Information processing device, information processing method, and program
Patent Information
- Application Number
- JP2024205642
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-26
- Publication Date
- 2025-02-14
- Estimated Expiration
- 2041-05-28
AI Technical Summary
【0007】 本発明によれば、各ステージに複数のクエストが含まれるゲームにおいて、次のステージに進みやすくすることで、ユーザのプレイ機会を促進させることを可能とする技術を提供することができる。
Smart Images

Figure 2025023001000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] There is known a game in which a player clears a quest using a team of multiple characters called a deck. For example, Patent Document 1 discloses a game in which a player executes a quest using a player character owned by the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-044320 A Summary of the Invention [Problem to be solved by the invention]
[0004] Games are being considered in which a plurality of stages, each of which has a set play order, are prepared, and the player can progress to the next stage by clearing the quest associated with each stage. In such games, if there is a quest that the user cannot clear no matter how many times they try, the user may be unable to progress to the next stage, and may give up playing the game.
[0005] Therefore, an object of the present invention is to provide a technology that can increase users' opportunities to play by making it easier to progress to the next stage in a game in which each stage includes multiple quests. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has an execution unit that executes a game including at least a first stage and a second stage, in which the order of play is determined in the order of the first stage and the second stage, and in which one or more quests are associated with each of the first stage and the second stage, and a reception unit that accepts a selection of a quest to be played using a deck organized with a plurality of objects possessed by a user, and can accept a selection of a quest to be played from one or more quests associated with the second stage when the user has cleared one or more of the plurality of quests associated with the first stage. Effect of the Invention
[0007] According to the present invention, it is possible to provide a technology that can increase a user's opportunities to play a game in which each stage includes multiple quests by making it easier to progress to the next stage. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Diagram 5] 11 is a diagram showing an example of a user management DB and an owned character management DB. FIG. [Figure 6] 11A and 11B are diagrams illustrating an example of a stage management DB and a clear history management DB. [Figure 7] 13 is a flowchart illustrating an example of a processing procedure executed by a game server. [Figure 8] 13 is a flowchart illustrating an example of a processing procedure executed by a game server. [Figure 9] FIG. 13 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar configurations.
[0010] <System configuration> Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to users and executing some of the game processing. The game server 10 may be composed of one or more information processing devices or computers, or may be composed of a virtual server (such as a cloud server).
[0012] The terminal 20 is an information processing device that provides a game to a user, and the user can play the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 is equipped with a GPS. The mobile terminal notifies the game server 10 of its own position detected using the Global Positioning System (GPS) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1, a plurality of stages are prepared with a set play order (which may also be called a clear order), and one or more quests are associated with each stage. When a user (which may also be called a player) clears at least one or more quests among the one or more quests associated with each stage, the user is able to play a quest in the next stage. Note that in this embodiment, there is no limit to the number of stages and the number of quests associated with each stage.
[0014] Furthermore, a user can obtain a reward by organizing a deck with objects selected from a plurality of objects and clearing a quest using the organized deck. In this embodiment, a user's playing of a quest may be referred to as the user playing a game. In other words, "a user playing a game" may include the meaning of "a user playing individual quests" in addition to or instead of the user playing the game itself.
[0015] An "object" may be any object that can be operated by a user. Examples of objects include characters, monsters, vehicles (cars, airplanes, ships, etc.), items, and objects.
[0016] A quest is a term that refers to a task that can be completed by fulfilling certain predetermined conditions. Quests are also commonly called explorations, challenges, and missions.
[0017] A deck is a term that means a group of a combination of multiple objects. When a user executes a quest, the user creates a deck from multiple objects and executes the quest. In this embodiment, the user's execution of a game or quest may be referred to as playing a game or playing a quest.
[0018] A user who participates in a quest can clear the quest by meeting certain conditions, and upon clearing the quest, the user is given a reward, which may include characters, items, and / or points.
[0019] A quest can be performed jointly by multiple users. Hereinafter, performing a quest jointly by multiple users will be referred to as "multiplay." In multiplay, each user operates an object that is assigned to him / her among the multiple objects that make up the deck. A user who convenes a multiplay is called a host user, and users who participate in a multiplay convened by the host user are called guest users.
[0020] In the following description, unless otherwise specified, the terms "first stage" and "second stage" are used to describe the game in the order of the first stage and the second stage. The first stage and the second stage may be consecutive stages, or there may be another stage between the first stage and the second stage. The first stage and the second stage refer to any stage among the multiple stages provided in the game, and are not necessarily intended to be limited to the first stage and the second stage.
[0021] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each include a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF for wired or wireless communication, The computer has an interface 13, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0022] <Function block configuration> (Game Server) FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized by using a storage unit 12 included in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0023] The storage unit 100 stores game data necessary for the game server 10 to execute the game. The game data includes various databases.
[0024] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes an execution unit 111, a reception unit 112, a recommendation unit 113, an assignment unit 114, and a display control unit 115.
[0025] The execution unit 111 executes a game including at least a first stage and a second stage, the order of play of which is determined to be the first stage and the second stage, and one or more quests are associated with each of the first stage and the second stage.
[0026] The reception unit 112 receives the organization of a deck to be used in a quest, the deck being organized from a plurality of objects possessed by the user. The reception unit 112 also receives the selection of a quest to be played using the deck organized from a plurality of objects possessed by the user. The reception unit 112 also allows the selection of a quest to be played from one or more quests associated with a second stage when the user has cleared one or more quests among the plurality of quests associated with a first stage.
[0027] The recommendation unit 113 selects a quest that is recommended to the user to play from among a plurality of quests.
[0028] When the user clears a quest, the granting unit 114 grants a reward to the user. The granting unit 114 may change the reward depending on the difficulty of the quest cleared by the user. For example, when the user clears a quest with a high level of difficulty, the granting unit 114 may grant the user a larger reward than when the user clears a quest with a low level of difficulty.
[0029] The display control unit 115 causes the display of the terminal 20 to display various screens in the game.
[0030] (Terminal) FIG. 4 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using a storage unit 12 provided in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0031] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of objects, a game scenario, and the like.
[0032] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .
[0033] The UI unit 202 has a function of accepting various inputs from a user and displaying various game screens on the display. The UI unit 202 also displays the game screen on the output device 15 (display) of the terminal 20 according to instructions from the game server 10.
[0034] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0035] With regard to the functional block configuration described above, all or some of the execution unit 111, the reception unit 112, the recommendation unit 113, the assignment unit 114, and the display control unit 115 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20. That is, various processes according to the present embodiment may be executed by the game server 10, may be executed by the terminal 20, or may be executed by the game server 10 and the terminal 20 in cooperation with each other.
[0036] <Processing Procedure> Next, a specific process procedure will be described which is performed by the game system 1. In the following description, an "object" is a "character", but the present embodiment is not limited to this.
[0037] The memory unit 100 of the game server 10 stores a user management DB (Data Base) 100a that manages the game data of each user, an owned character management DB 100b that manages the characters owned by each user, a stage management DB 100c that manages data for executing quests included in each stage, and a play history management DB 100d that records various historical information when each user plays the quests included in each stage.
[0038] FIG. 5 is a diagram showing an example of a user management DB and an owned character management DB. The user management DB 100a stores, in association with each other, for example, a user ID that uniquely identifies a user, a nickname used as a user name in the game, a friend registration list that indicates other users who are friends with the user, location information that indicates the location of the terminal 20 used by the user, and various parameters such as the user's experience value, rank, and stamina. When the user plays a quest, a predetermined amount of stamina is subtracted. In addition, stamina is automatically increased as time passes. The owned character management DB 100b stores, in association with each other, a user ID that uniquely identifies a user, a character ID of a character owned by each user, and the current status of each character.
[0039] FIG. 6 is a diagram showing an example of a stage management DB and a clear history management DB. The stage management DB 100c stores, for example, a stage ID that uniquely identifies a stage, a quest ID that uniquely identifies a quest associated with each stage, and various data (quest execution data) used to execute a quest in association with each other. The stage management DB 100c may further store information indicating the difficulty of each quest in each stage. For example, the difficulty of a quest may be information indicating the difficulty between quests when compared within the same stage. For example, for stage S01, information indicating that the difficulty of quest 01 is easier (or harder) than quest 02 may be stored. The difficulty of a quest may also be information indicating the difficulty when compared across all stages. For example, the information may indicate the absolute difficulty in the game, such as the difficulty of quest 01 in stage S01 being 1, the difficulty of quest 02 in stage S01 being 2, the difficulty of quest 01 in stage S02 being 3, and the difficulty of quest 02 in stage S02 being 2.
[0040] The play history management DB 100d stores a user ID and information (play history) indicating whether the user has cleared or failed to clear a quest associated with each stage, in association with each other. The play history management DB 100d may also store other information, not limited to that shown in FIG. 6. For example, information indicating the characters included in the deck used by the user in the quest may be stored.
[0041] 7 is a flowchart showing an example of a processing procedure executed by the game server 10. In step S10, the reception unit 112 receives a selection of a quest to be played from the user (from the terminal 20). At this time, the reception unit 112 determines a quest that can be selected by the player based on whether or not the player has cleared the quests of each stage.
[0042] In step S12, the reception unit 112 receives a deck composition to be used in a quest from the user (from the terminal 20). For example, the reception unit 112 may refer to the owned character management DB 100b and receive a selection of one or more characters to be composed into a deck from among a plurality of characters possessed by the user.
[0043] In step S13, the execution unit 111 executes the quest selected in the processing procedure of step S11. In step S14, the granting unit 114 grants a predetermined reward to the user if the user completes the quest.
[0044] 8 is a flowchart showing an example of a processing procedure executed by the game server 10. FIG 8 shows details of the processing procedure of step S10 in FIG 7.
[0045] In step S100, the reception unit 112 determines whether the user has cleared one or more quests corresponding to stage N-1 (N is an integer equal to or greater than 2, and so forth). If the user has cleared one or more quests (S100-YES), the process proceeds to step S101, and if the user has not cleared one or more quests (S100-NO), the process proceeds to step S102.
[0046] In step S101, the reception unit 112 receives a selection of one or more quests associated with stages 1 to N. The display control unit 103 may display, on the game screen, quests for which the reception unit 112 can receive a selection in a manner selectable by the user, and quests for which the reception unit 112 cannot receive a selection in a manner that cannot be selected.
[0047] In step S102, the reception unit 112 receives a selection of one or more quests associated with stages 1 to N-1. The display control unit 103 may display, among the multiple quests associated with all stages prepared in the game, one or more quests associated with stages 1 to N-1 in a selectable manner, and display quests associated with stages other than stages 1 to N-1 in an unselectable manner.
[0048] For example, assume that there are stages 1 to 3, and each stage is associated with two quests. If the user has not cleared any of the quests in stage 1, the reception unit 112 accepts from the user a selection of a quest to play from among the two quests corresponding to stage 1. If the user has cleared one or more quests in stage 1, but has not cleared any of the quests in stages 2 and 3, the reception unit 112 accepts from the user a selection of a quest to play from among the four quests corresponding to stages 1 and 2.
[0049] <Modification> Next, a number of modifications of the embodiment described above will be described. Note that the multiple modifications described below can be combined in any manner.
[0050] (Variation 1) In the first modification, the game server 10 may control the quests that the user can play from among a plurality of quests associated with the next stage, based on the play history of the user playing quests in the previous stage.
[0051] More specifically, the reception unit 112 may control which quests the user can select from among the multiple quests associated with the second stage, based on the play history (information on the play content) of the quests the user cleared in the first stage. This makes it possible to change the quests that can be received from the user in the next stage, based on the play history of the user in the previous stage.
[0052] (Variation 1-1) The "play history" described in the first modification may be a history of the character used when the user played a quest in the previous stage. That is, the game server 10 may control the quest that the user can play from among a plurality of quests associated with the next stage, based on the character used when the user played a quest in the previous stage.
[0053] More specifically, the reception unit 112 may control the quests that the user can select from among a plurality of quests associated with the second stage, based on the characters (objects) included in the deck used by the user in the first stage.
[0054] For example, it is assumed that quests A and B in which a gimmick A is set, and quests C and D in which a gimmick B is set are associated with the first stage and the second stage, respectively. The gimmick means a device or a special effect, and examples of such a device include an obstacle that interferes with the user's gameplay and a wall that causes damage when touched. It is also assumed that there are characters A that can easily avoid gimmick A but have difficulty avoiding gimmick B, and character B that has difficulty avoiding gimmick A but has difficulty avoiding gimmick B. In this case, when the user has cleared quest B in the first stage with a deck including character A, the reception unit 112 may accept quests A and B in which a gimmick A that is easy for character A to clear is set as quests that the user can play in the second stage. This allows the user to play a quest that is easy to clear in the next stage.
[0055] (Variation 1-2) The "play history" described in the first modification may be a history of which quests the user has cleared among the multiple quests in the previous stage. In other words, the game server 10 may control the quests that the user can play from among the multiple quests associated with the next stage, based on the quests the user has cleared in the previous stage.
[0056] More specifically, the reception unit 112 may control which quests the user can select from among multiple quests associated with the second stage, based on which quest the user has completed from among multiple quests associated with the first stage.
[0057] For example, assume that a quest A in which an enemy character has attribute A and a quest B in which an enemy character has attribute B are associated with the first stage, and a quest C in which an enemy character has attribute A and a quest D in which an enemy character has attribute B are associated with the second stage. Also assume that it is easier to clear a quest by using a character with the same attribute as the enemy character. In this case, when the user clears quest A in the first stage, the reception unit 112 may accept, among the quests in the second stage, quest C in which the attribute of the enemy character is the same as the attribute of the enemy character in the quest cleared in the first stage, as a quest that the user can play in the second stage. This is because it is considered that a quest in which the attribute of the enemy character is the same as the quest cleared in the first stage is easier to clear. This allows the user to play a quest that is easier to clear in the next stage.
[0058] (Variation 2) The game server 10 may control the number of quests that the user can select in the next stage depending on the number of times the player has failed to clear a plurality of quests corresponding to the previous stage.
[0059] The reception unit 112 may increase the number of quests that the user can select in the second stage based on the number of times the user has failed to clear the multiple quests associated with the first stage. For example, the number of quests that the user can select in the second stage may be increased as the number of times the user has failed to clear each of the multiple quests associated with the first stage increases. This allows the user to play quests in the next stage that are easier to clear the more times the user has failed to clear the previous stage.
[0060] (Variation 3) The game server 10 may be configured to control whether or not other quests corresponding to a specific stage are playable based on the results of playing any one or more quests among a plurality of quests corresponding to the specific stage.
[0061] More specifically, a specific stage (e.g., the first stage) may be associated with at least a first quest and a second quest, and the reception unit 112 may allow the user to newly select the second quest as a quest that can be played based on the results of the user's play of the first quest.
[0062] In addition, a specific stage (e.g., the first stage) may be associated with at least a first quest, a second quest, and a third quest, and the reception unit 112 may allow the user to newly select the third quest as a quest that can be played based on the results of the user's play of the first quest and the second quest.
[0063] For example, assume that quest A and quest B are associated with a given stage, and only quest A is presented to the user as a selectable quest. In this case, if the user fails to clear quest A, the reception unit 112 may make both quest A and quest B selectable. This makes it easier for the user to proceed to the next stage if they fail to clear a quest in a given stage, since the number of selectable quests in that given stage increases.
[0064] Also, for example, assume that quest A and quest B are associated with a given stage, and only quest A is presented to the user as a selectable quest. In this case, if the user successfully clears quest A, the reception unit 112 may make both quest A and quest B selectable. In this way, when the user clears a quest in a given stage, the number of selectable quests in that given stage increases, allowing the user to enjoy more quests.
[0065] Also, for example, assume that quest A, quest B, and quest C are associated with a predetermined stage, and quest A and quest C are presented to the user as selectable quests. In this case, if the user successfully clears quest A and quest B, the reception unit 112 may make quest A, quest B, and quest C selectable. In this way, when the user clears a quest in a predetermined stage, the number of selectable quests in that predetermined stage increases, allowing the user to enjoy more quests.
[0066] Furthermore, the "play result" may refer to both the characters included in the deck used when the user played the first quest and whether or not the first quest was cleared. In other words, the reception unit 112 may control whether or not the second quest is newly selectable as a quest that the user can play, based on the characters included in the deck used when the user played the first quest and whether or not the user cleared the first quest.
[0067] For example, assume that a quest A in which a gimmick A is set corresponds to a quest B in which a gimmick B is set in a predetermined stage. Also assume that there are characters A that can easily avoid gimmick A but have difficulty avoiding gimmick B, and character B that has difficulty avoiding gimmick A but has difficulty avoiding gimmick B. In this case, if the user plays quest A using character B and is unable to clear quest A, the reception unit 112 may allow the user to newly select quest B as a playable quest in the predetermined stage. This allows the user to select a quest that is easier to clear in the predetermined stage if the user fails to clear a quest in the predetermined stage, making it easier to proceed to the next stage.
[0068] (Variation 5) At least a first quest and a second quest may be associated with a predetermined stage (e.g., the first stage), and the execution unit 111 may control the content of the second quest based on the result of the user playing the first quest. The content of the second quest may be, for example, the attributes of an enemy character that appears in the second quest, the level of the enemy character, the difficulty level of the second quest, and / or a gimmick that appears in the second quest.
[0069] For example, if the character used by the user in the first quest is below a predetermined level and the user fails to clear the first quest, the execution unit 111 may change the difficulty level of the second quest to be lower than that of the first quest. This allows the user, if they fail to clear the first quest in a predetermined stage, to select a second quest that is easier to clear in that predetermined stage, making it easier to proceed to the next stage.
[0070] (Variation 6) The game server 10 may perform control such that the more quests in the first stage are cleared, the more quests in the second stage are made available for play.
[0071] More specifically, the reception unit 112 may control the number of quests that the user can select in the second stage when the user has cleared a first predetermined number or more of the multiple quests associated with the first stage so that the number of quests that the user can select in the second stage is greater than the number of quests that the user can select in the second stage when the user has cleared less than the first predetermined number of quests of the multiple quests associated with the first stage.
[0072] Furthermore, the granting unit 114 may grant to the first user, for a user who has cleared at least a second predetermined number of quests among the quests corresponding to the second stage, a reward for clearing quests that the first user has not cleared among the quests corresponding to a stage prior to the second stage (including at least the first stage, but may also include stages other than the first stage). In other words, for quests that the first user has not cleared among lower stages, the granting unit 114 may grant a reward to the user by regarding them as having been cleared.
[0073] Furthermore, the granting unit 114 may increase the reward for the stage following the stage for a player who has cleared a predetermined number of quests (two or more) associated with the same stage. A user who has cleared only one quest in the same stage and progressed to the next stage can receive a larger reward than a user who has cleared multiple quests in the same stage and progressed to the next stage, which can motivate the user to clear more quests.
[0074] In addition, the game server 10 may allow a player who has cleared a predetermined number of quests (two or more) associated with the first stage to play more quests in the second stage than a player who has cleared one or more but less than the predetermined number of quests.
[0075] More specifically, the reception unit 112 may allow a first user who has completed a second predetermined number or more of the multiple quests associated with the first stage to select more quests in the second stage than a second user who has completed less than the second predetermined number of quests of the multiple quests associated with the first stage.
[0076] In addition, the granting unit 114 may give a greater reward to a first user who has cleared a second predetermined number or more of the multiple quests corresponding to the first stage for clearing a quest corresponding to the second stage than to a second user who has cleared less than the second predetermined number of the multiple quests corresponding to the first stage.
[0077] This allows the user to clear quests in the next stage more easily, since the number of selectable quests in the next stage increases as the user clears more quests in the previous stage. Also, the user can receive more rewards in the next stage as the user clears more quests in the previous stage, which motivates the user to play more quests in the next stage.
[0078] (Variation 7) The game server 10 may control the number of playable quests in the second stage based on the difficulty level of the quests cleared in the first stage.
[0079] More specifically, the first stage is associated with a third quest and a fourth quest that is less difficult than the third quest, and the reception unit 112 may control the number of quests that the user can select in the second stage when the user clears the third quest so that the number of quests that the user can select in the second stage when the user clears the fourth quest is greater than the number of quests that the user can select in the second stage when the user clears the fourth quest.
[0080] This allows the user to decide to challenge themselves to a more difficult quest in the current stage in order to easily clear the quest in the next stage, enabling the user to progress through the game while considering various strategies.
[0081] (Variation 8) The game server 10 may notify the user of one of the multiple quests associated with the second stage as a recommended quest based on the user's play history in the first stage.
[0082] More specifically, the recommendation unit 113 may recommend to the user a quest selected from among a plurality of quests associated with the second stage based on which of the plurality of quests associated with the first stage the user has completed.
[0083] For example, assume that a quest A in which an enemy character has attribute A and a quest B in which an enemy character has attribute B are associated with the first stage, and a quest C in which an enemy character has attribute A and a quest D in which an enemy character has attribute B are associated with the second stage. Also assume that it is easier to clear a quest by using a character with the same attribute as the enemy character. In this case, if the user clears quest A in the first stage, the reception unit 112 may receive quests C and D as quests that the user can play in the second stage. Also, the recommendation unit 113 may recommend quest C, in which the attribute of the enemy character is the same as the attribute of the enemy character in the quest that has been cleared in the first quest, as a quest that the user can play in the second stage. It is considered that a quest in which the attribute of the enemy character is the same as the quest that has been cleared in the first stage is more likely to be easier to clear. This allows the user to select and play a quest that is easier to clear in the next stage.
[0084] When the user creates a deck, the recommendation unit 113 may select characters that are recommended to be incorporated into the deck from among the characters owned by the user based on parameters set for multiple quests associated with each stage. The display control unit 115 may display the selected characters identifiable on, for example, the deck creation screen.
[0085] (Variation 9) The game server 10 may limit the number of times that a predetermined quest (for example, a quest with a low level of difficulty) among a plurality of quests associated with each of a plurality of stages can be played.
[0086] More specifically, the receiving unit 112 may be configured to control the selection of one or more quests (e.g., quests with a low level of difficulty) that satisfy a predetermined condition among a plurality of quests corresponding to a plurality of stages including the first stage and the second stage so as not to accept selection from the user more than a predetermined number of times as a quest to be played within a predetermined range of stages.
[0087] For example, assume that 20 stages from 1 to 20 are prepared in the game, and three quests are associated with each stage. Assume also that one of the three quests in each stage is a quest with a low level of difficulty. Assume also that the predetermined number of times is set to three times, and the predetermined range is set to stages 1 to 10. Assume also that the user clears all quests except for the quests with a low level of difficulty in stages 1 to 5, and selects and clears the quests with a low level of difficulty in stages 6 to 8. That is, at this point, the user has selected a quest with a low level of difficulty three times. In this case, the receiving unit 112 may not accept the selection of a quest with a low level of difficulty for stages 1 to 10. This makes it possible to prevent the difficulty of the entire stage from being lowered by providing a quest with a low level of difficulty, which would lead to a deterioration in the game balance.
[0088] In addition, even if the user has selected a quest that satisfies a specified condition a specified number of times, the receiving unit 112 may be configured to accept the selection of the quest that satisfies the specified condition if the user has used a specified game medium (e.g., a paid item, etc.).
[0089] (Variation 10) The game server 10 may be configured to award a reward when the number of cleared quests among a plurality of quests associated with each of a plurality of stages reaches a predetermined number.
[0090] More specifically, the rewarding unit may be configured to reward the user when the number of quests the user has cleared reaches a predetermined number among the quests associated with the stages including the first stage and the second stage, thereby motivating the user to play more stages.
[0091] (Variation 11) The game described above, which has multiple stages with a set play order and each stage is associated with one or more quests (hereinafter, for convenience, referred to as "Game X"), may be playable only during a specific period of time, and may be playable again during another specific period after the specific period has passed. For example, Game X may be playable for two months from January to February, and then playable again from May to June.
[0092] In this case, the game server 10 may allow a user who has cleared a predetermined number of quests or more in a predetermined period among the multiple quests corresponding to the first quest to proceed to the second quest in the next predetermined period (i.e., there is no need to start over from the first quest).On the other hand, for a user who has cleared less than a predetermined number of quests in a predetermined period among the multiple quests corresponding to the first quest, there may be a requirement that the user not proceed to the second quest in the next predetermined period and must start over from the first quest.
[0093] More specifically, the reception unit 112 may receive, from a first user who has cleared at least one but less than a predetermined number of quests among the multiple quests associated with the first stage before a predetermined time, a selection of a quest to be played from among the multiple quests associated with the second stage when the first user clears at least a predetermined number of quests among the multiple quests associated with the first stage after the predetermined time. The reception unit 112 may receive, from a first user who has cleared at least a predetermined number of quests among the multiple quests associated with the first stage before a predetermined time, a selection of a quest to be played from among the multiple quests associated with the second stage, regardless of whether the second user has cleared any of the multiple quests associated with the first stage after the predetermined time. The predetermined time may be any timing between a first period and a second period during which at least the multiple quests associated with the first stage and the multiple quests associated with the second stage can be played.
[0094] This makes it possible for a user who has cleared many quests to more easily progress to the next stage in the future, thereby motivating the user to play many quests.
[0095] (Additional information) Among multiple quests associated with the same stage, the set difficulty level, the contents of the gimmicks, the reward for clearing the quest, the price (stamina) paid when playing the quest, and / or the number of times it can be played (corresponding to the number of times in variant example 9) may differ.
[0096] The granting unit 116 may grant a special reward (e.g., a rare character) to a user when the user clears a specific stage in a series of stages (i.e., when the user clears a quest corresponding to the specific stage).
[0097] <Screen display example> Fig. 9 is a diagram showing an example of a game screen. In the example of Fig. 9, quest 01 and quest 02 are associated with stage 1 and stage 2, respectively. A quest selection screen M10 shows an example of a display when the user has not cleared any quests in stage 1. As shown in the quest selection screen M10, quest 01 and quest 02 in stage 2 are displayed in gray out, and the user cannot select quest 01 and quest 02 in stage 2.
[0098] The quest selection screen M11 shows an example of the display when the user clears quest 01 or quest 02 in stage 1. The quest selection screen M11 differs from the quest selection screen M10 in that quests 01 and 02 in stage 2 are not grayed out, allowing the user to select quest 01 and quest 02 in stage 2.
[0099] <Summary> According to the embodiment described above, the game server 10 is configured to accept a selection of a quest to be played from one or more quests associated with the second stage when the user has completed one or more quests among the multiple quests associated with the first stage. This makes it easier to progress to the next stage in a game in which each stage includes multiple quests, thereby promoting opportunities for users to play.
[0100] The above-described embodiment is intended to facilitate understanding of the present invention, and is not intended to limit the present invention. The flow charts, sequences, elements included in the embodiment, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiment are not limited to those exemplified, and may be modified as appropriate.
[0101] <Additional Notes> <Appendix 1> an execution unit that executes a game including at least a first stage and a second stage, the first stage being played in a predetermined order, and one or more quests being associated with each of the first stage and the second stage; a reception unit that receives a selection of a quest to be played using a deck organized with a plurality of objects possessed by a user, and when the user has completed one or more quests among the plurality of quests associated with the first stage, is capable of receiving a selection of a quest to be played from one or more quests associated with the second stage; An information processing device having the above configuration.
[0102] According to Appendix 1, in a game in which each stage includes multiple quests, it is possible to increase the user's opportunities to play by making it easier to progress to the next stage.
[0103] <Appendix 2> the reception unit controls a quest selectable by the user from among a plurality of quests associated with the second stage, based on information regarding a play content of a quest completed by the user in the first stage; 2. An information processing device according to claim 1.
[0104] According to Appendix 2, it becomes possible for a user to change the quests that the user can accept in the next stage based on information about the play content in the previous stage.
[0105] <Appendix 3> the reception unit controls a quest selectable by the user from among a plurality of quests associated with the second stage, based on an object included in the deck used by the user in the first stage; 3. The information processing device according to claim 1 or 2.
[0106] According to Appendix 3, it becomes possible to change the quests that the user can select in the next stage based on the object that the user used in the previous stage.
[0107] <Appendix 4> the reception unit controls a quest selectable by the user from among a plurality of quests associated with the second stage, based on which quest of a plurality of quests associated with the first stage the user has completed; 4. The information processing device according to claim 1,
[0108] According to Appendix 4, it becomes possible to change the quests that the user can select in the next stage based on the quests that the user has cleared in the previous stage.
[0109] <Appendix 5> the reception unit increases the number of quests selectable by the user in the second stage based on the number of times the user has failed to complete a plurality of quests associated with the first stage; 5. The information processing device according to any one of claims 1 to 4.
[0110] According to Appendix 5, it becomes possible to change the quests that the user can select in the next stage based on the number of times the user has failed to clear the previous stage.
[0111] <Appendix 6> The first stage is associated with at least a first quest and a second quest; the reception unit allows the user to newly select the second quest as a playable quest based on a play result of the first quest played by the user; 6. The information processing device according to any one of claims 1 to 5.
[0112] According to Appendix 6, it is possible to increase the number of selectable quests in the same stage based on the results of quests played in the same stage.
[0113] <Appendix 7> the reception unit controls the number of quests selectable by the user in the second stage when the user has cleared a first predetermined number or more of the multiple quests associated with the first stage to be greater than the number of quests selectable by the user in the second stage when the user has cleared less than a first predetermined number of the multiple quests associated with the first stage; 7. The information processing device according to claim 1.
[0114] According to Appendix 7, since the number of selectable quests increases in the second stage, it becomes easier for the user to proceed to the next stage.
[0115] <Appendix 8> a third quest and a fourth quest having a lower difficulty level than the third quest are associated with the first stage; the reception unit controls the number of quests that the user can select in the second stage when the user has cleared the third quest to be greater than the number of quests that the user can select in the second stage when the user has cleared the fourth quest; 8. The information processing device according to any one of claims 1 to 7.
[0116] According to Appendix 8, since the number of selectable quests increases in the second stage, it becomes easier for the user to proceed to the next stage.
[0117] <Appendix 9> a recommendation unit that recommends to the user a quest selected from a plurality of quests associated with the second stage based on which quest of a plurality of quests associated with the first stage the user has completed; An information processing device according to any one of appendix 1 to 8.
[0118] According to Appendix 9, the user can select and play a recommended quest in the next stage.
[0119] <Appendix 10> the reception unit controls so as not to receive, from the user, a selection of one or more quests that satisfy a predetermined condition among a plurality of quests associated with a plurality of stages including the first stage and the second stage, as a quest to be played in a predetermined range of stages more than a predetermined number of times; 10. The information processing device according to any one of claims 1 to 9.
[0120] According to Appendix 10, it will be possible to limit the number of times a quest that meets certain conditions can be played.
[0121] <Appendix 11> and an awarding unit that awards a reward to the user when a number of quests that the user has cleared among a plurality of quests corresponding to a plurality of stages including the first stage and the second stage reaches a predetermined number. 11. The information processing device according to any one of claims 1 to 10.
[0122] According to Appendix 11, it becomes possible to give rewards to users according to the number of quests they complete.
[0123] <Appendix 12> The reception unit is for a first user who has cleared one or more but less than a predetermined number of quests before a predetermined time among the plurality of quests associated with the first stage, when the first user clears the predetermined number or more of quests among the plurality of quests associated with the first stage after the predetermined time, a selection of a quest to be played from the first user among the plurality of quests associated with the second stage is accepted; accept, from a first user, a selection of a quest to be played from among the plurality of quests corresponding to the second stage, for a second user who has cleared a predetermined number or more of quests before a predetermined time point among the plurality of quests corresponding to the first stage, regardless of whether the second user has cleared any of the plurality of quests corresponding to the first stage after the predetermined time point; 12. The information processing device according to any one of claims 1 to 11.
[0124] According to Appendix 12, a user who clears many quests will be more likely to progress to the next stage in the future, which makes it possible to motivate the user to play many quests.
[0125] <Appendix 13> executing a game including at least a first stage and a second stage, the first stage being played in a predetermined order, and the second stage being played in a predetermined order, and each of the first stage and the second stage being associated with one or more quests; accepting a selection of a quest to be played using a deck organized with a plurality of objects possessed by a user, and when the user has completed one or more quests among the plurality of quests associated with the first stage, being able to accept a selection of a quest to be played from one or more quests associated with the second stage; An information processing method performed by an information processing device, comprising:
[0126] According to Addendum 13, in a game in which each stage includes multiple quests, by making it easier to progress to the next stage, it is possible to increase the user's opportunities to play.
[0127] <Appendix 14> executing a game including at least a first stage and a second stage, the first stage being played in a predetermined order, and the second stage being played in a predetermined order, and each of the first stage and the second stage being associated with one or more quests; accepting a selection of a quest to be played using a deck organized with a plurality of objects possessed by a user, and when the user has completed one or more quests among the plurality of quests associated with the first stage, being able to accept a selection of a quest to be played from one or more quests associated with the second stage; A program for causing a computer to execute the following.
[0128] According to Addendum 14, in a game in which each stage includes multiple quests, it is possible to increase the user's opportunities to play by making it easier to progress to the next stage. [Explanation of symbols]
[0129] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...user management DB, 100b...owned character management DB, 100c...stage management DB, 100d...play history management DB, 110...game control unit, 111...execution unit, 112...reception unit, 113...recommendation unit, 114...assignment unit, 115...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit
Claims
[Claim 1] an execution unit that executes a game including at least a first stage and a second stage, the first stage being played in a predetermined order, and one or more quests being associated with each of the first stage and the second stage; a reception unit that receives a selection of a quest to be played using a deck organized with a plurality of objects possessed by a user, and when the user has completed one or more quests among the plurality of quests associated with the first stage, is capable of receiving a selection of a quest to be played from one or more quests associated with the second stage; An information processing device having the above configuration.
Citation Information
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