Information processing device, information processing method, program, and game system
Patent Information
- Application Number
- JP2023129432
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-08
- Publication Date
- 2025-02-21
AI Technical Summary
【0007】 本発明によれば、ゲームの進行を、プレイヤが他のゲームをプレイした結果に応じて制御す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 2025025003000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, a program, and a game system. [Background technology]
[0002] There is known a game in which a player clears a quest using a group called a deck. For example, Patent Document 1 discloses a game in which a user executes a quest using a player character owned by the user. [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] In some cases, multiple types of games are provided within a single game. For example, there are games in which quests can be played normally, but mini-games can be played for a limited time. In such games, if a user gets bored with playing quests, the user can play the mini-games. However, if the user simply plays both the quests and the mini-games, it is expected that the user will eventually get bored with the mini-games as well. Therefore, it is considered necessary to have a mechanism that allows a user to enjoy a single game for a longer period of time.
[0005] Therefore, an object of the present invention is to provide a technique that enables the progress of a game to be controlled depending on the results of a player playing another game. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a control unit that controls the progress of a first game based on an option selected by a player from a plurality of options including a first option and a second option, and also controls the progress of a second game played using a game medium owned by the player, wherein the control unit controls the first option to be selectable in the first game when one or more first missions corresponding to the first option are accomplished in the second game, and controls the second option to be selectable in the first game when one or more second missions corresponding to the second option are accomplished in the second game. Effect of the Invention
[0007] According to the present invention, it is possible to provide a technique that enables the progress of a game to be controlled according to the results of a player playing another game. [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] FIG. 1 is a diagram for explaining a specific example of a competitive game provided by the game system. [Figure 6] FIG. 1 is a diagram for explaining a specific example of a competitive game provided by the game system. [Figure 7] FIG. 4 is a diagram showing a specific example of game data stored in the game server. [Figure 8] FIG. 4 is a diagram showing a specific example of game data stored in the game server. [Figure 9] 13 is a flowchart showing an example of a processing procedure when a game server executes a quest. [Figure 10] 13 is a flowchart showing an example of a processing procedure when a game server executes a competitive game. [Figure 11] FIG. 13 is a diagram showing an example of a screen display. 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 one or more 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 an information processing device that performs some of the functions of the terminal 20 in providing a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be composed of one or more information processing devices, or may be composed of a virtual server (such as a cloud server). The game server 10 may be called a computer.
[0012] The terminal 20 is an information processing device that provides a game to a player, and the player can execute 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 may notify the game server 10 of its own position detected using a GPS (Global Positioning System) or the like. The terminal 20 may be called a computer.
[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 player (which may also be called a user) can play quests using a deck.
[0014] A deck refers to a group of multiple game media. A player can organize a deck with game media selected from multiple game media owned by the player. The game media may be characters, items, game cards, etc.
[0015] A quest is a task that can be cleared by satisfying certain predetermined conditions. A player playing a quest can clear the quest by satisfying certain conditions. When a player clears a quest, the player is given a reward such as a game medium, an item, or points (also called a "game bonus"), or the story of the game progresses. Clearing a quest may mean, for example, defeating a boss, reaching a predetermined position (goal), etc.
[0016] A mission is a task that can be accomplished by playing a quest. Multiple missions are provided, and each mission has conditions to be achieved and a reward (game benefit) that the user can receive upon achievement. A mission may be associated with a specific quest. For example, mission 1 may be to clear quest A, and mission 2 may be to clear quest B, etc.
[0017] In this embodiment, a mini-game (hereinafter referred to as a "battle game" or "first game") is provided, which is different from a quest, in which the player's army competes against an enemy army. The quest may be called a "second game". The player controls the player's army, and the enemy army is controlled by the opponent. The opponent may be a PC (player character) controlled by the opponent player, or an NPC (non-player character) controlled by a computer.
[0018] Each of the player's army and the enemy army has a plurality of game media (e.g., characters). The player can instruct the plurality of game media belonging to the player's army on a course of action (hereinafter referred to as a "strategy") to be taken when fighting against the game media of the enemy army. A plurality of strategies are prepared, and the player can select any strategy that satisfies a predetermined selection condition. Since the strategy is selected by the player, it may be called an "option." Note that the game media belonging to the enemy army are also assigned one of the plurality of strategies. The probability that the game media of the player's army will win against the game media of the enemy army varies depending on the combination of the strategy instructed to the game media of the player's army and the strategy applied to the game media of the enemy army.
[0019] The game server 10 controls the progress of the competitive game based on a strategy selected by a player from among a plurality of strategies. The number of times a strategy can be selected is managed for each strategy. Furthermore, a mission is associated with one of the plurality of strategies, and when a player accomplishes a mission, the number of times the strategy corresponding to the mission can be selected increases. In other words, when a player accomplishes a mission, the game server 10 allows the player to select a strategy corresponding to the mission in the competitive game.
[0020] <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 have a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical Processing Unit), a memory (e.g., RAM (Random Access Memory) or ROM (Read Only Memory)), a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a network IF (Network Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting 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.
[0021] <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, a control unit 101, a reception unit 102, a display control unit 103, and an assignment unit 104. The storage unit 100 can be realized by using a storage device 12 included in the game server 10. The control unit 101, the reception unit 102, the display control unit 103, and the assignment unit 104 can be realized by the processor 11 of the game server 10 executing a program stored in the storage device 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 Universal Serial Bus (USB) memory or a Compact Disc Read-Only Memory (CD-ROM).
[0022] The storage unit 100 stores game data necessary for the game server 10 to execute a game. The game data includes a player management DB (Data Base) 100a, a quest definition DB 100b, a mission definition DB 100c, a match definition DB 100d, and a reward definition DB 100e. The player management DB 100a manages the game media owned by the player, the points owned by the player, the number of strategies, etc. The quest definition DB 100b stores various data necessary for executing a quest. The mission definition DB 100c defines the contents of the missions and the strategies corresponding to each mission. The match definition DB 100d manages the relationship between the combination of strategies and the winning rate. The reward definition DB 100e manages the contents of the rewards given to the players by collecting points.
[0023] The control unit 101 controls the progress of a competitive game (first game) based on an option selected by the player from among multiple options including a first strategy (first option) and a second strategy (second option). The control unit 101 also controls the progress of a quest (second game) played using game media owned by the player. For example, the second game may be a game played using a deck including multiple game media organized from among game media owned by the player. For example, the second game may be a game that can be played by consuming a predetermined parameter associated with the player, and the first game may be a game that can be played without consuming a predetermined parameter.
[0024] Furthermore, when the player accomplishes a mission in a quest (second game), the control unit 101 allows the player to select a strategy corresponding to the mission in the fighting game. For example, when one or more first missions corresponding to a first strategy are accomplished in a quest (second game), the control unit 101 controls the player to select the first strategy in the fighting game (first game). Furthermore, when one or more second missions corresponding to a second strategy are accomplished in a quest (second game), the control unit 101 controls the player to select the second strategy in the fighting game (first game). Note that the control unit 101 may control the player to select the first strategy according to gameplay of the first quest, and the control unit 101 may control the player to select the second strategy according to gameplay of the second quest. The first mission and the second mission may be achievable in the same quest, or may be achievable in different quests.
[0025] The reception unit 102 receives various operations, instructions, and the like from the player.
[0026] The display control unit 103 causes the display of the terminal 20 to display various game screens.
[0027] The granting unit 104 grants a reward (game bonus) to a player. For example, the granting unit 104 grants a game medium (first game bonus) granted in a competitive game to a player according to a result of playing the competitive game (first game).
[0028] (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 UI (User Interface) unit 201, and a control unit 202. The storage unit 200 can be realized by using a storage unit 12 included in the terminal 20. The UI unit 201 and the control unit 202 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.
[0029] The storage unit 200 stores game data necessary for the control unit 202 to execute the game. The game data includes various image data, game scenarios, and the like.
[0030] The UI unit 201 has a function of accepting various inputs from a user and displaying various game screens on a display. The UI unit 201 also displays game screens on the display (display unit) of the terminal 20 in accordance with instructions from the game server 10.
[0031] The control unit 202 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the control unit 202 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0032] Regarding the functional block configuration described above, all or some of the storage unit 100, the control unit 101, the reception unit 102, the display control unit 103, and the granting unit 104 included in the game server 10 may be configured to be provided in the terminal 20. That is, various processes according to the present embodiment may be executed by a processor of the game server 10, may be executed by a processor of the terminal 20, or may be executed by the processors of the game server 10 and the terminal 20 in cooperation with each other.
[0033] <Examples of competitive games> 5 is a diagram for explaining a specific example of a battle game provided by the game system 1. A game screen D10 is a screen for the battle game displayed on the display of the terminal 20. The player's team includes five game media, namely, game media P1 to P5. The opponent's team also includes five game media, namely, game media E1 to E5. Note that the number of game media in the player's team and the opponent's team is merely an example, and does not necessarily have to be five each.
[0034] Strategies are assigned in advance to the enemy game media E1 to E5. In the example of Fig. 5, there are three strategies, strategy A, strategy B, and strategy C, and strategy A, strategy B, strategy C, strategy A, and strategy C are assigned to the game media E1 to E5, respectively. The strategies assigned to the enemy game media may be changed at predetermined intervals. For example, they may be changed every day or every week.
[0035] The competitive game (first game) includes a plurality of first sub games, and the first sub game to which the strategy is assigned progresses when the player assigns the selected strategy to one of the plurality of first sub games. Each of the plurality of first sub games may mean, for example, each of a plurality of matches between a predetermined player's own game medium and an opponent's game medium. Note that the competitive game may include one first sub game.
[0036] As shown in FIG. 5, in the battle game, game medium P1 plays against game medium E1, game medium P2 plays against game medium E2, game medium P3 plays against game medium E3, game medium P4 plays against game medium E4, and game medium P5 plays against game medium E5. In other words, the multiple first sub-games may refer to a battle between game medium P1 and game medium E1, a battle between game medium P2 and game medium E2, a battle between game medium P3 and game medium E3, a battle between game medium P4 and game medium E4, and a battle between game medium P5 and game medium E5. A player selects one strategy from strategy A, strategy B, and strategy C, and assigns the selected strategy to any one of the game media P1 to P5 selected by the player (that is, the player assigns the selected strategy to any one of the multiple first sub-games). When the player assigns a strategy, the game medium to which the strategy is assigned plays against the game medium of the opponent (that is, the first sub-game to which the strategy is assigned progresses).
[0037] The control unit 101 may also update the selectable number of times set for each of the multiple strategies based on any of the multiple missions including the first mission and the second mission that have been accomplished in the quest (second game). The control unit 101 may also accept allocation of a strategy from among the multiple strategies to any of the multiple first sub games within the range of the selectable number of times set for each of the multiple strategies.
[0038] The number of selectable times (the number of times a strategy can be selected) may be increased by the player accomplishing a mission. For example, when the player accomplishes a mission corresponding to strategy A, one strategy A may be granted to the player (i.e., the number of times strategy A can be selected increases by one).
[0039] Note that multiple missions may be associated with the same strategy, and the multiple missions may have a set order of achievement. Also, the later the mission is in the order of achievement, the higher the difficulty of achievement may be. In other words, the difficulty of the missions may be set to gradually increase when the player repeatedly tries to acquire the same strategy.
[0040] As shown in FIG. 5, the strategy display area B10 of the game screen displays the number of times each strategy can be selected. In the example of FIG. 5, strategy A can be selected twice, strategy B can be selected once, and strategy C can be selected twice. The number of times each strategy can be selected is reduced by one each time the player selects a strategy and assigns it to a game medium. For example, assume that the player selects strategy A and assigns it to game medium P2. In this case, as shown in FIG. 6, the number of strategies A displayed in the strategy display area B10 is reduced by one to 1. In other words, the player can assign a strategy to any of the game media of his / her team (i.e., to any of the first sub-games) within the range of the number of times each strategy can be selected.
[0041] Also, an upper limit may be set for the number of times each strategy can be selected. The control unit 101 may perform control so that, for a strategy that has reached its upper limit of selectable times among the multiple strategies, the player cannot challenge a mission that corresponds to the strategy that has reached its upper limit of selectable times among the multiple missions until the strategy is newly selected by the player.
[0042] For example, assume that the upper limit of the number of times that strategy B can be selected is set to two. In the example of FIG. 5, strategy B can be selected two times, so the upper limit of the number of times that strategy B can be selected has been reached. Also, it is assumed that the mission associated with strategy B can be achieved by playing special quest B. In this case, the control unit 101 may prevent a player who has reached the upper limit of the number of times that strategy B can be selected from selecting special quest B on the quest selection screen. This can prevent the player from playing quests unnecessarily even though the mission cannot be achieved.
[0043] Also, for each of the multiple strategies, a maximum number of times that the strategy can be assigned to any of the multiple first sub games within a predetermined period may be determined. Furthermore, the control unit 101 may be configured to accept assignment of a strategy from among the multiple strategies to any of the multiple first sub games within the range of the maximum number of times. For example, it is assumed that the maximum number of times is set to two for strategy A, strategy B, and strategy C. Furthermore, it is assumed that the predetermined period is 24 hours. In this case, the number of times that strategy A, strategy B, and strategy C can be assigned to the game media of the player's team (i.e., to any of the first sub games) is limited to two within a 24-hour period.
[0044] As described above, when a player assigns a strategy, the game media to which the strategy is assigned compete against the opponent's game media (i.e., the first sub-game to which the strategy is assigned progresses). The probability that the player's game media wins against the opponent's game media is predefined to vary depending on the combination of the strategy assigned to the player's game media and the strategy assigned to the opponent's game media. That is, the control unit 101 may vary the probability that the player wins the competitive game based on a comparison between the strategy set for the opponent's game media (opponent) from among multiple options and the strategy selected by the player for the player's game media.
[0045] The granting unit 104 may grant points to the player's game medium based on the result of a match between the player's game medium and the opponent's game medium. For example, the granting unit 104 may grant more game points to the player's game medium when the player's game medium wins than when the player's game medium is defeated. In the example of FIG. 6, the game medium P2 is granted 20 points (20pt) for winning the match against the game medium E1. The granting unit 104 may also grant a reward to the player based on the amount of points granted to the player's game medium.
[0046] As described above, the probability that the game medium of one's own army wins varies depending on the strategy assigned to the game medium of the opposing army and the strategy assigned to the game medium of one's own army. Therefore, in order to win a competitive game, it is desirable for a player to assign a strategy with a higher winning rate to the game medium of one's own army. However, since there is an upper limit to the number of times each strategy can be selected, it is not always possible to assign a strategy with a higher winning rate to the game medium of one's own army. In addition, although a strategy can be acquired by completing a mission, if one tries to repeatedly acquire the same strategy, the difficulty of the mission increases, making it difficult to acquire the same strategy many times. Therefore, the player must devise which strategy to assign to which game medium in order to gain more points.
[0047] 7 and 8 are diagrams showing specific examples of game data stored in the game server 10. The player management DB 100a manages, in association with each other, a player ID, game media owned by the player (owned game media), the number of points (points) given to each game media of the player's team, the number of times each strategy can be selected (number of owned strategies), and data (mission completion management) that manages how many missions associated with each strategy the player has completed in order of completion.
[0048] The quest definition DB 100b manages, in association with each other, an ID (quest ID) that uniquely identifies a quest, the difficulty level of the quest, the reward given to the player for clearing the quest, and various data required to complete the quest.
[0049] The mission definition DB 100c manages an ID (mission ID) that uniquely identifies a mission, a condition for accomplishing the mission, and a strategy that is given to a player by accomplishing the mission, in association with each other.
[0050] The match definition DB 100d manages the relationship between combinations of strategies and winning rates. For example, in the example of Fig. 7, it is defined that when a game medium of strategy A fights against a game medium of strategy A, the winning rate is 50%. It is also defined that when a game medium of strategy A fights against a game medium of strategy B, the game medium of strategy A wins with an 80% probability. It is also defined that when a game medium of strategy A fights against a game medium of strategy C, the game medium of strategy C wins with an 80% probability.
[0051] The reward definition DB 100e manages the number of points, the game medium, and the reward to be awarded to the player in association with each other. For example, when the points of the game medium P1 reach 10, the awarding unit 104 awards the reward AA to the player. Furthermore, when the points of the game medium P1 reach 20, the awarding unit 104 awards the reward BB to the player. The reward definition DB 100e may be prepared for each game medium of the player's team. For example, different rewards may be awarded to the game medium P1 and the game medium P2 even if the game medium P1 and the game medium P2 have the same number of points.
[0052] FIG. 9 is a flowchart showing an example of a processing procedure when the game server 10 executes a quest. The reception unit 102 receives a selection of a quest to be played from the player. The control unit 101 executes the selected quest (S10). The control unit 101 determines whether the player has completed the mission (S11). If the mission has been completed, the assignment unit 104 checks the strategy corresponding to the mission completed by the player by referring to the mission definition DB 100c. Next, the assignment unit 104 adds 1 to the number of strategies corresponding to the mission completed by the player, among the number of strategies owned by the player (S12).
[0053] 10 is a flowchart showing an example of a processing procedure when the game server 10 executes a match game. The reception unit 102 receives from the player a game medium to which a strategy is to be assigned and a strategy to be assigned from among a plurality of game media of the player's own team and a plurality of strategies owned by the player (S20). Next, the control unit 101 causes a match between the game media of the player's team to which the strategy is assigned and the game media of the opponent team. The control unit 101 also refers to the match definition DB 100d, and obtains a winning rate in a match between the strategy assigned to the game media of the opponent team and the strategy assigned in the processing procedure of step S20, and determines which of the game media of the player's team and the opponent team will win based on the winning rate (S21).
[0054] For example, suppose that the strategy assigned to the opponent's game media is strategy C, and the strategy assigned to the player's game media is strategy B. According to the match definition DB 100d, in this combination, strategy B (i.e., the player's game media) will win with a probability of 80%. For example, the control unit 101 may calculate a random number between 1 and 100, and determine that the player's game media has won if the calculated random number is between 1 and 80, and determine that the opponent's game media has won if the calculated random number is between 81 and 100.
[0055] Next, the granting unit 104 grants points to the player's game media based on the match result (S22). When the number of points granted to the player's game media reaches a predetermined number, the granting unit 104 may grant a reward to the player in accordance with the reward definition DB 100e. For example, when the number of points granted to the player's game media P1 reaches 10 points, the granting unit 104 grants the player reward AA. When the number of points granted to the player's game media P1 reaches 20 points, the granting unit 104 grants the player reward BB.
[0056] <Modification> (Variation 1) As described above, players acquire strategies by completing missions and assign the acquired strategies to their own game media to play a competitive game. Here, the possibility of one's own team winning is controlled according to the combination of the opponent's strategy and one's own strategy.
[0057] In the above case, the display control unit 103 may display the strategy set for the enemy's game media (opponent), and the control unit 101 may control the quest (second game) to be playable during the period when the strategy set for the enemy's game media is displayed and a strategy can be selected in the battle game (first game). This allows the player to reliably select a strategy that is advantageous against the enemy's strategy. In this case, if a strategy that is advantageous against the enemy's strategy cannot be selected, the player can increase the possibility of winning the first game by playing the corresponding second game to enable strategy selection, and then returning to the first game to play.
[0058] In this way, by linking the first game with the second game, it is possible to make the first game proceed more advantageously by playing the second game.
[0059] (Variation 2) When a game bonus for a competitive game (first game bonus) has been awarded to a player, the awarding unit 104 may give the player a game bonus (second game bonus) that is awarded according to the play result of a quest in preference to a case in which a game bonus for a competitive game has not been awarded to the player.
[0060] For example, in a competitive game, the game bonus given when the points given to the game medium reach a predetermined number is an item Y that increases the probability of receiving a special item X (e.g., a hard-to-obtain item X) when a quest is cleared. In this case, when the item Y is given to the player, the giving unit 104 may set the probability of giving the item X when the quest is cleared to be higher than when the item Y is not given to the player. This can increase the player's motivation to play the competitive game.
[0061] (Variation 3) The display control unit 103 may be configured to identifiably display a quest that allows the player to achieve a mission that corresponds to a strategy among a plurality of strategies whose selectable number of times has not reached an upper limit.
[0062] For example, the upper limit of the number of times that a strategy can be selected is assumed to be two. In addition, the quest in which the mission corresponding to strategy A can be completed is assumed to be special quest A. In the example of FIG. 6, strategy A is displayed as one time, which means that strategy A has not reached the upper limit of the number of times that it can be selected. In this case, the display control unit 103 may display that strategy A can be acquired by playing special quest A, as shown in screen D20 of FIG. 11.
[0063] This allows the player to easily understand which quest he or she should play in order to increase the number of times that a strategy can be selected.
[0064] (Variation 4) When there are a plurality of strategies among which the number of times that they can be selected has not reached the upper limit, a quest that can achieve all of the plurality of strategies that have not reached the upper limit may be displayed in an identifiable manner. In other words, when neither the first strategy nor the second strategy has reached the upper limit of the number of times that they can be selected, a quest that can achieve both the first mission associated with the first strategy and the second mission associated with the second strategy may be displayed in an identifiable manner.
[0065] For example, the upper limit of the number of times that a quest can be selected is assumed to be two. Also, special quest B is assumed to be a quest in which both a mission corresponding to strategy A and a mission corresponding to strategy B can be accomplished. In the example of FIG. 6, strategy A and strategy B are each displayed as one time, and therefore strategy A and strategy B have not reached the upper limit of the number of times that a quest can be selected. In this case, the display control unit 103 may display that both strategy A and strategy B can be acquired by playing special quest B, as shown in screen D21 of FIG. 11.
[0066] This allows the player to easily understand which quest he or she should play in order to increase the number of times that a strategy can be selected.
[0067] <Summary> According to the embodiment described above, the game server 10 determines whether the player's game media will win based on a combination of a strategy assigned to the player's game media and a strategy assigned to the opponent's game media among a plurality of strategies. The number of selectable strategies is increased by the player playing a quest and accomplishing a mission associated with the strategy. This makes it possible to control the progress of the game (i.e., the battle game) according to the results of the player playing another game (i.e., a quest in which the player can accomplish a mission associated with the strategy).
[0068] The above-described embodiments are intended to facilitate understanding of the present invention, and are not intended to limit the present invention. The flow charts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. are not limited to those illustrated, and can be changed as appropriate. In addition, configurations shown in different embodiments can be partially replaced or combined with each other.
[0069] <Additional Notes> <General-purpose assignments> One of the objects of the present invention is to make a game more interesting for a player, and another object of the present invention is to control the progress of a game.
[0070] <Issues regarding Appendix 1> One of the objects of the present invention is to control the progress of a game according to the results of a player playing other games.
[0071] <Appendix 1> a control unit that controls progress of a first game based on a choice selected by a player from a plurality of choices including a first choice and a second choice, and also controls progress of a second game played by the player using a game medium owned by the player; The control unit is When one or more first tasks corresponding to the first option are accomplished in the second game, control is performed so that the first option is selectable in the first game; When one or more second missions corresponding to the second option are accomplished in the second game, control is performed to make the second option selectable in the first game. Information processing device.
[0072] According to Appendix 1, the progress of the game can be controlled according to the results of the player's playing other games.
[0073] <Issues regarding Appendix 2> One of the objects of the present invention is to have the result of the selection of an option reflected in the result of the first game.
[0074] <Appendix 2> the control unit varies a probability that the player will win the first game based on a comparison between an option set for the opponent among the plurality of options and an option selected by the player. 2. An information processing device according to claim 1.
[0075] According to Appendix 2, the result of the selection of the option can be reflected in the result of the first game.
[0076] <Issues regarding Appendix 3> One of the objects of the present invention is to prevent a player from needlessly playing the second game even during a period when no option selection is available.
[0077] <Appendix 3> a display control unit that displays options set for the opponent; the control unit controls the second game to be playable during a period in which the option set for the opponent is displayed and an option can be selected in the first game; 3. An information processing device according to claim 2.
[0078] According to supplementary note 3, it is possible to prevent the player from wasting time playing the second game even during the period when the player is unable to select an option.
[0079] <Issues regarding Appendix 4> One of the objects of the present invention is to control the progress of a first game depending on the results of a player's playing a second game.
[0080] <Appendix 4> the first game includes a plurality of first sub-games; the player assigns the selected option to one of the plurality of first sub games, thereby progressing the first sub game to which the option is assigned; The control unit is updating a selectable number of times set for each of the plurality of options based on any one of a plurality of missions including the first mission and the second mission that has been accomplished in the second game; accepting allocation of an option from among the plurality of options to any one of the plurality of first sub games within the range of the selectable number of times set for each of the plurality of options; 2. An information processing device according to claim 1.
[0081] According to appendix 4, the progress of the first game can be controlled according to the results of the player's playing the second game.
[0082] <Issues regarding Appendix 5> One of the goals of the present invention is to limit the number of times a choice can be assigned.
[0083] <Appendix 5> a maximum number of times that each of the plurality of options can be assigned to any of the plurality of first sub games within a predetermined period is determined; the control unit accepts an allocation of an option from among the plurality of options for any one of the plurality of first sub games within the range of the maximum number of times; 5. The information processing device according to claim 4.
[0084] According to Appendix 5, it is possible to limit the number of times an option can be assigned.
[0085] <Issues regarding Appendix 6> One of the objectives of the present invention is to prevent a player from unlimitedly attempting missions corresponding to selections.
[0086] <Appendix 6> the control unit performs control for an option of which the number of times that it can be selected has reached an upper limit, so that the player cannot challenge a mission of the multiple missions corresponding to the option until the option is newly selected by the player. 5. The information processing device according to claim 4.
[0087] According to Appendix 6, it is possible to prevent the player from unlimitedly challenging the missions corresponding to the options.
[0088] <Issues regarding Appendix 7> One of the objects of the present invention is to increase the player's motivation to play the first game.
[0089] <Appendix 7> a granting unit that grants a first game benefit to the player according to a play result of the first game, the awarding unit, when the first game award has been awarded to the player, gives to the player a second game award that is awarded in accordance with a play result of the second game in preference to a case in which the first game award has not been awarded to the player; 2. An information processing device according to claim 1.
[0090] According to appendix 7, the player's motivation to play the first game can be increased.
[0091] <Issues regarding Appendix 8> One of the objects of the present invention is to enable a player to easily understand which second game to play in order to increase the number of selectable options.
[0092] <Appendix 8> a display control unit that identifiably displays the second game, the second game being a mission corresponding to an option among the plurality of options for which the number of times that the option can be selected has not reached an upper limit, the second game being a mission that the player can achieve; 5. The information processing device according to claim 4.
[0093] According to appendix 8, the player can easily grasp which second game to play in order to increase the number of selectable options.
[0094] <Issues regarding Appendix 9> One of the objects of the present invention is to make it possible to easily grasp which second game to play in order to increase the number of selectable options.
[0095] <Appendix 9> a display control unit that identifiably displays a second game in which both the first mission and the second mission can be completed when neither the first option nor the second option has reached the upper limit of the number of times that the game can be selected; 5. The information processing device according to claim 4.
[0096] According to appendix 9, the player can easily grasp which second game to play in order to increase the number of selectable options.
[0097] <Issues regarding Appendix 10> One of the objects of the present invention is to control the progress of a game according to the results of a player playing other games.
[0098] <Appendix 10> a processor controls progress of a first game based on an option selected by a player from a plurality of options including a first option and a second option, and also controls progress of a second game played by the player using a game medium owned by the player; a processor controls the first option to be selectable in the first game when one or more first missions corresponding to the first option are accomplished in the second game; the processor controls the first game so as to make the second option selectable when one or more second missions corresponding to the second option are accomplished in the second game; Information processing methods.
[0099] According to Appendix 10, the progress of the game can be controlled according to the results of the player's playing other games.
[0100] <Issues regarding Appendix 11> One of the objects of the present invention is to control the progress of a game according to the results of a player playing other games.
[0101] <Appendix 11> causing the processor to control progress of a first game and control progress of a second game played by the player using a game medium owned by the player based on an option selected by the player from a plurality of options including a first option and a second option; causing the processor to control the first option in the first game so as to be selectable when one or more first missions corresponding to the first option are accomplished in the second game; causing the processor to control the first game so as to select the second option when one or more second missions corresponding to the second option are accomplished in the second game; A program that executes a process.
[0102] According to Appendix 11, the progress of the game can be controlled according to the results of the player's playing other games.
[0103] <Issues regarding Appendix 12> One of the objects of the present invention is to control the progress of a game according to the results of a player playing other games.
[0104] <Appendix 12> A game system including a terminal and an information processing device, The information processing device includes: a control unit that controls progress of a first game based on a choice selected by a player from a plurality of choices including a first choice and a second choice, and also controls progress of a second game played by the player using a game medium owned by the player; The control unit is When one or more first tasks corresponding to the first option are accomplished in the second game, control is performed so that the first option is selectable in the first game; When one or more second missions corresponding to the second option are accomplished in the second game, control is performed to make the second option selectable in the first game. Game system.
[0105] According to Addendum 12, the progress of the game can be controlled according to the results of the player playing other games. [Explanation of symbols]
[0106] 1 Game system, 10 Game server, 11 Processor, 12 Storage device, 13 Network IF, 14 Input device, 15 Output device, 20 Terminal, 100 Memory unit, 100 Battle definition DB, 100a Player management DB, 100b Quest definition DB, 100c Mission definition DB, 100d Battle definition DB, 100e Reward definition DB, 101 Control unit, 102 Reception unit, 103 Display control unit, 104 Granting unit, 200 Memory unit, 201 UI unit, 202 Control unit
Claims
1. a control unit that controls progress of a first game based on a choice selected by a player from a plurality of choices including a first choice and a second choice, and also controls progress of a second game played by the player using a game medium owned by the player; The control unit is When one or more first tasks corresponding to the first option are accomplished in the second game, control is performed so that the first option is selectable in the first game; When one or more second tasks corresponding to the second option are accomplished in the second game, the control unit controls the first game so that the second option is selectable. Information processing device.
2. the control unit varies a probability that the player will win the first game based on a comparison between an option set for the opponent among the plurality of options and an option selected by the player. The information processing device according to claim 1 .
3. a display control unit that displays options set for the opponent; the control unit controls the second game to be playable during a period in which a selection of options is possible in the first game after the options set for the opponent are displayed, The information processing device according to claim 2 .
4. the first game includes a plurality of first sub-games; the player assigns the selected option to one of the plurality of first sub games, thereby progressing the first sub game to which the option is assigned; The control unit is updating a selectable number of times set for each of the plurality of options based on any one of a plurality of missions including the first mission and the second mission that has been accomplished in the second game; accepting allocation of an option from among the plurality of options to any one of the plurality of first sub games within the range of the selectable number of times set for each of the plurality of options; The information processing device according to claim 1 .
5. a maximum number of times that each of the plurality of options can be assigned to any of the plurality of first sub games within a predetermined period is determined; the control unit accepts allocation of an option from among the plurality of options for any one of the plurality of first sub games within the range of the maximum number of times; The information processing device according to claim 4.
6. the control unit performs control for an option of which the number of times that it can be selected has reached an upper limit, so that the player cannot challenge a mission of the multiple missions corresponding to the option until the option is newly selected by the player. The information processing device according to claim 4.
7. a granting unit that grants a first game benefit to the player in accordance with a play result of the first game; the awarding unit, when the first game award has been awarded to the player, gives to the player a second game award that is awarded in accordance with a play result of the second game in preference to a case in which the first game award has not been awarded to the player; The information processing device according to claim 1 .
8. a display control unit that identifiably displays the second game in which the player can accomplish a mission corresponding to an option among the plurality of options, the option being selectable a number of times that has not reached an upper limit (one time in implementation); The information processing device according to claim 4.
9. a display control unit that identifiably displays a second game in which both the first mission and the second mission can be completed when neither the first option nor the second option has reached the upper limit of the number of times that the game can be selected; The information processing device according to claim 4.
10. a processor controls progress of a first game based on an option selected by a player from a plurality of options including a first option and a second option, and controls progress of a second game played by the player using a game medium owned by the player; a processor controls the first option to be selectable in the first game when one or more first missions corresponding to the first option are accomplished in the second game; the processor controls the first game so that the second option is selectable when one or more second missions corresponding to the second option are accomplished in the second game; Information processing methods.
11. causing the processor to control progress of a first game and control progress of a second game played by the player using a game medium owned by the player based on an option selected by the player from a plurality of options including a first option and a second option; causing the processor to control the first option to be selectable in the first game when one or more first missions corresponding to the first option are accomplished in the second game; causing the processor to control the second option to be selectable in the first game when one or more second missions associated with the second option are accomplished in the second game; A program that executes a process.
12. A game system including a terminal and an information processing device, The information processing device includes: a control unit that controls progress of a first game based on a choice selected by a player from a plurality of choices including a first choice and a second choice, and also controls progress of a second game played by the player using a game medium owned by the player; The control unit is When one or more first tasks corresponding to the first option are accomplished in the second game, control is performed so that the first option is selectable in the first game; When one or more second tasks corresponding to the second option are accomplished in the second game, the control unit controls the first game so that the second option is selectable. Game system.
Citation Information
Patent Citations
Control program, game device, and control method
JP2020044320A