Information processing device, information processing system, information processing method, and program

JP2025030152APending Publication Date: 2025-03-07MIXI INC

Patent Information

Application Number
JP2023135185
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-23
Publication Date
2025-03-07

AI Technical Summary

Benefits of technology

【0007】 本発明の一態様によれば、プレイヤに対し、ゲーム媒体を所有しなくてもゲームをプレイ可能とさせる一方、ゲームにおいてゲーム媒体を所有することによるメリットも享受させることができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing device, an information processing system, an information processing method, and a program that enable a player to play a game even if the player does not own a game medium while enabling a player to enjoy merits by owning a game medium in a game.MEANS FOR SOLVING THE PROBLEM: An information processing device includes a first game control unit for controlling a first game that is played using a game medium distributed to a player after the start of a game play, and a second game control unit for controlling a second game that is played using a game medium that has been owned by the player since before the start of a game play. In the first game having a plurality of stages including a first stage and a second stage, the first game control unit controls the second stage so as to be playable when a first achievement condition set to the first stage is satisfied, and a second achievement condition set to a specific game in the second game corresponding to the second stage is satisfied.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] Conventionally, in computer games such as online games, games have been known in which a player plays using game media such as characters and items that the player already owns. For example, Patent Document 1 discloses a game in which a player organizes a deck by incorporating one or more characters (game media) that the player owns, and the game part played by the player progresses based on each character incorporated in the deck. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-193700 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, as in Patent Document 1, a game system that depends on the game media owned by the player, i.e., the game assets of the player, may not motivate new players to join the game. On the other hand, a game system that does not allow players to accumulate game assets may hinder the motivation of players to continue playing for a long period of time.

[0005] Therefore, one object of the present invention is to allow a player to play a game without owning game media, while also allowing the player to enjoy the benefits of owning game media in the game. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention includes a first game control unit that controls a first game played using a game medium that is distributed to a player after game play begins, and a second game control unit that controls a second game played using a game medium that the player owns before game play begins, and the first game control unit controls the second stage to be playable when a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied, and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied. Effect of the Invention

[0007] According to one aspect of the present invention, a player can play a game without owning game media, while still enjoying the benefits of owning game media in the game. [Brief description of the drawings]

[0008] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a game play screen in the first game. [Diagram 3] FIG. 13 is a diagram showing another example of the game play screen in the first game. [Figure 4] FIG. 13 is a diagram showing an example of a game play screen after continuing in the first game. [Diagram 5] FIG. 13 is a diagram showing an example of a quest selection screen in the second game. [Figure 6] FIG. 13 is a diagram showing an example of a deck composition screen in the second game. [Figure 7] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 8] FIG. 11 is a diagram showing an example of player information. [Figure 9] FIG. 4 is a diagram showing an example of first game information. [Figure 10]FIG. 13 is a diagram showing an example of character information in a second game. [Figure 11] FIG. 13 is a diagram showing an example of quest information in a second game. [Figure 12] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 13] A diagram showing the flow of a first game development process. [Figure 14] A diagram showing another flow of the first game development processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] <About the game according to one embodiment of the present invention> The information processing device, information processing method, and program of the present invention will be described below with reference to the attached drawings, taking specific embodiments as examples. Note that, for convenience of explanation, the following description may be given from the perspective of a GUI (Graphic User Interface). However, since the basic data processing technologies (communication / transmission technology, data acquisition technology, data recording technology, data processing / analysis technology, image processing technology, visualization technology, etc.) required to realize the contents are well-known technologies, the description thereof will be omitted.

[0010] The communication system (hereinafter referred to as information processing system S) shown in FIG. 1 is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game playing environment and the like to users (hereinafter referred to as players) who play a game. That is, a player is someone who uses the functions of server 10, and more specifically, by operating a specific device, a player can enjoy the benefits (services) provided by the functions of server 10 and play a game. In the following, unless otherwise specified, the term "game" includes both the first game and the second game. In addition, in this embodiment, the user terminal 12 is used as an example of the specified device, but the specified device may be a device owned by a player, such as the user terminal 12, or a device installed in a store or the like that is not owned by a player but can be a terminal or computer that can be used by entering a PIN number, password, or the like or by making a deposit when visiting the store or the like.

[0011] A game is content that a player plays by operating the user terminal 12 while viewing a game screen on the user terminal 12 for gameplay, and in this embodiment, it is an online game (electronic game) provided by using the information processing system S. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of the game is not particularly limited.

[0012] In this embodiment, when a player performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing in the game distributed from a server computer of the game provider, i.e., the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the player progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the operation contents of the player to the server 10, and the server 10 transmits data for progressing in the game corresponding to the operation contents of the player. Such data transmission and reception between the server 10 and the user terminal 12 is repeated until the player finishes playing the game.

[0013] In this embodiment, a player can play two different games, a first game and a second game, by using the information processing system S. Each game will be described below.

[0014] (Game 1) The first game of this embodiment is a card battle game in which a player selects and plays cards corresponding to the "game medium" (first game medium) of the first game that is dealt to the player after game play starts, and the game progresses differently depending on the result of the card selected by the player. The first game has a plurality of stages, and cards are game objects that are dealt to the player after game play starts in each stage, but the player cannot own the dealt cards as game assets. In other words, cards used in each stage of the game are dealt to the player after play starts in each stage, and can only be used in that stage, and cannot be brought to and used in other stages. Game media such as characters and items that can be used in the second game described later cannot be used in the first game either.

[0015] Here, a series of flows in the first game in this embodiment will be described with reference to the game play screens shown in FIGS. As shown in Fig. 2 and Fig. 3, the game play screen in the first game mainly includes an opponent display area 41 in which the image and name of the opponent in each stage are displayed, a card display area 42 in which a plurality of cards are displayed in a state in which the contents of the cards are not identifiable to the player, i.e., in a state in which they are turned over, which are placed on the player, a first parameter display area 43 in which a first parameter (HP) set for the player is displayed by a scale bar and a number, and a progress display area 44 in which the progress of the game, i.e., which stage the player is currently playing, is displayed. In addition, the game play screen displays a message inviting the player to select a card. In addition to the above-mentioned aspects, the indiscernible contents of the cards may be in a form in which at least a part of the contents of the cards is not displayed, is masked, or shows a silhouette of the contents. In this embodiment, the player is dealt five cards, and the player selects one of the cards dealt. Specifically, after pressing and selecting a card, the player presses the decision button B1 to confirm the selection of the card. Furthermore, the first parameter varies depending on the content of the card selected by the player, but does not recover beyond the maximum value (4 in this embodiment). The opponent display area 41 also has an information display button B2, and when the player presses the information display button B2, detailed information such as the opponent's profile (not shown), information on the cards available in that stage, and information such as rewards that can be received when the stage is cleared are displayed.

[0016] The first game of this embodiment is a game in which the player must draw a specific card (a winning card 52, described later) to defeat the opponent before the player's first parameter falls below a predetermined value (for example, 0 / 4). Specifically, when the player selects any card and presses the decision button B1, the selected card is turned over from a face-down state to face-up, and a game effect corresponding to the contents of the card is generated. Note that in the first game, the game play cannot be stopped midway until the stage ends, that is, until the match against the opponent ends by either winning or losing against the opponent.

[0017] The types of cards include a damage card 51 that receives damage from an opponent and reduces the first parameter, a victory card 52 that allows the player to defeat the opponent and clear the stage, and a recovery card 53 that allows the player to recover the first parameter from 1 to the maximum value during game play in the stage (during the match with the opponent). The damage cards 51 may have different levels of damage received. For example, the cards may include a small damage card that reduces the first parameter by 1, a large damage card that reduces the first parameter by 2, and a defeat card that reduces the first parameter to 0 by itself regardless of the number of remaining first parameters. In this embodiment, the player's selection of a winning card 52 corresponds to the "win condition" of the present invention, and the player's first parameter becoming 0 corresponds to the "lose condition" of the present invention.

[0018] In the first game, the cards dealt to the player at the start of game play in each stage may be changed depending on the results of the second game, which will be described later. For example, if the player has a good record in the second game, the number of victory cards 52 and recovery cards 53 dealt to the player may increase, or the recovery amount of the recovery card 53 may reach a maximum value, making the situation favorable for the player. Conversely, if the number of plays or clears in the second game is low, the number of damage cards 51 dealt to the player may increase, or a defeat card (not shown) may be included in the cards dealt to the player, making the situation unfavorable for the player.

[0019] When the player selects a victory card 52 and defeats the opponent, he or she can receive a reward each time the stage is cleared. The reward is, for example, game media such as characters and items that can be used in the second game described below (but cannot be used in the first game), and the player can own the received reward as game assets that can be used in the second game. The reward may also be a right to play a special game, quest, or the like. Note that as the stage level increases, the reward content becomes more luxurious and more numerous, making it more advantageous for the player.

[0020] Since multiple stages are prepared in the first game, the player progresses by clearing these multiple stages. That is, there is an opponent in each stage, and the player must defeat the opponent to win. Note that the first parameter is carried over when a stage is cleared and the next stage is started, and the player moves to the next stage as is. Therefore, if the level 1 stage is cleared with 2 first parameters remaining, and the player then plays the level 2 stage, the player starts from a state where 2 first parameters remain. Note that, as described below, this does not apply if a certain time has been reached.

[0021] In this embodiment, the player will progress through the stages from level 1 to level 5 in order, but the level 5 stage cannot be played until a specific game in the second game described below, i.e., a specific quest in the second game that corresponds to this level 5 stage, has been completed. Thus, in this embodiment, the stages from level 1 to level 4, or the level 4 stage, correspond to the "first stage" of the present invention, and the level 5 stage corresponds to the "second stage" of the present invention. Furthermore, at least, selecting the winning card 52 in the level 4 stage to satisfy the victory condition and clearing the level 4 stage corresponds to the "first achievement condition" of the present invention. Furthermore, a specific quest in the second game corresponds to the "specific game" of the present invention, and clearing the specific quest corresponds to the "second achievement condition" of the present invention. In this embodiment, the second achievement condition is described as being set in the specific game, but the second achievement condition may be set for the second game. In other words, the second achievement condition may be set as a condition that can be achieved by playing the second game.

[0022] In this embodiment, when the player clears the level 4 stage, the player is informed that the level 5 stage cannot be challenged unless the specific game is cleared. At this time, the second game may be automatically started, and the screen may transition to a screen where the specific game in the second game can be played. Here, the screen where the specific game can be played includes a screen where a specific quest corresponding to the specific game can be played, as well as a screen where a specific quest can be selected as shown in FIG. 5 described later. On the other hand, if the player has already cleared a specific game when they clear the level 4 stage, they will be transitioned to a game play screen where they can play the level 5 stage, and the player can continue on and challenge an opponent in the level 5 stage.

[0023] In this embodiment, if the first parameter becomes 0, the player will lose that stage, but even if the player loses and the game is over, at a specified time (for example, 4:00 a.m. every day), the player can continue and play the stage where he or she lost again. In other words, at the specified time, the first parameter is reset and restored to its maximum value by continuing. However, during game play of a stage, the first parameter does not recover even if a predetermined time has passed, and the first parameter recovers after the game play of the stage ends after the match with the opponent is settled. That is, when the match with the opponent ends, the first parameter is fully recovered and the game is continued, and the screen transitions to a screen in which the first parameter is at its maximum value and the player can challenge the same stage (if the player loses) or the next stage (if the player wins). In this case, a notice that the first parameter will recover when game play ends may be displayed on the game play screen. The first parameter has been described as a value that recovers when a predetermined time has passed, but it may also be a value that recovers as time passes.

[0024] As shown in FIG. 4, in the game play screen of the first game after continuing, when the player challenges the same opponent again in the same stage, the player can see through the selected cards 54 selected when the player was defeated by the opponent last time. That is, the contents of the selected cards 54 selected by the player in the past are displayed in a state that can be identified by the player. At this time, the selected cards 54 that can be seen through may be all the cards selected in the previous battle, or may be one or two cards randomly selected from them. As a result, when continuing, the number of options for the player is restored to the original, but the contents of some of the cards are known. Therefore, the player can not only avoid the damage card 51 when selecting, but also can adopt a strategy of selecting the recovery card 53 when the first parameter becomes low. Also, if the player continues to challenge every day, he or she will eventually be able to win.

[0025] (Game 2) The second game of this embodiment is a game played using characters etc. that correspond to the "game medium" (second game medium) of the second game owned by the player, and the player can acquire (obtain) and own (possess) these game media in the second game, and can use or consume the game media he owns. Note that, hereinafter, unless otherwise specified, when simply written as "game medium," it refers not to the game medium (first game medium) that can be used in the first game, but to the game medium (second game medium) that can be used in the second game.

[0026] The game medium is a game object that the player can use to progress through the second game, including playing quests and the like in the second game, and includes, for example, characters, items, cards, and avatars used in the second game. Game medium also includes points, coins, gold, stones, and other in-game currencies that have value as a consideration that can be exchanged for other game medium such as items or characters in the second game, or consumed to play quests, lotteries, and the like. In-game currencies include paid in-game currencies that can be acquired by paying, and free in-game currencies that can be acquired without paying. Here, charging refers to a player paying a game usage fee to a game provider, etc., using electronic money, a credit card, a prepaid card, etc., for the purpose of purchasing and acquiring game media such as in-game currency, and playing the game (including the first game and the second game) under other special conditions, etc.

[0027] Players can obtain game media as a reward for completing quests, which will be described later, or by purchasing it at a shop or playing a lottery, which is a random item distribution method known as gacha. A lottery is one of the constituent units of the second game by which game media can be acquired, and is conducted in response to a request for game media (lottery request) made by a player while playing the second game. Specifically, a lottery is a mechanism for providing game media such as characters and items to a player by utilizing chance, and one or a predetermined number of game media are selected randomly or by a predetermined lottery probability from a set to which multiple game media belong (a table in which multiple game media are associated with their respective lottery probabilities).

[0028] Each game medium, such as a character (excluding in-game currency), has its own personality, and each game medium is set with a name, attributes, appearance, and various parameters indicating abilities (values ​​related to level, stamina, attack power, special abilities, etc.). These parameters are indicators that affect the progress of the second game, and include those expressed by numerical values, those expressed by alphabets such as "A, B, C...", and those expressed by indicators such as gauges. In addition, some parameters change with the progress of the second game, and some parameters are constant and do not change regardless of the progress of the second game.

[0029] Furthermore, the player can enhance the game media (excluding in-game currency) owned in the second game, and can also own the enhanced game media as game assets. Enhancement means changing the parameters of the game media based on the player's instructions, etc. Enhancement includes, for example, increasing various parameters such as the abilities of a character, raising the predefined upper limit (maximum value) of the parameters, adding or changing special abilities such as skills to a character, and changing a character into a different type of special character, for example, a character with higher abilities. Enhancement also includes, for example, using multiple characters as materials and synthesizing the materials to change into one special character.

[0030] In the second game, the player plays game units called quests using game contents such as characters owned as game assets. Note that in quests, the player cannot use the game contents (cards in this embodiment) provided to the player in the first game.

[0031] A quest is played with the objective of clearing it (in other words, satisfying the clearing conditions), and in this embodiment, multiple quests are set, and each quest has different contents (e.g., attributes, difficulty level, number of characters that can be used, characters with good compatibility, enemy characters that appear, clearing conditions, clearing rewards, etc.). Therefore, when selecting a quest to play, the player selects any quest from multiple quests displayed on a quest selection screen such as that shown in FIG. 5, and selects a quest according to the desired difficulty level. When the player clears a quest, the player can obtain game media such as a character or item associated with the cleared quest as a clearing reward, or can obtain the right to play a special game, quest, etc. Here, the right to play a special game includes the right to play the second stage in the first game when a specific quest corresponding to the second stage of the first game (stage of level 5 in this embodiment) is cleared.

[0032] In this embodiment, since the first game and the second game are linked, if the player has not yet cleared the specific quest, when the player clears the level 4 stage in the first game, the second game is automatically started, and the screen transitions from the play screen of the first game to a quest selection screen of the second game as shown in FIG. 5. In the quest selection screen of FIG. 5, a specific quest "Super Difficult Quest Joker" corresponding to the level 5 stage "Opponent Joker" corresponding to the second stage of the first game is displayed as a specific quest icon 61 more prominently than other quests together with an explanation for inducing the player to play the quest, and the player can start playing the specific quest by selecting the specific quest icon 61. Note that when the player presses the back button B3, the screen transitions from the quest selection screen of FIG. 5 to a home screen of the second game or the first game, not shown, or the like.

[0033] The game contents such as the play conditions and difficulty level of the specific quest may be changed depending on the play results and progress status of the first game. For example, if the player has cleared the level 4 stage in the first game, the difficulty level of the specific quest may be lowered, the number of characters that can be used in the specific quest may be increased, or the reward for clearing the specific quest may be changed, compared to when only the level 1 stage has been cleared. In addition, a play condition may be set such that the player must clear a stage of a predetermined level (for example, level 3 or higher) in the first game in order to play the specific quest. Note that the game contents such as the play conditions and difficulty level of the specific quest may be changed depending on the play results and progress status of the first game, not only for the specific quest but also for other quests. In addition, the second achievement condition may be changed depending on the play status of the first game. For example, if the player has cleared the level 4 stage in the first game, the difficulty level of the second achievement condition may be lowered compared to when only the level 1 stage has been cleared.

[0034] In addition to quests that are held all the time, there are also time-limited quests that have a set period for holding quests, such as those that are held during events or on a pre-set schedule for each day of the week or time, and various such quests are held as the game (including Game 1 and Game 2) progresses. Here, events include events held at specific times such as spring, summer, fall, and winter, as well as so-called collaboration events that are time-limited and involve collaboration with other games (e.g., the first game), other copyrighted works such as manga or movies, other artists, or other companies, etc. In these collaboration events, there is a possibility that the player can obtain game media such as special characters or items related to the collaboration partner as a reward for clearing a quest.

[0035] In this embodiment, the player plays a quest using a specified character, and when playing a quest, the player specifies two or more characters that can be used in quest play and that the player owns as game assets, and organizes a deck that includes the specified characters. A deck is a team / group consisting of n characters (n is a natural number of 2 or more) specified by the player before the start of quest play. For example, in a deck organization screen as shown in Fig. 6, any character selected by the player from among characters A to Z and 1 to 4 owned by the player as game assets and displayed in owned character display area 62 is extracted to deck display area 64 to organize a deck. In this embodiment, a deck is composed of four characters, and in the example of Fig. 6, characters A to D are organized into the deck. Then, after the deck organization is completed, when the player presses start button B4, the screen transitions to a quest play screen (not shown) in which the player plays using the characters organized into the deck.

[0036] In this case, characters that can be included in a deck, i.e., characters that can be used in quest play, may include characters owned by the player as game assets, characters that can be borrowed from other players, and characters that the player does not own but can use for a limited time. Other players include players who have a mutually approved relationship with each other (hereinafter referred to as friends), and for example, a player can borrow a character owned by another friend player when organizing a deck. It is also possible to play a quest with one character without organizing a deck.

[0037] In addition, in the second game of this embodiment, not only can a player play alone, but also a so-called multiplay (hereinafter referred to as cooperative play) in which multiple players operate their respective user terminals 12 to play a common quest simultaneously is possible. In cooperative play, a player can cooperate with a participating player to progress through the second game, or can borrow a character owned by the participating player or a character organized in a deck. The cooperative play is performed through the communication function of each player's user terminal 12, and when a cooperative relationship is formed, the progress of play is synchronized between the players who are playing cooperatively. The cooperative play may be any type of game, such as a cooperative play game in which multiple players cooperate with each other, or a battle game in which players battle each other.

[0038] <Configuration of an information processing device and a user terminal according to an embodiment of the present invention> Next, the configuration of an information processing device and a user terminal 12 according to an embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, more precisely a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in Fig. 1, is communicatively connected to a plurality of user terminals 12 via a network 14, and together with the user terminals 12, constitutes an information processing system S. The network 14 is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, etc.

[0039] In the information processing system S of the present embodiment, the server 10 and the user terminal 12 cooperate with each other in the above configuration to progress the game. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing, etc. is executed on the user terminal 12 side. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 side progresses the game according to the same rules, logic, and algorithms as the program executed on the server 10 while synchronizing with the server 10. That is, during the game play, the user terminal 12 displays a game screen, which is a display screen of the game, on a display or the like, and also develops display data sent from the server 10 at any time, and displays images and text information, etc., indicated by the display data, on the game screen.

[0040] The server 10 is an example of the "information processing device" of the present invention, and is configured by a computer that executes various information processing related to the game progress, such as generating, storing, and transmitting / receiving data necessary for the game progress, specifically, a server computer for an SNS server or a cloud service. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). The server 10 may be configured by one computer, or may be configured by multiple computers distributed in parallel. In this embodiment, a series of information processing steps related to the game progress (excluding input and display of information) are executed by the server 10, so that the user terminal 12 only needs to input information to be handed over to the server 10 and display information distributed from the server 10.

[0041] As shown in FIG. 1, the server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24 as hardware devices, and these devices are electrically connected via a bus 25. In addition, an operating system (OS) and a dedicated program for processing information about the game are installed as software in the server 10. These programs correspond to the "program" of the present invention. When the processor 21 operates according to the above program, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or may be obtained (downloaded) via a network 14 such as the Internet or an intranet.

[0042] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0043] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).

[0044] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN, communication by 3G to 5G or later generation mobile communication systems, and communication based on LTE (Long Term Evolution).

[0045] The storage 24 may be configured to store and accumulate various information, and may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. The storage 24 may be configured with an external computer (e.g., a database server or online storage) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.

[0046] The user terminal 12 is a client terminal operated by a player to play the game. The user terminal 12 is composed of, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of inputting information, a wearable terminal, etc. Note that while FIG. 1 illustrates four user terminals 12, in reality, the number of user terminals 12 will naturally correspond to the number of players.

[0047] An operating system (OS) and a game application for playing a game are installed in the user terminal 12. While a player is playing a game, the user terminal 12 receives data for game progress from the server 10, and displays images (videos) indicated by the data on the display of the user terminal 12 or a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, in addition to game screens such as those shown in Figs. 2 to 6, the user terminal 12 displays an input operation screen for performing other input operations, a notification screen for notifying various information, and the like.

[0048] Furthermore, the user terminal 12 accepts the player's operation performed during game play, and transmits information corresponding to the operation content to the server 10. For example, in the first game, the player performs a stage selection operation for selecting a stage to play and a card selection operation for selecting any card from among the cards dealt, etc., on the user terminal 12, and transmits information based on these operations to the server 10. In the second game, the player performs a quest selection operation for selecting a quest to play and a deck organization operation for selecting any character from among the characters owned and organizing a deck, etc., on the user terminal 12, and transmits information based on these operations to the server 10. In addition to the above operations, the player appropriately performs operations on the user terminal 12 that are necessary to enjoy the services provided by the information processing system S of this embodiment.

[0049] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional aspect. As shown in Fig. 7, the server 10 has a storage unit 30, an information acquisition unit 31, a display control unit 32, a first game control unit 33, and a second game control unit 34. Of these, the storage unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0050] (Storage part) The storage unit 30 stores various information necessary for playing the game. Specifically, the storage unit 30 stores player information, first game information, character information in the second game, quest information in the second game, and various other information relating to the game.

[0051] As shown in FIG. 8, the player information is stored for each player with various information associated with identification information (player ID) that identifies each player. For example, the player information includes, in addition to the account name (player name) for the game, information on the first game, such as a game progress status indicating a game play history including information on how far the game has progressed, a first parameter at the current time, and the number of continues. The player information also includes, as information on the second game, a player rank, a game progress status indicating a game play history including whether or not the second achievement condition has been met, and information on game media such as characters and items owned as game assets (owned characters and owned items). The player information may also include information other than the above, such as personal information of the player such as contact information, information on a billing history indicating the number of times and the amount of billing for the game, the type and amount of game currency owned, and information on players in a friend relationship. The player information may also store information on the first game and information on the second game separately, and associate these different pieces of information with a common player ID.

[0052] 9, the first game information is stored for each stage (levels 1 to 5 in this embodiment) that is a constituent unit of the game played by the player in the first game, and includes, for example, the level of the stage, the type of the stage, the opponent in the stage, cards that are game media dealt to the player after game play in the stage begins, and if a specific quest in the second game corresponding to the stage is associated with the specific quest (specific game), etc. Note that the information regarding cards may vary for each player depending on the play results of each player in the second game.

[0053] The character information is information about characters that are game media that can be owned by a player and can be used in the second game, and as shown in FIG. 10, various information is linked to identification information (such as a character ID) that identifies each character, and is stored for each character. For example, the character information includes information such as a name, attributes, and various parameters that indicate abilities (values ​​related to level, physical strength, attack power, speed, and special abilities). In addition, information other than the above, such as an appearance design, rarity, acquisition method, acquisition possible period, usable period, acquisition fee, other characters that are compatible with each other, such as characters that produce a synergistic effect when included in the same deck, and quests that are compatible with each other and are recommended to be played, may be included in the game media information. Note that, although FIG. 10 illustrates character information, if the game media is an item, information such as a game effect when the item is used is included instead of some of the above information.

[0054] The quest information is information about quests, which are constituent units of the game played by the player in the second game, and as shown in FIG. 11, various information is linked to identification information (such as a quest ID) that specifies the quest, and is stored for each quest. For example, the quest information includes information such as the name, difficulty level, a clearing reward given to the player when the quest is cleared, and, if a stage in the first game corresponding to a specific game is associated with the stage (corresponding game), etc. In addition, the quest information may include information other than the above, such as the playable period, the type and number of characters that can be organized into a deck used in the quest, the type and number of enemy characters that appear, and play conditions such as the rank required to play and the game medium required to play.

[0055] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed on the user terminal 12 by the player while playing the game, by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes, for example, in the first game, stage selection information based on a stage selection operation, and card selection information based on a card selection operation. Also, in the second game, it includes quest selection information based on a quest selection operation, and deck composition information based on a deck composition operation. In addition to the above information, the information acquired by the information acquisition unit 31 includes information based on various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the player in each scene during the game.

[0056] (Display control unit) The display control unit 32 controls the user terminal 12 to display information for game progress on a screen such as a display of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying results of information processing by a first game control unit 33 and a second game control unit 34 (to be described later) and transmits the generated display data to the user terminal 12 via the network 14. For example, the display control unit 32 causes the user terminal 12 to display game screens as shown in FIGS. 2 to 4 as a result of information processing by the first game control unit 33 during the play of the first game. Furthermore, the display control unit 32 causes the user terminal 12 to display game screens as shown in FIGS. 5 to 6 as a result of information processing by the second game control unit 34 during the play of the second game. Furthermore, the display control unit 32 also causes the user terminal 12 to display an input operation screen for performing input operations and the like, a notification screen for notifying various pieces of information, and the like.

[0057] Furthermore, the display control unit 32 cooperates with the first game control unit 33 and the second game control unit 34 to control a transition to a screen for playing the specific quest in the second game after the first stage is completed if the player has not yet satisfied the second achievement condition when the player has satisfied the first achievement condition in the first stage of the first game, i.e., if the player has not cleared a specific quest in the second game corresponding to the second stage. Note that the screen for playing the specific quest includes a screen on which the player can start playing the specific quest as is, as well as a screen on which the player can select a specific quest from multiple quests as shown in FIG. 5.

[0058] (First game control unit) The first game control unit 33 executes information processing required for the progress of the first game, and progresses the first game based on various information etc. acquired from the player by the information acquisition unit 31. That is, the first game control unit 33 controls the first game to be played using game media such as cards that can be used in the first game and that are dealt to the player after game play starts (after play of the first game starts). On the other hand, the first game control unit 33 may control so that the first game cannot be played with game media that can be used in the second game, such as characters that the player owns as game assets before game play starts (before play of the first game and second game starts).

[0059] Specifically, the first game control unit: (1) In each stage of the first game, after game play begins, multiple cards (five in this embodiment) are dealt face-down to the player, and the contents of the multiple cards dealt are displayed in a manner that is not discernible to the player. (2) In response to a card selection operation received from a player, an effect such as turning over and flipping a card selected by the player from among a plurality of cards is implemented, and the display of the selected card is changed from a state in which the contents of the selected card are unidentifiable to a state in which they are identifiable. (3) A game effect set for each content of the selected card is generated according to the content of the selected card. For example, if the selected card is a winning card 52 (star mark), the stage is determined to be cleared, the game is ended, and the player information is updated and stored in the storage unit 30. On the other hand, if the selected card is a damage card 51 (cross mark), the player is determined to have received damage, the first parameter is decreased, the player information is updated and stored in the storage unit 30. Also, if the selected card is a recovery card 53 (heart mark), the first parameter is restored, and the player information is updated and stored in the storage unit 30. The first parameter is not restored beyond a preset maximum value. (4) If the first parameter becomes equal to or less than a predetermined value (e.g., 0) before the player selects a winning card 52, i.e., before the stage is cleared and ended, it is determined that the defeat condition set for the stage is met, the game is ended as a game over, and the player information is updated and stored in the memory unit 30. (5) In the event of a game over, when a predetermined time (e.g., 4:00 a.m. every day) is reached, the first parameter is restored to its maximum value, the stage is allowed to continue so that it can be played again, and the player information is updated and stored in the storage unit 30. However, if the predetermined time is reached during game play, i.e., while a battle is still in progress in the stage, the first parameter is not restored during game play, but is restored to its maximum value after game play ends, i.e., after the stage is cleared or the game ends as a game over. (6) When continuing and starting the game, similarly to (1) above, multiple cards are dealt to the player, and the contents of the multiple cards dealt are displayed in a state in which they cannot be identified by the player, but among the multiple cards, all or some of the cards selected by the player in the past, i.e., in the previous play, are changed to a state in which they can be identified by the player, for example, by implementing an effect in which the contents of the cards are visible through the card. Note that the cards may be dealt in an indistinguishable state first and then changed to a state in which they can be seen through, or they may be dealt in a see-through state from the beginning. The see-through cards may be placed in the same position as in the previous play, or in a different position.

[0060] Furthermore, in the first game having a plurality of stages including a first stage (stages of levels 1 to 4 in this embodiment) and a second stage (stage of level 5), when a first achievement condition set for the first stage is satisfied and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied, the first game control unit 33 controls so that the second stage can be played. That is, when all stages from level 1 to level 4 are cleared and a specific quest in the second game corresponding to the stage of level 5 is cleared, the first game control unit 33 controls so that the stage of level 5 can be played by the player. On the other hand, the first game control unit 33 controls so that the stage of level 5 cannot be played by the player until the above conditions are satisfied.

[0061] Furthermore, if the second achievement condition is met when the first achievement condition is met, the first game control unit 33 controls the game so that the second stage can be played immediately after the end of the first stage. That is, if the specific quest in the second game corresponding to the level 5 stage has already been cleared at the time when all stages from level 1 to level 4 have been cleared, the first game control unit 33 controls the game so that the level 5 stage can be played immediately. Furthermore, the first game control unit 33 cooperates with the display control unit 32 and the second game control unit 34 to control a transition to a screen for continuously playing a specific game in the second game after the first stage is completed, if the second achievement condition has not yet been satisfied when the first achievement condition has been satisfied. In other words, the first game control unit 33 controls a transition to a screen for continuously playing the specific quest in the second game after the first stage is completed, if a specific quest in the second game corresponding to the second stage has not been cleared.

[0062] Furthermore, the first game control unit 33 changes the contents of the cards that are dealt to the player and that the player can select at each stage of the first game, particularly the second stage, depending on the play results and progress of the second game, etc. Specifically, the first game control unit 33 updates the first game information and stores it in the storage unit 30.

[0063] (Second game control unit) The second game control unit 34 executes information processing required for the progress of the second game, and progresses the second game based on various information and the like acquired by the information acquisition unit 31 from the player. That is, the second game control unit 34 controls the second game played using game media such as characters owned by the player as game assets before game play begins (before play of the second game begins). The second game control unit 34 may control the progress of the second game using game media owned by the player before game play begins and game media acquired by the player after game play begins. On the other hand, the second game control unit 34 may control so that the second game cannot be played with game media such as cards that can be used in the first game. Specifically, the second game control unit 34 executes effects according to the player's operations by moving game media such as characters owned by the player in response to the player's operations during the quest that the player is playing. In addition, the second game control unit 34 generates game effects such as changing the parameter settings of game media such as characters in response to the progress of the second game.

[0064] In addition, when the player clears a specific quest, the second game control unit 34 determines that the second achievement condition set for the specific game in the second game corresponding to the second stage has been satisfied, and updates the player information and stores it in the memory unit 30. Furthermore, the second game control unit 34 changes the game contents such as the play conditions and difficulty of a quest, particularly a specific quest, according to the play results and progress of the first stage, etc. Specifically, it updates the quest information and stores it in the storage unit 30. Furthermore, the second game control unit 34 grants game media such as characters to the player according to the play results of the quest, the lottery results, etc., and allows the player to own those game media. Specifically, the second game control unit 34 associates the game media such as characters granted to the player with the player, updates the player information, and stores it in the storage unit 30.

[0065] The above describes the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that provide the operational effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0066] <Information processing method according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figs. 12 to 14. The information processing flow employs the information processing method of the present invention, and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed without departing from the spirit of the present invention.

[0067] First, a basic information processing flow particularly related to the present invention among information processing executed in the information processing system S will be described. This information processing flow is processing for linking a first game that does not depend on game media owned by a player with a second game that uses game media owned by a player, and proceeds along the flow shown in FIG. 12, for example. In the following, the level 4 stage in the first game will be described as the first stage, and the level 5 stage in the first game will be described as the second stage. Also, a specific quest in the second game corresponding to the level 5 stage in the first game will be described as a specific game.

[0068] 12, processor 21 starts playing the first stage in the first game (S101), and when play of the first stage ends by clearing the stage or game over (S102), processor 21 determines a first achievement condition, i.e., whether or not the player has cleared the first stage in the first game (S103). If processor 21 determines that the player has satisfied the first achievement condition (S103: YES), processor 21 then determines a second achievement condition, i.e., whether or not the player has cleared a specific game in the second game corresponding to the second stage of the first game (S104), and if processor 21 determines that the player has satisfied both the first achievement condition and the second achievement condition (S104: YES), processor 21 controls the second stage of the first game, which was in an unplayable state, to a playable state (S105), and ends processing.

[0069] On the other hand, if processor 21 determines that the first achievement condition is met but the second achievement condition is not met (S104: NO), it controls the second game to be launched and transition to a screen for playing a specific game in the second game, while leaving the second stage of the first game unplayable (S106), and ends the processing. On the other hand, if processor 21 determines that the first achievement condition is not satisfied (S103: NO), it ends the processing, leaving the second stage of the first video game in an unplayable state. The above is an example of the information processing flow of the present invention.

[0070] Next, an example of the game progress process in each stage of the first game will be described with reference to Fig. 13. In the following, the cards dealt to the player will be described as three types: victory cards 52, recovery cards 53, and damage cards 51. Also, the first parameter corresponding to the player's HP will be described as satisfying the defeat condition when it becomes 0.

[0071] 13, when game play of the first game starts, processor 21, through communication with user terminal 12 operated by the player, deals a plurality of cards to the player and displays the dealt cards in a state in which the player cannot identify them (S201). The contents of the cards to be dealt may be changed depending on the results of the player's play of the second game, etc. Then, processor 21, through communication with user terminal 12 operated by the player, acquires information based on a card selection operation performed by the player and accepts a card selection from the player, and changes the card selected by the player to a state in which it can be identified (S202).

[0072] Next, processor 21 determines whether the card selected by the player corresponds to winning card 52 (S203), and if it is determined that the card selected by the player corresponds to winning card 52 (S203: YES), the stage is cleared, that is, the victory condition is satisfied, the player information is updated and stored in memory unit 30, the stage is ended (S204), and the processing is terminated.

[0073] On the other hand, if processor 21 determines that the card selected by the player does not correspond to winning card 52 (S203: NO), it further determines whether or not the card selected by the player corresponds to recovery card 53 (S205), and if it determines that the card selected by the player corresponds to recovery card 53 (S205: YES), it recovers the first parameter set for the player based on the numerical value of recovery card 53 (S206), and returns to the processing of S202.

[0074] Furthermore, when processor 21 determines that the card selected by the player does not correspond to recovery card 53 (S205: NO), it determines that the card selected by the player corresponds to damage card 51, and decreases a first parameter set for the player based on the numerical value of damage card 51 (S207). As a result, when it determines that the first parameter has become 0 (S208: YES), it ends the game, that is, it determines that a defeat condition has been satisfied, updates the player information and stores it in storage unit 30, ends the stage (S209), and ends processing. Note that when processor 21 determines that the first parameter has not yet become 0 (S208: NO), it returns to the processing of S202 as it is. The above is an example of the game progression process in each stage of the first game.

[0075] In this embodiment, if the player fails to clear a stage due to satisfying a defeat condition, the player can continue under a predetermined condition and play the same stage again. Here, an example of the game progress process in each stage of the first game when the player continues will be described with reference to FIG.

[0076] As shown in FIG. 14, when processor 21 determines that a predetermined time has passed after game play of the first game has ended with a defeat condition being satisfied (S301: YES), it restores the first parameter set for the player to its maximum value (S302).

[0077] Thereafter, when game play of the first game starts, processor 21, through communication with user terminal 12 operated by the player, deals a plurality of cards to the player, displays the contents of the dealt cards in a state in which they cannot be identified by the player (S303), and changes the state of a card that the player selected in the previous play among the dealt cards to a state in which the contents of the card are visible through the card, that is, to a state in which the card can be identified by the player (S304). Then, processor 21 acquires information based on a card selection operation performed by the player through communication with user terminal 12 operated by the player, and upon receiving a card selection from the player, changes the state of the card selected by the player to a state in which it can be identified (S305).

[0078] Next, processor 21 determines whether the card selected by the player corresponds to winning card 52 (S306), and if it is determined that the card selected by the player corresponds to winning card 52 (S306: YES), the stage is cleared, that is, the victory conditions are satisfied, the player information is updated and stored in memory unit 30, the stage is ended (S307), and processing is terminated.

[0079] On the other hand, if processor 21 determines that the card selected by the player does not correspond to winning card 52 (S306: NO), it further determines whether or not the card selected by the player corresponds to recovery card 53 (S308), and if it determines that the card selected by the player corresponds to recovery card 53 (S308: YES), it recovers the first parameter set for the player based on the numerical value of recovery card 53 (S309), and returns to processing of S305.

[0080] Furthermore, when processor 21 determines that the card selected by the player does not correspond to recovery card 53 (S308: NO), it determines that the card selected by the player corresponds to damage card 51, and decreases a first parameter set for the player based on the numerical value of damage card 51 (S310). As a result, when it determines that the first parameter has become 0 (S311: YES), it ends the game, that is, it determines that a defeat condition has been satisfied, updates the player information and stores it in storage unit 30, ends the stage (S312), and ends processing. Note that when processor 21 determines that the first parameter has not yet become 0 (S311: NO), it returns to the processing of S305 as it is. The above is an example of the game progression process in each stage of the first game when the player continues.

[0081] <Other embodiments> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples given to facilitate understanding of the present invention and are not intended to limit the present invention. In other words, the present invention may be modified or improved from the above embodiments without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0082] For example, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and examples of screen configurations, content of information displayed, and GUIs (Graphical User Interfaces), etc. can be freely designed according to the system design specifications and the preferences of players, and can be changed as appropriate.

[0083] In the above embodiment, the manner in which an image is displayed on the user terminal 12 includes a manner in which the image is displayed on a display device (display) provided in the terminal itself, and a manner in which the image is displayed on a display device connected to the terminal in a wired or wireless manner. Similarly, the manner in which sound or music is emitted from the user terminal 12 includes a manner in which the sound or music is emitted from a playback device (speaker) provided in the terminal itself, and a manner in which the sound or music is emitted from an audio device connected to the terminal in a wired or wireless manner. Note that the display device or audio device connected to the user terminal 12 may include a general stationary display, speaker, etc., as well as an HMD (Head Mounted Display) such as VR goggles.

[0084] In addition, in the above embodiment, the server 10 functions as the information processing device of the present invention, but the present invention is not limited to this, and all or part of the functions of the server 10 may be provided in the user terminal 12. In that case, the information processing device of the present invention is configured by the user terminal 12, or by cooperation between the server 10 and the user terminal 12. For example, all or part of the functions of the display control unit 32, the first game control unit 33, and the second game control unit 34 may be provided in the user terminal 12.

[0085] In the above embodiment, the player information, first game information, character information, quest information, etc. are stored in the server 10, but a database server or the like (not shown) may be provided separately and the information may be stored collectively in the database server, or may be stored in the user terminal 12. In this case, the server 10, together with the database server or the user terminal 12, etc., constitutes the information processing device of the present invention.

[0086] In the above embodiment, a card battle game is taken as an example of the first game, and no specific genre (classification) of the game is mentioned for the second game. However, the present invention can be applied to any game as long as it can link a game using a game medium owned by a player with a game that does not depend on a game medium owned by a player. For example, the present invention can be applied to word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, simulation games, etc. The game may be an individual game or a team game. The game may be a game in which humans compete against each other as players, or a game in which a human competes against a computer (e.g., AI or a robot). The first game and the second game may be games of the same genre.

[0087] In the above embodiment, the player can enjoy all the functions free of charge in principle, but some functions may be limited and the limited functions may be available by paying a predetermined usage fee. In addition, various other conditions may be set for a paying player who has paid a predetermined usage fee so as to give the player an advantage in playing the game. For example, in the first game, a paying player may be provided with game media that are advantageous in progressing through the game. In the second game, a paying player may be allowed to obtain game media that are difficult to obtain according to the amount of payment, or the probability of winning game media that are difficult to obtain may be improved according to the amount of payment. The usage fee may be a pay-per-use system, or may be effective for the player for a certain period of time (for example, one month or one year) once the fee is paid, like a subscription.

[0088] <Summary> [General-purpose subject] One of the objectives of the present invention is to facilitate game play. One of the objects of the present invention is to increase the motivation of players who do not own game content to play the game.

[0089] Issues regarding [Appendix 1] One of the objects of the present invention is to allow a player to play a game without owning game media, while also allowing the player to enjoy the benefits of owning game media in the game. [Appendix 1] An information processing device comprising: a first game control unit that controls a first game played using a game medium that is distributed to a player after game play has started; and a second game control unit that controls a second game played using a game medium owned by the player before game play has started, wherein the first game control unit controls the second stage to be playable when a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied, and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied. According to the information processing device, the player can play a plurality of different games, a first game played using game media provided after the start of game play, and a second game played using game media owned from before the start of game play, but even if a first achievement condition set for a first stage of the first game is satisfied, the second stage of the first game cannot be played unless a second achievement condition set for a specific game in the second game is satisfied. In this way, by linking a game using game media owned by the player with a game that does not depend on game media owned by the player, the player can play a game without owning game media, while also enjoying the benefits of owning game media in the game.

[0090] Issues regarding [Appendix 2] One of the objects of the present invention is to allow players to play a game under equal conditions, regardless of their ownership of game content. [Appendix 2] 2. The information processing device of claim 1, wherein the first game control unit controls the first game so that the first game cannot be played using game media that the player owns and that can be used for a second game before play of the game begins. This prevents a player from using game media that can be used in a second game, i.e., game media that the player owns as game assets before starting to play the first game, in the first game, which is different from the second game. Therefore, in the first game, players can play the game under equal conditions, regardless of their ownership of game media.

[0091] Issues regarding [Appendix 3] One object of the present invention is to improve convenience for players in progressing through a game. [Appendix 3] An information processing device as described in Appendix 1, wherein the first game control unit controls the second stage to be playable immediately after the first stage ends if the second achievement condition is met when the first achievement condition is met. As a result, if the player has already satisfied the second achievement condition in the second game before satisfying the first achievement condition in the first game, the player can play the second stage in the first game without having to take the trouble of playing the second game again, thereby improving the player's convenience in progressing through the games.

[0092] Issues regarding [Appendix 4] One object of the present invention is to improve convenience for players in progressing through a game. [Appendix 4] The information processing device described in Appendix 1 or 3, wherein the first game control unit controls the screen to transition to a screen for playing a specific game in the second game after the first stage ends if the second achievement condition is not met when the first achievement condition is met. This allows the player to automatically play a specific game in the second game without having to take the trouble to start up the second game when the first achievement condition in the first game has been met but the second achievement condition has not yet been met in the second game, improving the player's convenience in progressing through the games.

[0093] Issues regarding [Appendix 5] One of the objects of the present invention is to increase a player's motivation to play a game and to continue playing the game. [Appendix 5] The information processing device described in Appendix 1, wherein the first game control unit displays the contents of multiple game media arranged on the stage in an indistinguishable manner, and controls the stage to allow continuation if a defeat condition set for the stage is met before a victory condition is met based on a game medium selected by the player from among the multiple game media, and when the stage is to be continued, displays the contents of the game medium previously selected by the player from among the multiple game media in an identifiable manner. This allows for continuity in the game, and even if the player loses the game, he or she can continue playing to an advantage, which increases the player's motivation to play the game and allows the player to continue playing the game.

[0094] Issues regarding [Appendix 6] One of the objects of the present invention is to increase a player's motivation to play a game and to encourage the player to play the game again after the game has ended. [Appendix 6] The information processing device described in Appendix 1, wherein the first game control unit controls the first parameter so that a defeat condition set for the stage is satisfied when the first parameter falls below a predetermined value, controls the first parameter to be recoverable when a predetermined time is reached, and when the predetermined time is reached during play of the first game, does not recover the first parameter during play of the first game, but recovers the first parameter after play of the first game ends. As a result, even if the player loses the game and ends up quitting, the player will be able to play again when the specified time has passed, but as an exception, if the specified time has passed during the game play, the player will be able to play again after quitting the game. This increases the player's motivation to play the game and allows the player to play the game again even after the game has ended.

[0095] Issues regarding [Appendix 7] One of the objects of the present invention is to increase a player's motivation to play a game and to continue playing the game. [Appendix 7] The information processing device described in Appendix 6, wherein the first game control unit restores the first parameter when the player selects a specified game medium while playing the first game. This allows the player to recover parameters at any time before the defeat condition is met and the game ends, and allows the player to continue playing the game without waiting until a predetermined time has passed, thereby increasing the player's motivation to play the game and allowing the player to continue playing the game.

[0096] Issues regarding [Appendix 8] One of the objects of the present invention is to increase players' motivation to play a plurality of different games and encourage them to play each of the games. [Appendix 8] 2. The information processing device according to claim 1, wherein the first game control unit changes the game content available to the player in the second stage depending on the results of playing the second game. As a result, the game contents available in one game change depending on the results of playing the other game, so that by playing one game, a player may be able to advance advantageously in the other game, thereby increasing the player's motivation to play multiple different games and encouraging them to play each game.

[0097] Issues regarding [Appendix 9] One of the objects of the present invention is to increase players' motivation to play a plurality of different games and encourage them to play each of the games. [Appendix 9] 2. The information processing device according to claim 1, wherein the second game control unit changes the content of a specific game in the second game corresponding to the second stage depending on the result of play of the first stage. As a result, the content of one game changes depending on the results of playing the other game, so that by playing one game, the player may be able to advance advantageously in the other game, thereby increasing the player's motivation to play multiple different games and encouraging them to play each game.

[0098] Issues regarding [Appendix 10] One of the objects of the present invention is to allow a player to play a game without owning game media, while also allowing the player to enjoy the benefits of owning game media in the game. [Appendix 10] An information processing system comprising a user terminal operated by a player of a game and a server computer capable of communicating with the user terminal via a network, the information processing system comprising: a first game control unit that controls a first game played using a game medium provided to the player after game play begins; and a second game control unit that controls a second game played using a game medium owned by the player before game play begins, wherein the first game control unit controls the second stage to be playable when a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied, and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied. According to the above information processing system, by linking a game that uses game media owned by the player with a game that does not depend on game media owned by the player, the player can play the game without owning the game media, while also enjoying the benefits of owning the game media in the game.

[0099] Issues regarding [Appendix 11] One of the objects of the present invention is to allow a player to play a game without owning game media, while also allowing the player to enjoy the benefits of owning game media in the game. [Appendix 11] An information processing method in which a processor controls a first game played using a game medium that is distributed to a player after game play begins, and the processor controls a second game played using a game medium that the player owns before game play begins, and when the processor satisfies a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage, and satisfies a second achievement condition set for a specific game in the second game corresponding to the second stage, the processor controls the second stage to be playable. According to the above information processing method, by linking a game that uses game media owned by the player with a game that does not depend on game media owned by the player, the player can play the game without owning the game media, while also enjoying the benefits of owning the game media in the game.

[0100] Issues regarding [Appendix 12] One of the objects of the present invention is to allow a player to play a game without owning game media, while also allowing the player to enjoy the benefits of owning game media in the game. [Appendix 12] A program that causes a processor to control a first game that is played using a game medium that is distributed to a player after game play begins, causes the processor to control a second game that is played using a game medium that the player owns before game play begins, and causes the processor to control a second stage so that it can be played when a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied. According to the above program, by linking a game that uses game media owned by the player with a game that does not depend on game media owned by the player, the player can play the game without owning the game media, while also enjoying the benefits of owning the game media in the game. [Explanation of symbols]

[0101] 10 Server 12 User terminal 14 Network 21 Processors 22 Memory 23 Communication Interface 24. Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control section 33 First game control unit 34 Second game control unit 41 Opponent display area 42 Card display area 43 First parameter display area 44 Progress display area 51 Damage Card 52 Victory Card 53 Recovery Card 54 Selected Cards 61 Specific Quest Icon 62 Owned character display area 63 Deck display area B1 Confirm button B2 Information display button B3 Back button B4 Start button S Information Processing System

Claims

1. a first game control unit that controls a first game played using the game medium provided to the player after start of game play; a second game control unit that controls a second game played by a player using a game medium owned by the player before the start of game play; the first game control unit controls the second stage to be playable when a first achievement condition set for the first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied; Information processing device.

2. the first game control unit controls the first game so that the first game cannot be played with game media that is owned by the player and that can be used for the second game before play of the game is started; The information processing device according to claim 1 .

3. the first game control unit, when the second achievement condition is satisfied when the first achievement condition is satisfied, controls the game so that the second stage can be played continuously after the end of the first stage; The information processing device according to claim 1 .

4. the first game control unit, when the second achievement condition is not satisfied when the first achievement condition is satisfied, controls to enable transition to a screen for playing a specific game in the second game after the end of the first stage; The information processing device according to claim 1 .

5. The first game control unit is displaying the contents of a plurality of game media arranged on the stage in an indistinguishable manner; based on a game medium selected by a player from among the plurality of game media, when a defeat condition set for the stage is satisfied before a victory condition set for the stage is satisfied, control the stage to be able to continue; when continuing the stage, displaying the content of the game media previously selected by the player from among the plurality of game media in an identifiable manner; The information processing device according to claim 1 .

6. The first game control unit is controlling the game so that a defeat condition set for the stage is satisfied when a first parameter becomes equal to or less than a predetermined value; recoverably controlling the first parameter when a predetermined time is reached; when the predetermined time is reached during play of the first game, the first parameter is not recovered during play of the first game, and the first parameter is recovered after play of the first game ends. The information processing device according to claim 1 .

7. The first game control unit is When a player selects a predetermined game medium during playing of the first game, the first parameter is restored. The information processing device according to claim 6.

8. the first game control unit changes game media available to a player in the second stage in accordance with a play result of the second game; The information processing device according to claim 1 .

9. the second game control unit changes content of a specific game in the second game corresponding to the second stage in accordance with a play result of the first stage; The information processing device according to claim 1 .

10. An information processing system including a user terminal operated by a game player and a server computer capable of communicating with the user terminal via a network, a first game control unit that controls a first game played using the game medium provided to the player after start of game play; a second game control unit that controls a second game played by a player using a game medium owned by the player before the start of game play; the first game control unit controls the second stage to be playable when a first achievement condition set for the first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied; Information processing system.

11. The processor controls a first game to be played using the game medium provided to the player after start of game play; The processor controls a second game played by the player using the game medium owned by the player before the start of game play; a processor controls the second stage to be playable when a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied; Information processing methods.

12. causing the processor to control a first game played using the game medium provided to the player after start of game play; causing the processor to control a second game played using a game medium owned by the player before start of game play; causing the processor to control the second stage to be playable when a first achievement condition set for a first stage in the first game having a plurality of stages including a first stage and a second stage is satisfied and a second achievement condition set for a specific game in the second game corresponding to the second stage is satisfied; program.

Citation Information

Patent Citations

  • Game program, method, and information processor

    JP2019193700A

Cited By

  • Progress support server, progress support method, progress support program, and computer-readable storage medium recording the progress support program.

    JP7924578B1