Information processing device, information processing method and program

By implementing a system in game systems that limits the number of enhanced objects obtainable in specific quests and encourages players to complete other quests for additional objects, the game system enhances player engagement and quest exploration.

JP2025074162AActive Publication Date: 2025-05-13MIXI INC
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Patent Information

Application Number
JP2025029295
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-26
Publication Date
2025-05-13
Estimated Expiration
2041-01-22

AI Technical Summary

Technical Problem

Existing game systems do not effectively provide players with the value of quests, as some players prefer to focus on specific quests, leading to a lack of engagement with other quests.

Method used

An information processing device with a management unit that tracks the number of enhanced objects acquired in quests and a game processing unit that prevents further object acquisition when the upper limit for a specific quest is reached, allowing players to play other quests to obtain additional enhanced objects.

Benefits of technology

This solution allows players to play quests up to the upper limit of enhanced objects, encouraging them to explore multiple quests and maintain engagement, while also preventing over-reliance on a single quest.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technique capable of prompting a player to grind a quest.SOLUTION: An information processing device includes a management section that manages the number of strengthening objects acquired by a player in a prescribed quest out of a plurality of quests by which the player may acquire strengthening objects used for strengthening game objects, and a game processing section that when the number of acquired strengthening objects associated with the prescribed quest reaches an upper limit thereof, executes control such that the player cannot acquire the strengthening objects in the prescribed quest.SELECTED DRAWING: Figure 2
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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] 2. Description of the Related Art Conventionally, games in which a game scenario progresses by clearing quests of low difficulty and successively unlocking quests of high difficulty are widely known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5248580 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the conventional technology, some players may prefer certain quests, and there is still room for improvement in providing value to players in the game.

[0005] Therefore, an object of the present invention is to provide a technique that makes it possible to encourage players to complete quests repeatedly. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has a management unit that manages the number of enhancement objects acquired by a player in a specified quest among a plurality of quests in which an enhancement object used to enhance a game object can be acquired, and a game processing unit that controls the player so that the player cannot acquire the enhancement object in the specified quest when an upper limit on the number of enhancement objects acquired corresponding to the specified quest is reached. Effect of the Invention

[0007] According to the present invention, since there is an upper limit to the number of enhancement objects that can be acquired in a predetermined quest, the player can play the predetermined quest until the upper limit is reached. In order to acquire enhancement objects in excess of the upper limit set for the predetermined quest, the player can also acquire enhancement objects from quests other than the predetermined quest of the multiple quests, so that the player can play quests other than the predetermined quest. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the configuration of a game server. [Diagram 3] FIG. 13 is a diagram showing an example of a normal character DB. [Figure 4] FIG. 13 is a diagram showing an example of a support character DB. [Diagram 5] FIG. 13 is a diagram showing an example of an owned character management DB. [Figure 6] FIG. 2 is a diagram illustrating an example of an item management DB. [Figure 7] FIG. 2 illustrates an example of a configuration of a terminal. [Figure 8] 13 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 9] FIG. 11 is a diagram showing an example of screen transition. [Figure 10] FIG. 11 is a diagram showing an example of screen transition. [Figure 11] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar configurations.

[0010] <System configuration> 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions of the terminal 20 in providing a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be composed of one or more computers, or may be composed of a virtual server (such as a cloud server).

[0012] The terminal 20 is a device that provides the game to the player. The terminal 20 is, for example, a mobile phone. The terminal 20 is a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own position detected using a GPS (Global Positioning System) or the like.

[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1, 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. The player can also obtain new characters and items by paying a fee or the like.

[0014] Here, a quest is a term meaning a task that can be cleared by satisfying a certain predetermined condition. A quest is also generally called a search, a task, and a mission. A quest includes a special quest for acquiring a predetermined item used to strengthen a support character. An upper limit is set for the number of predetermined items that can be acquired in a special quest. A quest includes, for example, a low-difficulty quest and a high-difficulty quest. When a low-difficulty quest is played and a predetermined condition is satisfied, a high-difficulty quest is sequentially opened. For example, when a high-difficulty quest is cleared a predetermined number of times or when a predetermined number of items are acquired, a high-difficulty quest is sequentially opened. A support character is acquired as a reward, for example, when a low-difficulty quest is cleared and a condition is satisfied. Then, it becomes possible to acquire items up to the upper limit set for a high-difficulty quest. In other words, when a predetermined quest satisfies a predetermined condition, a right to acquire items set for other quests up to the upper limit is granted to the player.

[0015] A deck is a term meaning a group of multiple characters. When a player executes a quest, the player selects characters with the appropriate abilities to clear the quest, organizes a deck, and executes the quest. The characters include normal characters and support characters. The normal characters are characters that the player can operate, and multiple normal characters can be set in the deck organization. The support characters are characters that the player cannot operate, and only one support character can be set in the deck organization. The support characters can be leveled up by using a predetermined item that can be acquired in a special quest. The predetermined item is an example of an enhancement object. The number of predetermined items required to level up a support character differs for each level of the support character. An upper limit is set for the level of the support character. The quest includes a first quest in which a first support character and a predetermined item can be acquired, and a second quest in which a second support character and a predetermined item can be acquired. The predetermined item can enhance both the first support character and the second support character. The first support character is an example of a first game object, and the second support character is an example of a second game object.

[0016] When the number of turns during a quest meets a predetermined condition, the normal character activates a skill effect that strengthens the parameters of the normal character. The skill effect is set for each normal character. The skill effect includes, for example, recovery of the status of the normal character, enhancement of the status of the normal character, and inflicting damage to an enemy character. When a specific condition during a quest is met, the support character activates a support effect for supporting the normal character only once during the quest. The support effect is set for each support character. The support effect includes, for example, recovery of the status of the normal character, enhancement of the status of the normal character, and inflicting damage to an enemy character. The support effect is set for each support character. The support effect changes according to the level of the support character. The activation condition of the support effect includes, for example, the number of enemy characters defeated, the total damage inflicted on the enemy character, and the number of items acquired. The activation condition of the support effect does not change according to the level of the support character. If the activation condition is met even once during a quest, the support effect can be activated at any timing based on the player's operation. The game server 10 can store multiple decks organized by a player, and when performing a quest, the player can select one of the multiple stored decks to perform the quest.

[0017] When a player participates in a quest, stamina is consumed. When a player participates in a quest, the player can clear the quest by satisfying certain conditions. When the player clears the quest, a reward is given to the player, and the story of the game progresses. The reward includes items, characters that can be used for deck organization, and the like. For example, when a quest is cleared, a performance for acquiring an item is performed on the game screen, and the item is acquired when the player performs an operation for acquiring the item. The number of items that can be acquired when a quest is cleared varies depending on the difficulty level of the quest and the amount of stamina consumed by the quest. In addition, when a quest is cleared using a support character, the probability of acquiring an item is higher when the quest is cleared compared to when the quest is cleared without using a support character. The number of items that can be acquired when a quest is cleared is set to an upper limit value for each quest. In this case, the remaining number of items that can be acquired in each of the multiple quests may be displayed on the screen on which the player selects a quest.

[0018] A player can improve the status of a character or transition to another character that is more powerful by synthesizing characters and items owned by the player. Here, the characters and items may be referred to as "objects" or "game objects." Furthermore, the status may be referred to as "parameters." Furthermore, the "transition" of a character to another character may be referred to as "changing," "mutating," "deriving," "evolving," or "godifying." In this embodiment, "synthesizing" means combining two game objects to create one game object, and applying another game object to a game object.

[0019] Synthesis is performed by combining a character (hereafter referred to as the "origin character") that is the base of synthesis with another character (hereafter referred to as the "material character") or item (hereafter referred to as the "material item") that can be synthesized with the origin character. The number of material items required for synthesis increases as the level of the origin character increases.

[0020] For example, if a player selects character A as the source character and character B as the material character, the status of character A changes (or transitions to another character) and character B disappears. Similarly, if a player selects character A as the source character and item X as the material item, the status of character A changes (or transitions to another character) and item X disappears.

[0021] The game may support multiplay in which multiple players simultaneously progress through a common quest. When performing multiplay, the host player may consume less stamina when participating in a quest than the guest player. The stamina consumption is an example of the consumption of a parameter required to start a common quest. In addition, when a player who has reached the upper limit of the number of obtainable items is the host, a guest player who has not reached the upper limit of the number of obtainable items may be designated, and the host player may be able to transfer the items acquired when the quest is cleared to the guest player. This makes it easier for the guest player who has not reached the upper limit of the number of obtainable items to participate in multiplay, encouraging the player to complete the quest. Note that, when performing multiplay, only the host player can set a support character in the deck. Then, when any of the multiple players meets the activation condition of the support effect of the support character, the support effect of the support character can be activated. The support effect can be activated at any timing based on the operation of any of the multiple players as long as the activation condition is met even once during the quest.

[0022] (Game Server) FIG. 2 is a diagram showing an example of the configuration of the game server 10. The game server 10 includes a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. 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.

[0023] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a management unit 111 and a game processing unit 112.

[0024] The management unit 111 manages the number of strengthening objects acquired by the player in a predetermined quest among a plurality of quests in which the player can acquire strengthening objects used to strengthen game objects. For example, when the player clears a predetermined quest and acquires an item used to strengthen a normal character or a support character, the management unit 111 updates the information stored in the item management DB 124.

[0025] The game processing unit 112 performs control so that the player cannot acquire an enhancement object in a predetermined quest when the upper limit of the number of acquisitions of enhancement objects associated with a predetermined quest is reached. For example, when a quest is selected by the player, the game processing unit 112 refers to the item management DB 124. Then, when the number of items owned by the player reaches the upper limit of the number of acquisitions of items associated with the quest selected by the player, the game processing unit 112 performs control so that the player cannot acquire an item in the quest. For example, when the number of acquireable items reaches the upper limit, the game processing unit 112 executes a performance for acquiring an item when the quest is cleared, while invalidating the player's operation for acquiring the item.

[0026] The game processing unit 112 controls characters (normal characters, support characters) so that they can be strengthened using items that can be acquired in quests. The multiple quests include a first quest in which a first character and an item can be acquired, and a second quest in which a second character and an item can be acquired. The game processing unit 112 controls the first character and the second character so that they can be strengthened using items.

[0027] When a predetermined quest satisfies a predetermined condition, the game processing unit 112 allows the progress of other quests associated with the predetermined quest included in the multiple quests. The game processing unit 112 then grants the player the right to obtain items set in the other quests up to the upper limit. For example, when a quest with a low level of difficulty is cleared, the game processing unit 112 opens a quest with a high level of difficulty. This allows the player to obtain items up to the upper limit set in the quest with a high level of difficulty.

[0028] When a first player and a second player are progressing in a common quest, and the number of items acquired by the first player reaches an upper limit of the number of items acquired set for the common quest, the game processing unit 112 controls the items acquired by the first player to be transferable from the first player to the second player. For example, when multiple players are progressing in a common quest, and the number of items acquired by the host player reaches an upper limit of the number of items acquired set for the common quest, the game processing unit 112 controls the items acquired by the host player to be transferable to the guest player.

[0029] The game processing unit 112 controls the consumption of parameters required to start the common quest to be less for a first player who has reached the upper limit of the number of acquired items set for the common quest than for a second player who has not reached the upper limit of the number of acquired items set for the common quest. For example, when multiple players are progressing through a common quest, if the number of items acquired by the host player has reached the upper limit of the number of items acquired set for the common quest, the game processing unit 112 controls the consumption of parameters required to start the common quest to be less than for a guest player who has not reached the upper limit of the number of items acquired set for the common quest.

[0030] The storage unit 120 stores a normal character DB 121, a support character DB 122, a possessed character management DB 123, and an item management DB .

[0031] 3 is a diagram showing an example of the normal character DB 121. The normal character DB 121 stores various settings related to normal characters appearing in the game. The normal character DB 121 stores, in association with each other, for example, an identifier (character ID) that uniquely identifies a normal character, an identifier (group ID) that indicates a group to which the normal character belongs, an identifier (form) that indicates a transition state of the normal character, an upper limit value of a level (maximum level), an upper limit value of a luck (maximum luck), an upper limit value of an HP (hit point) (maximum HP), an upper limit value of an attack power (maximum attack power), and an upper limit value of a speed (maximum speed).

[0032] 4 is a diagram showing an example of the support character DB 122. Various settings related to the support characters appearing in the game are stored in the support character DB 122. For example, the support character DB 122 stores an identifier (character ID) that uniquely identifies the support character, an identifier (group ID) that indicates the group to which the support character belongs, the support effect of the support character, and the activation condition of the support effect of the support character in association with each other.

[0033] 5 is a diagram showing an example of the owned character management DB 123. The owned character management DB 123 stores information on characters (normal characters, support characters) owned by the player. The owned character management DB 123 stores, in association with each other, for example, an identifier (player ID) that uniquely identifies the player who owns the character, an identifier (character ID) that uniquely identifies the character, and the current status of the character (level, luck, HP (hit points), attack power, speed, etc.).

[0034] 6 is a diagram showing an example of the item management DB 124. Information on items owned by a player is stored in the item management DB 124. For example, an identifier (player ID) that uniquely identifies a player, an identifier (item ID) that uniquely identifies an item owned by the player, and the number of items owned by the player are stored in association with each other in the item management DB 124.

[0035] (Terminal) 7 is a diagram showing an example of the configuration of the terminal 20. The terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a game control unit 203, and a storage unit 210. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by executing a program stored in the storage unit 210. 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.

[0036] The communication unit 201 performs various communications with the game server 10 .

[0037] 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 on the terminal 20 according to instructions from the game server 10.

[0038] The game control unit 203 provides various functions necessary for executing a 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 a game screen from the game server 10.

[0039] The storage unit 210 stores game data 211 necessary for the game control unit 203 to execute the game. The game data 211 includes image data of characters, a game scenario, and the like.

[0040] 8 is a flowchart showing an example of a processing procedure performed by the game server 10 at the start of a quest. When the game server 10 accepts an operation of the terminal 20 operated by the player, the game server 10 starts the quest (S10). Next, the game server 10 refers to the item management DB 124 and acquires information regarding the number of items acquired by the player in the quest (S11). The game server 10 then determines whether or not the number of acquired items has reached the upper limit of the number of items associated with the quest (S12). If the game server 10 determines that the upper limit of the number of acquired items has not been reached, it ends the processing, and if it determines that the upper limit of the number of acquired items has been reached, it controls so that the player cannot acquire items in the quest (S13).

[0041] 9 and 10 are diagrams showing examples of screen transitions. Fig. 9 shows an example of a screen transition when a support effect of a support character is activated during the progress of a quest. Fig. 10 shows an example of a screen transition when a reward for clearing a quest appears.

[0042] As shown in FIG. 9, the transition screen A100 displays normal characters B1, B2, B3 and enemy characters E1, E2 on the field FG. Also, the transition screen A100 displays icons I1, I2, I3 indicating the status of the normal characters and an icon IS indicating the status of the support character outside the field. In the transition screen A100, the normal character B2 meets the activation condition of the skill effect and also meets the activation condition of the support effect of the support character BS. Here, in the transition screen A100, the support effect of the support character is activated, and the support character BS appears on the field FG. When the support character BS is tapped in the transition screen A100, the transition screen A101 is displayed.

[0043] In the transition screen A101, a normal character B1 is specified as a target of the support effect of the support character BS. Then, when an attack (shot) of the enemy characters E1, E2 by the normal character B1 is instructed in the transition screen A101, the screen transitions to a transition screen A102.

[0044] In the transition screen A102, the support effect of the support character BS is activated. In the transition screen A102, the support character BS is displayed over the entire screen.

[0045] 10, the transition screen A110 displays a clear screen of the quest after all enemy characters E1 and E2 on the field FG have been annihilated. Then, when a predetermined time has elapsed on the transition screen A110, it transitions to a transition screen A111.

[0046] In the transition screen A111, items T1, T2, T3, T4, and T5 appear on the field FG as a production for acquiring items as a clear reward. Then, when the items T1, T2, T3, T4, and T5 on the field FG are tapped on the transition screen A111, the transition screen A112 is displayed. Then, the tapped items T1, T2, T3, T4, and T5 disappear from the field FG, and the items T1, T2, T3, T4, and T5 are acquired. Note that, if the player is controlled so that he or she cannot acquire items in the quest, the items T1, T2, T3, T4, and T5 cannot be acquired even if the items T1, T2, T3, T4, and T5 are tapped on the field FG.

[0047] <Summary> According to the embodiment described above, the game server 10 controls the player so that the player cannot acquire items in a quest when the upper limit of the number of items associated with the quest that can be acquired is reached. More specifically, when the number of acquireable items reaches the upper limit, the game server 10 executes a performance for acquiring the items when the quest is cleared, while disabling the player's operation for acquiring the items. As a result, since there is an upper limit on the number of enhancement objects that can be acquired in a quest, the player can play the quest up to the upper limit. To acquire items beyond the upper limit of the quest, items can be acquired from quests other than the quest, so the player can play quests other than the quest.

[0048] The above-described embodiment is intended to facilitate understanding of the present invention, and is not intended to limit the present invention. The flow charts, sequences, elements included in the embodiment, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiment are not limited to those exemplified, and may be modified as appropriate.

[0049] [Hardware configuration] FIG. 11 is a diagram showing an example of a hardware configuration of the game server 10 according to the embodiment. As shown in the figure, the game server 10 is configured such that a communication controller 100-1, a CPU 100-2, a RAM (Random Access Memory) 100-3 used as a working memory, a ROM (Read Only Memory) 100-4 for storing a boot program, etc., a storage device 100-5 such as a flash memory or an HDD (Hard Disk Drive), a drive device 100-6, etc. are connected to each other by an internal bus or a dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is expanded in the RAM 100-3 by a DMA (Direct Memory Access) controller (not shown) or the like, and executed by the CPU 100-2. This realizes a management unit 111 and a game processing unit 112.

[0050] Regarding the functional block configuration described above, all or a part of the management unit 111 and the game processing unit 112 included in the game server 10 may be provided in the game control unit 110 of the terminal 20.

[0051] <Additional Notes> <Appendix 1> a management unit that manages the number of enhancement objects used to enhance a game object that a player has acquired in a predetermined quest among a plurality of quests in which the enhancement objects can be acquired; a game processing unit that, when an upper limit of the number of acquisitions of the enhancement object associated with the predetermined quest is reached, controls the game processing unit so that the player cannot acquire the enhancement object in the predetermined quest; An information processing device having the above configuration.

[0052] According to Appendix 1, there is an upper limit to the number of enhancement objects that can be obtained in a given quest, so you can play the given quest until you reach the upper limit. In order to obtain enhancement objects beyond the upper limit set for a given quest, you can obtain enhancement objects from other quests than the given quests in multiple quests, so you can play quests other than the given quest.

[0053] <Appendix 2> the plurality of quests include a first quest in which a first game object and the enhancement object can be obtained, and a second quest in which a second game object and the enhancement object can be obtained, the game processing unit controls the first game object and the second game object so as to be reinforced by using the reinforcement object; 2. An information processing device according to claim 1.

[0054] According to Appendix 2, to obtain an enhancement object that can enhance both the first game object and the second game object, the player may play either the first quest or the second quest, thereby encouraging the player to complete quests in a loop.

[0055] <Appendix 3> the game processing unit allows progress of another quest associated with the predetermined quest included in the plurality of quests when the predetermined quest satisfies a predetermined condition; Granting the player the right to obtain the enhancement object set in the other quest up to an upper limit value; 3. The information processing device according to claim 1 or 2.

[0056] According to Appendix 3, by unlocking quests one by one, the upper limit of the enhancement objects that can be obtained can be increased, further encouraging players to complete quests repeatedly.

[0057] <Appendix 4> the game processing unit, when a first player and a second player are progressing in a common quest, controls the enhancement objects acquired by the first player to be transferable from the first player to the second player when the number of the enhancement objects acquired by the first player reaches an upper limit value set for the common quest; 4. The information processing device according to claim 1,

[0058] According to Appendix 4, by making it easier for guest players who have not yet reached the upper limit of the number of obtainable items to participate in multiplayer, it is possible to encourage such players to complete quests multiple times.

[0059] <Appendix 5> the game processing unit controls the consumption of parameters required to start the common quest to be less for a first player whose number of reinforcement objects has reached an upper limit value for the number of reinforcement objects to be acquired set in the common quest than for a second player whose number of reinforcement objects has not reached an upper limit value for the number of reinforcement objects to be acquired set in the common quest. 5. The information processing device according to claim 1.

[0060] According to Appendix 5, by making it easier for a host player who has reached the upper limit of the number of obtainable items to play multiplayer, it is possible to encourage guest players who have not yet reached the upper limit of the number of obtainable items to continue playing quests.

[0061] <Appendix 6> An information processing method performed by an information processing device, managing the number of enhancement objects used to enhance a game object that a player has acquired in a predetermined quest among a plurality of quests in which the enhancement objects can be acquired; a step of controlling the player not to acquire the enhancement object in the predetermined quest when an upper limit of the number of acquisitions of the enhancement object associated with the predetermined quest is reached; An information processing method comprising:

[0062] According to Appendix 6, there is a limit to the number of enhancement objects that can be obtained in a given quest, so you can play that quest up to the limit. To obtain enhancement items beyond the limit of a given quest, you can obtain enhancement items from other quests than the given quests in multiple quests, so you can play other quests than the given quest.

[0063] <Appendix 7> On the computer, managing the number of enhancement objects used to enhance a game object that a player has acquired in a predetermined quest among a plurality of quests in which the enhancement objects can be acquired; a step of controlling the player not to acquire the enhancement object in the predetermined quest when an upper limit of the number of acquisitions of the enhancement object associated with the predetermined quest is reached; A program for executing the above.

[0064] According to Appendix 7, there is a limit to the number of enhancement objects that can be obtained in a given quest, so you can play that quest up to the limit. To obtain enhancement items beyond the limit of a given quest, you can obtain enhancement items from other quests than the given quests in multiple quests, so you can play other quests than the given quest. [Explanation of symbols]

[0065] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...information processing device, 100-1...communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...storage device, 100-5a...program, 100-6...drive device, 110...game control unit, 111...management unit, 112...game processing unit, 120...memory unit, 121...normal character DB, 122...support character DB, 123...owned character management DB, 124...item management DB, 201...communication unit, 202...UI unit, 203...game control unit, 210...memory unit, 211...game data.

Claims

[Claim 1] a management unit that manages the number of enhancement objects used to enhance a game object that a player has acquired in a predetermined quest among a plurality of quests in which the enhancement objects can be acquired; a game processing unit that, when an upper limit of the number of acquisitions of the enhancement object associated with the predetermined quest is reached, controls the game processing unit so that the player cannot acquire the enhancement object in the predetermined quest; An information processing device having the above configuration.

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