Information processing method, information processing system and program
The information processing method addresses the challenge of user engagement in game quests by guiding users to associate game media with user information, enhancing the gaming experience through efficient and engaging quest progression.
Patent Information
- Application Number
- JP2023110019
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-04
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2043-07-04
AI Technical Summary
Existing game control methods do not provide an engaging experience for users when progressing through quests, particularly when using game media that are not optimally suited for the task, leading to dissatisfaction and reduced interest.
An information processing method that visually guides users to associate game media with user information by displaying guidance information when a generation condition is satisfied, allowing for more advantageous progression through quests using second game media.
Enhances user engagement and interest by promoting efficient quest progression through the use of more advantageous game media, reducing dissatisfaction and increasing the incentive to acquire and utilize optimal game content.
Smart Images

Figure 2025008123000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]
[0002] Patent document 1 discloses an information processing device that is designed to eliminate the anxiety felt by users in the process of obtaining a reference object required for a process of changing an object, which is executed when a change condition including information indicating multiple objects is satisfied.
[0003] An information processing device relating to the technology acquires a change condition corresponding to a selected object from a storage device, and uses information indicating the multiple objects included in the change condition to output first output data for displaying the multiple objects in a display format that allows each of the objects to be identified by the user.In response to the output of the first output data, the information processing device accepts an instruction to designate one of the multiple objects through a user operation, and if the user does not possess the designated object, acquires information indicating the designated object, and outputs second output data using the information indicating the designated object to display the conditions for obtaining the designated object. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-174914 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in the above game control method.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, an information processing method executed by an information processing system is provided. The information processing method includes the following steps. In the acquisition step, designation of content including at least a first content is acquired. The designated content is configured to be progressed using a game medium including a first game medium associated with the user information. In the display processing step, when a predetermined generation condition is satisfied in the case where the designation of the first content is acquired, first guide information capable of designating at least one second game medium is displayed. The generation condition includes a first condition indicating that the second game medium is not associated with the user information, and a second condition indicating that the second game medium is associated with the first content such that progressing through the first content using the second game medium is more advantageous than progressing through the first content using the first game medium. The first guide information is configured to visually guide a user's operation to display an operation unit for designating the second content. The second content is configured to be capable of achieving at least a part of an acquisition condition that is a condition for associating the designated second game medium with the user information.
[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 2 is a diagram showing an example of a menu screen IM1. [Diagram 5] FIG. 13 is a diagram showing an example of a quest selection screen IM2. [Figure 6]FIG. 13 is a diagram showing an example of a quest preparation screen IM3. [Figure 7] FIG. 13 is a diagram showing an example of an assignment condition screen IM4. [Figure 8] FIG. 13 is a diagram showing an example of a quest progress screen IM5. [Figure 9] FIG. 13 is a diagram showing an example of a result screen IM6. [Figure 10] FIG. 13 is a diagram showing an example of a compatibility confirmation screen IM7. [Figure 11] FIG. 13 is a diagram showing an example of an equipment change screen IM8. [Figure 12] FIG. 13 is a diagram showing an example of an equipment creation screen IM9. [Figure 13] This is an example of the quest preparation screen IM3 after changing equipment. [Figure 14] This is an example of the granting condition screen IM4 after changing equipment. [Figure 15] This is an example of a result screen IM6 showing the results of the first quest using changed equipment. [Figure 16] FIG. 13 is a diagram showing an example of an equipment list screen IM10. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [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.
[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable 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).
[0012] In this embodiment, the term "unit" may 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 information, which may be represented by, for example, physical values of signal values representing voltage and current, 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 calculation may be performed on a circuit in the broad sense.
[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, 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.
[0014] 1. Game Description Fig. 1 is a block diagram showing a 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. That is, the information processing system 1 is composed of at least one device.
[0015] 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 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The characters are an example of objects.
[0016] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet terminal, etc.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of 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 composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on the user's operation. To this end, 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 in the information processing device 2.
[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.
[0021] <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.
[0022] 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 and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.
[0023] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), 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.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. Furthermore, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, speed, and the like when the game media is a player character.
[0025] The control unit 23 is composed of a microcomputer including a CPU and a 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 a predetermined program 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, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.
[0026] 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 parameters during the game. The user account authentication process is executed, for example, using the user's 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 on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.
[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."
[0028] <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.
[0029] 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 download request information, information on the game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. 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 which is the device itself, user information, etc. 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 at least a part of the information in the master is distributed from the information processing device 2 to the storage unit 32 of the game device 3 and stored therein.
[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.
[0032] 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 device 3, which is the own device. 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 device 3, which is the own device, when executing a game.
[0033] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to 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 between the input device 4c and 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, and the like.
[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22 to function as an acquisition unit 231, an assignment unit 232, a display processing unit 233, and an accumulation unit 234. 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 can be executed as each functional unit included in the control unit 23.
[0036] The acquisition unit 231 is configured to acquire various information and inputs as an acquisition step. For example, the acquisition unit 231 acquires information such as user information and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or acquires the information from the game device 3 or another external device via the communication network 11. In this embodiment, the various information accepted by the acquisition unit 231 is described as being stored in the storage unit 22.
[0037] The granting unit 232 is configured to grant various information such as bonus information to the user information or the like as a granting step.
[0038] As a display processing step, the display processing unit 233 displays various information stored in the storage unit 22 or the storage unit 32 or a screen including the information on the display 4a of the game device 3 in a visible manner. Specifically, the display processing unit 233 may generate visual information itself generated in a human-visible manner such as a screen, an image (e.g., a still image or a video), an icon, text, etc., or may generate rendering information for displaying the visual information on the display 4a and transmit the rendering information to the game device 3 via the communication network 11.
[0039] The storage unit 234 is configured to store various information such as bonus information, which will be described later, as a storage step.
[0040] 3. Overview of information processing In this section, an overview of the flow of the information processing method executed by the information processing system 1 will be described. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner that can be recognized by the user using the display unit 34 of the game device 3, as appropriate. The information processing can include any exception processing not shown. Exception processing includes interruption of the information processing and omission of each process. Selection or input performed in the information processing can be based on a user's operation or can be performed automatically without relying on a user's operation. Details of various screens displayed during this information processing will be described in detail in the following sections.
[0041] The game played through this information processing is configured to progress by the user performing operations related to the player character (selecting a player character, setting equipment, etc.) and completing quests. A quest is an example of content. For example, the game ends when the user accomplishes a mission that has been set in advance for the quest and meets a predetermined end condition. The end condition may include any condition, such as the completion of a certain mission (e.g., defeating an enemy character, obtaining a specific item, etc.) or the expiration of a time limit. The game and the various quests included in the game are examples of content.
[0042] [Activity A1] First, in activity A1, the acquisition unit 231 acquires a login ID and password input from the user, and performs login processing based on these. When user authentication is performed, the acquisition unit 231 acquires user information of the user. The user information may include various information such as the character, equipment, and character level owned by the user, and quests that the user can challenge.
[0043] [Activity A2] Next, the process proceeds to activity A2, and the display processing unit 233 displays the menu screen IM1 on the display 4a. The user can perform various menu selection operations through the menu screen IM1. The menu selection operations include at least a first operation and a second operation. The first operation is an operation for transitioning to a quest selection screen IM2. The second operation is an operation for displaying an equipment list screen IM10.
[0044] [Activity A3] After that, the process proceeds to activity A3, where the control unit 23 accepts a menu selection operation from the user. The acquisition unit 231 acquires the accepted menu selection operation.
[0045] [Activity A4] When the acquisition unit 231 acquires a first operation in activity A3, the process proceeds to activity A4, and the display processing unit 233 displays a quest selection screen IM2 on the display 4a. The quest selection screen IM2 is configured to present the user with candidates for quests to progress through. The user can execute an operation to specify a quest that he or she wishes to progress through the quest selection screen IM2.
[0046] [Activity A5] Next, the process proceeds to activity A5, and the control unit 23 accepts a quest designation from the user. For ease of explanation, the quest designated in activity A5 may be referred to as a first quest below. The first quest is an example of a first content. The quest includes at least the first quest as the first content. In this embodiment, the designated quest is configured so that the user operates the player character to fight a predetermined enemy character.
[0047] [Activity A6] Next, the process proceeds to activity A6, where the acquisition unit 231 acquires the specification of the accepted quest.
[0048] At least one granting condition is set for each of the quests including the first quest. The granting condition is configured to be satisfied depending on the progress of the user in the quest. The granting condition is a condition for determining the granting mode of the bonus information to be granted to the user information by completing the quest.
[0049] The conditions for granting can be specified based on various information (particularly information about the game medium) related to the game or quest, such as the type of player character operated by the user in the game, the compatibility between the player character and the enemy character, the equipment associated with the player character, the amount of damage inflicted by the player character on the enemy character, etc. The player character and the equipment associated with the player character are each an example of the game medium. In addition, any object that is not associated with the player character at least at the start of the quest, such as an enemy character that appears in the quest, the enemy character's equipment, or an item, may also be included in the game medium.
[0050] The bonus information is an experience value for the user information itself, and is configured to increase the level associated with the user information by accumulating the experience value. Note that the specific form of the bonus information is not limited to this and is arbitrary, and may be given to any object, such as a player character used by the user in a quest, or equipment associated with the player character (e.g., a weapon, armor, accessory, etc.). The bonus information given to any object that can be directly or indirectly associated with the user information in this way may also be configured to be consumed by the user in or outside the game, like a currency such as coins.
[0051] [Activity A7] Next, the process proceeds to activity A7, and the display processing unit 233 displays a quest preparation screen IM3 on the display 4a. The quest preparation screen IM3 is configured to allow the user to visually confirm information related to the most recently specified quest (here, the first quest) and user information about the user who will be attempting that quest. The user can perform various operations such as a condition display operation, an enemy display operation, and a start operation via the quest preparation screen IM3. The condition display operation is an operation for displaying information related to the granted conditions corresponding to the first quest. The enemy display operation is an operation for displaying information related to an enemy character that appears in the first quest. The start operation is an operation for starting the first quest.
[0052] [Activity A11] When a condition display operation is performed, the process proceeds to activity A11, and the control unit 23 identifies a granting condition that can be satisfied by performing the quest based on information about the game medium used in the first quest. The information about the game medium used in the first quest may include information about any game medium involved in the first quest when the first quest is performed according to the setting mode of the current user information, such as the type of player character, equipment associated with the player character, compatibility between the player character and an enemy character, compatibility between the equipment and the enemy character, and the amount of damage that can be inflicted on the enemy character. At this time, it is preferable to use game media that is easy to satisfy the granting conditions in the first quest, such as game media that can satisfy a large number of granting conditions or game media that can grant a large amount of bonus information.
[0053] [Activity A12] Then, the process proceeds to activity A12, and the display processing unit 233 displays the granting condition screen IM4 on the display 4a. The granting condition screen IM4 is configured to allow visual confirmation of information related to the specified granting condition. The information related to the specified granting condition may include various information, such as which of the multiple granting conditions may be satisfied, and the amount of change in the bonus information to be granted when the condition is satisfied. Then, the user performs a predetermined operation via the granting condition screen IM4, and the process returns to activity A7, and the display processing unit 233 displays the quest preparation screen IM3 on the display 4a.
[0054] [Activity A21] On the other hand, when a start operation is performed in activity A7, the process proceeds to activity A21, and the control unit 23 executes game processing and progresses the specified quest (first quest) using the set player character and equipment. Thereafter, when the end condition of the quest is satisfied, the control unit 23 ends the quest.
[0055] [Activity A22] When the quest is completed, the process proceeds to activity A22, where the control unit 23 executes a result process based on the progress of the quest. The result process is a process of giving special benefit information to the user information.
[0056] Here, an example of the result processing will be described. First, the control unit 23 specifies basic bonus information. The basic bonus information is a basic value of bonus information that is preset according to the difficulty level of the first quest, etc. The basic bonus information can also be said to be bonus information that is granted to the user information regardless of whether the granting condition is satisfied or not. For example, the control unit 23 specifies the granted condition that has been satisfied according to the progress of the first quest in the result processing.
[0057] Thereafter, the granting unit 232 grants the bonus information to the user information in accordance with the progress of the content using the game medium. At this time, the bonus information is granted so as to be advantageous in accordance with the achievement status of the granting condition.
[0058] When the first quest is progressed in a state where at least some of the granting conditions cannot be achieved, the accumulation unit 234 may accumulate at least some of the bonus information that would be granted if the unfulfilled granting conditions were achieved, without granting it to the user information. With this configuration, for example, even if the bonus information is less favorable when progressing through the first quest using the game medium than when progressing through the first quest using the second game medium, the bonus information related to the unfulfilled granting conditions is accumulated. Therefore, dissatisfaction with progressing through the first quest using the game medium can be suppressed.
[0059] The control unit 23 may erase the accumulated bonus information when a predetermined erasure condition is satisfied. The erasure condition may be any condition, such as a quest being performed a specified number of times without the accumulated bonus information being satisfied after the quest in which the bonus information was accumulated was performed, or a predetermined validity period having elapsed. As a result, the accumulated bonus information continues to be stored, thereby reducing the processing load on the system. In addition, the user can be prompted to proceed with the quest so that the erasure condition is not satisfied. In addition, when a quest ends again without the corresponding grant condition being satisfied, the storage unit 234 may accumulate the accumulated bonus information. Specifically, the storage unit 234 may accumulate the reward information accumulated by the current quest in addition to the reward points accumulated by the previous quest. The accumulation may be performed for each grant condition. This can further strengthen the incentive for satisfying the grant condition. When the accumulated reward information satisfies a predetermined accumulation notification condition, the control unit 23 may notify the user of the grant condition that satisfies the accumulation notification condition. This can further strengthen the incentive for satisfying the grant condition. The accumulation notification condition may be any condition, such as the accumulated reward points reaching a predetermined value or more, or the state immediately before the expiry condition is met (for example, the remaining time until the expiration of the valid period is less than a predetermined value). The notification method may be implemented in various ways, such as sound, light, vibration, or visual information.
[0060] Furthermore, the granting unit 232 may further grant at least a part of the accumulated reward information when the quest is progressed so that a granting condition related to the accumulated reward information is achieved. According to this configuration, at least a part of the accumulated reward information is granted by achieving a granting condition that can be achieved using the second game medium again. For example, the granting unit 232 may grant all of the accumulated reward information to the user information when a granting condition related to the accumulated reward information is achieved. Furthermore, the granting unit 232 may grant the reward information within a predetermined value range. For example, when the accumulated reward information exceeds an upper limit value of the value range, the granting unit 232 may grant a part of the upper limit value to the user information. Furthermore, when the accumulated reward information is below a lower limit value of the value range, the granting unit 232 may leave the accumulated reward information without granting it.
[0061] Note that the specific form of the result processing is not limited to this and is arbitrary. For example, the storage unit 234 may not store the bonus information. For example, the granting unit 232 may grant basic bonus information to the user information as bonus information regardless of the degree of achievement of the granting condition. Also, such a storage process may constitute at least one technical idea by itself.
[0062] [Activity A23] After the result process is executed, the process proceeds to activity A23, and the display processing unit 233 displays a result screen IM6 on the display 4a to present the result of the quest to the user. After that, the control unit 23 ends this information process.
[0063] [Activity A31] On the other hand, when an enemy display operation is performed in activity A7, the process proceeds to activity A31, and the display processing unit 233 displays a compatibility confirmation screen IM7 on the display 4a. In this way, the control unit 23 presents the user with the mission to be achieved in the quest and the compatibility with the character information (for example, the compatibility of the player character with the enemy character, the equipment, etc.). The character information may include any information related to the player character operated by the user, the equipment equipped to the player character, the skills (feats, magic, etc.) acquired by the player character, and the target operated by the user. The user can perform a change operation to change the character information such as the player character and the equipment through the compatibility confirmation screen IM7. The user can also perform an operation to return to the quest preparation screen IM3. When a return operation is performed, the process returns to activity A7.
[0064] [Activity A32] On the other hand, when a change operation is performed, the process proceeds to activity A32, and the display processing unit 233 displays change candidates on the display 4a. The change candidates are candidates for changing game media, such as player character candidates and equipment candidates. At this time, the change candidates are displayed on the display 4a regardless of whether the user owns the equipment after the change. In addition, the change candidates that are not owned and the change candidates that are owned are displayed so as to be visible in different modes. Acquisition conditions are set for each of the game media, such as the player character and equipment. The acquisition conditions are conditions for associating the element with the user information, and are, for example, conditions for acquiring the player character, equipment, technique, etc. as the game media. In other words, the acquisition conditions are conditions for associating the specified game media with the user information.
[0065] In this embodiment, when displaying the unowned game medium as a candidate on the display 4a, the display processing unit 233 displays the unowned game medium as a candidate for the changed game medium on the display 4a if the unowned game medium is associated with the first quest such that progressing through the first quest using the changed game medium is more advantageous than progressing through the quest using the game medium before the change. Hereinafter, for convenience of explanation, the game medium before the change may be referred to as the first game medium, and the game medium after the change may be referred to as the second game medium. Being associated with the first quest such that progressing through the first quest using the second game medium is more advantageous than progressing through the quest using the first game medium is an example of the second condition in this embodiment. The second condition includes that the benefit information in the case of progressing through the first quest using the second game medium is more advantageous than the benefit information in the case of progressing through the first quest using the first game medium. For example, the second condition includes that the number of grant conditions achieved and the total amount of benefit information are greater by using the second game medium than when using the first game medium. According to this configuration, the second game medium is associated with the guide information, so that more advantageous benefit information can be obtained. Therefore, the incentive to proceed with the first quest using the second game medium can be increased. After that, the acquisition unit 231 acquires the designation of the changed game medium based on the user's operation.
[0066] [Activity A33] If the specified game medium is already owned, in other words, if the specified game medium is associated with the user information, the process proceeds to activity A33. In activity A33, the control unit 23 updates the game medium. Then, the process returns to activity A31, and the display processing unit 233 displays the compatibility confirmation screen IM7 on the display 4a.
[0067] [Activity A34] On the other hand, if the specified game medium is not possessed, in other words, if the specified game medium is not associated with the user information, the process proceeds to activity A34. Not possessing the specified game medium is an example of a first condition indicating that the second game medium is not associated with the user information. In activity A34, the display processing unit 233 displays the acquisition conditions of the specified game medium on the display 4a. For example, if the game medium is equipment, the display processing unit 233 displays the materials of the equipment on the display 4a as the acquisition conditions of the game medium. At this time, the display processing unit 233 displays on the display 4a elements of the acquisition conditions that are satisfied and elements of the acquisition conditions that are not satisfied in a distinguishable manner. The user can specify an element of the acquisition conditions to display details of the element on the display 4a.
[0068] [Activity A35] When the designation of an element of the acquisition condition is acquired, the process proceeds to activity A35, and the display processing unit 233 displays first guidance information corresponding to the designated element on the display 4a. The first guidance information is configured to visually guide the user's operation to display an operation unit for designating the second quest. The second quest is configured to be capable of achieving at least a part of the acquisition condition, which is a condition for associating the designated second game medium with the user information. For example, the second quest is configured to be capable of achieving at least an element of the designated acquisition condition. Specifically, the second quest displays, as candidates for the second quest, candidates for quests that can obtain materials that are insufficient to obtain equipment as the second game medium. The operation unit corresponding to the candidates for the second quest can be implemented by various UIs, such as a button or a slider.
[0069] At this time, the display processing unit 233 may display first visual information that allows a comparison between the granting condition of the first quest that can be achieved using the first game medium and the granting condition of the second quest that can be achieved using the second game medium. With this configuration, it is possible to compare how the granting condition can be achieved by using the second game medium in the progress of the first quest with the case of using the first game medium. Therefore, it is possible to more specifically grasp the advantage of using the second game medium and further increase the incentive to associate the second game medium. The first visual information may be configured to allow a comparison between the number of granting conditions of the first quest that can be achieved using the first game medium and the number of granting conditions of the second quest that can be achieved using the second game medium. Furthermore, the first visual information may be configured to allow a comparison of reward information obtained by using each game medium and the amount of change therein. Furthermore, the first visual information may be configured to allow a qualitative comparison of information related to the comparison results using indirect parameters. For example, the first visual information is configured to be visually recognizable by a histogram, a chart, a numerical value, the number of predetermined objects, or the like.
[0070] The process then proceeds to activity A36, where the control unit 23 accepts a designation of a second quest from the user. The designation is generated by the user operating an operation unit corresponding to each of the second quests. The process then proceeds to activity A6, where the acquisition unit 231 acquires the designation of the second quest accepted in activity A36. The process then proceeds to activity A7, where the display processing unit 233 displays a quest preparation screen IM3 related to the second quest on the display 4a. In this way, by guiding the user from the first quest to the second quest using the first guidance information, it is possible to encourage the user to perform the second quest in order to obtain a second game medium that allows the user to progress more advantageously through the first quest.
[0071] The conditions for generating first guide information related to predetermined game media (particularly unowned game media) through activities A31 to A35 are also referred to as generation conditions. In other words, when a predetermined generation condition is satisfied upon acquiring a designation of a first quest, the display processing unit 233 displays first guide information capable of designating at least one second game medium. The generation conditions include a first condition indicating that the second game medium is not associated with the user information, and a second condition indicating that the second game medium is associated with the first quest such that progressing the first quest using the second game medium allows progress to be made more advantageously for the user information than progressing the first quest using the first game medium.
[0072] [Activity A41] Next, a process when a second operation is accepted in activity A3 will be described. In this case, the process proceeds to activity A41, and the display processing unit 233 displays information about the game medium associated with the user information on the display 4a. Such information includes, for example, information about the player character owned by the user and equipment owned by the user. For example, when the target game medium is equipment, the display processing unit 233 displays an equipment change screen IM8 on the display 4a. The user can specify the game medium through the equipment change screen IM8 or the like, and change the game medium associated with the user information. The game medium specified in this manner is also an example of the second game medium.
[0073] [Activity A43] When the designation of the game medium is acquired, in other words, when the second game medium is designated, the process proceeds to activity A43, and the display processing unit 233 displays the second guide information on the display 4a. The second guide information is configured to visually guide the user's operation to display an operation unit for designating at least one third quest. The third quest is configured to include a grant condition that can be achieved by using the designated second game medium. With this configuration, it is possible to grasp a quest that is advantageous by associating the second game medium from the grant condition that is achieved by associating the second game medium. Therefore, it is possible to increase the incentive for associating the second game medium. The user can designate a third quest corresponding to the second guide information by performing an operation according to the second guide information. Note that the third quest may overlap with or be different from the first quest and the second quest described above.
[0074] [Activity A44] Then, the process proceeds to activity A44, and the control unit 23 accepts the designation of the third quest. Then, the process proceeds to activity A6, and the acquisition unit 231 acquires the designation of the third quest, etc. This allows the user to naturally challenge the third quest, which can be progressed relatively advantageously using the second game medium, thereby improving the interest of the game.
[0075] To summarize the above, an information processing method executed by an information processing system includes the following steps: in the acquisition step, designation of content including at least a first content is acquired, and the designated content is configured to be progressed using a game medium including a first game medium associated with user information; in the display processing step, when a predetermined generation condition is satisfied when the designation of the first content is acquired, first guidance information capable of designating at least one second game medium is displayed, where the generation condition includes a first condition indicating that the second game medium is not associated with the user information and a second condition indicating that the second game medium is associated with the first content such that progressing the first content using the second game medium is advantageous compared to progressing the first content using the first game medium; the first guidance information is configured to visually guide a user's operation to display an operation unit for designating the second content; and the second content is configured to be capable of achieving at least a portion of the acquisition conditions that are conditions for associating the designated second game medium with the user information.
[0076] This configuration encourages the user to associate game contents with the user information in order to more advantageously progress through the first quest, thereby making it possible to increase the interest of the game in terms of associating game contents while encouraging efficient progress through the quest.
[0077] 4. Details of data processing In this section, the details of the information processing outlined in the previous section will be described with reference to the drawings. Note that the screens described below are merely examples and are not limiting.
[0078] <Menu screen IM1> First, an example of the menu screen IM1 displayed in the activity A2 will be described. FIG. 4 is a diagram showing an example of the menu screen IM1. This screen is displayed on the display 4a after a login process is performed in the activity A1, for example. The user moves to various screens through inputs on the menu screen IM1 as a game screen. A gacha button 51, a formation button 52, a quest button 53, and an item button 54 are displayed on the game menu screen IM1 shown in FIG. 4.
[0079] When the gacha button 51 is operated, a game screen in which a gacha lottery is conducted is displayed. When the organization button 52 is operated, a game screen in which character organization is conducted is displayed. When the quest button 53 is operated, a game screen for selecting a quest (in this embodiment, a quest selection screen IM2) is displayed. When the item button 54 is operated, a game screen for performing operations related to the game media, such as using or changing the game media (in this embodiment, an equipment change screen IM8) is displayed. The operation of the quest button 53 corresponds to the first operation in activity A2, and the operation of the item button 54 corresponds to the second operation.
[0080] <Quest selection screen IM2> Next, an example of the quest selection screen IM2 displayed in activity A4 will be described. Fig. 5 is a diagram showing an example of the quest selection screen IM2. The quest selection screen IM2 includes at least one (three in this embodiment) quest selection area 61. Each of the quest selection areas 61 is configured to generate a designation of a corresponding first quest in response to a user operation.
[0081] Control unit 23 accepts the designation of a first quest generated through an operation of quest selection area 61 in activity A4, and acquires the designation of the first quest in activity A6. Quest selection area 61 in this embodiment includes the rank of each first quest (1-1, 1-2, 1-3, etc.), the quest name ("The Crossing of Acorn Mountain", "Elephant and Bunny", etc.), and the completion status of each quest ("Cleared", "Not Cleared", "Not Opened", etc.). Information about open quests (quests that the user cannot challenge at the current stage) is displayed in a different display mode from information about opened quests (quests that the user can challenge at the current stage).
[0082] <Quest preparation screen IM3> After that, the process proceeds to activity A7, and the quest preparation screen IM3 is displayed. Fig. 6 is a diagram showing an example of the quest preparation screen IM3. The quest preparation screen IM3 includes a quest information area 71, a player character area 72, and a quest start button 73.
[0083] The quest information area 71 is an area where information about a specified quest (here, the first quest) is displayed. The quest information area 71 includes enemy character information 711, enemy attribute information 712, a list display button 713, and a condition display button 714.
[0084] Enemy character information 711 shows an overview of the enemy character appearing in the first quest (such as the appearance of a boss character). Enemy attribute information 712 displays information related to the attributes of the enemy character displayed in enemy character information 711. In this embodiment, the enemy character has a lightning attribute, so a lightning-shaped object corresponding to the attribute is displayed around (upper left) enemy character information 711. List display button 713 is a button for displaying a list of enemy characters appearing in the first quest. Operation of list display button 713 corresponds to an enemy display operation in activity A7. Condition display button 714 is a button for displaying the conditions to be granted for the first quest. Operation of condition display button 714 corresponds to a condition display operation in activity A7.
[0085] The player character area 72 is an area where information about the player character used by the user is displayed. The player character area 72 includes player character information 721, player attribute information 722, and equipment information 723.
[0086] The player character information 721 indicates the player character that will participate in the quest, such as the appearance of the player character.
[0087] The player attribute information 722 indicates the attributes of the player character. The attributes of the player character and the attributes of the enemy character are set to have a mutual compatibility. If the attributes of the player character and the attributes of the enemy character have a good compatibility, the attributes are likely to have an advantageous effect on the progress of the quest, such as increasing the damage dealt or decreasing the damage received. On the other hand, if the attributes of the player character and the attributes of the enemy character have a bad compatibility, the attributes are likely to have an unfavorable effect on the progress of the quest, such as decreasing the damage dealt or increasing the damage received.
[0088] The equipment information 723 includes information about equipment to be equipped to the player character. Here, the equipment information 723 displays the equipped weapon (weapon) and equipped protective gear (body and arms) together with their appearances. The user can perform a change operation to change the equipment by operating each of the equipped weapon or equipped protective gear displayed in the equipment information 723.
[0089] The quest start button 73 is a button for starting a first quest using the set player character and its equipment. The operation of the quest start button 73 corresponds to the start operation in activity A7.
[0090] <Granting Conditions Screen IM4> When the condition display button 714 is operated on the quest preparation screen IM3, the display content of the display 4a transitions from the quest preparation screen IM3 to the granted condition screen IM4. Here, an example of the granted condition screen IM4 displayed in the activity A12 will be described. FIG. 7 is a diagram showing an example of the granted condition screen IM4.
[0091] The grant condition screen IM4 is a screen that allows the user to understand the grant conditions corresponding to a specified quest, such as the first quest, and includes information 81 regarding the grant conditions, information 82 regarding the reward multiplier, and information 83 regarding the possibility of achievement.
[0092] The information 81 on the conditions for granting includes the contents of the conditions for granting. Here, the information 81 on the conditions for granting is set as actions for satisfying the conditions for granting, such as "attacking the boss with a character with a weak attribute", "attacking the boss with a weapon of the weak type", "debuffing the defense down of the boss before attacking", "the maximum amount of damage dealt in one hit is XX or more", and "achieving all at the same time", which are actions that will allow the user to progress through the quest advantageously. The conditions for granting are set so that satisfying them will allow the user to easily progress through the quest advantageously.
[0093] The reward multiplier information 82 is information about the manner in which bonus information is granted by satisfying a corresponding granting condition, and here, a multiplier (greater than 1) is set for the basic bonus information. The multiplier for a granting condition that is not recommended to be satisfied may be set to less than 1, thereby reducing the bonus information when the granting condition is satisfied. Examples of granting conditions that are not recommended to be satisfied include conditions that are disadvantageous in progressing through a quest, such as the player character's attributes having an unfavorable affinity with the enemy character's attributes, or the time required to clear a quest exceeding the time limit.
[0094] The information 83 on possibility of achievement indicates the result of identifying the activity A11. For example, the information 83 on possibility of achievement indicates whether each of the granted conditions is achievable or not depending on the setting situation related to the current player character. Here, the information 83 on possibility of achievement displays "Yes" for granted conditions that can be achieved by the current player character and equipment, and displays "No" for granted conditions that cannot be achieved or are difficult to achieve. After that, the display content of the display 4a returns from the granted condition screen IM4 to the quest preparation screen IM3.
[0095] <Quest Progression Screen IM5> When the quest start button 73 is operated, the activities A21 to A23 are processed in sequence. Here, an example of a quest progress screen IM5 displayed during the game processing of the activity A21 will be described. FIG. 8 is a diagram showing an example of the quest progress screen IM5. A first object 91, a second object 92, and a vitality gauge 93 are displayed on the quest progress screen IM5. The first object 91 is an object related to the player character and its equipment. The second object 92 is an object related to an enemy character. The vitality gauge 93 visually indicates information related to the vitality of the enemy character. The user operates the first object 91 to inflict damage on the second object 92 and reduce the vitality gauge, thereby accomplishing the mission of the first quest, which is to defeat the enemy character.
[0096] <Results screen IM6> When the game processing is performed through the quest progress screen IM5 and the end condition is satisfied, the processing of the activity A22 is performed and the result screen IM6 is displayed in the activity A23. Fig. 9 is a diagram showing an example of the result screen IM6. The result screen IM6 includes information 101 on the acquired experience points, information 102 on the granting conditions, information 103 on the reward multiplier, information 104 on the achievement of the granting conditions, information 105 on the acquired value, information 106 on the accumulated value, information 107 on the cumulative accumulated value, and information 108 on the total acquired experience points.
[0097] The information 101 regarding the gained experience points indicates the base value of the benefit information in the first quest. The information 102 regarding the grant conditions indicates the grant conditions in the first quest. The information 103 regarding the reward multiplier indicates the multiplier by which the base value is multiplied when the grant conditions are achieved. In this embodiment, the information 101 regarding the gained experience points, the information 102 regarding the grant conditions, and the information 103 regarding the reward multiplier are the same as the information 81 regarding the grant conditions, the information 82 regarding the reward multiplier, and the information 83 regarding the possibility of achievement, respectively.
[0098] The information 104 regarding the fulfillment of the grant condition indicates whether the grant condition has been fulfilled or not. The information 104 regarding the fulfillment of the grant condition is displayed, for example, as an object indicating "fulfilled" or "not fulfilled."
[0099] The information 105 relating to the acquired value indicates the amount of change in the benefit information resulting from the satisfaction of the granting condition, and is displayed as a column entitled "acquired value."
[0100] The information 106 relating to the accumulated value indicates the benefit information that is newly accumulated because the conditions for granting the benefit were not satisfied in the current quest, and is displayed as a column called "accumulated value."
[0101] The information 107 on the accumulated accumulated value indicates the accumulated value of the bonus information accumulated at the current stage, including the current quest, and is displayed in the "accumulated accumulated value" field. The display manner of the reward condition in the information 82 on the reward multiplier and the information 102 on the bonus condition may differ depending on the value of the accumulated experience value. This makes it easier to understand the bonus condition for which a large amount of bonus information has been accumulated, and encourages the user to prioritize fulfilling the bonus condition.
[0102] Information 108 on the total experience points acquired indicates the sum of the bonus information obtained by the current quest, and is displayed in a column called "total experience points acquired." In this case, since only the condition for granting a reward multiplier of 1.1x, "attacking the boss with a character with a weak attribute," has been achieved, the total experience points acquired is 1.1X, which is 1.1x the acquired experience points (base value) X. After that, the granting unit 232 grants the total experience points acquired to the user information as reward information, and the control unit 23 ends this information processing for the current quest.
[0103] <Compatibility confirmation screen IM7> Next, a compatibility check screen IM7 displayed by an operation on the player character area 72 on the quest preparation screen IM3 will be described. FIG. 10 is a diagram showing an example of the compatibility check screen IM7. The compatibility check screen IM7 is a screen showing the setting status of the user's player character and the compatibility with the enemy character in the first quest. The compatibility check screen IM7 includes enemy character information 111, enemy attribute information 112, compatibility information 113, player character information 114, player attribute information 115, equipment information 116, and a change button 117. The enemy character information 111 and the enemy attribute information 112 are the same as the enemy character information 711 and the enemy attribute information 712, respectively.
[0104] The compatibility information 113 is information about compatibility with enemy characters, including, for example, attribute compatibility and weapon type compatibility. Attribute compatibility includes an advantageous attribute (weakness: fire) and an unfavorable attribute (resistance: water) against the enemy character's attribute. Weapon type compatibility includes an advantageous weapon type (weakness: slashing) and an unfavorable weapon type (resistance: striking) against the enemy character.
[0105] The player character information 114 indicates information (appearance, etc.) about the player character who will participate in the first quest. The player attribute information 115 indicates the attributes of the player character; for example, a fire attribute is displayed by an object showing fire. The equipment information 116 displays information about the equipment (weapon in this case) equipped by the player character. The change button 117 is a button for changing the player character or its equipment. Operating this button corresponds to the change operation.
[0106] <Equipment change screen IM8> As an example, an equipment change screen IM8 that is displayed when an equipment change operation is performed will be described. Fig. 11 is a diagram showing an example of the equipment change screen IM8. The equipment change screen IM8 includes weapon candidate information 121, a non-possessed display 122, an achievement condition tag 123, and a recommendation level display section 124.
[0107] Weapon candidate information 121 shows candidate weapons that can be used in the first quest. The candidate weapons are not limited to those already owned by the user, but also include those not yet owned (not possessed). Not possessed display 122 is visual information showing those weapon candidates shown in weapon candidate information 121 that the user does not possess, and can be implemented, for example, by adding a rectangular frame or color. If a weapon candidate is not possessed, not possessed display 122 is added to the weapon candidate information 121. This allows the user to distinguish between weapons already owned and weapons not yet possessed.
[0108] The achievement condition tag 123 indicates information about the granted condition that can be achieved by equipping the weapon, and is implemented by various tags such as "type" and "skill." For example, the "type" tag indicates that there is an granted condition that can be achieved by a weapon type that is advantageous against enemy characters. Also, the "skill" tag indicates that there is an granted condition that can be achieved by a skill that can be used by equipping the weapon.
[0109] The recommendation level display unit 124 indicates the recommendation level of the weapon to be equipped in performing the first quest. The recommendation level display unit 124 is an example of the first visual information. In this embodiment, the recommendation level display unit 124 indicates the recommendation level based on the number of objects (stars) and their display mode. For example, the display processing unit 233 increases the number of star-shaped objects to be displayed according to the number of grant conditions that can be achieved by equipping the weapon. In addition, the display processing unit 233 changes the display mode of the objects according to the type of grant condition that can be achieved. For example, the display processing unit 233 displays an object corresponding to a grant condition that can be automatically achieved by equipping the weapon in the first mode 124a (white star), and displays an object corresponding to a grant condition that can be achieved, such as by equipping the weapon and performing a predetermined action during the quest, in the second mode 124b (black star). The grant condition that can be automatically achieved by equipping the weapon is, for example, a grant condition that indicates the act of equipping itself, such as equipping a weapon with a weak attribute. An achievable condition may be, for example, a probabilistic achievable condition, such as the amount of damage inflicted on an enemy character, a achievable condition in relation to different types of game media, such as the performance of the player character, or a condition that requires the user to actively take action in a quest using the game media.
[0110] When an owned weapon is specified, the control unit 23 changes the weapon as the game medium in activity A33 to the specified one, and transitions the screen to a compatibility confirmation screen IM7.
[0111] <Equipment Creation Screen IM9> On the other hand, if a weapon that is not yet possessed is specified, the process proceeds to activity A34, and the display processing unit 233 displays an equipment creation screen IM9 to display the acquisition conditions. Fig. 12 is a diagram showing an example of the equipment creation screen IM9. The equipment creation screen IM9 is a screen for creating the specified equipment that is not yet possessed, and includes at least one required material display 131 and a creation button 133.
[0112] The required material display 131 shows information on the required material as an element of the acquisition condition. The element of the acquisition condition can be said to be a necessary condition constituting the acquisition condition. The acquisition condition can also be said to be a necessary and sufficient condition for associating the game medium with the user information. Here, the possessed required material is displayed in the first display 131a, and the unpossessed required material is displayed in the second display 131b. When the required material is designated by operating the cursor C or the like, the first guide information 132 corresponding to the designation is displayed in the equipment creation screen IM9 (lower part) in the activity A34. The first guide information 132 displays information (such as a stage rank and a stage name) on the second quest in which the designated required material can be obtained. The user can designate the corresponding information on the second quest in the first guide information 132 to generate the designation of the second quest. This causes the screen content to transition to a quest preparation screen IM3 related to the second quest.
[0113] In addition, the second quests in which the user can participate and the second quests in which the user cannot participate are displayed in different modes (solid line frame and dashed line frame, etc.). When the user specifies that the user cannot participate in the second quest, the display processing unit 233 may display the participation conditions of the second quest and display new guidance information for satisfying the participation conditions. In addition, when the user specifies that the user cannot participate in the second quest, the control unit 23 may output notification information indicating that the user can participate in the second quest when the participation conditions are satisfied. For example, when the second quest is available for participation for a limited time (for example, only on Mondays), the control unit 23 outputs the notification information when the period arrives. The notification information may be in any mode, such as sound, light, vibration, pop-up, or text information. Thereby, the notification information functions as a reminder, for example, making it easier for the user to immediately participate in the second quest.
[0114] Here, an example of the quest preparation screen IM3, the grant condition screen IM4, and the result screen IM6 when the weapon is changed to an advantageous one according to the equipment change screen IM8 will be described. Note that, among the explanations of the quest preparation screen IM3, the grant condition screen IM4, and the result screen IM6 described here, explanations of the same parts as those before the equipment change described above will be omitted. FIG. 13 is an example of the quest preparation screen IM3 after the equipment change. Here, the weapon shown in the equipment information 723 has been changed to the weapon at the bottom shown on the equipment change screen IM8. FIG. 14 is an example of the grant condition screen IM4 after the equipment change. The grant condition screen IM4 in FIG. 14 shows that the weapon satisfies all of the first quest.
[0115] FIG. 15 is an example of a result screen IM6 showing the result of the first quest using the changed equipment. Here, for convenience of explanation, the acquired experience value (base value) of the quest is written as Y different from X, but X=Y may be used. By using the changed weapon, all the granting conditions are met. As a result, the bonus information is further increased by (reward multiplier-1)×Y for the acquired experience value Y. In addition, among the bonus information accumulated in the previous quest, the bonus information corresponding to the granted condition that was satisfied is further granted to the user information as an accumulated value. As a result, the information 108 on the total acquired experience value displays a value obtained by adding each acquired value of the information 105 on the acquired value and each accumulated value of the information 106 on the accumulated value in addition to the value indicated in the information 101 on the acquired experience value, and the total acquired experience value is granted to the user information. Accordingly, the cumulative accumulated value accumulated until the progress of the previous quest is reset to 0. In this way, the accumulated bonus information is granted all at once when the granting condition is achieved, thereby improving the interest of the content.
[0116] The control unit 23 may change the presentation method when providing the accumulated bonus information by achieving the providing condition, according to the form of the accumulated bonus information. For example, the control unit 23 may execute processing related to a more flashy presentation, such as increasing the number of fireworks or lights as the accumulated bonus information increases, or changing the sound when providing the bonus information. This provides a new presentation for the accumulation of bonus information itself, which makes it easier to give the user a favorable impression of accumulating bonus information.
[0117] <Equipment list screen IM10> On the other hand, when a second operation (operation of the item button 54) is performed on the menu screen IM1, the process proceeds to activity A41, and the equipment list screen IM10 is displayed. Here, the processes of activities A41 to A44 will be described based on the equipment list screen IM10. FIG. 16 is a diagram showing an example of the equipment list screen IM10. The equipment list screen IM10 is a screen for displaying information related to weapons as equipment, and includes a list of owned weapons 141, a selection display 142, and second guidance information 143.
[0118] In the owned weapon list 141, information about weapons owned by the user is displayed in a list form. The user can specify one of the weapons in the owned weapon list 141 by operating the cursor C or the like. The specified weapon is highlighted by a selection display 142. The selection display 142 is configured, for example, to surround the object of the corresponding weapon in the owned weapon list 141. Here, for convenience of explanation, the quest specified in the owned weapon list 141 may be referred to as the third quest.
[0119] When an owned weapon in the owned weapon list 141 is specified, second guide information 143 corresponding to the specified weapon is displayed in a viewable manner together with the owned weapon list 141 (for example, below the owned weapon list 141). The second guide information 143 includes quest information 144, recommendation level information 145, and accumulated value information 146.
[0120] The quest information 144 is information for identifying a third quest, such as the name of the quest and the stage rank, and functions as an operation unit for designating at least one third quest. When the user designates a third quest included in the quest information 144, the designation of the third quest is generated, and the screen transitions to a quest preparation screen IM3 related to the third quest. At this time, the control unit 23 automatically equips the weapon designated in the owned weapon list 141, and then displays the quest preparation screen IM3.
[0121] The recommendation level information 145 indicates information about the grant condition that can be achieved by using the specified weapon, and for example, indicates that the more star objects there are, the more advantageously the grant condition can be achieved. The number of star objects indicates the recommendation level for using the weapon to perform the quest. The display mode of the object may be the same as that of the recommendation level display unit 124.
[0122] The accumulated value information 146 indicates that the quest can be completed with the specified weapon and is implemented by text information such as "accumulated value available". This prevents the accumulated bonus information from being forgotten and remaining accumulated, or from disappearing. In addition, this configuration allows the player to repeat quests completed in the past for a different purpose, so that the interest of the game can be maintained for a longer period of time.
[0123] If the specified third quest is a quest in which the user cannot participate, the control unit 23 may output notification information, etc., in the same manner as described with respect to the equipment creation screen IM9.
[0124] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0125] The display processing unit 233 may display guidance information for guiding the player to a game medium that can achieve an unattainable or difficult-to-achieve grant condition displayed as information 83 on the attainability on the grant condition screen IM4 (for example, an operation of a corresponding object). For example, when the grant condition is based on equipment, the display processing unit 233 may transition the display content of the display 4a from the grant condition screen IM4 to the equipment change screen IM8 in response to the specification. This allows the player to grasp the settings for satisfying a certain grant condition and to easily achieve the grant condition. In particular, in the case of a grant condition for which bonus information has been accumulated, the grant condition can be satisfied early, and the accumulated bonus information can be granted sooner.
[0126] Each guide information such as the first guide information 132, the second guide information 143, etc. is not limited to corresponding to specified equipment, but may correspond to any game medium, such as a player character, a consumable item, or a command such as a skill or spell.
[0127] Each piece of guidance information is not limited to information corresponding to a game medium not associated with the user information, such as an unowned weapon, but may be information corresponding to a game medium associated with the user information, such as an owned weapon, etc. In other words, the generation condition does not have to include the first condition.
[0128] Each piece of guidance information and the processing related thereto do not have to be performed as part of a series of information processing, and each piece may be performed independently.
[0129] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.
[0130] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0131] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0132] In the above embodiment, the information processing device 2 performs various storage and control, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0133] The above-mentioned embodiment may be an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each part of the information processing method. The above-mentioned embodiment may be an information processing method. The information processing method includes each part of the same information processing system. The above-mentioned embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.
[0134] Furthermore, it may be provided in the following aspects:
[0135] (1) An information processing method executed by an information processing system, comprising the following steps: in the acquisition step, designation of content including at least a first content is acquired, and the designated content is configured to be progressed using a game medium including a first game medium associated with user information; in the display processing step, when a predetermined generation condition is satisfied when the designation of the first content is acquired, first guidance information capable of designating at least one second game medium is displayed, wherein the generation condition includes a first condition indicating that the second game medium is not associated with the user information and a second condition indicating that the second game medium is associated with the first content such that progressing through the first content using the second game medium is advantageous compared to progressing through the first content using the first game medium; the first guidance information is configured to visually guide a user's operation to display an operation unit for designating the second content; and the second content is configured to be capable of achieving at least a portion of an acquisition condition that is a condition for associating the designated second game medium with the user information.
[0136] According to this configuration, the user is prompted to associate the game contents with the user information in order to more advantageously progress through the first content, which can increase the interest of the game in terms of associating the game contents while encouraging efficient progress through the content.
[0137] (2) In the information processing method described in (1) above, at least one granting condition is set for each of the first contents, and further, in the granting step, predetermined bonus information is granted to the user information in response to progress through the content using the game medium, the bonus information is granted so as to be advantageous depending on the achievement status of the granting condition, and the second condition includes that the bonus information in the case of progressing through the first content using the second game medium is more advantageous than the bonus information in the case of progressing through the first content using the first game medium.
[0138] According to this configuration, the second game medium is associated with the guide information, so that more advantageous benefit information can be obtained, thereby increasing the incentive to progress through the first content using the second game medium.
[0139] (3) In the information processing method described in (2) above, in the display processing step, a first visual information is displayed that enables a comparison between the grant conditions of the first content that can be achieved using the first game medium and the grant conditions of the second content that can be achieved using the second game medium.
[0140] With this configuration, it is possible to compare how the grant condition can be achieved by using the second game medium to progress through the first content with the case where the first game medium is used, thereby making it possible to more specifically grasp the advantages of using the second game medium and further increase the incentive to associate the second game medium.
[0141] (4) In the information processing method described in (2) or (3) above, in the display processing step, second guidance information is displayed when the second game medium is designated, the second guidance information is configured to visually guide the user's operation to display an operation unit for designating at least one third content, and the third content is configured to include the granting condition that can be achieved by using the designated second game medium.
[0142] According to this configuration, it is possible to grasp the content that is advantageous to associate the second game medium from the grant condition that is achieved by associating the second game medium, thereby increasing the incentive to associate the second game medium.
[0143] (5) An information processing method according to any one of (1) to (4) above, wherein at least one granting condition is set for each of the first contents, and further, in a granting step, predetermined bonus information is granted to the user information in response to progress through the content using the game medium, and the bonus information is granted so as to be advantageous depending on the status of achievement of the granting condition, and further, in an accumulation step, when the first content is progressed in a state in which at least some of the granting conditions cannot be achieved, at least a portion of the bonus information that would be granted if the unachieved granting condition is achieved is accumulated without being granted to the user information.
[0144] With this configuration, for example, even if the bonus information is less favorable for progressing through the first content using the first game medium than for progressing through the first content using the second game medium, the bonus information related to the unfulfilled conditions is accumulated, thereby reducing dissatisfaction with progressing through the first content using the first game medium.
[0145] (6) In the information processing method described in (5) above, in the granting step, when the content is progressed so that the granting condition related to the accumulated bonus information is achieved, at least a portion of the accumulated bonus information is further granted.
[0146] According to this configuration, at least a part of the accumulated benefit information is awarded by achieving the achievable benefit condition again using the second game medium.
[0147] (7) An information processing system consisting of at least one device, the information processing system having at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (6) above.
[0148] According to this configuration, the user is prompted to associate the game contents with the user information in order to more advantageously progress through the first content, which can increase the interest of the game in terms of associating the game contents while encouraging efficient progress through the content.
[0149] (8) A program that causes at least one computer to execute each step of the information processing method according to any one of (1) to (6) above.
[0150] According to this configuration, the user is prompted to associate the game contents with the user information in order to more advantageously progress through the first content, which can increase the interest of the game in terms of associating the game contents while encouraging efficient progress through the content. Of course, this is not the case.
[0151] Finally, various embodiments according to 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 embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0152] 1: Information processing system 2: Information processing equipment 3: Game device 4a: Display 4b: Speaker 4c: Input device 11: Communication Networks 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34: Display section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 51: Gacha button 52: Formation button 53: Quest button 54: Item button 61: Quest selection area 71: Quest Information Area 72: Player character area 73: Quest start button 81: Information 82: Information 83: Information 91: First object 92: Second object 93: Health Gauge 101: Information on experience points gained 102: Information on the conditions for granting 103: Information on reward multipliers 104: Information regarding fulfillment of the conditions for granting 105: Information about acquired value 106: Information about accumulated values 107: Information about accumulated values 108: Information about total experience points gained 111: Enemy character information 112: Enemy attribute information 113: Compatibility information 114: Player character information 115: Player attribute information 116: Equipment Information 117: Change button 121: Weapon candidate information 122: Not owned 123: Achievement condition tag 124: Recommendation level display section 124a: First aspect 124b: Second mode 131: Display of required materials 131a: 1st display 131b: 2nd display 132: 1st guidance information 133: Generate button 141: List of weapons owned 142:Selection display 143:Second guidance information 144: Quest Information 145: Recommendation information 146: Accumulation value information 231: Acquisition Department 232: Granting section 233: Display processing unit 234: Storage unit 711: Enemy character information 712: Enemy attribute information 713: List display button 714: Condition display button 721: Player character information 722: Player attribute information 723: Equipment information C: Cursor IM1: Menu screen IM2: Quest selection screen IM3: Quest preparation screen IM4: Grant conditions screen IM5: Quest progress screen IM6:Results screen IM7: Compatibility check screen IM8: Equipment change screen IM9: Equipment creation screen IM10: Equipment list screen
Claims
1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the obtaining step, a designation of content including at least the first content is obtained; The designated content is configured to be progressed using a game medium including a first game medium associated with user information; In the display processing step, when a predetermined generation condition is satisfied in the case where the designation of the first content is acquired, first guide information capable of designating at least one second game medium is displayed, wherein: The generating conditions are: a first condition indicating that the second game medium is not associated with the user information; a second condition indicating that the first content is associated with the second game medium such that progressing through the first content using the second game medium is more advantageous than progressing through the first content using the first game medium; the first guide information is configured to visually guide a user's operation to display an operation unit for designating the second content, the second content is configured to be capable of achieving at least a part of an acquisition condition that is a condition for associating the designated second game medium with the user information; Information processing methods.
2. 2. The information processing method according to claim 1, At least one condition is set for each of the first contents; Furthermore, in the granting step, predetermined bonus information is granted to the user information in response to progress of the content using the game medium, and the bonus information is granted so as to be advantageous in response to achievement of the granting condition. the second condition includes that the benefit information in a case where the first content is progressed using the second game medium is more advantageous than the benefit information in a case where the first content is progressed using the first game medium; Information processing methods.
3. 3. The information processing method according to claim 2, In the display processing step, first visual information is displayed that allows a comparison between a grant condition of the first content that can be achieved by using the first game medium and a grant condition of the second content that can be achieved by using the second game medium. Information processing methods.
4. 3. The information processing method according to claim 2, In the display processing step, when the second game medium is designated, second guide information is displayed; the second guide information is configured to visually guide the user's operation to display an operation unit for designating at least one third content, the third content is configured to include the grant condition that can be achieved by using the designated second game medium; Information processing methods.
5. 2. The information processing method according to claim 1, At least one condition is set for each of the first contents; Furthermore, in the granting step, predetermined bonus information is granted to the user information in response to progress of the content using the game medium, and the bonus information is granted so as to be advantageous in response to achievement of the granting condition. Furthermore, in the storing step, when the first content is progressed in a state where at least a part of the granting condition is not achieved, at least a part of the privilege information that is to be granted when the unsatisfied granting condition is achieved is stored without being provided to the user information. Information processing methods.
6. 6. The information processing method according to claim 5, In the providing step, when the content is progressed so that the providing condition related to the accumulated privilege information is achieved, at least a part of the accumulated privilege information is provided. Information processing methods.
7. An information processing system comprising at least one device, The information processing method according to any one of claims 1 to 6, further comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 6. Information processing system.
8. A program, A program for causing at least one computer to execute each step of the information processing method according to any one of claims 1 to 6.
Citation Information
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