Information processing apparatus, information processing method, and program

The information processing device enhances player engagement in online games by selecting and rewarding players for completing limited-time quests, using a system that accumulates and grants rewards based on quest completion, thereby maintaining motivation.

JP2025010286AActive Publication Date: 2025-01-20MIXI INC
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Patent Information

Application Number
JP2024189981
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-29
Publication Date
2025-01-20
Estimated Expiration
2040-09-04

AI Technical Summary

Technical Problem

Players in online games may become bored from repeatedly playing the same quests, especially when they are limited-time quests, leading to a decrease in motivation to continue playing.

Method used

An information processing device and method that selects specific quests for players within a predetermined period, granting rewards based on the total value of a parameter (rack value) accumulated from clearing these quests, including normal and special rewards, and allowing for additional or extended playtime slots.

Benefits of technology

Maintains player engagement by providing incentives through rewards and flexible playtime, encouraging repeated play of limited-time quests.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing apparatus, information processing method and program allowing players to repetitively play a plurality of quests being playable for a limited time only.SOLUTION: An information processing apparatus according to the present invention includes a first assignment part that, each time a specific quest is cleared, assigns to an object player, an object corresponding to the specific quest that the object player has cleared, out of a plurality of specific quests whose playable time zone is set to within a prescribed period, and a second assignment section that assigns a reward to the object player when a total value of prescribed parameters of objects having been assigned to the object player each time the specific quest is cleared, reaches a condition value within the prescribed period.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] In games played using a computer, such as video games, a player may repeatedly play a certain stage (quest) for the purpose of developing a character that the player controls (see, for example, Patent Document 1). However, playing the same quest repeatedly requires time and effort, and there is a risk that the player will become bored. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2000-254347 A Summary of the Invention [Problem to be solved by the invention]

[0004] In addition, as part of a game plan in which playable quests can be added or updated through version upgrades, etc., like in an online game, certain quests may be made available for a limited time.

[0005] During the period of the above-mentioned project, it is desired that the player repeatedly plays the specific quest, but as mentioned above, there is a risk that the player will become bored by playing the same quest repeatedly, so it is necessary to maintain the player's motivation to repeatedly play the specific quest. One solution to this problem is, for example, to prepare multiple specific quests that can be played within a certain period of time and enrich the content of the quests by changing the characters that appear for each quest. After taking such measures, there is a need for a means and method that can more effectively encourage the player to repeatedly play the specific quest.

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that enable a player to repeatedly play a plurality of quests that are playable for a limited time. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention is characterized in having a first granting unit that grants to a target player an object corresponding to a specific quest that the target player has cleared, among a plurality of specific quests whose playable time periods are set within a predetermined period, each time the specific quest is cleared, and a second granting unit that grants a reward to the target player when the total value of predetermined parameters of the object granted to the target player each time the specific quest is cleared reaches a condition value within the predetermined period. Effect of the Invention

[0008] According to one aspect of the present invention, it is possible to provide an information processing device, an information processing method, and a program that can effectively maintain a player's motivation to repeatedly play multiple specific quests that are available for a limited time. [Brief description of the drawings]

[0009] [Figure 1] FIG. 13 is a diagram showing an example of a screen in which a quest is being played within a game. [Diagram 2] FIG. 13 is an explanatory diagram of an object that is granted upon clearing a specific quest. [Diagram 3] This is a diagram showing the aggregated and total values ​​of the object luck values ​​granted by clearing a specific quest. [Figure 4] A diagram showing the time periods during which each of a number of specific quests can be played during a day during the quest period. [Diagram 5] FIG. 13 is an explanatory diagram for adding and extending playable time periods. [Figure 6] 1 is a conceptual diagram showing an information processing device and a peripheral device according to an embodiment of the present invention; [Figure 7] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 8] FIG. 2 is a diagram showing a home screen as an example of a game screen. [Figure 9] FIG. 13 is a diagram showing a specific quest progress screen as an example of a game screen. [Figure 10] FIG. 13 is a diagram showing a special reward list screen as an example of a game screen. [Figure 11] FIG. 11 is a diagram showing a portion of player information. [Figure 12] FIG. 13 is a diagram showing a situation in which a predetermined parameter of a certain type of object has reached an upper limit value and then a new object of the same type is added. [Figure 13] FIG. 1 is a diagram showing an example of an information processing flow according to one embodiment of the present invention (part 1). [Figure 14] FIG. 2 is a diagram showing an example of an information processing flow according to one embodiment of the present invention (part 2). [Figure 15] FIG. 13 is a diagram showing a flow of a determination flow. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An information processing device, an information processing method, and a program according to the present invention will be described below with reference to a preferred embodiment (hereinafter, referred to as the present embodiment) shown in the accompanying drawings. The embodiment described below is merely one of the specific examples given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. In addition, the present invention naturally includes its equivalents. In addition, the screen examples shown in the drawings referenced in the following description are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.

[0011] [About the game according to this embodiment] Prior to describing the information processing device according to this embodiment, a specific game (hereinafter simply referred to as a "game") that can be played through the information processing device will be described.

[0012] A game is content that a player plays by operating a game play terminal while viewing a game screen on the terminal, and in this embodiment, it is an online game that uses data communication. Here, online games may include, for example, social games that can be used with only a web browser and an SNS (Social Networking Service) account.

[0013] In this embodiment, a player can play the game alone, and can also play the game together with other players. That is, the game is a cooperative play compatible game (a so-called multiplayer game) in which multiple players can play the game together by operating their own terminals.

[0014] Within the game, players play game units called quests. A quest is played with the objective of clearing it (satisfying the conditions for achievement). In this embodiment, multiple quests are set, and the content (e.g., difficulty level, enemy characters that appear, etc.) varies for each quest. In the case of solo play, one player plays a quest, and in the case of cooperative play, multiple players play the same quest together.

[0015] Furthermore, players can obtain and possess objects in the game, and can use the possessed objects. An "object" is a game medium such as characters and items that appear in the game. Examples of a "character" include living things such as people, animals, and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as monsters, and other characters similar to these. An "item" is a material that is used by a player in the game to help or hinder the player, and also includes items that are used as currency in the game and can be exchanged for other items or characters (in-game currency).

[0016] Objects possessed by a player (possessed objects) can be used by the player. Using possessed objects means playing quests using possessed objects, and consuming possessed objects to improve the parameters of one possessed object, such as strengthening or evolving, which will be described later.

[0017] Characters as possessed objects (possessed characters) are used by the player when playing quests. More specifically, the player edits a deck using possessed characters as shown in FIG. 1, and operates the objects in the deck to play each quest, specifically, defeating enemy characters that appear in each quest. A "deck" is a character group formed by selecting a predetermined number of characters (three in the case shown in FIG. 1) from among the characters possessed by the player. In addition, the player can possess multiple possessed characters of the same type, and in that case, possessed characters of the same type can be selected when editing the deck to play a quest.

[0018] Furthermore, players can sell their owned characters in the game. Selling means that the player loses the right to use the owned character in exchange for obtaining in-game currency. The right to use is the right to use the owned character in the game, and only the owned character with the right to use can be used in quest play (i.e., added to the deck), and can also be used as a material character when strengthening, which will be described later.

[0019] Furthermore, parameters indicating abilities and attributes, such as level, skill value, power (stamina), and luck value, are set for each possessed character. These parameters increase or decrease as the player progresses through the game, and can be changed, for example, by strengthening. Strengthening is an in-game effect in which multiple possessed characters are combined to increase the parameters of one possessed character (hereinafter referred to as a "base character"), and is usually performed based on the player's instructions. Through strengthening, the parameters of the base character increase according to the parameters of the other possessed characters (hereinafter referred to as material characters) combined with the base character.

[0020] In this embodiment, the characters that can be combined for strengthening are characters that are related to each other, for example, a base character and a character of the same type as the base character. Note that, among the multiple possessed characters used for strengthening, the use rights of the material character combined with the base character are lost after the strengthening is performed.

[0021] Furthermore, some of the possessed characters may be transformed into a different type of character through effects such as evolution. The transformed character, i.e., a character derived from the possessed character before the transformation (hereinafter referred to as a "derived character"), has different parameters from the time before the transformation, and its appearance also changes from its appearance before the transformation. The transformation of a possessed character into a derived character (i.e., effects such as evolution) is usually carried out based on the player's instructions, and the derived character is added as a new character possessed by the player.

[0022] In this embodiment, the rack value of the parameters of the possessed character before the change is carried over to the derived character after the change. In other words, the rack value does not change due to the evolution of the possessed character, and the rack value of the derived character immediately after the change is the same as the rack value of the possessed character before the change. Also, when strengthening a derived character as a base character, a character of the same type as the derived character, or the character before the change of the derived character, is used as a material character.

[0023] Among the above parameters, the luck value corresponds to an example of the "predetermined parameter" of the present invention, and the higher the luck value of a possessed character, the easier it is to obtain benefits in the game. Specifically, in the game, a reward is given to a player who clears a quest. The reward is an object that the player can use in the game, such as a character and an item. The items given as reward include in-game currency, which includes in-game currency necessary to carry out a predetermined event in the game, and events that can be carried out using the in-game currency include lottery events where characters and the like can be obtained.

[0024] In this embodiment, rewards include normal rewards and special rewards. The normal reward is a reward that is normally obtained by clearing a quest, and with a certain probability, a character corresponding to the cleared quest, specifically, an enemy character that appears in the quest (more specifically, a boss character that appears at the end of the quest, etc.) is included in the normal reward. The number of regular rewards awarded is determined by the luck value of the characters that make up the deck used to clear the quest; normally it is a set number (for example, 1), but the higher the luck value, the easier it is to obtain a number of regular rewards greater than the set number (for example, 2).

[0025] The number of normal rewards may depend on factors other than the luck value of the possessed characters that compose the deck, and may be determined based on, for example, whether an item that increases the number of normal rewards is used, the clearing speed of the quest (the time required to clear the quest), and whether the quest is cleared for the first time. Also, even for the same quest, the number of normal rewards may be different depending on whether the quest is cleared by one player playing alone or by multiple players playing together.

[0026] A special reward corresponds to an example of a "reward" of the present invention, and is, for example, a character or item that is set to have a lower probability of acquisition than a normal reward, and specifically, an item that is necessary to participate in the aforementioned lottery event and is of higher value than usual (for example, an item the number of which is set to be less than usual and is required to participate in one lottery event).

[0027] In this embodiment, the special reward is obtained when the total value of the luck values ​​of the specific characters reaches a condition value. The specific character is an object (e.g., an enemy character that appears in a specific quest) corresponding to the specific quest, and is given as a normal reward, for example, when the specific quest is cleared. The specific quest is a quest that can be played for a limited time, and is added as a quest in the game by updating the game version, for example, during a period set for the purpose of promoting the playing of the specific quest (hereinafter referred to as a "quest holding period"). In this embodiment, multiple specific quests are prepared, and the contents are different for each quest, and in particular, the type of specific character given as a normal reward when cleared is different.

[0028] The number of specific quests is not particularly limited, but the following will explain an example in which three specific quests (hereinafter referred to as "specific quests A, B, and C") are playable for a limited time. In the following explanation, characters that are granted when a quest other than a specific quest is cleared among the characters possessed by the player, that is, characters possessed other than the specific characters (corresponding to other objects), will be called "general characters."

[0029] By clearing each of the specific quests A, B, and C, the player can obtain a specific character (hereinafter referred to as "specific character a, b, and c") corresponding to each specific quest as a normal reward, as shown in FIG. 2. In addition, the player can increase the number of specific characters a, b, and c owned by repeatedly playing and clearing each specific quest. In other words, a player who clears a specific quest multiple times is granted an object corresponding to that specific quest each time the specific quest is cleared.

[0030] As described above, the player can own multiple copies of each of the specific characters a, b, and c, and can sell the specific characters a, b, and c that the player owns. Furthermore, the player can change each of the specific characters a, b, and c into a derived character by evolving them, etc.

[0031] Furthermore, a player can increase the luck value of a base character by strengthening one of the specific characters (corresponding to "one object") that the player possesses, or a derived character derived from that specific character, as the base character.

[0032] In this embodiment, the luck value of a possessed character has an upper limit, and for a character whose luck value has reached the upper limit, the luck value will not increase even if the character is strengthened after that. Also, in this embodiment, a player can possess multiple characters of the same type as a character whose luck value has reached the upper limit at the same time (see FIG. 12). The upper limit of the rack value is not particularly limited, but the following description will be given taking as an example a case where the upper limit of the rack value is "99".

[0033] Furthermore, during the quest period (strictly speaking, during the quest play period described below), if a specific quest is cleared using a specific character or derived character whose luck value has reached the upper limit, the player will be awarded a greater number of regular rewards than if the same specific quest was cleared using a general character whose luck value has reached the upper limit.

[0034] Then, when the total of the luck values ​​of the specific characters a, b, and c (strictly speaking, including the characters derived from each specific character) owned by the player reaches the condition value, the player is given a special reward. Here, the total of the luck values ​​is the sum of all the luck values ​​of the specific characters given to the player each time a specific quest is cleared, and the more times a specific quest is cleared (in other words, the more specific characters owned), the larger the total of the luck values ​​becomes. In the case shown in FIG. 3, the total of the luck values ​​is 30.

[0035] In this embodiment, "all specific characters granted to the player" that are the subject of the calculation include specific characters that the player previously possessed but for which the player no longer has the right to use them due to selling or strengthening.

[0036] In this embodiment, a plurality of mutually different condition values ​​are set, and a special reward is set for each condition value (see FIG. 10). Each time the total value of the luck values ​​of the specific characters a, b, and c owned by the player reaches each condition value, the player is given a special reward corresponding to the reached condition value.

[0037] Taking the above into consideration, it is preferable that the quest period be set to a period sufficient for a player of the game to repeatedly play each of the specific quests A, B, and C, for example, one to several days, one to several weeks, one to several months, or one to several years.

[0038] In this embodiment, each of the multiple specific quests A, B, and C has multiple pre-defined time periods (hereinafter referred to as "specified time periods") during the quest period during which the quest can be played, and the specified time periods for each specific quest are different from one another.

[0039] Explaining with reference to Fig. 4, each of the multiple specified time periods set for each specific quest lasts from one hour to several hours, and as shown in Fig. 4, the specific quest that reaches the specified time period changes throughout the day, for example, switching periodically in the order of specific quests A, B, C. Also, as shown in Fig. 4, the specified time periods of each of the multiple specific quests A, B, C are set so that there is no overlap between the specific quests. In other words, in principle, during the specified time period of a certain specific quest (e.g., specific quest A), only that specific quest can be played, and other specific quests (e.g., specific quests B and C) cannot be played.

[0040] In this embodiment, the player can register as a play reservation quest any or all of the multiple specific quests A, B, and C. When a specific quest is registered as a play reservation quest, the player who made the play reservation is notified that the registered specific quest is currently available for play when the specified time period for that specific quest arrives.

[0041] On the other hand, in this embodiment, the playable time period of each specific quest can be changed from the prescribed time period by two exceptional measures. The first measure is an additional measure that adds a playable time period of a specific quest to a time period other than the prescribed time period. According to the additional measure, as shown in the upper diagram of FIG. 5, a time period during which a specific quest (e.g., specific quest A) can be played can be added for one to several hours within a certain time period (e.g., within 24 hours) from the end of the prescribed time period of the specific quest. The second measure is an extension measure that extends the playable time period of a specific quest. According to the extension measure, as shown in the lower diagram of FIG. 5, the playable time period of a specific quest (e.g., specific quest A) can be extended by one to 24 hours from the end of the prescribed time period.

[0042] The above two exceptional measures (i.e., additional measures and extension measures) are both executed by the player's instructions. To be more specific, the player uses a predetermined instruction item in the game to instruct the additional measure or extension measure, and selects the specific quest to which the instructed measure is to be applied. As a result, the playable time period for the specific quest selected by the player is added or extended.

[0043] As described above, in this embodiment, the multiple specific quests A, B, and C can be played not only during the specified time periods during the quest period, but also during the time periods added or extended by the above-mentioned exceptional measures. Hereinafter, the period that takes into account the added or extended playable time periods during the quest period, i.e., the entire period during which the multiple specific quests A, B, and C can be played, will be referred to as the "quest playable period." This quest playable period corresponds to the "predetermined period" of the present invention. The start of the quest playable period coincides with the start of the quest period, and the end of the quest playable period is delayed from the end of the quest period by the time period added by the above-mentioned additional measures.

[0044] In this embodiment, the player can repeatedly play multiple specific quests A, B, and C during the quest play period, and each time a specific quest is cleared, the player can obtain a specific character corresponding to the cleared specific quest. When the total luck value of the specific characters a, b, and c owned by the player reaches a condition value during the quest play period, the player is given a special reward.

[0045] [About the information processing device and peripheral devices of this embodiment] Next, an information processing device according to this embodiment and its peripheral devices will be described with reference to Fig. 6. In the following description, for convenience of explanation, attention will be focused on one of the players of the game, and this player will be referred to as the "target player".

[0046] The target player has a terminal for playing the game (hereinafter, referred to as the operation terminal 12). Note that, although only the operation terminal 12 of the target player is illustrated in Fig. 6, in reality, the number of operation terminals 12 will be according to the number of players of the game.

[0047] The operation terminal 12 is a client terminal, and specifically, is configured by a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of inputting information, a wearable terminal, or the like. The operation terminal 12 is communicably connected to the server 10 via a communication network 14 as shown in Fig. 6. The communication network 14 is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like.

[0048] The server 10 is an example of the "information processing device" of the present invention, and is a computer that executes various information processes related to the game progress, such as generating and transmitting / receiving data necessary for the game progress, and more specifically, is an SNS server in this embodiment. The server 10 may be composed of one computer, or may be composed of multiple computers distributed in parallel. The server 10 may also be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to the game progress (excluding input and display of information) are executed by the server 10, so that the operation terminal 12 only needs to input information to be handed over to the server 10 and display information distributed from the server 10.

[0049] 6, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The processor 21 may be configured by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0050] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).

[0051] Storage24 offers a wide range of storage media including flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD The storage 24 may be configured by a Compact Disc (CD), a Digital Versatile Disc (DVD), a Secure Digital card (SD card), a Universal Serial Bus memory (USB memory), or the like. The storage 24 may be built into the server 10, or may be attached to the server body in an external format. The storage 24 may be configured by an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.

[0052] In addition, a program for an operating system (OS) and an information processing program for game progress are installed as software in the server 10. These programs correspond to the "programs" of the present invention, and are executed by the processor 21 to cause the server 10 to function as the information processing device of the present invention.

[0053] Specifically, by executing the above program, the server 10 accepts the operation of the target player via the target player's operation terminal 12, generates data for progressing the game according to the accepted operation, and transmits the generated data to the target player's operation terminal 12. The server 10 also manages the game play history of the target player, and in particular, during a quest playable period, manages the number of times each of multiple specific quests A, B, and C has been cleared, the number of specific characters a, b, and c possessed that have been granted by clearing specific quests, and the total value of the luck values ​​of the granted specific characters a, b, and c, etc.

[0054] The above-mentioned program may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.

[0055] [Functions of the information processing device according to this embodiment] 7, the server 10 has a reception unit 31, a game progression unit 32, a screen display unit 33, a memory unit 34, a parameter determination unit 35, a parameter change unit 36, an authority management unit 37, a recommendation unit 38, a reward granting unit 39, and a time zone change unit 40. Of these functional units, the memory unit 34 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between various hardware devices constituting the server 10 and programs installed in the server 10. Each functional unit will be described in detail below.

[0056] (Reception Department) The reception unit 31 receives operations for progressing the game performed by the target player through the operation terminal 12 by communicating with the operation terminal 12, and more specifically, receives data indicating the operation contents from the operation terminal 12. The operations of the target player received by the reception unit 31 include, in addition to operations performed while playing a quest (i.e., operations to progress through the quest with the aim of clearing it), various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the target player at each scene during the game.

[0057] In this embodiment, the reception unit 31 receives, for example, an operation to select a quest to play, an operation to instruct the strengthening of a possessed character, an operation to instruct the use of a possessed item, an operation to instruct the sale of a possessed character, an operation to request a change of display screen, and an operation to register a quest to be reserved for play.

[0058] (Game progression section and screen display section) The game progression unit 32 executes information processing to progress the game in accordance with the operation of the target player accepted by the acceptance unit 31. The screen display unit 33 displays a screen (game screen) reflecting the results of the information processing by the game progression unit 32 on the operation terminal 12 of the target player. In this embodiment, the screens that the screen display unit 33 displays on the operation terminal 12 of the target player include, in addition to the quest play screen already shown in FIG. 1, a home screen G1 shown in FIG. 8, a specific quest progress screen G2 shown in FIG. 9, and a special reward list screen G3 shown in FIG. 10, etc. Each display screen will be explained in detail later.

[0059] (Storage part) The memory unit 34 stores various information necessary for playing the game, and includes a player information memory unit 51, a character information memory unit 52, an item information memory unit 53, a possessed character information memory unit 54, a quest information memory unit 55, and a time zone information memory unit 56, as shown in FIG. 7.

[0060] The player information storage unit 51 stores information about the game play history of the target player. The information stored in the player information storage unit 51 includes, for each player of the game including the target player, the player name or identification information (ID), login password, last login date and time, total game play time, average time period during which the game is played in one day, identification information of characters that have been given so far, and identification information and number of items owned.

[0061] In addition to the above information, during the quest playable period, for each of a plurality of specific quests A, B, and C, the number of plays, the play time, the number of clears, the number of specific characters granted so far and the luck value of each specific character, the average time required to clear and the shortest time, the constituent characters of the deck used when clearing in the shortest time, and the total luck value are stored in the player information storage unit 51 for each player, as shown in Fig. 11. Furthermore, in the player information storage unit 51, whether or not each special reward set for each condition value has been granted (i.e., whether or not it has been acquired) is stored for each player, as shown in Fig. 11.

[0062] The character information storage unit 52 stores, for each character that can be obtained by clearing a quest, the name, appearance (image), initial and upper limit values ​​of parameters, and in the case of a derived character being transformed into a derived character through evolution or the like, the appearance and initial and upper limit values ​​of parameters of the derived character, as well as the acquisition probability, etc., linked to the character identification information. The item information storage unit 53 stores, for each item in the game, the item name, effect when used, acquisition probability, etc., linked to the item identification information.

[0063] The owned character information storage unit 54 stores, for each of the characters owned by each player, the current values ​​of parameters including the luck value, whether the luck value has reached the upper limit, whether the character has been transformed into a derived character through evolution, etc., and whether or not the user has authority to use the character, in association with the player's identification ID and the character's identification information.

[0064] The quest information storage unit 55 stores, for quests that can be played in the game, the characteristics of the quest when played (for example, the enemy characters that appear and the difficulty level), the characters or items awarded as a reward (normal reward) upon completion, and the number of players who have completed the quest and the like, linked to the quest's identification information. In addition to the above information, during the quest playable period, a specified time period that is predefined as a playable time period for each of the multiple specific quests A, B, and C is stored in the quest information storage unit 55 for each specific quest.

[0065] The time zone information storage unit 56 stores, for a quest with a restricted playable time zone, such as a specific quest, the playable time zone that has been changed by addition, extension, etc., in association with the identification information of the player to whom the changed time zone applies.

[0066] (Parameter determination section) The parameter determination unit 35 determines the parameters of a character to be given as a normal reward to a player who clears a quest, and in this embodiment, determines the luck value of a specific character to be given to a player who clears a special quest.

[0067] In this embodiment, the parameter determination unit 35 determines the rack value of the specific character within a predetermined numerical range (for example, a range of 1 to 5). The rack value determined by the parameter determination unit 35 may be changed for each specific character, or may be a fixed value. When changing the rack value for each specific character, the parameter determination unit 35 may determine the rack value of the specific character to be given based on information stored in the storage unit 34, particularly player information stored in the player information storage unit 51 (for example, information related to the play history of the target player).

[0068] Specifically, the parameter determination unit 35 can determine the luck value of a specific character to be given when the target player clears a specific quest within a predetermined numerical range according to the number of times the target player clears the specific quest, and for example, the more times the specific quest is cleared, the higher the luck value may be determined. Here, the number of times the quest is cleared may be the number of times the specific quest is cleared in one of a plurality of specified time periods (for example, one hour to several hours) set for each specific quest during the quest holding period. In other words, the parameter determination unit 35 can determine the luck value of a specific character to be given when the target player clears a specific quest within a predetermined numerical range according to the number of times the target player clears the specific quest within one specified time period, and for example, the more times the specific quest is cleared, the higher the luck value may be determined.

[0069] There are other possible procedures for determining the luck value, and the parameter determination unit 35 sets a weight for each specific quest based on the time period during which the target player plays the specific quest in one day and the specified time period specified for each of the multiple specific quests A, B, and C. Here, the time period during which the target player plays the specific quest in one day may be an average time period statistically calculated from the track record of the time periods during which the target player has played the specific quest so far. The weight may be determined based on the degree of agreement between the specified time period of the specific quest and the time period during which the target player plays the specific quest, and for example, the weight may be increased as the degree of agreement decreases. The parameter determination unit 35 can then determine the luck value of a specific character to be granted when the target player clears a specific quest, within a predetermined numerical range, according to the weight of the specific quest; for example, the greater the weight, the greater the luck value may be determined to be.

[0070] Alternatively, the parameter determination unit 35 may determine the luck value of a specific character to be given when the target player clears a specific quest, within a predetermined numerical range, according to the time period in which the specific quest is played. For example, the parameter determination unit may determine a higher luck value when the specific quest is played in a time period that is changed from the specified time period by the above-mentioned additional measure or extension measure, compared to the luck value when the same specific quest is played within the specified time period.

[0071] Alternatively, the parameter determination unit 35 may determine the luck value of a specific character to be granted when the target player clears a specific quest within a predetermined numerical range, depending on the relationship between the target player's last login and the quest period. For example, assume that the target player last logged in before the quest period and the target player logged in for the first time in a long time near the end of the quest period (specifically, on the last day of the period, etc.). In this case, it becomes difficult for the target player to repeatedly clear specific quests until the total value of the luck values ​​of the specific characters reaches the upper limit value. Taking this into consideration, in the above-mentioned situation, the parameter determination unit 35 may determine the luck value of a specific character to be granted when the target player clears a certain specific quest to be a value larger than the luck value of a specific character to be granted when another player clears the same quest.

[0072] (Parameter change section) When the target player instructs to strengthen the character possessed by the target player, the parameter modification unit 36 ​​modifies the parameters of the possessed character selected as the base character. For example, when the target player selects one specific character (corresponding to one object) or a derived character (corresponding to a derived object) derived from the one specific character as the base character, and selects a material character of the same type as the one specific character, the parameter modification unit 36 ​​combines these characters and increases the rack value of the base character according to the rack value of the material character. At this time, parameters other than the rack value of the base character are also increased in the same manner. Note that parameters that have already reached the upper limit value will not increase even if strengthening is performed, and will remain at the upper limit value. Then, the parameter change unit 36 ​​updates the parameters of the base character, among the information on the possessed character of the target player stored in the possessed character information storage unit 54 of the storage unit 34, to the increased (strengthened) parameters.

[0073] (Authority Management Department) The authority management unit 37, based on an instruction from the target player, revokes the authority to use the characters possessed by the target player, including the specific character granted to the target player. Specifically, when the target player instructs to sell a possessed character, the authority management unit 37 revokes the authority to use the character to be sold. Also, when the target player instructs to strengthen a possessed character, the authority management unit 37 revokes the authority to use the possessed character used as a material character in the strengthening. It should be noted that the authority management unit 37 updates the status of the possessed character, for which the authority to use has been lost, stored in the possessed character information storage unit 54 from "authorized" to "not authorized."

[0074] (Recommended section) The recommendation unit 38 selects a recommended quest from among the multiple specific quests at each point during the quest period, and recommends the selected recommended quest to the target player. In this embodiment, the recommendation unit 38 counts the luck values ​​of the specific characters granted to the target player by character type at each point during the quest period. For example, in the case shown in FIG. 3, the count value of the luck value of the specific character a is 8, the count value of the luck value of the specific character b is 7, and the count value of the luck value of the specific character c is 15.

[0075] Then, the recommendation unit 38 sets the specific quest corresponding to the specific character with the smaller tally at that time, specifically, the specific quest corresponding to the type of specific character with the smallest tally, as the recommended quest. In the case of Figure 3, specific quest B corresponding to specific character b is set as the recommended quest.

[0076] Other procedures for setting recommended quests are also possible. For example, the recommendation unit 38 reads out the player information of the target player stored in the player information storage unit 51, and for each of a plurality of specific quests, identifies the time required for the target player to complete the specific quest, specifically the shortest time required (shortest clearing time). In this case, the recommendation unit 38 can set the specific quest with the shortest shortest clearing time, specifically the specific quest with the shortest shortest clearing time, as the recommended quest. In such a setting procedure, the recommendation unit 38 may identify the deck used by the target player when completing the quest set as the recommended quest (i.e., the specific quest with the shortest shortest clearing time) from the player information of the target player, and recommend the identified deck as a recommended deck together with the recommended quest.

[0077] Alternatively, the recommendation unit 38 reads out player information of multiple players including the target player from the player information storage unit 51, and tallies up the number of times each of the multiple players has cleared each of the multiple specific quests for each specific quest. In this case, the recommendation unit 38 can set the specific quest with the larger total value, for example the specific quest with the largest total value (i.e. the specific quest cleared the most by the multiple players), as the recommended quest.

[0078] Alternatively, the recommendation unit 38 reads information about the characters possessed by the target player stored in the possessed character information storage unit 54, and identifies whether or not there is a character whose luck value has reached the upper limit for each of the multiple specific characters a, b, and c given to the target player. In this case, the recommendation unit 38 can set a specific quest corresponding to a specific character whose luck value has not yet reached the upper limit as a recommended quest.

[0079] (Reward Granting Department) The reward granting unit 39 grants a predetermined reward to a target player when the target player satisfies a reward granting condition in the game. The reward granting unit 39 of this embodiment includes a first granting unit 61 and a second granting unit 62, as shown in FIG.

[0080] <First granting part> The first granting unit 61 grants a normal reward to the target player when the target player clears a quest. Also, when the target player repeatedly plays and clears each of multiple specific quests A, B, and C during a quest playable period, the first granting unit 61 grants the target player a normal reward including at least a specific character corresponding to the specific quest cleared by the target player each time the specific quest is cleared.

[0081] In this embodiment, the first granting unit 61 determines the number of normal rewards to be granted to a target player who has cleared a quest according to the luck value of the character used to play the quest (specifically, the possessed character added to the deck). To explain by way of example, assume that the target player clears a specific quest using one specific character or a derived character derived from the specific character during a period in which the quest can be played. In this case, the first granting unit 61 increases the number of normal rewards according to a probability according to the luck value of the specific character or the derived character, and grants the target player that number of normal rewards.

[0082] In this embodiment, when the target player clears a specific quest corresponding to a specific character after the luck value of one specific character or a derived character derived from the specific character reaches the upper limit, the first granting unit 61 grants a new specific character of the same type as the specific character to the target player. For example, when the target player clears a new specific quest A after the luck value of one of the specific characters a possessed by the target player reaches the upper limit, a new specific character a (specific character a surrounded by a dashed rectangular frame in FIG. 12) is granted to the target player.

[0083] Furthermore, in this embodiment, during the quest playable period, the number of normal rewards obtained by clearing a specific quest using one specific character or its derived character whose luck value has reached the upper limit will be greater than the number of normal rewards obtained by clearing a specific quest using a general character other than the specific character whose luck value has reached the upper limit. However, this is not limited to this, and the number of normal rewards obtained when clearing a specific quest using a specific character (including its derived character) and a general character with their luck values ​​reaching the upper limit may be the same.

[0084] <Second grant part> The second granting unit 62 grants a special reward to the target player when the total value of the luck values ​​of the specific character granted to the target player by the first granting unit 61 for each clearing of a specific quest reaches a condition value during the quest playable period. In this embodiment, when the target player clears a specific quest during the quest playable period (in other words, when a specific character corresponding to the cleared specific quest is newly granted), the second granting unit 62 calculates the total value of the luck values ​​of the specific character granted to the target player for each clearing of a specific quest during the quest playable period.

[0085] More specifically, each time the target player clears a specific quest, the second granting unit 62 calculates the total of the luck values ​​at that time. Then, the second granting unit 62 determines whether the calculated total reaches a condition value, and if the total reaches the condition value, grants the target player a special reward corresponding to the condition value.

[0086] In addition, in this embodiment, the second granting unit 62 adds up all the rack values ​​of the specific characters granted to the target player regardless of the existence of the use authority. For example, in the case shown in FIG. 3, when the target player sells one or more of the specific characters (specific character b surrounded by a dashed rectangular frame in FIG. 3) owned by the target player, the use authority of the sold specific character is lost. In this case, the second granting unit 62 calculates the total value of all the rack values ​​of the specific characters granted to the target player during the quest playable period, including the sold specific character (in the case shown in FIG. 3, the total value of the rack values ​​is 30). Then, when the total value calculated in the above manner reaches the condition value, the second granting unit 62 grants a special reward to the target player.

[0087] In addition, in this embodiment, when calculating the total of the rack values ​​of the specific characters, the second granting unit 62 calculates the total of all the rack values ​​of the specific characters granted to the target player, including the specific characters of the same type as the specific character and whose rack values ​​have not yet reached the upper limit, after the rack value of one specific character or its derived character reaches the upper limit. For example, if the specific characters granted to the target player up to a certain point in time are the four specific characters a shown in the right diagram of FIG. 12, and the rack values ​​of each specific character at that time are the values ​​shown in the same diagram, the total of the rack values ​​is 104 (=99+2+2+1). Then, the second granting unit 62 grants a special reward to the target player when the total value calculated in the above manner reaches the condition value during the period in which the quest can be played.

[0088] However, without being limited to the above, after the luck value of one specific character or its derived character reaches the upper limit, the second granting unit 62 may obtain the total of the luck values ​​of the specific characters granted to the target player, excluding the specific characters of the same type as the specific character and whose luck value has not reached the upper limit. For example, if the specific characters granted to the target player up to a certain point in time are the four specific characters a shown in the right diagram of Fig. 12, and the luck value of one of them has reached the upper limit, the total of the luck values ​​at that point in time may be the luck value of the specific character a that has reached the upper limit, that is, 99.

[0089] (Time zone change section) The time period changing unit 40 changes the time period during which a specific quest can be played from a predefined specified time period within a quest playable period. Specifically, when a target player uses a predetermined instruction item in the game to instruct an addition or extension of a time period during which a specific quest can be played, the time period changing unit 40 changes the time period during which the specific quest can be played from the specified time period, more specifically, adds or extends the time period.

[0090] In addition, in this embodiment, the time period changing unit 40 can prompt the target player to change the time period during which the specific quest can be played, specifically, to add the time period. To be more specific, it is assumed that the total value of the luck value does not reach the condition value at a certain point during the quest period (for example, when the number of days remaining until the end of the period is one or several days) - that is, the target player has not obtained the special reward. In this case, the time period changing unit 40 determines whether the target player has an item for adding a time period during which the specific quest can be played, and if the target player has the item, it prompts the target player to use the item, that is, to add a time period during which the quest can be played.

[0091] It is more preferable that, for a specific quest for which the time period changing unit 40 has prompted the target player to add a playable time period, the luck value of the specific character that is given as a normal reward when the target player clears the quest within the added time period is likely to be greater than when the quest is cleared within the specified time period. In this way, it is possible to stimulate the target player's desire to repeatedly play multiple specific quests A, B, and C during the quest period (especially in the latter part of the period), and it is possible to avoid a situation in which the target player misses out on a special reward because the total luck value does not reach the condition value during the quest period.

[0092] [Information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing method using the information processing device according to this embodiment (that is, the server 10) will be described. In the following, the flow of information processing for game progression executed by the server 10 will be mainly described as the explanation of the information processing method according to this embodiment.

[0093] The information processing for game progress according to this embodiment is divided into a stage from when the target player logs in to the game until the target player plays a specific quest, and a stage when the target player plays the specific quest. The former will be described from the viewpoint of GUI, with reference to the screen examples shown in Figs. 8 to 10, regarding the transition of the game screen displayed on the target player's operation terminal 12. The latter will be described with reference to the flow charts shown in Figs. 13 and 14.

[0094] When the target player logs in to the game, the server 10 (more specifically, the screen display unit 33) transmits display data for a home screen to the operation terminal 12 of the target player. As a result, a home screen G1 shown in Fig. 8 is displayed on the operation terminal 12 of the target player. Various operation buttons are arranged at the bottom of the home screen G1, such as a button for requesting switching to a quest selection screen, a button for instructing the strengthening of a possessed character, a button for instructing the sale of a possessed character, and a button for requesting the use of a possessed item.

[0095] When the target player touches any of the operation buttons on the screen, data corresponding to that operation button, i.e., data indicating the contents of the terminal operation by the target player, is generated by the operation terminal 12 and transmitted to the server 10. The server 10 (more specifically, the reception unit 31) receives the above data transmitted from the operation terminal 12, thereby accepting the operation of the target player.

[0096] During the quest play period, a progress check button B1 is arranged in a predetermined position on the home screen G1 (the upper left corner in FIG. 8), and when the target player touches the progress check button B1, data corresponding to the touch operation is generated and transmitted to the server 10. When the server 10 (more specifically, the screen display unit 33) receives the data, it reads out player information of the target player stored in the player information storage unit 51, in particular, player information related to the specific quest, and generates display data for a specific quest progress screen based on the read player information. The display data for the specific quest progress screen is transmitted from the server 10 to the operation terminal 12 of the target player, and when the data is received by the operation terminal 12, the specific quest progress screen G2 shown in FIG. 9 is displayed on the operation terminal 12.

[0097] The specific quest progress screen G2 displays the target player's progress regarding multiple specific quests A, B, and C. Specifically, as shown in Fig. 9, the specific quest progress screen G2 displays the total luck value of the specific character that has been granted to the target player by clearing specific quests so far, the luck value required to be granted the next special reward, and the aggregated luck value of each type of specific character.

[0098] 9, the specific quest progress screen G2 displays for each quest the luck value of the specific character that will be granted when the specific quest is cleared next (more specifically, the luck value determined by the parameter determination unit 35). In other words, in this embodiment, the server 10 (more specifically, the screen display unit 33) can display on the target player's terminal a screen showing the luck value of the specific character that will be granted when the target player clears the specific quest next. The luck value displayed at this time is determined, for example, according to the number of times each specific quest has been cleared so far, in other words, the number of each specific character that has been granted to the target player so far.

[0099] 9, the specific quest progress screen G2 displays a quest selected from a plurality of specific quests A, B, C (more specifically, a recommended quest set by the recommendation unit 38). The recommended quest is set according to the target player's progress in the plurality of specific quests A, B, C, and more specifically, is set so that the target player can more efficiently obtain a special reward by clearing the recommended quest.

[0100] Furthermore, a reward confirmation button B2 is disposed on the specific quest progress screen G2, and when the target player touches the reward confirmation button B2, data corresponding to the touch operation is generated and transmitted to the server 10. When the server 10 (more specifically, the screen display unit 33) receives the data, it generates display data for a special reward list screen. The display data for the special reward list screen is transmitted from the server 10 to the operation terminal 12 of the target player, and when the data is received by the operation terminal 12, the special reward list screen G3 shown in FIG. 10 is displayed on the operation terminal 12.

[0101] As shown in Fig. 10, the special reward list screen G3 displays the type and number of special rewards set for each condition value in a list format. The special reward list screen G3 also displays whether or not each special reward has been given to the target player (in other words, whether or not the target player has already acquired the reward). The target player can check the acquisition status of each special reward through the special reward list screen G3.

[0102] When the target player performs a predetermined operation during the quest play period, for example, by touching a button for playing a specific quest displayed at the bottom of the specific quest progress screen G2, an information processing flow regarding playing the specific quest (hereinafter, the specific quest flow) is executed. Through the execution of the specific quest flow, the target player plays the specific quest.

[0103] For a specific quest for which the target player touched the play button, if the touch operation was performed during a time period during which the specific quest is playable, the specific quest flow is executed. On the other hand, if the touch operation was performed outside of the time period during which the specific quest is playable, the specific quest flow is not executed, and in that case, for example, an error screen may be displayed on the operation terminal 12 to request the target player to perform the operation again.

[0104] In the specific quest flow, the server 10 first identifies the quest selected by the target player to be played from among the multiple specific quests A, B, and C (S001). Next, the server 10 (more specifically, the screen display unit 33) generates display data for a play screen of the specific quest to be played, and transmits the generated display data to the operation terminal 12 of the target player (S002). This makes it possible to start playing the specific quest to be played.

[0105] The target player operates the operation terminal 12 to select characters to be used from among the characters possessed, compile a deck, and play the specific quest to be played. While playing the specific quest, the server 10 accepts operations of the target player from time to time through the operation terminal 12 of the target player, and progresses the game in accordance with the accepted operations (S003). The server 10 then displays a game screen in accordance with the progress on the operation terminal 12 of the target player, more specifically, generates display data for the game screen and transmits it to the operation terminal 12 of the target player. (S004).

[0106] As the game progresses and the target player clears the specific quest to be played (S005), the server 10 (more specifically, the first granting unit 61) grants the target player a normal reward including at least a specific character corresponding to the cleared specific quest (S006). At this time, the server 10 determines the normal reward to be granted to the target player according to the luck value of the possessed characters constituting the deck used by the target player in the cleared specific quest, and strictly speaking, increases the number of normal rewards according to the probability according to the luck value.

[0107] In addition, when the specific quest is cleared and the normal reward is awarded, the server 10 updates the player information of the target player stored in the player information storage unit 51 of the memory unit 34, and the information regarding the target player's possessed character stored in the possessed character information storage unit 54 (S007).

[0108] In addition, the server 10 (more specifically, the second granting unit 62) calculates the total value of the luck values ​​of specific characters that have been granted to the target player up to the present time based on the updated player information of the target player and the updated information on characters possessed by the target player (S008).

[0109] In step S008, the server 10 adds up all the rack values ​​of the specific characters given to the target player, regardless of the presence or absence of the usage authority, even if there is a character that the target player does not have the usage authority to use due to selling, etc. Also, in step S008, the server 10 adds up all the rack values ​​of the specific characters given to the target player, including a specific character of the same type as the specific character and whose rack value has not reached the upper limit, even after the rack value of one specific character or its derived character reaches the upper limit.

[0110] Then, the server 10 (more specifically, the second granting unit 62) judges whether the total value of the obtained luck values ​​reaches the condition value (S009), and if the total value reaches the condition value, grants a special reward to the target player (S010). In this embodiment, a plurality of condition values ​​are set, and the server 10 executes the judgment process in step S009 for each condition value, and if the total value reaches a plurality of condition values, grants to the target player the unobtained special rewards among the special rewards corresponding to each condition value.

[0111] In addition, when the special reward is given, the server 10 updates the player information of the target player stored in the player information storage unit 51 of the storage unit 34 (S011). On the other hand, if the total value of the calculated luck values ​​does not reach the condition value, the special reward is not given to the target player, and steps S010 and S011 are omitted.

[0112] When the above steps are completed, the specific quest flow for one play of the specific quest is completed. Furthermore, the series of steps S001 to S011 of the specific quest flow described above are repeated every time the target player plays a specific quest during the quest play available period.

[0113] After a predetermined time during the event period, for example, after the number of days remaining until the end of the period becomes one or several days, the determination flow shown in FIG. 15 is executed prior to the specific quest flow. In the determination flow, it is determined whether or not the total value of the luck value reaches the condition value at a predetermined time during the event period, in other words, whether or not the target player has acquired a special reward (S021). Here, the determination of whether or not a special reward has been acquired may be a determination of whether or not at least one special reward has been acquired, or may be a determination of whether or not all of the multiple special rewards that can be acquired for each condition value have been acquired.

[0114] If the target player has not acquired any special reward (or has not acquired all of the multiple special rewards that can be acquired for each condition value), it is determined whether the target player has an item for adding a time period during which the specific quest can be played (S022). If the target player who has not acquired a special reward has an item for adding a time period, the server 10 (more specifically, the time period change unit 40) prompts the target player to use the item, that is, to add a time period during which the specific quest can be played (S023). As a result, it is possible to stimulate the target player's desire to repeatedly play multiple specific quests A, B, and C during the quest period (especially in the latter part of the period), and it is possible to avoid a situation in which the target player misses out on a special reward because the total value of the luck value does not reach the condition value during the quest period.

[0115] When the target player uses an item for adding a time period, the server (more specifically, the time period changing unit 40) adds a playable time period other than the specified time period for the specific item for which the above-mentioned item was used. In this case, as described above, it is preferable that the luck value of the specific character given when the target player clears a specific quest that can be played within the added time period is likely to be larger than when the same quest is cleared within the specified time period.

[0116] [Other embodiments] Up to this point, the information processing device, the information processing method, and the program of the present invention have been described using specific examples. However, the above-described embodiment is merely an example, and other embodiments are also possible.

[0117] In the above embodiment, the server computer (server 10) that executes information processing for game progress functions as the information processing device of the present invention, but is not limited to this. Some of the functions of the server 10 may be provided in the terminal of the target player, i.e., the operation terminal 12. For example, one or both of the first granting unit 61 and the second granting unit 62 included in the reward granting unit 39 may be provided in the operation terminal 12, in which case the operation terminal 12 functions as the information processing device of the present invention.

[0118] In the above-described embodiment, when multiple players play a game together, the method by which the operation terminals 12 of the players communicate may be a method via the server 10 (client-server method), or a P2P (peer-to-peer) method without the server 10. In the case of the P2P method, the multiple operation terminals 12 that communicate with each other cooperate to constitute the information processing device of the present invention.

[0119] In the above embodiment, the server 10 (more specifically, the time period changing unit 40) can change the time period during which the specific quest can be played from the prescribed time period, in accordance with an instruction from the target player. To be more specific, in the above embodiment, the time period changing unit 40 can add a time period other than the prescribed time period to the time period during which the specific quest can be played, or extend the prescribed time period, by the target player using a predetermined item. However, the method of changing the time period during which a specific quest can be played is not limited to the above case, and other methods are possible. For example, information regarding the time period during which the target player plays a specific quest may be obtained, and the time period during which each specific quest can be played may be changed based on the obtained information. More specifically, among the multiple specific quests A, B, and C, the specific quest that has been played by the target player for a shorter time is defined as the first quest, and the specific quest that has been played by the target player for a longer time is defined as the second quest. Here, the first and second quests are determined to reflect the target player's lifestyle (daily activities). For example, the specific quest that the target player cannot usually play corresponds to the first quest, and the specific quest that the target player usually plays corresponds to the second quest. If a certain condition is satisfied, the time period change unit 40 of the server 10 may change the time period during which the first quest can be played based on the specified time period of the second quest, for example, to the same time period as the specified time period of the second quest. In this way, it is possible to prevent the specific quests played by the target player from being biased, and to have the target player play the multiple specific quests A, B, and C evenly.

[0120] Alternatively, when a specific quest in which none of the luck values ​​of the specific characters given to the target player have reached the upper limit is defined as a first quest, and a specific quest in which at least one of the luck values ​​of the specific characters given to the target player has reached the upper limit is defined as a second quest, the time period changing unit 40 may change the playable time period of the first quest to the same time period as the specified time period of the second quest. In this case as well, it is possible to have the target player play multiple specific quests A, B, and C evenly.

[0121] [summary] The information processing device of the present invention has a first granting unit and a second granting unit. The first granting unit grants to the target player an object (specifically, a specific character) corresponding to a specific quest cleared by the target player among a plurality of specific quests whose playable time slots are set within a predetermined period, to the target player each time the specific quest is cleared. The second granting unit grants a reward (specifically, a special reward) to the target player when the total value of a predetermined parameter (specifically, a luck value) of the object granted to the target player each time the specific quest is cleared reaches a condition value within a predetermined period. According to the above configuration, when the target player repeatedly plays and clears a plurality of specific quests within a predetermined period of time, the total value of the predetermined parameters of the object given as a reward increases, and when the total value reaches a condition value, the target player can obtain a special reward. As a result, the target player's motivation to repeatedly play the specific quests can be maintained at a good level for the predetermined period of time.

[0122] The information processing device of the present invention may further include a parameter change unit. The parameter change unit increases a predetermined parameter of one of the objects granted to the target player, or a predetermined parameter of a derived object (derived character) derived from the one object, by using an object of the same type as the one object. In this case, the first granting unit may grant a normal reward including at least an object to the target player who clears the specific quest, and grant a number of normal rewards determined based on the predetermined parameter of the one object or the derived object when the target player clears the specific quest using the one object or the derived object. In the above configuration, it is more preferable that the number of normal rewards obtained by clearing a specific quest using one object or derived object whose predetermined parameter has reached the upper limit during a predetermined period is greater than the number of normal rewards obtained by clearing a specific quest using another object (general character) whose predetermined parameter has reached the upper limit other than the object granted by clearing the specific quest. In this case, the effect of maintaining the target player's motivation to repeatedly play the specific quest becomes more significant. In other words, in the above configuration, by repeatedly playing a specific quest during a predetermined period, in addition to obtaining a special reward, the player can obtain an increased number of regular rewards upon clearing the specific quest. With the above configuration that provides such advantages, the effect of the present invention, that is, the player's motivation to repeatedly play the specific quest can be maintained, becomes even more significant.

[0123] The information processing device of the present invention may further include a recommendation unit that recommends a recommended quest from among the multiple specific quests to the target player. In this case, the recommendation unit may tally up predetermined parameters of objects assigned to the target player by type of the object, and set the specific quest corresponding to the object type with the smaller tally up value as the recommended quest. This makes it possible to set recommended quests with the aim of having the target player play each of the multiple specific quests evenly, making it less likely for the target player to become bored with the game than if the target player were to play a single specific quest repeatedly.

[0124] Alternatively, the recommendation unit may determine the time required for the target player to complete each of a plurality of specific quests, and set the specific quest that took the shortest time as the recommended quest. In this case, the recommended quests can be set from the perspective of efficiently increasing the total value of the luck value, so that the target player can acquire the special reward more efficiently by repeatedly playing the recommended quests.

[0125] Alternatively, the recommendation unit may tally up the number of times each of a number of specific quests has been cleared by a number of players, including the target player, for each specific quest, and set the specific quest with the highest tally as the recommended quest. In this case, since the specific quest that has been cleared by a larger number of players is set as the recommended quest, the target player can efficiently increase the total luck value and efficiently obtain special rewards by repeatedly playing the recommended quests.

[0126] The information processing device of the present invention may further include a parameter determination unit. The parameter determination unit can determine, within a predetermined numerical range, a predetermined parameter of the object that the first granting unit grants to the target player each time the specific quest is cleared. In this case, the predetermined parameter of the object that is granted to the target player each time the specific quest is cleared can be determined to be an appropriate value within the predetermined numerical range (more specifically, a value that is suitable for making the target player repeatedly play the specific quest).

[0127] In the above configuration, the parameter determination unit can determine the predetermined parameter of the object to be granted to the target player within a predetermined numerical range according to the number of times the target player has cleared a specific quest corresponding to the object. In this case, the predetermined parameter of the object granted when each specific quest is cleared can be changed according to the number of times each specific quest is cleared. This can effectively stimulate the target player's desire to repeatedly play the specific quest by, for example, increasing the predetermined parameter of an object granted when a specific quest that has been cleared many times is cleared.

[0128] Furthermore, in the above configuration, each of the multiple specific quests may have multiple time periods (specifically, specified time periods) during which the quests can be played within a predetermined period. In this case, the parameter determination unit can determine the specified parameter of the object to be granted to the target player within a predetermined numerical range according to the number of times the target player has cleared the specific quest corresponding to the object within one time period (specified time period). This can effectively stimulate the target player's desire to repeatedly play the specific quest by making the specified parameter larger for the object to be granted when the specific quest that has been cleared many times within one time period (specified time period).

[0129] In the above configuration, the parameter determination unit may set a weight for each of the multiple specific quests based on the time period during which the target player plays the specific quest and the time period during which each of the multiple specific quests can be played. In this case, the parameter determination unit can determine a predetermined parameter of an object to be given to the target player, within a predetermined numerical range, according to the weight of the specific quest corresponding to the object. By setting a weight for each specific quest in this manner, it is possible to adjust the priority of each specific quest when the target player is asked to repeatedly play the specific quest during a predetermined period. As a result, for example, by setting the weights of each specific quest equally, the target player can be asked to play each of the multiple specific quests evenly, or by setting a larger weight for one specific quest, the target player can be asked to play the specific quest with priority.

[0130] The information processing device of the present invention may further include a screen display unit. In this case, the screen display unit can display, on the terminal of the target player, a screen showing predetermined parameters of an object that will be granted to the target player when the target player next clears the specific quest. In this way, if the predetermined parameters of an object that will be granted when the target player next clears the specific quest can be confirmed, the target player's motivation to repeatedly play the specific quest can be more effectively maintained.

[0131] The information processing device of the present invention may further include an authority management unit that, based on an instruction from the target player, erases the authority to use the object granted to the target player. In this case, it is preferable that the second granting unit grants a reward to the target player when the total value of all predetermined parameters of the object granted to the target player reaches a condition value during a predetermined period, regardless of the presence or absence of the authority to use the object. This makes it possible to avoid the target player being treated disadvantageously in a scene in which the presence or absence of the grant of a reward is determined, even if there is an object that has lost the authority to use due to, for example, selling.

[0132] In addition, in the information processing device of the present invention, when a predetermined parameter of an object or a derived object derived from the one object reaches an upper limit value and the target player clears a specific quest corresponding to the one object, the first granting unit may grant the target player an object of the same type as the one object. In the above configuration, the second granting unit may, after a predetermined parameter of one object or its derived object reaches an upper limit, calculate a total value of all predetermined parameters of objects granted to the target player, including objects of the same type as the one object, and grant a reward to the target player when the total value reaches a condition value within a predetermined period. In such a case, even after a predetermined parameter of one object or its derived object reaches an upper limit, if the specific quest corresponding to the one object is cleared, the total value of the luck value increases according to the number of times the specific quest is cleared, so that the motivation of the target player to repeatedly play the specific quest can be better maintained.

[0133] Alternatively, in the above configuration, after the predetermined parameter of one object or its derived object reaches the upper limit, the second granting unit may calculate the total value of the predetermined parameters of the objects granted to the target player, excluding objects of the same type as the one object and whose predetermined parameters have not reached the upper limit, and grant the reward to the target player if the total value reaches the condition value within a predetermined period. In such a case, after the predetermined parameter of one object or its derived object reaches the upper limit, objects of the same type as the one object whose predetermined parameter has not reached the upper limit are no longer included in the calculation of the luck value. In this way, the target player can be made to play each of the multiple specific quests evenly.

[0134] The information processing device of the present invention may further include a time period change unit that changes the time period during which a specific quest can be played from a predefined specified time period. In this case, the specified time periods of the specific quests may differ from one another. The time period change unit may set the specific quest that has been played by the target player for a shorter time period among the multiple specific quests as a first quest, and set the specific quest that has been played by the target player for a longer time period as a second quest, and change the time period during which the first quest can be played based on the specified time period of the second quest. This makes it possible to change, for example, the time period during which a specific quest (first quest) that the target player cannot normally play can be played to the time period during which a specific quest (second quest) that the target player normally plays can be played. As a result, the target player can be made to play each of the multiple specific quests evenly.

[0135] Furthermore, the information processing method of the present invention is characterized in that the computer grants to the target player objects corresponding to the specific quests that the target player has cleared, among a plurality of specific quests whose playable time periods are set within a predetermined period, each time the specific quest is cleared, and when the total value of predetermined parameters of the objects granted to the target player each time the specific quests are cleared reaches a condition value within the predetermined period, the computer grants a reward to the target player. This information processing method makes it possible to effectively maintain the player's motivation to repeatedly play a plurality of specific quests that are playable for a limited time.

[0136] The program of the present invention causes a computer to grant to a target player an object corresponding to a specific quest that the target player has cleared, out of a plurality of specific quests whose playable time periods are set within a predetermined period, each time the specific quest is cleared, and grants a reward to the target player when the total value of predetermined parameters of the object granted to the target player each time the specific quest is cleared reaches a condition value within the predetermined period. By causing a computer to execute this program, it is possible to effectively maintain the player's motivation to repeatedly play the plurality of specific quests that are playable for a limited time. [Explanation of symbols]

[0137] 10 Server (information processing device, computer) 12 Operation terminal (terminal) 14 Communication Networks 21 Processors 22 Memory 23 Communication Interface 24. Storage 25 Bus 31 Reception 32 Game Processing Unit 33 Screen display section 34 Storage section 35 Parameter determination section 36 Parameter change section 37 Authority Management Department 38 Recommendation Section 39 Reward Department 40 Time Zone Change Section 51 Player information storage unit 52 Character information storage unit 53 Item information storage unit 54 Possessed character information storage unit 55 Quest information storage unit 56 Time zone information storage unit 61 First Granting Section 62 Second Grant Section G1 Home Screen G2 Specific Quest Progress Confirmation Screen G3 Special Reward List Screen B1 Progress Check Button B2 Reward confirmation button

Claims

[Claim 1] a first granting unit that grants to a target player an object corresponding to a specific quest that a target player has cleared among a plurality of specific quests whose playable time period is set within a predetermined period, each time the specific quest is cleared; a second granting unit that grants a reward to the target player when a total value of predetermined parameters of the object granted to the target player each time the specific quest is cleared reaches a condition value during the predetermined period; An information processing device having the above configuration.

Citation Information

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