Information processing device

By setting up a user information storage unit, a game control unit and a display control unit in the information processing device, distinguishing and displaying the game stage where special content can be obtained is solved, and the motivation problem of mild users and advanced users when selecting the game stage is solved, and the user's game motivation and persistence are improved.

JP2025071218AInactive Publication Date: 2025-05-02SEGA CORP
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Patent Information

Application Number
JP2025025467
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-19
Publication Date
2025-05-02
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

In the prior art, when viewing the game stage selection screen, it is difficult for the mild user and the advanced user to determine which game stage is worth choosing, resulting in the mild user not being able to play sufficiently. The advanced user has difficulty continuing to play because all stages have been cleared, which in turn reduces the user's gaming motivation.

Method used

By setting up a user information storage unit, a game control unit and a display control unit in the information processing device, it is respectively used to store and manage user information and control the game effects of users related to special content, and distinguish the game stage where special content can be obtained and special content cannot be obtained on the game stage selection screen, helping users identify and select the game stage where special content can be obtained.

Benefits of technology

Improves the motivation of users to play after selecting screens during the viewing game stage, allowing mild and advanced users to more easily identify and select game stages where special content can be obtained, thereby increasing the appeal and persistence of the game.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025071218000001_ABST
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Patent Text Reader

Abstract

To enhance the willingness of a user who watches a stage selection screen to play a game.SOLUTION: An information processing device includes: a user information storage unit for storing user information in which various pieces of acquired content are set while being related to a user; a game control unit for performing control such that a special effect for favoring the user in a game is shown to the user in which special content is related to the user information; and a display control unit for performing display control of a stage selection screen that lists multiple game stages with which respective various kinds of pieces of acquirable content are correlated and allows the user to select a game stage, and separately displays a game stage in which special content can be acquired and a game stage in which it cannot be acquired.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] 2. Description of the Related Art There is known an information processing device that allows a user who is about to start playing a game to select one of the game stages on a stage selection screen that displays a list of a plurality of game stages (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-017975 A Summary of the Invention [Problem to be solved by the invention]

[0004] For example, in the case of a light user, because he or she has just joined the game, even if he or she sees such a stage selection screen, he or she may not be able to determine which game stage to select from the many game stages, and may end up quitting the game without playing sufficiently. Also, in the case of a heavy user, because he or she has already cleared all game stages, even if he or she sees such a stage selection screen, he or she may not be able to determine which game stage to select from the many game stages, and may end up giving up on continuing to play. Therefore, in Patent Document 1, there is a risk that the stage selection screen may reduce the user's motivation to play. The present invention has been made in consideration of the above circumstances, and has as its object to increase the desire of users who see the stage selection screen to play. [Means for solving the problem]

[0005] The main invention of the present invention to solve the above problems is: a user information storage unit that stores user information set in association with the acquired various contents; a game control unit that performs control so as to provide a special effect in a game to a user associated with special content in the user information; a display control unit that displays a list of a plurality of game stages each associated with various obtainable contents, allowing a user to select one of the game stages, and that controls display of the stage selection screen that distinguishes between game stages in which the special content can be obtained and game stages in which the special content cannot be obtained; The information processing device is provided with: Other features of the present invention will become apparent from the following detailed description of the present invention and the accompanying drawings. [Brief description of the drawings]

[0006] [Figure 1] 1 is a configuration diagram showing an example of an information processing system 1. FIG. [Diagram 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer. [Diagram 3] FIG. 2 is a functional block diagram illustrating an example of a server device 20. [Figure 4] FIG. 2 is a diagram illustrating an example of character information. [Diagram 5] FIG. 13 is a diagram illustrating an example of quest information. [Figure 6] FIG. 13 is a diagram showing an example of special character information. [Figure 7] FIG. 4 is a diagram illustrating an example of user information. [Figure 8] FIG. 2 is a functional block diagram illustrating an example of a client terminal 10. [Figure 9] 13 is a flowchart showing a first operational example regarding the display of a quest selection screen. [Figure 10] FIG. 5 is an image diagram showing an example of a quest selection screen 500. [Figure 11] 13 is a flowchart showing a second operational example regarding the display of a quest selection screen. [Figure 12] FIG. 13 is an image diagram showing another example of the quest selection screen 550. [Figure 13] 13 is a flowchart showing an example of an operation for producing a special effect. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] At least the following points will become apparent from the description of this specification and the accompanying drawings. That is, a user information storage unit that stores user information that is set by associating various acquired contents with the user; a game control unit that performs control so as to provide a special effect in a game to a user associated with special content in the user information; a display control unit that displays a list of a plurality of game stages each associated with various obtainable contents, allowing a user to select one of the game stages, and that controls display of the stage selection screen that distinguishes between game stages in which the special content can be obtained and game stages in which the special content cannot be obtained; The information processing device is provided with: According to such an information processing device, when special content that can exert a special effect to give preferential treatment to a user in a game is set, even a light user who has just started playing a game or a heavy user who has cleared all game stages can distinguish and recognize game stages in which the special content can be obtained from game stages in which it cannot be obtained by looking at the stage selection screen, and can therefore aim to obtain the special content. This makes it possible to select and play a game stage in which the special content can be obtained without being confused about which game stage to select and play from among a plurality of game stages, thereby increasing the motivation of a user who sees the stage selection screen to play.

[0008] Moreover, in such an information processing device, the game control unit causes the special effect to be exerted during a first period for a user whose user information has special content associated with the first period, and causes the special effect to be exerted during a second period for a user whose user information has special content associated with a second period following the first period; The display control unit may also be configured to control the display of the stage selection screen to distinguish between game stages in which special content that can exert the special effect can be acquired during the first period and game stages in which special content that can exert the special effect can be acquired during the second period. According to such an information processing device, a user playing a game can distinguish between game stages in which special content that can exert a special effect in a first period can be acquired and game stages in which special content that can exert a special effect in a second period can be acquired by looking at the stage selection screen, so that, for example, the goal in the first period can be set to the acquisition of special content that can exert a special effect in the current first period, or the acquisition of special content that can exert a special effect in a future second period. In this way, since game stages in which special content can be acquired across periods can be played, it is possible to increase the motivation of users who have viewed the stage selection screen to continue playing.

[0009] Moreover, in such an information processing device, The game control unit may perform control such that special content in which a parameter that has reached a predetermined value is set exerts the special effect on a user associated with the user information. With such an information processing device, the goal is not just to obtain special content, but also to set parameters set in the special content to predetermined values, which can further increase the user's desire to play when they see the stage selection screen.

[0010] Moreover, in such an information processing device, The display control unit may also be configured to control the display of the stage selection screen to correspond to a game stage among the plurality of game stages in which special content can be acquired, and to display the remaining amount of the special content associated with the user information until the parameter reaches the predetermined value. According to such an information processing device, the user can recognize the remaining amount of parameters of the special content he or she has acquired until they reach a predetermined value, which can further increase the user's desire to play when viewing the stage selection screen.

[0011] Moreover, in such an information processing device, The game control unit may perform control such that the parameter set for the special content increases in accordance with the number of times the special content is acquired. According to such an information processing device, the goal is to acquire as much special content as possible in order to set the parameters set for the special content to a predetermined value, which can further increase the user's desire to play when they view the stage selection screen.

[0012] Moreover, in such an information processing device, The special effect may be such that the user is able to acquire a large amount of acquireable content associated with the game stage selected on the stage selection screen. According to such an information processing device, the user is encouraged to continue playing at each game stage positively even after acquiring the special content.

[0013] Moreover, in such an information processing device, The game control unit may perform control so as to exert the special effect on a user whose user information is associated with a plurality of types of special content in accordance with the number of types of special content. According to such an information processing device, the goal is not just to acquire special content but to acquire a wide variety of special content, which can further increase the user's motivation to play when they see the stage selection screen.

[0014] Next, the computer a user information storage means for storing user information set in association with the acquired various contents for the user; a game control means for controlling a game to provide a special effect in a game to a user associated with special content in the user information; a display control means for controlling the display of a stage selection screen that displays a list of a plurality of game stages each associated with various obtainable contents and allows the user to select one of the game stages, the display control means controlling the display of the stage selection screen that displays game stages in which the special contents can be obtained and game stages in which the special contents cannot be obtained, in a distinguished manner; This is a program that enables the system to function as a According to such a program, it is possible to increase the user's desire to play when he or she sees the stage selection screen.

[0015] === Implementation form === The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, and information processing systems that employ games that use special content that can provide special effects to give preferential treatment to users in the game.

[0016] <<System configuration>> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, in the information processing system 1 according to this embodiment, one or more client terminals 10 and a server device 20 are connected via a network N.

[0017] The client terminal 10 is a terminal device operated by a user, such as a smartphone, tablet, or PC, or a terminal device such as a home or commercial game dedicated device. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs billing processing within the game, etc. The network N is the Internet, etc., and includes a mobile wireless base station, etc.

[0018] In addition to the client-server type information processing system 1 shown in Fig. 1, the present invention can also be applied to a single game device (information processing device) by providing a separate mechanism for performing billing processing within the game. The information processing system 1 in Fig. 1 is only one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Fig. 1 may be configured to be distributed across multiple computers.

[0019] <<Hardware configuration>> <Client terminal and server device> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to the present embodiment. The client terminal 10 and the server device 20 according to the present embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.

[0020] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and a HDD 58, all of which are connected to one another via a bus line B. Note that the server device 20 may be configured such that the input device 55 and the display device 56 are connected and used when necessary.

[0021] The CPU 51 is a calculation device that reads out programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52, and executes various processes based on the read programs and data, thereby achieving overall control and functionality of the computer.

[0022] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0023] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 is started.

[0024] The communication interface is an interface for connecting the computer 50 to the network N. This enables the computer 50 to perform data communication via the communication interface .

[0025] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0026] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.

[0027] The external interface 57 is an interface for connecting to an external device so as to enable data communication. This allows the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.

[0028] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0029] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid-state drive (SSD)) may be used.

[0030] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the above-mentioned hardware configuration.

[0031] <<Software configuration>> <Server device> 3 is a functional block diagram showing an example of the server device 20 according to the present embodiment. The server device 20 according to the present embodiment is realized by, for example, the functional blocks shown in FIG.

[0032] The server device 20 according to the present embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0033] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in this embodiment includes a request processing unit 201 and an information management unit 202.

[0034] The request processing unit 201 receives a request from the client terminal 10, performs processing corresponding to the received request, and transmits the processing result, etc. to the client terminal 10 as a response.

[0035] The information management unit 202 stores various information about users who have played the game as user information in the user information storage unit 224. Furthermore, the information management unit 202 refers to and updates the user information etc. in response to a request from the request processing unit 201.

[0036] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in this embodiment includes a character information storage unit 221, a quest information storage unit 222, a special character information storage unit 223, and a user information storage unit 224.

[0037] The character information storage unit 221 is an example of a content information storage unit, and stores character information (content information) related to characters as an example of content. The character information stored in the character information storage unit 221 is composed of various data shown below.

[0038] FIG. 4 is a configuration diagram showing an example of character information. The character information shown in FIG. 4 has items such as a character ID, a name, a rarity, a capability parameter, a skill, an evolved character, and a lottery probability. The character ID is information for uniquely identifying various characters. The name is information indicating the character name. The rarity is information indicating the rarity (rareness value) of the character. Here, one of a plurality of rarity levels is initially set. In this embodiment, five levels of rarity from "1" to "5" can be set. Note that the rarity level is not limited to five levels, and may be four levels or less, or six levels or more. The capability parameter is information indicating the capability of the character. Here, capability values ​​such as attack, defense, and HP are initially set. The skill is information indicating the special capability (such as a special move) of the character. The evolved character is information indicating an evolved character that is even stronger than the character before evolution. In this embodiment, for example, in the case of "character C", "character C1" is set as the evolved character. It is also possible to set two characters, "character C1" and "character C2", branched from a common "character C", as evolved characters. Also, the branching of evolved characters is not limited to two, but may be three or more. The lottery probability is information indicating the probability that a character will win the lottery game.

[0039] The quest information storage unit 222 is an example of a game stage information storage unit, and stores quest information (game stage information) related to quests as an example of a game stage. The quest information stored in the quest information storage unit 222 is composed of various data shown below.

[0040] FIG. 5 is a configuration diagram showing an example of quest information. The quest information shown in FIG. 5 has items such as a quest ID, a name, a playable period, necessary points, a difficulty level, an enemy character, and an obtainable character. The quest ID is information for uniquely identifying a quest that is a unit of play. The name is information indicating the name of the quest. The playable period is information indicating a period during which the user can play the quest. In this embodiment, at least a first period (e.g., one week this week) and a second period (e.g., one week next week) are set. The necessary points are information indicating the number of game points (stamina) required to play the quest. The difficulty level is information indicating the ease of clearing the quest. The enemy character is information indicating a character that will be an opponent that appears in the quest among multiple characters set in the character information stored in the character information storage unit 221. The obtainable character is information indicating one or more characters that the user can obtain in the quest among multiple characters set in the character information stored in the character information storage unit 221. In addition, there are cases where the obtainable character and the enemy character for that quest are the same character.

[0041] The special character information storage unit 223 is an example of a special content information storage unit, and stores character information (special content information) related to special characters as an example of special content. The special characters are set to be able to exert special effects to give preferential treatment to the user in the game. The special character information stored in the special character information storage unit 223 is composed of various data shown below.

[0042] FIG. 6 is a configuration diagram showing an example of special character information. The special character information shown in FIG. 6 has items such as a special character ID, a special character, and a special effect exertion period. The special character ID is information for uniquely identifying a special character. The special character is information indicating a character that is set to exert a special effect for a predetermined period among a plurality of characters set in the character information stored in the character information storage unit 221. In this embodiment, a plurality of types of special characters (for example, six types of special characters) are set for each special effect exertion period. Note that the special character may match any of the obtainable characters set in the quest information. The special effect exertion period is information indicating a period during which the special character can exert a special effect. In this embodiment, at least a first period (for example, one week this week) and a second period following the first period (for example, one week next week) are set.

[0043] The user information storage unit 224 stores user information related to the user. The user information stored in the user information storage unit 224 is composed of various data shown below.

[0044] FIG. 7 is a configuration diagram showing an example of user information. The user information shown in FIG. 7 has items such as a user ID, a name, a possessed character, a party, and possessed points. The user ID is information for uniquely identifying a user. The name is information indicating a user name. The possessed character is information indicating one or more characters acquired by the user and possessed at the present time among a plurality of characters set in the character information stored in the character information storage unit 221. Here, as shown in parentheses in the figure, various ability parameters (level, attack power, defense power, HP, etc.) of the possessed character at the present time are also set. In this embodiment, a special effect parameter is also set so that a special effect can be exerted when the possessed character is the same character as the special character. The special effect parameter of the possessed character is set so as to increase according to the number of acquired possessed characters. The party is information indicating each character constituting the user's party. The possessed points are information indicating the number of game points possessed by the user at the present time. The user can play the quest by consuming his / her own game points as many as the points required for the quest. It should be noted that a quest may be playable without consuming game points.

[0045] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0046] <Client terminal> 8 is a functional block diagram showing an example of the client terminal 10 according to the present embodiment. The client terminal 10 according to the present embodiment is realized by, for example, the functional blocks shown in FIG.

[0047] The client terminal 10 according to this embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input receiving unit 150, and a screen display unit 160 by executing a program.

[0048] The client control unit 100 has a function of executing various processes in the client terminal 10. The client control unit 100 includes a game control unit 101, a server access unit 102, and a display control unit 103.

[0049] The game control unit 101 controls the progress of various games. The game control unit 101 according to the present embodiment controls the progress of a battle game, a lottery game, a synthesis game, and the like, which will be described later, based on game operations received from a user by the client terminal 10. The game control unit 101 includes a battle unit 101A, a character granting unit 101B, an evolution unit 101C, a synthesis unit 101D, and a selling unit 101E.

[0050] The match unit 101A controls a match between characters who will be opponents of each other. The match unit 101A according to the present embodiment determines the outcome of the match between the characters who will be opponents of each other based on various parameters and the like possessed by each character included in the party.

[0051] The character assigning unit 101B assigns to the user a character set in the character information stored in the character information storage unit 221. The character assigning unit 101B according to this embodiment assigns one or more characters to the user through a fighting game, a lottery game, or the like. That is, the user can acquire a character by playing a fighting game, a lottery game, or the like.

[0052] The evolution unit 101C evolves the character owned by the user into a stronger character. When an evolution condition is met for a pre-evolved character owned by the user, the evolution unit 101C according to this embodiment does not allow the user to possess (make the user not possess) the pre-evolved character, but instead allows the user to possess the evolved character. The evolution condition according to this embodiment is, for example, that the evolution parameter set for the pre-evolved character reaches a maximum value. Note that the evolution condition is not limited to this, and may be, for example, that all characters that are to be pre-set synthesis materials are obtained in a battle game or a lottery game, and all of them are synthesized with the pre-evolved character (the character to be synthesized).

[0053] The synthesis unit 101D enhances one character by sacrificing (not possessing) the other character by synthesizing the one character with another character among a plurality of characters possessed by the user. For example, every time the synthesis unit 101D according to the present embodiment synthesizes a character identical to the synthesis source character as a synthesis material character, it gradually increases the maximum value of the ability parameter set for the synthesis source character. At this time, the synthesis material character becomes a character not possessed by the user (i.e., it is sacrificed).

[0054] The selling unit 101E sells a character owned by a user, and instead of allowing the user to not own (not own) the character, gives the user a compensation. The selling unit 101E according to the present embodiment gives the user game points as an example of compensation every time the user sells his / her own character.

[0055] When access to the server device 20 becomes necessary during various processes executed by the game control unit 101 or the display control unit 103, the server access unit 102 sends various processing requests to the server device 20 and receives processing results, etc. from the server device 20 as a response.

[0056] The display control unit 103 controls the screen display of the client terminal 10 according to the progress of various games, etc. The display control unit 103 according to the present embodiment controls the screen display of the client terminal 10 by generating data of various screens according to the progress of a competitive game or a lottery game controlled by the game control unit 101, for example.

[0057] The operation input receiving unit 150 receives operation input from a user who operates the client terminal 10. The client storage unit 120 stores installed applications (game apps, etc.) and various programs and data required in the client terminal 10 (for example, character information, quest information, special character information, user information, etc., similar to the server device 20). That is, the client storage unit 120 also functions as a character information storage unit, a quest information storage unit, a special character information storage unit, and a user information storage unit. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under the control of the display control unit 103.

[0058] As described above, in the information processing system 1 according to this embodiment, game control and display control are performed in the client terminal 10, but they may also be performed by the server device 20. Specifically, at least one of the game control unit and the display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, but to be provided in the server control unit 200 of the server device 20.

[0059] Also, the client control unit 100 of the client terminal 10 may be of a browser type, which receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to the game. Also, the client control unit 100 of the client terminal 10 may be of an application type, which performs processing related to the game based on an installed application. Fig. 8 shows the application type as an example.

[0060] <<System Overview>> Here, an overview of the information processing system 1 in this embodiment will be described. The information processing system 1 in this embodiment includes at least a fighting game, a lottery game, and a combination game.

[0061] The battle game in this embodiment is a game in which an enemy character appears against a party made up of a plurality of characters, and each character making up the party battles against the enemy character that has appeared.

[0062] In this fighting game, multiple quests (game stages) are set for each predetermined period, with the objective of defeating enemy characters, etc. A user can form a party (also called "formation") using characters and the like that he or she owns, and select one of the quests that can be played during the current period to challenge an enemy character. When a user clears the selected quest, the user can acquire an acquireable character that is associated with that quest. The acquired character may be set as a special character that can exert a special effect to give preferential treatment to the user in the game.

[0063] In this fighting game, one of the characters set in the character information is set as a special character for each predetermined period of time. In this embodiment, six types of characters are set as special characters for each week.

[0064] A special effect parameter is set for a character acquired by a user so that the character can exert a special effect when set as a special character. The special effect parameter of a character acquired by a user increases according to the number of characters acquired by the user (for example, if 10 characters are acquired, the special effect parameter of the character increases by 10). When the special effect parameter increases and reaches a predetermined value (for example, an upper limit value), the character acquired by the user can exert a special effect as a special character.

[0065] This special effect varies depending on the number of types of special characters acquired by the user. For example, the special effect is exerted so that a user who has acquired two types of special characters is treated more favorably than a user who has acquired one type of special character, and a user who has acquired three types of special characters is treated more favorably than a user who has acquired two types of special characters. When exerting a special effect according to the number of types of special characters, it is also possible to set an upper limit on the number of types. For example, even if a user has acquired four or more types of special characters out of six types of special characters, it is also possible to limit the exertion of the special effect so that the user is treated equally favorably to a user who has acquired three types of special characters.

[0066] In this embodiment, a user who wants to acquire a desired character selects a quest in which the desired character can be acquired from a number of quests displayed in a list on a quest selection screen (stage selection screen) and starts playing the game. On this quest selection screen, various characters that can be acquired in each quest are displayed in association with each of the multiple quests, and quests in which special characters can be acquired are displayed separately from those in which they cannot be acquired. A user who looks at the quest selection screen can easily visually recognize in which quest the special character can be acquired.

[0067] In addition, on this quest selection screen, it is also possible to distinguish between quests that allow you to acquire a special character that can exert a special effect in a first period (e.g., this week) and quests that allow you to acquire a special character that can exert a special effect in a second period following the first period (e.g., next week). A user viewing the quest selection screen can set the goal for this week to, for example, acquiring a special character that can exert a special effect this week, or acquiring a special character that can exert a special effect next week.

[0068] In the present embodiment, the lottery game is a game in which a character to be awarded to a user is determined by lottery. In this lottery game, when a user performs a lottery operation, one of a plurality of characters set in the character information is determined based on the lottery probability of each character, and the determined character is awarded to the user.

[0069] The synthesis game in this embodiment is a game in which a user combines a character that is the source of synthesis (a synthesis source character) with a character that is the source of synthesis (a synthesis source character) among multiple characters owned by the user, thereby strengthening the synthesis source character in exchange for losing the synthesis source character. In this synthesis game, basically, each time a character identical to the synthesis source character is combined as a synthesis source character, the maximum value of the ability parameters set for the synthesis source character can be increased step by step.

[0070] <<System Operation>> <Quest selection screen> (Example 1) 9 is a flowchart showing an operation example 1 regarding the display of the quest selection screen in this embodiment. In the following, a case where the first period is "this week" and the second period is "next week" will be described as an example.

[0071] When the user performs a game operation to transition from the menu screen to the quest selection screen, the display control unit 103 of the client terminal 10 identifies this week's quests that are selection candidates on the quest selection screen (step S11).

[0072] Specifically, when the user performs the game operation, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, the server access unit 102 transmits a request for transmitting quest information to the server device 20.

[0073] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it refers to the quest information stored in the quest information storage unit 222 and acquires this week's quests for which the "first period" is associated with the playable period. The request processing unit 201 transmits this week's quests acquired by the information management unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20, stores it in the client storage unit 120, and identifies this week's quests.

[0074] Next, the display control unit 103 of the client terminal 10 extracts from the identified quests for this week those quests that are associated with acquireable characters that are set as special characters that can exert special effects this week (hereinafter also referred to as "special characters for this week") (step S12).

[0075] Specifically, when this week's quest is identified by the processing in step S11 described above, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested by the display control unit 103 to execute an access process, the server access unit 102 transmits a request for transmitting special character information to the server device 20.

[0076] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it refers to the special character information stored in the special character information storage unit 223 and acquires this week's special character whose special effect activation period is associated with the "first period". The request processing unit 201 transmits this week's special character acquired by the information management unit 202 to the client terminal 10. After that, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and extracts a quest associated with an obtainable character set as this week's special character from among the quests of this week identified by the processing of step S11 described above.

[0077] Next, the display control unit 103 of the client terminal 10 extracts from the identified quests for this week those quests that are associated with an acquireable character that is set as a special character that can exert a special effect next week (hereinafter also referred to as "next week's special character") (step S13).

[0078] Specifically, when a quest associated with this week's special character is extracted by the process of step S12 above, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, the server access unit 102 transmits a request for transmitting special character information to the server device 20.

[0079] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested by the request processing unit 201 to execute data acquisition processing, it refers to the special character information stored in the special character information storage unit 223 and acquires the special character for next week, for which the "second period" is associated with the special effect exertion period. The request processing unit 201 transmits the special character for next week acquired by the information management unit 202 to the client terminal 10. After that, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and extracts a quest associated with the obtainable character set as the special character for next week from the quests for this week identified by the processing of step S11 described above.

[0080] Next, the display control unit 103 of the client terminal 10 performs control to generate the quest selection screen 500 displaying a list of this week's quests and display it on the screen display unit 160 (step S14).

[0081] 10 is an image diagram showing an example of a quest selection screen 500. This quest selection screen 500 includes a quest display area 502 that displays a list of this week's quests 501. In this quest display area 502, various obtainable characters 503 are displayed in association with each of this week's quests 501.

[0082] In addition, in this quest display area 502, special character marks 504 are displayed in association with quests 501 ("Quest B" and "Quest C" in the figure) associated with acquireable characters 503 set as special characters ("Character B" and "Character C" in the figure), but special character marks 504 are not displayed in quests 501 ("Quest A" in the figure) associated with acquireable characters 503 that are not special characters ("Character A" in the figure). In other words, quests in which special characters can be acquired and quests in which they cannot be acquired are displayed separately. Therefore, a user who has viewed the quest selection screen 500 can select and play a quest in which a special character can be acquired without wondering which quest to select and play from among multiple quests, which increases the user's motivation to play.

[0083] In addition, in the quest display area 502, a special character mark 504 with the description "This week's special character" is displayed in association with the quest 501 in which the special character of this week can be acquired ("Quest B" in the figure), and a special character mark 504 with the description "Next week's special character" is displayed in association with the quest 501 in which the special character of next week can be acquired ("Quest C" in the figure). That is, the quest in which the special character of this week can be acquired and the quest in which the special character of next week can be acquired are displayed separately. Therefore, the goal of this week can be the acquisition of this week's special character or the acquisition of next week's special character, so that the motivation of the user who has viewed the quest selection screen 500 to continue playing can be increased.

[0084] When the quest selection screen 500 is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to select one of the quests from the quest display area 502. When the user performs a selection operation for one of the quests, the operation input receiving unit 150 of the client terminal 10 receives an operation input based on the user's selection operation. When the operation input receiving unit 150 receives the user's operation input in this way, the game control unit 101 of the client terminal 10 starts a battle in the selected quest.

[0085] (Example 2) 11 is a flowchart showing an operation example 2 regarding the display of the quest selection screen in this embodiment. In the following, as in the above specific example 1, a case where the first period is "this week" and the second period is "next week" will be described as an example.

[0086] When the user performs a game operation to transition from the menu screen to the quest selection screen, the display control unit 103 of the client terminal 10 specifies this week's quests to be displayed in a list on the quest selection screen (step S21). Note that the specific process is the same as the process of step S11 in the above specific example 1, so a description thereof will be omitted.

[0087] Next, the display control unit 103 of the client terminal 10 extracts quests associated with the obtainable character set as the special character for this week from the identified quests for this week (step S22). Note that the specific process is similar to the process of step S12 in the above specific example 1, and therefore a description thereof will be omitted.

[0088] Next, the display control unit 103 of the client terminal 10 determines whether or not the user has acquired and possessed this week's special character (step S23).

[0089] Specifically, when a quest associated with this week's special character is extracted by the process of step S22 above, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, the server access unit 102 transmits a request for transmitting user information to the server device 20.

[0090] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it refers to the user information stored in the user information storage unit 224 and acquires the possessed character of the user and the special effect parameter of the possessed character. The request processing unit 201 transmits the possessed character and the special effect parameter of the user acquired by the information management unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and determines whether or not the user has acquired and possessed this week's special character based on whether or not the user has the possessed characters including this week's special character.

[0091] Next, when the display control unit 103 of the client terminal 10 determines that the user has this week's special character (step S23: YES), it calculates the remaining amount of the special effect parameter of this week's special character that the user has until it reaches a predetermined value (step S24). For example, if the current value of the special effect parameter is "95" and the predetermined value is "100", the remaining amount is "5".

[0092] Next, the display control unit 103 of the client terminal 10 extracts quests associated with the obtainable characters set as the special characters for next week from the identified quests for this week (step S25). Note that the specific process is the same as the process of step S13 in the above specific example 1, and therefore a description thereof will be omitted.

[0093] Next, the display control unit 103 of the client terminal 10 determines whether or not the user has acquired and possesses next week's special character (step S26).

[0094] Specifically, when a quest associated with next week's special character is extracted by the processing of step S25 above, the display control unit 103 of the client terminal 10 determines whether or not the user has acquired and possesses next week's special character based on whether or not next week's special character exists among the characters possessed by the user, in the same manner as the processing of step S23 above.

[0095] Next, if the display control unit 103 of the client terminal 10 determines that the user has acquired and possesses next week's special character (step S26: YES), it calculates the remaining amount of special effect parameters of next week's special character possessed by the user until they reach a predetermined value (step S27), similar to the processing of step S24 above.

[0096] Next, the display control unit 103 of the client terminal 10 performs control to generate a quest selection screen 550 displaying a list of this week's quests and display it on the screen display unit 160 (step S28).

[0097] 12 is an image diagram showing another example of the quest selection screen 550. This quest selection screen 550 includes a quest display area 552 displaying a list of this week's quests 551. In this quest display area 552, various obtainable characters 553 are displayed in association with each of the quests 551 for this week.

[0098] Furthermore, in this quest display area 552, special character marks 554 are displayed in association with quests 551 ("Quest B" and "Quest C" in the figure) that are associated with acquireable characters 553 that are set as special characters ("Character B" and "Character C" in the figure), but special character marks 554 are not displayed for quests 551 ("Quest A" in the figure) that are associated with acquireable characters 553 that are not special characters ("Character A" in the figure).

[0099] In addition, in this quest display area 552, a special character mark 554 labeled "This week's special character" is displayed in association with a quest 551 in which this week's special character can be acquired ("Quest B" in the figure), and a special character mark 554 labeled "Next week's special character" is displayed in association with a quest 551 in which next week's special character can be acquired ("Quest C" in the figure).

[0100] When the user has acquired and possessed this week's special character, the remaining amount 555 of the special effect parameter is displayed in association with the special character mark 554 labeled "this week's special character." When the user has acquired and possessed next week's special character, the remaining amount 555 of the special effect parameter is displayed in association with the special character mark 554 labeled "next week's special character." That is, in the quest 551 in which a special character can be acquired ("Quest B" and "Quest C" in the figure), the remaining amount 555 until the special effect parameter of the special character acquired and possessed by the user reaches a predetermined value is displayed. Therefore, the user who sees the quest selection screen 550 can easily grasp how much the special effect parameter needs to be increased until the character possessed by the user can exert the special effect as a special character.

[0101] When the quest selection screen 550 is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to select one of the quests from the quest display area 552. When the user performs a selection operation for one of the quests, the operation input receiving unit 150 of the client terminal 10 receives an operation input based on the user's selection operation. When the operation input receiving unit 150 receives the user's operation input in this way, the game control unit 101 of the client terminal 10 starts a battle in the selected quest.

[0102] <Special Effects> 13 is a flowchart showing an example of an operation for exerting a special effect in this embodiment. In the following, a case where the first period is "this week" will be described as an example.

[0103] The game control unit 101 of the client terminal 10 determines whether or not the user has acquired and possessed a special character whose special effect parameter has reached a predetermined value among this week's special characters (step S31).

[0104] Specifically, the game control unit 101 of the client terminal 10 requests the server access unit 102 to execute an access process in order to determine whether or not the user owns this week's special character whose special effect parameter has reached a predetermined value. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the game control unit 101, the server access unit 102 transmits a request for transmitting special character information and user information to the server device 20.

[0105] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 receives a request to execute data acquisition processing from the request processing unit 201, it refers to the special character information stored in the special character information storage unit 223 and acquires this week's special character whose special effect exertion period is associated with the "first period". It also refers to the user information stored in the user information storage unit 224 and acquires the user's possessed character and the special effect parameter of the possessed character. The request processing unit 201 transmits this week's special character and the user's possessed character and special effect parameter acquired by the information management unit 202 to the client terminal 10. Thereafter, the game control unit 101 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and determines whether the user has acquired and possessed this week's special character whose special effect parameter has reached a predetermined value based on whether the user's possessed characters include this week's special character whose special effect parameter has reached a predetermined value.

[0106] Next, if the game control unit 101 of the client terminal 10 determines that the user has acquired and possessed this week's special character whose special effect parameter has reached a predetermined value (step S31: YES), it controls the game so that a special effect is exerted to favor the user in the game (step S32).

[0107] In this embodiment, the game control unit 101 controls the game so that, as an example of a special effect, the user can acquire many characters that are associated with the quest selected on the quest selection screen. For example, after the special effect is activated, the number of characters that are associated with the quest selected on the quest selection screen is doubled compared to before the special effect is activated. This allows a user who has acquired a special character whose special effect parameter has reached a predetermined value to continue playing each quest actively, even after acquiring the special character.

[0108] The game control unit 101 of the client terminal 10 can also control the game so that a special effect is exerted according to the number of types of special characters acquired and possessed by the user. For example, when six types of special characters are set, the game control unit 101 controls the game so that a user who has acquired two types of special characters is treated more favorably than a user who has acquired one type of special character. Specifically, for a user who has acquired one type of special character, after the special effect is exerted, the number of characters that can be acquired corresponding to a quest selected on the quest selection screen is doubled compared to before the special effect is exerted, whereas for a user who has acquired two types of special characters, the number of characters that can be acquired corresponding to a quest selected on the quest selection screen is tripled compared to before the special effect is exerted. This allows a user who has acquired a special character whose special effect parameter has reached a predetermined value to aim not only at acquiring the special character but also at acquiring many types of special characters, thereby further increasing his or her motivation to play.

[0109] ===Other embodiments=== The above-described embodiments are provided to facilitate understanding of the present invention, and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit of the present invention, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.

[0110] <Special characters> In the above embodiment, a case where a special character is set for each predetermined period has been described as an example, but a special character may be set regardless of the period.

[0111] In addition, in the above-described embodiment, an example was given of a case in which multiple types of special characters (six types of special characters) are set for each specified period, but a single special character (one type of special character) may also be set for each specified period.

[0112] In addition, in the above-described embodiment, when setting a special character from among multiple characters set in the character information, the system operator may set it manually, or it may be set automatically without the involvement of the system operator.

[0113] In the above embodiment, the case where the user can acquire a character set as a special character by playing a game in a quest has been described as an example, but the user may be able to acquire a character set as a special character by playing a lottery game. For example, in the case of a light user, because he or she has just participated in a game, even if he or she looks at the lottery game selection screen, he or she may not be able to determine which lottery game to select from among the many lottery games, and may end up quitting the game without playing it sufficiently, which may reduce the user's motivation to play after looking at the lottery game selection screen. The present invention can also be applied to such a problem.

[0114] <Special Effects> In the above embodiment, when a user has a special character, a special effect is provided to give the user preferential treatment in the game, but the present invention is not limited to this. For example, when a user uses a special character in the game (for example, when the user includes the special character in a party and plays against another user in a quest), a special effect may be provided.

[0115] In the above embodiment, a special effect is provided to favor a user in a game when the user has a special character whose special effect parameter has reached a predetermined value, but the present invention is not limited to this. For example, the special effect may be provided as long as the user has a special character, regardless of the special effect parameter.

[0116] In the above embodiment, an example of a special effect is described in which the user is able to acquire more characters that are available for acquisition and that are associated with the quest selected on the quest selection screen, but the special effect is not limited to this. For example, a special effect may be an increase in the amount of rewards that can be received when a quest is cleared.

[0117] <Special effect parameters> In the above embodiment, the special effect parameter increases according to the number of characters acquired, including the special effect parameter increasing according to the number of times the same character is synthesized. For example, if the user synthesizes 9 times using 10 of the same characters acquired by the user, the special effect parameter of the character may be controlled to increase by 10.

[0118] <Quest selection screen> In the above embodiment, an example was given of a quest selection screen displaying quests in which this week's special characters and quests in which next week's special characters can be obtained. However, only this week's (first period) special characters may be set in the special character information, in which case a special character mark labeled "special character" may be displayed in association with only quests in which this week's special characters can be obtained.

[0119] Furthermore, in the above-described embodiment, when a user possesses a special character, on the quest selection screen in which the remaining amount of special effect parameters is displayed in correspondence with a special character mark, it is possible to display or highlight a quest with a smaller remaining amount of special effect parameters (i.e., a quest associated with a special character whose special effect parameter is more likely to reach a specified value) at the top of the quest display area.

[0120] <Contents> In the above embodiment, the content is a character set in the character information, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, an icon, or the like. [Explanation of symbols]

[0121] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Devices 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Game control unit 101A Battle Club 101B Character assignment section 101C Evolution Department 101D Synthesis Department 101E Sales Department 102 Server Access Section 103 Display control unit 120 Client Memory 140 Client Communication Section 150 Operation input reception unit 160 Screen display section 200 Server control unit 201 Request processing unit 202 Information Management Department 220 Server memory 221 Character information storage unit 222 Quest information storage unit 223 Special character information storage unit 224 User information storage unit 240 Server Communication Department 500 Quest Selection Screen 501 Quest 502 Quest display area 503 Available characters 504 Special character mark 550 Quest Selection Screen 551 Quests 552 Quest display area 553 available characters 554 Special character mark 555 remaining B Bus Line N Network

Claims

1. a user information storage unit that stores user information set in association with the acquired various contents; a game control unit that performs control so as to provide a special effect in a game to a user associated with special content in the user information; a display control unit that displays a list of a plurality of game stages each associated with various obtainable contents, allowing a user to select one of the game stages, and that controls display of the stage selection screen that distinguishes between game stages in which the special content can be obtained and game stages in which the special content cannot be obtained; An information processing device comprising:

2. the game control unit causes the special effect to be exerted during a first period for a user whose user information has special content associated with the first period, and causes the special effect to be exerted during a second period for a user whose user information has special content associated with a second period following the first period; the display control unit performs display control of the stage selection screen to distinguish between a game stage in which the special content capable of exerting the special effect in the first period can be acquired and a game stage in which the special content capable of exerting the special effect in the second period can be acquired. The information processing device according to claim 1 .

3. the game control unit controls the special content, in which the parameter that has reached a predetermined value is set, to exert the special effect on the user associated with the user information; 3. The information processing device according to claim 1 or 2.

4. the display control unit performs display control of the stage selection screen to display a remaining amount of the special content associated with the user information until the parameter reaches the predetermined value, in association with a game stage in which the special content can be acquired among the plurality of game stages; The information processing device according to claim 3 .

5. the game control unit controls the parameter set for the special content to increase in accordance with the number of acquisitions of the special content; 5. The information processing device according to claim 3 or 4.

6. the special effect is to allow the user to acquire a large amount of obtainable content associated with the game stage selected on the stage selection screen; 6. An information processing apparatus according to claim 1.

7. the game control unit performs control so as to exert the special effect corresponding to the number of types of special content for a user associated with a plurality of types of special content in the user information; 7. The information processing apparatus according to claim 1.

8. Computer, a user information storage means for storing user information set in association with the acquired various contents for the user; a game control means for controlling a game to provide a special effect in a game to a user associated with special content in the user information; a display control means for controlling the display of a stage selection screen that displays a list of a plurality of game stages each associated with various obtainable contents and allows the user to select one of the game stages, the display control means controlling the display of the stage selection screen that displays game stages in which the special contents can be obtained and game stages in which the special contents cannot be obtained, in a distinguished manner; A program to function as a

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