Information processing device, information processing method and program

By using an information processing device to revert character statuses to their original levels at the time of quest release, the device allows players to replay quests at their original difficulty, addressing the issue of quests becoming less challenging and less enjoyable due to character upgrades.

JP2025074159AActive Publication Date: 2025-05-13MIXI INC
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Patent Information

Application Number
JP2025029290
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-26
Publication Date
2025-05-13
Estimated Expiration
2040-03-17

AI Technical Summary

Technical Problem

Online game quests become less difficult and less interesting as characters are powered up, leading to a loss of challenge and enjoyment for players.

Method used

An information processing device that stores past information associating time with character statuses, allowing players to change their character statuses to match the original release time of quests, thereby restoring the original difficulty level.

Benefits of technology

Enables players to experience quests at the original difficulty level they had at the time of release, revitalizing the challenge and enjoyment of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technology that allows a user to play a quest with a difficulty at the time when the quest was released.SOLUTION: An information processing device includes: a storage unit for storing past information to map the past time information with a status range for each character; and an execution unit for changing a status of a character possessed by a player to a status range corresponding to the time information defined for the quest on the basis of the past information, and executing the quest.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] There is known an online game in which a player clears events that take place in the game, called quests, using a team of multiple characters called a deck. For example, Patent Document 1 discloses a technology that automatically organizes a deck from characters owned by a user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-185268 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned online games, in order to keep users from getting bored, the games are often updated several times, for example by adding new quests or powering up characters.

[0005] However, there are some quests that were difficult and fun when they were first introduced, but have now become less difficult and less fun as the characters have become more powerful.

[0006] Therefore, an object of the present invention is to provide a technique that enables a quest to be played at the difficulty level that was present at the time the quest was released. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention has a memory unit that stores past information that corresponds, for each character, past time information and a status range, and an execution unit that changes the status of a character possessed by a player based on the past information to a status range corresponding to time information defined for a quest, and executes the quest. Effect of the Invention

[0008] According to the present invention, it is possible to provide a technique that enables a quest to be played at the difficulty level at the time the quest was released. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 1 is a diagram showing an example of a player management DB and a possessed character management DB; [Diagram 5] FIG. 2 is a diagram showing an example of a quest management DB and a character history DB. [Figure 6] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 7] 13 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 8] FIG. 13 is a diagram showing an example of a selection screen when playing a quest in past mode. [Figure 9] FIG. 13 is a diagram showing an example of a screen displaying information related to a quest. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] 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.

[0011] <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.

[0012] 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).

[0013] 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.

[0014] <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.

[0015] 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.

[0016] A deck is a term that means a group of multiple characters. When a player wants to carry out a quest, he or she selects characters with the appropriate abilities to complete the quest, organizes a deck, and then plays the quest.

[0017] There are two types of decks: a deck made up of a combination of characters owned by the user (hereinafter referred to as a "handheld deck"), and a deck that is pre-associated with a quest (hereinafter referred to as a "help deck"). A help deck is a deck made up of a number of pre-determined (preset) characters that are at least strong enough to clear the quest. When challenging a quest, the player can choose whether to play using the handheld deck or the help deck.

[0018] This game is assumed to be updated many times to keep players from getting bored. It is also assumed that with each update, new quests are added, the range of status that each character can have is expanded, new items are added, and new characters are added.

[0019] However, some quests were difficult and fun when they were first released, but as the game has been updated many times and characters have become stronger, the difficulty of the quests has become relatively low, and they have become less fun.

[0020] Therefore, in this game, when the player challenges a quest, the quest can be played in a mode in which the range of statuses that the character can have is changed to the range of statuses that the character could have had at the time the quest was released (hereinafter referred to as "past mode"). Note that the mode in which the quest is played without changing the range of statuses that the character can have is called "normal mode".

[0021] In the past mode, the characters that can be used to organize a deck may be limited. In this game, new characters are added every time the version is updated, but when playing a quest in the past mode, the characters that can be included in the deck may be limited to the characters that existed at the time the quest was released.

[0022] <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 and / or a speaker.

[0023] <Function block configuration> (Game Server) FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized by using a storage unit 12 included in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0024] The memory unit 100 stores a player management DB 100a that manages game data for each player, an owned character management DB 100b that manages characters owned by each player, a quest management DB 100c that manages information related to quests, and a character history DB 100d that manages the range of status that a character can have in association with time information.

[0025] 4 is a diagram showing an example of the player management DB 100a and the possessed character management DB 100b. The player management DB 100a stores, for example, an ID (player ID) that uniquely identifies a player, a nickname of the player, a current location of the terminal 20 used by the player, an experience value of the player, a rank of the player, and a stamina of the player.

[0026] The owned character management DB stores an ID (player ID) that uniquely identifies a player, an ID (character ID) that uniquely identifies a character owned by the player, the current status of the character (level, HP (hit points), attack power, speed, skill), and the current evolution state of the character. Skill means a special ability that a character has. The evolution state means whether the character is a normal character or a character that has changed (transformed) into a more powerful state. For example, the initial state of a character may be "normal", and the character may change (transform) into an "evolved state" by using a specified item. The evolution state is not limited to two stages, normal and evolved state, and may have three or more stages. Furthermore, a character may change (transform) into another more powerful character with a different character ID, character name, etc., by entering an evolved state.

[0027] 5 is a diagram showing an example of the quest management DB 100c and the character history DB 100d. The quest management DB 100c stores an ID (quest ID) that uniquely identifies a quest, the name of the quest (quest name), the date when the quest was first made public (publication date), and the character IDs (available characters (at the time of publication)) of characters that already existed at the time when the quest was made public. For example, in quest Q001, characters C101 to C500 are not included in the available characters (at the time of publication). This means that when playing quest Q001 in past mode, the characters that can be used to organize a deck are limited to any of the characters C001 to C100 that already existed at the time when quest Q001 was made public.

[0028] The character history DB100d stores, in association with each other, an ID (character ID) that uniquely identifies a character appearing in the game, information indicating a past period (time information), the range of status that the character can have (status range), and the evolutionary state that the character can have.

[0029] For example, in the example of FIG. 5, the maximum level of the character C001 is 30 from October 2013 to January 2014, but is 50 from February 2014 to February 2015. This indicates that the game was updated in February 2014, and the range of the level that the character C001 can have is expanded from 0 to 30 to 0 to 50. Similarly, the skill of the character C001 is none from October 2013 to January 2014, but is "none and AA" from February 2014 to February 2015, and is "none, AA and BB" after March 2015. This indicates that the game was updated, and the skill that the character C001 can have is added.

[0030] Additionally, the evolution state of character C001 was only "normal" from October 2013 to February 2015, but has been "normal and evolved" since March 2015. This indicates that the game has been updated to allow character C001 to change to an evolved state.

[0031] The character history DB contains information for each character indicating the past period and the status range. Since this information associates the range with the past information, it may be called "past information." Returning to FIG.

[0032] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a receiving unit 111, an execution unit 112, a display control unit 113, and an awarding unit 114.

[0033] The reception unit 111 receives a selection as to whether or not to execute a quest in a mode (past mode) in which the status of a character owned by the player is changed.

[0034] Furthermore, when executing a quest in past mode, the reception unit 111 may receive a selection of characters (deck composition) to be used in the quest from among the characters owned by the player, which are characters corresponding to the quest's publication date (time information defined for the quest) (i.e., characters that existed when the quest was published). Note that this game may be a game in which new quests are published and characters are added by updating the application (program) provided in the game server 10 and the terminal 20 to a new version. Therefore, the time information defined for the quest is not limited to information indicating the quest's publication date itself. For example, the time information defined for the quest may be version information of the application. This is because if the version information is known, the date on which the application was updated to that version can be identified.

[0035] When the execution unit 112 receives a selection from the player to execute a quest in past mode, it changes the status of the character possessed by the player to the status range corresponding to the release date of the quest (time information defined for the quest) based on the character history DB, and executes the quest.

[0036] The display control unit 113 causes the terminal 20 to display various screens relating to the game.

[0037] The granting unit 114 grants a predetermined reward when the player clears a quest. For example, the granting unit 114 may grant a reward when the player clears a quest in the past mode different from a reward when the player clears a quest in the current mode. For example, the granting unit 114 may grant a reward when the player clears a quest in the past mode greater than a reward when the player clears a quest in the current mode.

[0038] (Terminal) FIG. 6 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0039] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of characters, a game scenario, and the like.

[0040] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .

[0041] The UI unit 202 has a function of accepting various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screens according to instructions from the game server 10.

[0042] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.

[0043] With regard to the functional block configuration described above, all or a part of the reception unit 111, execution unit 112, display control unit 113, and granting unit 114 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20.

[0044] <Processing Procedure> 7 is a flowchart showing an example of a processing procedure performed by the game server 10. First, the reception unit 111 receives a selection of a quest to be played from the player (S10). Next, the reception unit 111 receives a selection of whether the quest is to be played in normal mode or past mode (S11). If the normal mode is selected, the process proceeds to step S17, and if the past mode is selected, the process proceeds to step S12.

[0045] When the past mode is selected, the reception unit 111 accesses the quest management DB 100c and acquires the release date of the selected quest (S12). Next, the reception unit 111 extracts characters that are available as of the quest release date from among the characters owned by the player (S13). First, the reception unit 111 accesses the owned character management DB 100b to acquire multiple characters owned by the player. Next, the reception unit 111 acquires a list of characters that are available as of the acquired quest release date from the quest management DB 100c. Next, the reception unit 111 extracts characters included in the list of characters that are available as of the quest release date from among the multiple characters owned by the player as characters that can be used when playing the quest in the past mode.

[0046] Next, the reception unit 111 receives from the player the organization of a deck to be used in a quest from among the characters extracted in the processing procedure of step S13 (S14). At this time, if there is an evolved character among the characters selected by the player as the characters to be used in the deck, the selection may be further received as to whether to incorporate the character in a degenerated state (e.g., a state changed to normal) into the deck. When an instruction to play in a degenerated state is received, the execution unit 112 executes the quest with the character in the degenerated state.

[0047] Next, the execution unit 112 accesses the character history DB 100d and acquires the status ranges as of the quest release date for each character included in the deck. For example, if the quest release date is May 2014, the execution unit 112 acquires the following status ranges for character C001: maximum level 50, maximum HP 150, maximum attack power 200, maximum speed 100, skill (none, AA), and evolution state (normal, X).

[0048] Next, the execution unit 112 accesses the possessed character management DB and checks whether or not there is a current status of each character that exceeds the status range as of the quest release date for all characters included in the deck. If the current status exceeds the status range on the quest publication date, the execution unit 112 changes the current status to the maximum value of the status range on the quest publication date (S15). For example, if the current level of a character owned by the player is 50 and the status range on the quest publication date is level 0 to 30, the execution unit 112 changes the level of the character to 30.

[0049] If the current status does not exceed the status range on the quest publication date, the execution unit 112 does not change the current status. For example, if the current level of a character owned by a player is 50, and the status range on the quest publication date is levels 0 to 70, the execution unit 112 will not change the character's level to 50.

[0050] Here, for a character that was not allowed to be evolved when the quest was made public, the execution unit 112 may change the character to a character before evolution and execute the quest. That is, when playing a quest in the past mode, if the characters selected by the player to organize a deck include a character that was evolved from a character that existed when the quest was made public (a character corresponding to time information defined for the quest) and the character history DB defines that the character will not be in an evolved state when the quest is executed in the past mode (that is, when the character evolved from the character did not exist when the quest was made public), the execution unit 112 may change the evolved character to a character before evolution and execute the quest.

[0051] Furthermore, when changing a character possessed by a player to a character before evolution based on the character history DB, the execution unit 112 may change the status that the character before evolution can have to the highest status and execute the quest. For example, the possessed character management DB 100b, the quest management DB 100c, and the character history DB 100d store data shown in Figs. 4 and 5, respectively. Assume that the player 0100 incorporates the character C100 into the deck and plays the quest Q003 in the past mode. According to the possessed character management DB 100b, the status of the character C100 is level 60, HP 200, attack power 300, speed 130, and has skills AA and BB. Also, the character C100 is in an evolved state.

[0052] In this case, when quest Q003 is played in past mode, according to the quest management DB 100c, the quest was released in May 2014. Also, according to the character history DB 100d, as of May 2014, the status ranges of character C100 are maximum level 50, maximum HP 150, maximum attack power 200, and maximum speed 100, and the only skill that can be acquired is AA. Therefore, the execution unit 112 changes the status of character C100 to a state of level 50, HP 150, attack power 200, speed 100, and AA as a skill, and executes quest Q003.

[0053] Similarly, when quest Q001 is played in past mode, according to the quest management DB 100c, the quest publication date is October 2013. Also, according to the character history DB 100d, as of October 2013, the status ranges of character C100 are maximum level 30, maximum HP 100, maximum attack power 100, maximum speed 80, and no skills. Therefore, the execution unit 112 changes the status of character C100 to level 30, HP 100, attack power 100, speed 80, and no skills, and executes quest Q001.

[0054] Next, the execution unit 112 starts executing the quest based on the status changed in the processing procedure of step S15 (S16).

[0055] When a selection is made to play the quest in normal mode (S11), the reception unit 111 receives from the player the composition of the decks to be used in the quest (S17). The execution unit 112 starts execution of the quest using the received decks (S18).

[0056] (Variation 1) When the past mode is selected, it is possible that the characters owned by the player do not include characters that are included in the list of characters available as of the quest release date. For example, this is likely to occur in cases where a beginner player who has recently started playing the game does not own many characters.

[0057] In this case, if the player does not possess any characters among the characters that existed when the quest was made public (characters that correspond to the time information defined for the quest), the reception unit 111 may be configured to allow the player to consume a specified item to accept the composition of a deck (selection of characters to be used in the quest) from among the characters that existed when the quest was made public.

[0058] It is assumed that there are many characters that existed when the quest was made public. Therefore, the number of selectable characters may be changed depending on the amount or value of the predetermined item to be consumed. For example, when a predetermined item having a value equal to or greater than a predetermined value is consumed, deck composition may be accepted from among all characters that existed when the quest was made public. On the other hand, when a predetermined item having a value less than a predetermined value is consumed, deck composition may be accepted from among some of the characters that existed when the quest was made public.

[0059] (Variation 2) As in the first modification, if the character possessed by the player is not among the characters that existed when the quest was made public (characters corresponding to the time information defined for the quest), the execution unit 112 may execute the quest using a character prepared in advance for the quest. In other words, in this game, a help deck that can be used when playing a quest in past mode may be prepared, and the player may be able to play the quest in past mode by using the help deck. The help deck may be a deck made up of multiple characters that existed when the quest was made public, and characters whose status ranges have been changed to those at the time the quest was made public.

[0060] The help deck may be a deck that is pre-organized from characters included in the "past rankings" described later. For example, the execution unit 112 may execute a quest with a help deck that is pre-organized from characters included in the "past rankings".

[0061] The help deck may be composed of characters selected by the user from among the characters included in the "past rankings". For example, the reception unit 111 may receive a selection of characters to be used in the help deck from among the characters included in the "past rankings" from the player. The execution unit 112 may execute a quest with the help deck composed of characters included in the "past rankings" received by the reception unit 111.

[0062] In addition, a plurality of help decks may be prepared, and each of the plurality of help decks may be set to have a different difficulty level for clearing the quest in the past mode. The difficulty level for clearing the quest in the past mode may be set according to the strength of the characters included in the help deck. For example, a help deck with a difficulty level of "easy" may be composed of a plurality of powerful characters, a help deck with a difficulty level of "normal" may be composed of a plurality of characters including a powerful character and a weak character, and a help deck with a difficulty level of "difficult" may be composed of a plurality of weak characters. In addition, the difficulty level may be set by other means without being limited to this. For example, the difficulty level for clearing the quest may be set by changing the strength of an enemy character appearing in the quest, or may be set according to whether or not an item that gives the player an advantage is effective while playing the quest.

[0063] (Screen display example) FIG. 8 is a diagram showing an example of a selection screen when playing a quest in past mode. Screen A100 is a screen for accepting the selection of a quest. The player selects a quest to play from among quest selection buttons B100, B101, and B102. When the display control unit 113 accepts the selection of a quest, it transitions to screen A110, which accepts the selection of a mode for executing the selected quest. When the player presses the past mode button B110 or the normal mode button B111, the display control unit 113 transitions to deck composition screen A120. On the deck composition screen A120, the display control unit 113 displays a display area D120 showing a list of characters owned by the player, and a display area D121 showing characters selected as characters to be incorporated into the deck.

[0064] Here, when playing a quest in past mode (i.e., when the past mode button B110 is pressed), the display control unit 113 may display, in the display area D120, characters possessed by the player that cannot be used in the quest (i.e., characters that did not exist when the quest was made public) in a grayed-out form. When the quest start button B120 is pressed, the quest is executed in past mode.

[0065] 9 is a diagram showing an example of a screen that displays information about a quest. The quest information screen A200 includes an area M100 that displays past rankings that indicate which characters were included in the decks of players who cleared the quest at the time the quest was made public. Each player can refer to the past rankings to select characters to include in their decks when playing the quest in past mode.

[0066] <Summary> According to the embodiment described above, when executing a quest in past mode, the status of the character used by the player in the quest is changed to the range of the status at the time the quest was made public, and the quest is then executed. This allows the player to play the quest at the difficulty level at the time the quest was made public.

[0067] 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.

[0068] <Additional Notes> <Appendix 1> a storage unit for storing past information that associates past time information with a status range for each character; an execution unit that changes a status of a character possessed by a player to a status range corresponding to time information defined for a quest based on the past information, and executes the quest; An information processing device having the above configuration.

[0069] According to Appendix 1, the status of the character used in the quest can be restored to the state it was in when the quest was released, allowing the player to play the quest at the difficulty level it had when the quest was released.

[0070] <Appendix 2> a reception unit that receives a selection from the player as to whether or not to execute a quest in a mode that changes a status of a character owned by the player, the execution unit executes the quest when a selection to execute the quest in the mode is accepted from the player. The information processing device according to claim 1.

[0071] According to Appendix 2, if a player wishes, they will be able to play a quest at the difficulty level that was available when the quest was released.

[0072] <Appendix 3> the reception unit, when executing the quest in the mode, receives a selection of a character to be used for the quest from among characters owned by the player, the character corresponding to the time information defined for the quest; 3. The information processing device according to claim 2.

[0073] According to Appendix 3, players will be able to play quests using characters that existed at the time the quest was released.

[0074] <Appendix 4> when there is no character possessed by the player among the characters corresponding to the time information defined for the quest, the reception unit receives a selection of a character to be used for the quest from among the characters corresponding to the defined time information by the player consuming a predetermined item. The information processing device according to claim 3.

[0075] According to Appendix 4, even if a player does not own a character that existed at the time the quest was released, the player will be able to play the quest using a character that existed at the time the quest was released.

[0076] <Appendix 5> when a character possessed by the player is not present among the characters corresponding to the time information defined for the quest, the execution unit executes the quest using a character prepared in advance for the quest. The information processing device according to claim 3.

[0077] According to Appendix 5, even if a player does not own a character that existed at the time the quest was released, the player can play the quest using a pre-set character.

[0078] <Appendix 6> the execution unit, when the characters to be used for the selected quest include an evolved character of a character corresponding to the time information defined for the quest, and the time information defines that the character will not be in an evolved state when the quest is executed in the mode, changes the evolved character to a character before evolution and executes the quest; The information processing device according to claim 3.

[0079] According to Appendix 6, when a player plays a quest using a character that was not evolved at the time the quest was released, the player will be able to play the quest using the pre-evolved character.

[0080] <Appendix 7> the execution unit changes the character possessed by the player to a character before evolution based on the past information, and changes a status that the character before evolution can have to the highest status, and executes the quest. The information processing device according to claim 6.

[0081] According to Appendix 7, when a player plays a quest using a character that was not evolved at the time the quest was made public, the player will be able to play the quest using the character before the character evolved, which was the strongest character at the time the quest was made public.

[0082] <Appendix 8> storing past information in a storage unit, the past information correlating past time information with a status range for each character; changing a status of a character possessed by a player to a status range corresponding to time information defined for a quest based on the past information, and executing the quest; An information processing method comprising:

[0083] According to Appendix 8, the status of the character used in a quest can be restored to the state it was in when the quest was released, allowing the player to play the quest at the difficulty level it had when the quest was released.

[0084] <Appendix 9> On the computer, storing past information in a storage unit, the past information correlating past time information with a status range for each character; changing a status of a character possessed by a player to a status range corresponding to time information defined for a quest based on the past information, and executing the quest; A program for executing the above.

[0085] According to Appendix 9, the status of the character used in the quest can be restored to the state it was in when the quest was released, allowing the player to play the quest at the difficulty level it was at when the quest was released. [Explanation of symbols]

[0086] 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...execution unit, 113...display control unit, 114...assignment unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit

Claims

[Claim 1] a storage unit for storing past information that associates past time information with a status range for each character; an execution unit that changes a status of a character possessed by a player to a status range corresponding to time information defined for a quest based on the past information, and executes the quest; An information processing device having the above configuration.

Citation Information

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