Information processing apparatus, information processing method and program

By setting up a decision unit and an execution unit in the game device, determining the task range based on the number of times the player completes the game and skipping these tasks, the problem of players getting bored after completing multiple tasks is solved, and the repetitive gameplay of the task is realized, and the fun of the game is maintained.

JP2025039820AActive Publication Date: 2025-03-21MIXI INC
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
JP2025004914
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-14
Publication Date
2025-03-21
Estimated Expiration
2040-05-11

AI Technical Summary

Technical Problem

In the game, when players complete multiple tasks, they may feel bored and lose the motivation to continue playing the tasks.

Method used

By setting up a decision unit in the information processing device, the range of tasks to be skipped based on the number of times the player has completed the game before, and skipped these tasks under the command of the execution unit, allowing the player to play multiple tasks repeatedly.

Benefits of technology

This enables players to play multiple tasks repeatedly, thereby maintaining the fun of the game and the participation of players.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025039820000001_ABST
    Figure 2025039820000001_ABST
Patent Text Reader

Abstract

To provide a technique capable of repeatedly playing a plurality of quests.SOLUTION: An information processing apparatus includes a determination section for determining a range of a quest to be an object of skip out of a plurality of quests, from a plurality of different ranges based on the number of times when a player has cleared a game including the plurality of quests in the past, and an execution section of executing the game by skipping the quest within the range of the quest to be the skip object determined in the determination section.SELECTED DRAWING: Figure 6
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] There is a known game in which a player uses a team of multiple characters called a deck to clear events that take place in the game, called quests. Patent Document 1 discloses a game that is made up of multiple stages, in which the player can consume an item to skip a stage that is about to start or a stage that is currently being played. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-12424 A Summary of the Invention [Problem to be solved by the invention]

[0004] In a game in which a player can obtain a reward by clearing all of a plurality of quests, each player may gain an advantage in the game by clearing the plurality of quests multiple times to collect rewards. However, if the player clears the plurality of quests multiple times, the player may find clearing the quests painful and lose motivation to play the quests.

[0005] Therefore, an object of the present invention is to provide a technique that enables a player to repeatedly play a plurality of quests. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has a determination unit that determines a range of quests to be skipped from among a plurality of quests based on the number of times a player has previously cleared a game including a plurality of quests, from a plurality of different ranges, and an execution unit that executes the game by skipping quests within the range of quests to be skipped determined by the determination unit. Effect of the Invention

[0007] According to the present invention, it is possible to provide a technique that enables a player to repeatedly play a plurality of quests. [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] 11 is a diagram showing an example of a player management DB, a clear history DB, and a skip setting DB. [Diagram 5] 13 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 6] 13 is a flowchart showing an example of a processing procedure when a quest is executed in a mode in which the quest is skipped. 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 (game device) and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to 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).

[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 notifies the game server 10 of its own position detected using a GPS (Global Positioning System) or the like.

[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), the player can obtain new characters and items by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. In addition, the player can challenge quests with higher difficulty by developing a stronger character by synthesizing the plurality of characters obtained, or by strengthening the attributes of the character using items.

[0014] Here, a quest is a term that means a mission that must be cleared by satisfying certain predetermined conditions. A quest may also be called an exploration or a task. A player who participates in a quest can clear the quest by satisfying the certain conditions, and when the player clears a quest, a reward is given to the player and the story of the game progresses.

[0015] The game also provides quests that are sets of multiple quests. In such quests, the player is given a reward and the story of the game progresses when all of the multiple quests are cleared. In the following description, a quest that is a set of multiple quests is referred to as a "set quest." In a set quest, the order in which the quests should be cleared may be set, or the quests may be cleared in any order (for example, an order specified by the player, an order determined randomly, etc.).

[0016] Moreover, a deck is a term that means a group made up of multiple characters. When a player executes (plays) a quest, the player selects characters having the appropriate abilities to clear the quest, organizes a deck, and executes the quest. The game server 10 can store multiple decks organized by the player, and when executing a quest, the player can select one of the stored decks to execute the quest.

[0017] When a player performs a quest, a certain parameter that the player possesses, called "stamina," is consumed. The amount of stamina consumed differs for each quest. The upper limit of stamina is set according to the player's level, experience points, etc. Stamina consumed by playing a quest is automatically restored over time.

[0018] In this game, when a player replays a set quest that he or she has previously cleared, some of the quests included in the set quest are skipped based on the number of times the set quest has been cleared in the past. The skipped quests are considered to have been cleared, and the player can proceed to the next quest without playing the skipped quest. This allows the player to obtain rewards, etc., when replaying a set quest, without having to clear all of the quests included in the set quest.

[0019] <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 storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (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.

[0020] <Function block configuration> FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized by using a storage unit 12 included in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0021] The storage unit 100 stores a player management DB 100a, a clear history DB 100b, and a skip setting DB 100c.

[0022] 4 is a diagram showing an example of the player management DB 100a, the clear history DB 100b, and the skip setting DB 100c. The player management DB 100a manages game data possessed by each player. The player management DB 100a stores, in association with each other, for example, an ID (player ID) that uniquely identifies the player, the name (nickname) of the player, the player IDs of other players registered as friends, the current location of the terminal 20 used by the player, the player's experience value, the player's rank, the player's stamina, and the IDs of items possessed by the player.

[0023] The clear history DB 100b manages the number of times each set quest has been cleared by a player. In the clear history DB 100b, for example, an ID (player ID) that uniquely identifies a player, an ID (set quest ID) that uniquely identifies a set quest, and the number of times the set quest has been cleared (number of clears) are stored in association with each other. The number of clears in the clear history DB may be reset (return to 0) at a predetermined cycle.

[0024] The skip setting DB 100c manages quests to be skipped among multiple quests included in a set quest. The skip setting DB 100c stores, for example, an ID (set quest ID) that uniquely identifies the set quest, setting information (quest setting) for each quest included in the set quest, and a setting for the quest to be skipped (skip setting) in association with each other. In the skip setting, for example, the range of quests to be skipped is set according to the number of times played or the number of quests to be skipped. However, this is not limited to this, and it is also possible to explicitly set the quests to be skipped according to the number of times played.

[0025] Returning to Fig. 3, the explanation will be continued. The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a receiving unit 111, a determining unit 112, an executing unit 113, and an granting unit 114.

[0026] The reception unit 111 receives from the player a selection of a set quest to be executed, a selection of a deck to be used for the quest, etc. When executing a set quest, the reception unit 111 also receives a selection of whether or not to enable skipping of the quest.

[0027] When a player executes a set quest (game) including multiple quests, the determination unit 112 determines which of the multiple quests is to be skipped.

[0028] The execution unit 113 skips quests within the range of quests to be skipped determined by the determination unit 112, and executes the set quest.

[0029] When the player clears each quest included in the set quest, the granting unit 114 grants the player a reward for clearing each quest. Also, when the player clears all quests included in the set quest, the granting unit 114 grants the player a predetermined reward for clearing all quests.

[0030] Each of the functional blocks described above may be provided in the terminal 20 instead of the game server 10. The game server 10 and the terminal 20 may be referred to as a computer.

[0031] <Processing Procedure> Next, a process procedure performed by the game server 10 when executing a set quest while skipping a quest will be described.

[0032] 5 is a flowchart showing an example of a processing procedure performed by the game server. First, the reception unit 111 receives a selection of a set quest to be executed from the player (S10). Next, the reception unit 111 receives a selection of whether or not to enable quest skipping when executing the set quest (S11). If a selection of enabling quest skipping is received (S11-YES), the set quest is executed in a mode in which execution unit quests are skipped (S12). On the other hand, if a selection of not enabling quest skipping is received (S11-NO), the set quest is executed without skipping the quest (S12).

[0033] 6 is a flowchart showing an example of a processing procedure when executing a quest in a mode in which the quest is skipped. First, the determination unit 112 accesses the clear history DB 100b to obtain the number of times the player has cleared the set quest to be executed in the past (S21). Next, the determination unit 112 determines a quest to be skipped based on the obtained number of times of clearing (S22). A specific example of the process in which the determination unit 112 determines a quest to be skipped will be described later.

[0034] Next, the execution unit 113 starts executing the set quest (S22). The execution unit 113 selects one quest to be executed first from among the multiple quests included in the set quest.

[0035] The execution unit 113 determines whether or not the quest to be executed corresponds to the quest to be skipped determined in step S21 (S23). If the quest is not the quest to be skipped (S23-NO), the execution unit 113 executes the quest (S24). Furthermore, if the player completes the quest, the granting unit 114 grants the player a reward for completing the quest.

[0036] If the quest to be executed is a quest to be skipped (S23-YES), the execution unit 113 proceeds to the next quest (S25).

[0037] When a quest is cleared in the processing procedure of step S24, the execution unit 113 judges whether or not all quests included in the set quest are cleared (S26). If all quests are not cleared (S26-NO), the execution unit 113 proceeds to the next quest (S27). If all quests are cleared (S26-YES), the execution unit 113 and the granting unit 114 execute a process to end the set quest (S28). For example, the execution unit 113 may display information specific to the set quest, such as the clearing time of each quest, on the screen of the terminal 20. In addition, the granting unit 114 may grant a reward to the player for clearing all quests. The reward may be of greater value than the reward granted for clearing each quest.

[0038] (How to decide which quests to skip) Next, a method for the determination unit 112 to determine a quest to skip in the processing procedure of step S21 will be described.

[0039] [Method 1] The determination unit 112 determines the range of quests to be skipped among the multiple quests from among multiple different ranges based on the number of times the player has cleared a set quest (game) including multiple quests in the past. The multiple ranges may be set so that the more times the player has cleared a set quest in the past, the wider the range of quests to be skipped. For example, the order in which the multiple quests included in a set quest are cleared is determined, and the range of quests to be skipped may be set to range from the Nth quest (first quest) to the Mth quest (second quest), and the Mth quest may be set to be a later quest the more times the player has cleared the game in the past. Furthermore, the Nth quest may also be set to be a later quest the more times the player has cleared the game in the past.

[0040] A "later quest" means a quest that is later in the order of completion. For example, if the player has completed the game 2 to 5 times in the past, the value of M is 5; if the player has completed the game 6 to 10 times, the value of M is 10; if the player has completed the game 11 times or more, the value of M is 15. In this way, the value of M may be set to be larger (i.e., the quest is later in the order of completion) as the player has completed the game more times in the past. Note that the quest for which the order of completion is set may be a quest for which the later the quest is completed, the greater the reward. In this case, the "later quest" may mean a quest for which the reward is greater. Note that the quest for which the order of completion is set may be a quest for which the later the quest is completed, the greater the difficulty level. In this case, the "later quest" may mean a quest for which the difficulty level is greater.

[0041] A specific example will be explained using Figure 4. Set quest Q100 is made up of 15 quests, quests SQ1 to SQ15. The skip settings for set quest Q100 indicate that if the number of plays is between 2 and 4, the quest to be skipped is selected from quests SQ1 to SQ3, if the number of plays is between 5 and 7, the quest to be skipped is selected from quests SQ1 to SQ6, and if the number of plays is 8 or more, the quest to be skipped is selected from quests SQ1 to SQ10.

[0042] For example, if the player has cleared set quest Q100 five times in the past, the determination unit 112 determines which quests to skip from among quests SQ1 to SQ6. Any method for determining the quests may be used, and the determination may be made randomly, for example. For example, quests SQ2 and SQ6 may be skipped, or quests SQ1, SQ4, and SQ6 may be skipped.

[0043] The number of quests to be skipped may be preset based on the number of times the player has cleared the set quest in the past, and the determination unit 112 may determine which quests to actually be skipped from within the range of quests to be skipped in accordance with the preset number of quests to be skipped. Note that the number of quests to be skipped may be preset to be greater the more times the player has cleared the set quest in the past.

[0044] A specific example will be described with reference to Figure 4. It is assumed that it is predetermined that if the number of plays is between 2 and 4, one quest will be skipped, if the number of plays is between 5 and 7, three quests will be skipped, and if the number of plays is 8 or more, five quests will be skipped.

[0045] For example, if the player has cleared set quest Q100 five times in the past, the determination unit 112 determines three quests to be skipped from quests SQ1 to SQ6. The method of determination is arbitrary, and may be random, or may be determined in ascending or descending order of quest number. For example, quests SQ2, SQ5, and SQ6 may be skipped, or quests SQ1, SQ2, and SQ3 may be skipped.

[0046] [Method 2] The determination unit 112 determines the range of quests to be skipped among the multiple quests from among multiple different ranges based on the number of times the player has previously cleared a set quest (game) including multiple quests. The determination unit 112 may determine the number of quests to be skipped based on the number of times the player has previously cleared a set quest, and may set the multiple ranges according to the determined number of quests to be skipped.

[0047] The determination unit 112 may also determine the number of quests to be skipped such that the more times the player has cleared set quests in the past, the greater the number of quests to be skipped.

[0048] A specific example will be described with reference to Figure 4. It is assumed that it is predetermined that if the number of plays is between 2 and 4, one quest will be skipped, if the number of plays is between 5 and 7, two quests will be skipped, and if the number of plays is 8 or more, three quests will be skipped.

[0049] 4, set quest Q102 is made up of 20 quests, quests SQ1 to SQ20. The skip settings for set quest Q102 indicate that if one quest is to be skipped, then the range is skipped from quest SQ1 to quest SQ3, if two quests are to be skipped, then the range is skipped from quest SQ1 to quest SQ5, and if three quests are to be skipped, then the range is skipped from quest SQ3 to quest SQ9.

[0050] For example, if the player has cleared set quest Q100 twice in the past, the determination unit 112 determines one of quests SQ1 to SQ5 to be skipped. The method of determination is arbitrary, and may be random, or may be determined in ascending or descending order of quest number. For example, quest SQ3 may be skipped, or quest SQ1 may be skipped.

[0051] (How rewards are awarded for each quest) 6, when the player clears each quest included in the set quest, the granting unit 114 grants the player a reward for clearing each quest. At this time, the granting unit 114 may grant a reward when each quest is cleared, or may grant the player all the rewards that were granted to the player for clearing each quest together when all quests are cleared.

[0052] Furthermore, the granting unit 114 may also consider a skipped quest as having been cleared and grant the reward that would be granted if the quest was cleared. Here, the granting unit 114 may grant the reward for the skipped quest when the quest is skipped. For example, assume that it has been decided to skip quest SQ3 in a set quest in which five quests, quests SQ1 to SQ5, should be cleared in order. In this case, the granting unit 114 may grant the reward for quest SQ3 when quest SQ2, which is immediately before the skipped quest, is cleared.

[0053] Furthermore, when all quests to be skipped in a set quest are skipped, the granting unit 114 may grant rewards for all of the quests collectively. For example, assume that in a set quest in which five quests, quests SQ1 to SQ5, are to be cleared in order, it has been decided to skip quests SQ2 and SQ4. In this case, the granting unit 114 may grant rewards for quests SQ2 and SQ4 when quest SQ3, which is immediately before the quest to be skipped, is cleared. Alternatively, the granting unit 114 may grant rewards to the player for clearing each quest, including the quest to be skipped, collectively at the point when all quests are cleared.

[0054] In addition, the order in which the multiple quests are cleared is set, and when the player clears a predetermined quest among the multiple quests, the granting unit 114 may grant the player a reward for clearing a skipped quest that exists between the first quest and the clearing of the predetermined quest, the reward being granted by clearing the skipped quest. The predetermined quest may be a fixed quest that is set in advance for each quest (or for all quests), such as the third quest or the last quest. In addition, the predetermined quest may be a quest with a number determined by a predetermined formula. For example, the predetermined formula may be N×α (N=1, 2, 3, . . ., α is a positive integer). When α=5, the first quest, the fifth quest, and the tenth quest are the predetermined quests.

[0055] For example, assume that in a set quest in which ten quests, SQ1 to SQ5, are to be cleared in order, it has been decided to skip quests SQ3 and SQ5. Also assume that the predetermined quest is quest SQ7. In this case, the awarding unit 114 may award rewards for quests SQ3 and SQ7 when the player clears quest SQ7.

[0056] Furthermore, the order in which the multiple quests are cleared may be arbitrary, and when a predetermined number of the multiple quests are cleared, the awarding unit 114 may award to the player a reward that would be awarded if the player cleared quests that were skipped before clearing the predetermined number of quests. The predetermined number of quests may be set in advance as a fixed number for each quest (or common to all quests), such as 10 quests or all quests.

[0057] For example, assume that in a set quest in which ten quests, quest SQ1 to quest SQ5, are to be cleared in any order, it has been decided to skip quests SQ3 and SQ5. Also assume that the predetermined number of quests is five. In this case, the awarding unit 114 may award rewards for the skipped quests once the player has cleared the five quests.

[0058] (Additional information regarding processing procedures) The order in which the multiple quests should be cleared is determined, and the execution unit 113 may execute the multiple quests in the order in which they should be cleared until a quest to be skipped is reached, and when a quest to be skipped is reached, the execution unit 113 may skip the quest to be skipped. For example, assume that a set quest is made up of 10 quests, quests SQ1 to SQ10, and that the quests must be cleared in the order of quests SQ1 to SQ10. Also assume that the quests to be skipped are quests SQ3 and SQ5. In this case, when the player clears quests SQ1 and SQ2, the execution unit 113 skips quest SQ3 and proceeds to quest SQ4, and when the player clears quest SQ4, the execution unit 113 skips quest SQ5 and proceeds to quest SQ6.

[0059] The quests to be skipped may be preset for all players. For example, assume that there is a set quest consisting of five quests, quests SQ1 to SQ5. It may be preset that the set quest is skipped if the number of times it has been played is 2 to 4, and quests SQ3 and SQ4 are skipped if the number of times it has been played is 5 or more. The quests to be skipped may be updated at a predetermined cycle (weekly, monthly, etc.).

[0060] The clear history DB may record quests that have been cleared among the quests included in a set quest. For example, assume that a set quest requires the player to clear 10 quests SQ1 to SQ10 in order, and that the player has cleared up to quest SQ3. In this case, the clear history DB may record that quests SQ1 to SQ3 have been cleared.

[0061] If a cleared quest is recorded in the clear history DB, the executing unit 113 may be configured to skip the cleared quest when the player resumes execution of a set quest.

[0062] The determination unit 112 may make the skip process for a player who has never cleared a set quest different from the skip process for a player who has previously cleared a set quest. For example, when a player who has never cleared a set quest resumes execution of a set quest, quests that have already been cleared may be skipped. For example, assume that a player first executes a set quest in which 10 quests, SQ1 to SQ10, must be cleared in order, clears up to quest SQ5, and then aborts the set quest. In this case, when the player executes the set quest again, the quest may be resumed from quest SQ6. On the other hand, assume that a player who has previously cleared a set quest clears up to quest SQ5 and then aborts the set quest. In this case, when the player executes the set quest again, the quest may be resumed from quest SQ1.

[0063] <Summary> According to the embodiment described above, when a player replays a set quest that he or she has previously cleared, some of the quests included in the set quest are skipped based on the number of times the set quest has been cleared in the past. This makes it possible to provide a technology that allows a player to repeatedly play multiple quests.

[0064] 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.

[0065] <Additional Notes> <Appendix 1> a determination unit that determines a range of quests to be skipped from among a plurality of quests based on the number of times a player has cleared a game including the plurality of quests in the past; an execution unit that executes the game by skipping quests within the range of the quests to be skipped determined by the determination unit; An information processing device having the above configuration.

[0066] According to Appendix 1, it will be possible to play multiple quests repeatedly.

[0067] <Appendix 2> the determination unit determines the number of quests to be skipped based on the number of times the player has cleared the game in the past, and sets the multiple ranges according to the determined number of quests to be skipped. The information processing device according to claim 1.

[0068] According to Appendix 2, the number of quests to be skipped can be changed depending on the number of times the player has cleared the game. Also, by changing the number of quests to be skipped, the range of quests to be skipped can be changed.

[0069] <Appendix 3> the determination unit determines the number of quests to be skipped such that the number of quests to be skipped increases as the number of times the player has cleared the game in the past increases. 3. The information processing device according to claim 2.

[0070] According to Appendix 3, it becomes possible to increase the number of quests to be skipped depending on the number of times the player has cleared the game.

[0071] <Appendix 4> the plurality of ranges are set such that the more times the player has cleared the game in the past, the wider the range of quests to be skipped; The information processing device according to claim 1.

[0072] According to Appendix 4, the more times a player clears the game, the wider the range of quests that can be skipped.

[0073] <Appendix 5> The plurality of quests have a set order for completion; The range of quests to be skipped is a range from a first quest to a second quest, the second quest is set so that the more times the player has cleared the game in the past, the later the quest becomes; The information processing device according to claim 4.

[0074] According to Appendix 5, the more times a player has cleared the game, the more later quests can be included in the range of quests that can be skipped.

[0075] <Appendix 6> The plurality of quests have a set order for completion; the execution unit executes the plurality of quests in the order until the quest to be skipped is reached, and when the quest to be skipped is reached, skips the quest to be skipped. 6. The information processing device according to claim 1.

[0076] According to Appendix 6, it will be possible to complete quests in a set order until you reach the quest to be skipped. <Appendix 7> The plurality of quests have a set order for completion; a granting unit that grants to the player, when a predetermined quest among the plurality of quests is cleared, a reward that is to be granted when a skip target quest that exists between the predetermined quest and the player is cleared, 7. The information processing device according to claim 1.

[0077] According to Appendix 7, when a player clears a specified quest, it becomes possible to give the player rewards for quests that have been skipped up to that point.

[0078] <Appendix 8> a step of the computer determining a range of quests to be skipped from among a plurality of different ranges, based on the number of times a player has cleared a game including a plurality of quests in the past; a step of executing the game by the computer while skipping quests within the range of the quests to be skipped determined in the determining step; An information processing method for performing the above.

[0079] According to Appendix 8, it will be possible to play multiple quests repeatedly.

[0080] <Appendix 9> On the computer, determining a range of quests to be skipped from among a plurality of different ranges based on the number of times a player has cleared a game including a plurality of quests in the past; executing the game while skipping quests within the range of the quests to be skipped determined in the determining step; A program for executing.

[0081] According to Appendix 9, it will be possible to play multiple quests repeatedly. [Explanation of symbols]

[0082] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 110...game control unit, 111...reception unit, 112...determination unit, 113...execution unit, 114...granting unit

Claims

[Claim 1] a determination unit that determines a range of quests to be skipped from among a plurality of quests based on the number of times a player has cleared a game including the plurality of quests in the past; an execution unit that executes the game by skipping quests within the range of the quests to be skipped determined by the determination unit; An information processing device having the above configuration.

Citation Information

Patent Citations

  • Video game machine

    JP1996276073A

  • Communication game system and game continuing key card

    JP2000005439A

  • Server device and program

    JP2014230618A

  • Program, game apparatus, and server system

    JP2017012424A

  • Ophthalmic composition for improving composite eye symptoms

    JP2018016607A