any of the first support characters that are set (for example, only character A in Figure 7), but on all of the first support characters that are set (for example, all of character A, character B, and character C). Furthermore, the first or second support character may be obtained through paid or free gacha draws, or through events held within the game.

[0059] Furthermore, the first and second support characters mentioned above may be different characters or the same character. If the same character possesses the properties of both the first and second support characters, for example, the effects of setting one character as the first or second support character may be set separately.

[0060] Furthermore, the aforementioned second support character may not only change the effect of the first support character, but also change the training conditions of the training character. Alternatively, the aforementioned second support character may not change the effect of the first support character, but only change the training conditions of the training character.

[0061] Furthermore, although not described in the above embodiment, the system may also have a function to generate a first support character or a second support character depending on the attributes of the viewer. Specifically, the system may generate a first support character or a second support character in the following manner. (1) This system acquires information about each viewer's attributes (gender, age, hobbies, occupation, place of residence, etc.). This system may, for example, require viewers to input their attributes when watching a broadcast. (2) The system may analyze the attribute information of each viewer and determine their attributes. For example, if there are many restaurant employees among the viewers, the system may determine that the viewers' attribute is "food and drink". The system may not simply determine attributes based on the number of attributes among the viewers, but may also assign weights to each attribute. (3) The system generates a first or second support character that reflects the determined attribute. For example, if the system determines that the viewer's attribute is "eating and drinking," it generates a first or second support character related to "eating and drinking." The system may, for example, store a list or similar in a database in advance of the correspondence between the attribute and the first or second support character to be generated. (4) The system may automatically set the generated first support character or second support character in the setting frame for the first support character or second support character (for example, the setting frame in Figure 7 or Figure 8).

[0062] Furthermore, although not described in the above embodiment, the first or second support character generated by this system according to the viewer's attributes may be, for example, the following: (1) The system may, for example, generate a first or second support character that provides a higher level of support than a regular viewer if the viewer has a long history of being registered on the target platform (i.e., a long history of being registered on the streamer's channel). (2) The system may, for example, generate a first or second support character that has an effect that gives an advantage in events during training mode (e.g., mini-games or matches) if the viewer has attributes such as being a professional gamer. (3) The system may generate a first or second support character that increases the effects of meals and stamina recovery in training mode, for example, if the viewer has attributes such as being an employee of a restaurant. Furthermore, this system may, for example, delete the first or second support character that was generated when the training of the character being trained is complete. Alternatively, this system may, for example, retain the first or second support character that was generated even after the training of the character being trained is complete. In this case, the system may set conditions for retaining the generated first or second support character, such as retaining the generated first or second support character if the training is successful (when the training character's abilities reach a certain level) or if the number of viewers reaches a certain level. The system may also set conditions other than successful training (when the training character's abilities reach a certain level) or the number of viewers reaching a certain level as conditions for retaining the generated first or second support character. Furthermore, this system may, for example, generate a first support character or a second support character using the attributes of registered users on a game streaming platform as the attributes of the viewers.

[0063] Furthermore, the first or second support character mentioned above may be set by the player at any of the following times, for example: (1) This system may, for example, determine the viewer's attributes at the time training begins and generate a first support character or a second support character. (2) The system may, for example, determine the attributes of viewers at a predetermined timing during the game's broadcast and generate a first support character or a second support character. In this case, if the system generates a first support character or a second support character multiple times during the game's broadcast, the first support character or second support character generated at each timing may be different.

[0064] Furthermore, although not explained in the embodiments described above, the training mode of this game may include events such as battles and mini-games whose outcomes change depending on the player's input. The results of such events affect the training of the character, and it is desirable that the character wins as a result of the player's input. This system may, for example, adjust the likelihood of winning (or losing) such events based on support information (support level). Furthermore, this system may change the effects of winning such events based on support information (support level).

[0065] Furthermore, although the above-described embodiment explained that the system changes the range of abilities that can be increased by the character being trained according to the support information (support level), it is not limited to this. For example, the system may grant the player items that contribute to the growth of the character being trained according to the support information (support level), and change the conditions for training the character as an effect of those items.

[0066] Furthermore, although not explained in the above embodiment, this system may change the probability of acquiring or not acquiring skills (special abilities) of the training character according to the support information (support level). (1) This system may grant skills (special abilities) to the characters being trained according to the attributes of the viewers of the broadcast. For example, if there are many viewers with attributes such as craftsman, this system may grant the skill (special ability) "Increased Hit Rate". (2) This system may make it easier for the character being trained to acquire skills (special abilities) that correspond to the attributes of the viewers of the broadcast. If the acquisition of skills (special abilities) is done by probability, this system may increase the probability of acquiring skills (special abilities). Also, if the acquisition of skills (special abilities) is done by consuming points or the like, this system may decrease the points required to acquire skills (special abilities). In the above embodiment, the system was described as directly changing the amount of increase in the player's selected event's abilities (strength, speed, defense, etc.). However, similar to the embodiment shown in (2), the system may also be configured so that the player can acquire predetermined points (strength points, speed points, defense points, etc.) according to the support information (support level), and use these points to improve abilities or acquire skills (special abilities) as appropriate.

[0067] Furthermore, although the above-described embodiment explained that the system can change the amount of increase in the abilities of the event selected by the player according to the support information (support level), it is not limited to this. The system may also directly increase the ability values ​​of the character being trained according to the support information (support level).

[0068] Furthermore, although the above-described embodiment explained that the system determines the support level and changes the training conditions of the training character based on the acquired support information, it is not limited to this. For example, the system may change the training conditions of the training character directly based on the support information without determining the support level.

[0069] Furthermore, although not explained in the above embodiment, the system may limit the number of times the training conditions can be changed based on the support information. The system may also limit the change of training conditions in response to the support information to once per day.

[0070] Furthermore, although not explained in the above embodiment, this system allows, for example, a character trained using support information to be used in battle mode (especially online battles, etc.) When a match is streamed, the system may include a feature that displays information about the match (date, time, opponent, etc.) to viewers who have supported the character. This allows viewers to easily check the performance of the character they supported. Furthermore, if viewers are watching a live stream of a battle featuring a trained character, the system may change the trained character's abilities during the battle depending on the number and percentage of viewers. Specifically, for example, this system may increase the abilities of a character being trained during battles if the number of viewers supporting the character in training mode is high, as this indicates that the character is motivated. Furthermore, in training mode, even if there are many viewers supporting a character being trained, this system may reduce the character's abilities if it is perceived as the character being trained becoming intimidated. Thus, this system allows you to freely increase or decrease the abilities of the character you are training based on the number of viewers who are supporting them. Furthermore, this system may include a function to display various information about the trained character after training (for example, how many times it was used in battle, whether the trained character's data was deleted, etc.) to the viewer.

[0071] Furthermore, although the above-described embodiment explains that the game device 1 directly transmits distribution information, etc., to each of the viewer terminals 2, it is not limited to this. The game device 1 may, for example, transmit distribution information, etc., to each of the viewer terminals 2 via a separately provided distribution server or the like.

[0072] Furthermore, although the above embodiments described that the characters trained in training mode can be used in battle mode, this is not limited to that. Characters trained in training mode do not necessarily have to be usable in other game modes (for example, battle mode).

[0073] Furthermore, although the above-described embodiment explained that the system distributes the game, it is not limited to this. The system does not have to distribute the game.

[0074] Furthermore, although not explained in the above embodiment, it is not necessary to acquire support information (e.g., cheering information) in the battle mode of this system. This system may, for example, acquire support information (e.g., cheering information) only in the training mode.

[0075] Furthermore, although not explained in the above embodiment, the manner in which viewers perform input operations (for example, pressing a support button) when supporting a broadcast is arbitrary, but for example, the following specific manners are possible. (1) The viewer terminal 2 sends information to the game device 1 requesting various processes to support the broadcast. (2) Server 3 generates a game image for input operations (for example, pressing the cheer button) and sends it to viewer terminal 2. (3) When a viewer is shown a game image, they perform an input operation to show support (for example, by pressing a support button), and the viewer terminal 2 transmits this information to the game device 1. The system may also obtain viewer support information in this manner, for example.

[0076] Furthermore, although not explained in the embodiments described above, this game may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0077] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0078] Furthermore, although the above-described embodiment assumed that the game is intended for single-player gameplay, it is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, not just a solo game.

[0079] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0080] Specifically, for example, this system may consist of a game device 1, multiple viewer terminals 2, and a server 3 connected via a method such as P2P (Peer to Peer). Furthermore, the processing performed by the server 3 in the above embodiment may be performed by either the game device 1 or the viewer terminals 2. In other words, the server 3 is not an essential component of this system and is not limited to it.

[0081] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0082] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.

[0083] Furthermore, the computer may be a computer built into dedicated hardware. Also, the computer may be a computer capable of performing various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0084] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0085] 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 embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0086] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0087] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.

[0088] In summary, the program to which this disclosure applies can take various forms having the following configurations. Information processing equipment, A game means (for example, a game processing execution means 60) that executes the process related to a game in which a first character is raised by selecting one option from multiple options. A means for acquiring support information related to indicators for the distribution of the aforementioned game (for example, a means for acquiring support information 82), A modification means (for example, a growth rate modification means 90) for directly or indirectly changing the conditions for raising the first character in accordance with the support information, Any program that functions as such will suffice.

[0089] In other words, for example, the game processing execution means 60 functions as a game means. For example, the support information acquisition means 82 functions as an acquisition means. For example, the growth rate changing means 90 functions as a changing means.

[0090] This allows players to enjoy more engaging games, such as simulation games. [Explanation of symbols]

[0091] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64 Distribution Management Methods 80 Distribution processing means 82. Means of obtaining support information 66 Training management means 90. Means for changing the degree of growth 68. Match Management Methods 70 Output control means 2-1 to 2-n Viewer terminals 100 Control Unit 140 Means of obtaining distribution information, etc. 142 Support Information Management Methods 144 Output control means 3 servers 200 Control Unit 240 Game Information Management Methods

Claims

1. Information processing equipment, A game mechanism that executes the processes involved in raising the first character by selecting one option from multiple options. A means for obtaining support information regarding metrics related to the distribution of the aforementioned game, A modification means for directly or indirectly changing the conditions for raising the first character in accordance with the support information, A generation means that generates a second character capable of assisting in the development of the first character, according to the attributes of the viewers of the aforementioned broadcast, To make it function as, The generation means generates a third character that modifies the respective effects of the second character. program.

2. The generation means determines the attributes of the viewer before the start of training the first character in the game, and generates the second character or the third character. The program according to claim 1.

3. The generation means destroys the generated second character or third character after the first character's development is complete. The program according to claim 1.

4. The modification means changes the amount of increase in the ability of the first character based on the selected option 1. The program according to claim 1.

5. The modification means modifies the extent of the increase in the abilities of the first character due to the game event, or the difficulty level of the event. The program according to claim 1.

6. The modification means modifies the effect of the second character which can assist in the development of the first character. The program according to claim 1.

7. An information processing method performed by an information processing device, A game step in which the process of developing the first character is executed by selecting one option from multiple options. A step to obtain support information regarding metrics related to the distribution of the aforementioned game, A modification step that directly or indirectly changes the conditions for raising the first character in accordance with the support information, A generation step of generating a second character that can assist in the development of the first character, according to the attributes of the viewers of the aforementioned broadcast, Includes, The generation step generates a third character which modifies the respective effects of the second character. Information processing methods.

8. An information processing system comprising an information processing device, A game mechanism that executes the processes involved in raising the first character by selecting one option from multiple options. A means for obtaining support information regarding metrics related to the distribution of the aforementioned game, A modification means for directly or indirectly changing the conditions for raising the first character in accordance with the support information, A generation means that generates a second character capable of assisting in the development of the first character, according to the attributes of the viewers of the aforementioned broadcast, Equipped with, The generation means generates a third character that modifies the respective effects of the second character. Information processing system.

Citation Information

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