Information processing device, information processing method, and program
The information processing device addresses the issue of users sticking to the same object in games by allowing selection of specific objects for game decks, thereby enhancing gameplay diversity and encouraging object variety through advantageous effects.
Patent Information
- Application Number
- JP2025038561
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-11
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2041-05-10
AI Technical Summary
In games where multiple objects with different characteristics are available, users may find it troublesome to change objects and may continue to use the same object in a fixed manner, leading to a lack of variety in gameplay experiences.
An information processing device with a selection unit that chooses a specific object for a game from multiple user-selectable objects, an organization unit that forms a deck with user-selected objects, and an execution unit that generates advantageous effects for the user when playing with a deck including the specific object.
This solution encourages users to select various objects, enhancing gameplay diversity by providing advantageous effects when specific objects are used in game decks.
Smart Images

Figure 2025085672000001_ABST
Abstract
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 a game in which a player clears a quest using a team of multiple characters called a deck. For example, Patent Document 1 discloses a game in which a player executes a quest using a player character owned by the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-044320 A Summary of the Invention [Problem to be solved by the invention]
[0004] For example, in a game in which a plurality of objects are available, each object generally has different characteristics. Therefore, a user can enjoy the game from various perspectives by selecting different objects when playing the game. However, some users may find it troublesome to change objects, and may continue to use the same object in a fixed manner.
[0005] Therefore, an object of the present invention is to provide a technique that allows a user to select various objects and encourages the user to play a game. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a selection unit that selects a specific object to be associated with a game from a plurality of objects selectable by a user, an organization unit that organizes a deck including one or more objects selected by the user from the plurality of objects, and an execution unit that generates an advantageous effect for the user when a game is played using the deck including the specific object. Effect of the Invention
[0007] According to the present invention, it is possible to provide a technique that makes it possible to encourage a user to select various objects to play a game. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Diagram 5] 11 is a diagram showing an example of a user management DB and an owned character management DB. FIG. [Figure 6] 11 is a diagram showing an example of a quest management DB and a common character management DB. FIG. [Figure 7] 13 is a flowchart illustrating an example of a processing procedure executed by a game server. [Figure 8] FIG. 13 is a diagram showing an example of a game screen. [Figure 9] FIG. 13 is a diagram showing an example of a game screen. [Figure 10] FIG. 13 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar configurations.
[0010] <System configuration> Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to users and executing some of the game processing. The game server 10 may be composed of one or more information processing devices or computers, or may be composed of a virtual server (such as a cloud server).
[0012] The terminal 20 is an information processing device that provides a game to a user, and the user can play 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 is equipped with a GPS. The mobile terminal notifies the game server 10 of its own position detected using the Global Positioning System (GPS) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), a user (which may be referred to as a player) can obtain a reward by organizing a deck with objects selected from a plurality of objects and clearing a quest using the organized deck. In this embodiment, the user playing a quest may be referred to as the user playing the game. In other words, "the user playing the game" may include the meaning of "the user playing individual quests" in addition to or instead of the user playing the game itself.
[0014] An "object" may be any object that can be operated by a user. Examples of objects include characters, monsters, vehicles (cars, airplanes, ships, etc.), items, and objects.
[0015] Here, a quest is a term meaning a task that can be cleared by satisfying certain predetermined conditions. A quest is also generally called a search, a task, or a mission. The quest in this embodiment may be any kind of quest, but may be, for example, a quest in which a gauge fills up over time, and an enemy character attacks when the gauge is full (which may be called a "first quest"). Alternatively, the quest may be a quest in which the user and the enemy character attack each other alternately every turn (which may be called a "second quest").
[0016] A deck is a term that means a group of a combination of multiple objects. When a user executes a quest, the user creates a deck from multiple objects and executes the quest. In this embodiment, the user's execution of a game or quest may be referred to as playing a game or playing a quest.
[0017] A user who participates in a quest can clear the quest by meeting certain conditions, and upon clearing the quest, the user is given a reward, which may include characters, items, and / or points.
[0018] A quest can be performed jointly by multiple users. Hereinafter, performing a quest jointly by multiple users will be referred to as "multiplay." In multiplay, each user operates an object that is assigned to him / her among the multiple objects that make up the deck. A user who convenes a multiplay is called a host user, and users who participate in a multiplay convened by the host user are called guest users.
[0019] In this game, the user can select any object from among a plurality of objects selectable by the user to organize a deck. In this game, the game server 10 selects one or more objects from a plurality of objects selectable by the user. In the following description, the one or more objects selected by the game server 10 are called "specific objects". In addition, when the user organizes the specific object into a deck and plays a quest, the game server 10 generates an advantageous effect for the user. The advantageous effect may be any effect, and for example, a reward at the time of clearing a quest may be increased compared to a case where the specific object is not organized into a deck. In addition, the specific object may not always be the same, but may be switched at a predetermined timing. In addition, a different specific object may be selected for each user.
[0020] <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 include 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 for wired or wireless communication, The computer has an interface 13, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0021] <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.
[0022] The storage unit 100 stores game data necessary for the game server 10 to execute the game. The game data includes various databases.
[0023] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a reception unit 111, a selection unit 112, an organization unit 113, an execution unit 114, an assignment unit 115, and a display control unit 116.
[0024] The reception unit 111 receives, from the user, a selection of a quest (game) to play, a selection of objects to organize a deck, etc. Note that the reception unit 111 receiving various selections from the user may be interpreted as the reception unit 111 receiving various selections from the terminal 20.
[0025] The selection unit 112 selects a specific object to be associated with a quest (game) from among a plurality of user-selectable objects. The plurality of user-selectable objects may be, for example, a plurality of objects prepared in common for each user, or a plurality of objects that each user possesses individually.
[0026] The compilation unit 113 creates a deck including one or more objects selected by the user from among a plurality of objects.
[0027] The execution unit 114 generates an advantageous effect for the user when a quest (game) is executed using a deck in which a specific object is organized. In addition, the execution unit 114 may generate an advantageous effect for the user when a quest is executed using a deck in which a specific object is organized, compared to when a quest is executed using a deck in which a specific object is not organized.
[0028] The granting unit 115 grants points to the user when the user fulfills the achievement condition by executing a quest (game). In addition, the granting unit 115 grants a benefit to the user when the points granted to the user fulfill the benefit granting condition. In addition, the granting unit 115 may grant more points as an advantageous effect when the user fulfills the achievement condition by executing a quest (game) using a specific object (i.e., when the achievement condition is fulfilled with a deck including a specific object) than when the achievement condition is fulfilled by executing a quest without using a specific object (i.e., when the achievement condition is fulfilled with a deck not including a specific object). The achievement condition may be, for example, clearing a quest or completing a mission (e.g., defeating a predetermined number of enemy characters) during the execution of a quest, but is not limited thereto. The benefit granting condition may be, for example, a condition on the number of points for which a benefit is granted (e.g., granting one benefit for every 500 points).
[0029] The display control unit 116 causes the display of the terminal 20 to display various screens in the game.
[0030] (Terminal) FIG. 4 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 a 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.
[0031] 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 objects, a game scenario, and the like.
[0032] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .
[0033] The UI unit 202 has a function of accepting various inputs from a user and displaying various game screens on the display. The UI unit 202 also displays the game screen on the output device 15 (display) of the terminal 20 according to instructions from the game server 10.
[0034] 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.
[0035] With regard to the functional block configuration described above, all or some of the reception unit 111, selection unit 112, organization unit 113, execution unit 114, granting unit 115, and display control unit 116 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20.
[0036] <Processing Procedure> Next, a specific processing procedure performed by the game system 1 will be described. In the following description, the "object" will be described as a "character", but the present embodiment is not limited to this. Furthermore, the above-mentioned "specific object" will be described as being replaced with the name "specific character". Furthermore, the above-mentioned "multiple objects selectable by the user" will be described as being replaced with "multiple characters selectable by the user". Furthermore, in the following description, "quest" can also be replaced with "game".
[0037] The memory unit 100 of the game server 10 stores a user management DB (DataBase) 100a that manages the game data of each user, an owned character management DB 100b that manages the characters owned by each user, a quest management DB 100c that manages various data for executing quests, and a common character management DB 100d that manages characters that can be commonly used by each user in quests.
[0038] 5 is a diagram showing an example of a user management DB and an owned character management DB. The user management DB 100a stores, in association with each other, for example, a user ID that uniquely identifies a user, a nickname used as a user name in the game, a friend registration list that indicates other users who are friends, location information that indicates the location of the terminal 20 used by the user, various parameters such as the user's experience value, rank, and stamina, and the number of points owned by each user. The owned character management DB 100b stores, in association with each other, a user ID that uniquely identifies a user, a character ID of a character owned by each user, and a current status of each character.
[0039] 6 is a diagram showing an example of the quest management DB and the common character management DB. The quest management DB 100c stores, for example, a quest ID that uniquely identifies a quest and various data used to execute the quest in association with each other. The common character management DB 100d stores, for example, a character ID and the status of each character in association with each other.
[0040] FIG. 7 is a flowchart showing an example of a processing procedure executed by the game server 10. In step S10, the reception unit 111 receives a selection of a quest to be played from the user. In step S11, the selection unit 112 selects a specific character from among a plurality of characters selectable by the user as a character for organizing a deck. In step S12, the reception unit 111 receives a selection of a character for organizing a deck from the plurality of characters from the user. In addition, the organizing unit 113 organizes a deck including the character selected by the user. The plurality of characters selectable by the user as a character for organizing a deck may be, for example, characters that are managed in the common character management DB 100d and that can be used in common by each user in a quest.
[0041] In step S13, the execution unit 114 executes a quest with a deck including the character selected by the user. In the quest, for example, the user may control one or more characters included in the deck to attack an enemy character. At this time, a gauge may be accumulated over time, and when the gauge is full, the enemy character may attack the user's character. If the enemy character can be defeated before all characters in the deck are defeated, the quest may be determined to be cleared.
[0042] In step S14, the execution unit 114 determines whether or not the user has cleared the quest with a deck including a specific character. If the user has cleared the quest with a deck including a specific character, the process proceeds to step S15. If the user has cleared the quest with a deck not including a specific character, the process ends. That is, if the user selects a specific character in the process of step S12 to organize a deck and clears the quest using the deck, the process proceeds to step S15. Also, if the user does not select a specific character in the process of step S12 to organize a deck and clears the quest using the deck, the process proceeds to step S15.
[0043] In step S15, if the user clears the quest with a deck that includes the specific character (S14-YES), the execution unit 114 generates an effect that is advantageous to the user. Note that, if the user clears the quest with a deck that does not include the specific character (S14-NO), the execution unit 114 does not generate an effect that is advantageous to the user.
[0044] In the above-described processing procedure, the order may be changed as long as there is no contradiction in the processing. For example, the processing procedures of steps S12 and S13 may be reversed. Furthermore, the processing procedure of step S12 may precede the processing procedure of step S10.
[0045] Furthermore, the processing procedure of step S11 may be performed before the processing procedure of step S10. In this case, the selection unit 112 may select a specific character in advance for each of a plurality of quests that the user can play before receiving a selection of a quest that the user wishes to play.
[0046] (Beneficial Effects) In step S15, the execution unit 114 may instruct the granting unit 115 to increase, as an advantageous effect, the points granted to the user when the quest is cleared, compared to a case in which the advantageous effect is not generated. For example, the granting unit 115 may grant the user bonus points in addition to normal points when the user clears the quest with a deck including a specific character, and may grant the user only normal points when the user clears the quest with a deck not including the specific character.
[0047] Furthermore, the execution unit 114 may set an upper limit on the number of times the advantageous effect is generated. For example, the execution unit 114 may set the number of times to be a predetermined number or less within a predetermined period. For example, the execution unit 114 may set the advantageous effect to be generated once per day, or twice per day.
[0048] The display control unit 116 may also display on the screen that an advantageous effect has been generated for the user. The display control unit 116 may also display on the screen the remaining number of times that the advantageous effect can be generated within a predetermined period of time.
[0049] (How to select a specific character 1) In the processing procedure of step S11, when the selection unit 112 selects a first character as the specific character associated with the first quest, the selection unit 112 may select a second character different from the first character as the specific character associated with the second quest. That is, the selection unit 112 may select different specific characters when the user selects quest A as the quest to be played and when the user selects quest B. For example, when the user selects quest A, character X may be selected as the specific character, and when the user selects quest B, character Y may be selected as the specific character. In this way, when the user plays a different quest, the selected specific character changes, so that it is possible to encourage users who play various quests to use various specific characters.
[0050] (How to select a specific character 2) In the processing procedure of step S11, the selection unit 112 may select a first character as a specific character associated with the first quest for the first user, and may select a third character different from the first character as a specific character associated with the first quest for the second user. That is, when different users select the same quest as a quest to be played, the selection unit 112 may select different specific characters for each user. For example, when user A selects quest A, character X may be selected as the specific character for user A, and when user B also selects quest A, character Y different from character X may be selected as the specific character for user B. This allows the specific characters selected for each user to be distributed, since the specific characters selected for each user change even when playing the same quest. Note that, when the number of users is greater than the number of multiple characters selectable as specific characters, the multiple users may be divided into groups of the same number as the number of the multiple characters, and the selection unit 112 may select specific characters based on the group to which the user belongs. For example, the selection unit 112 may select character X for users belonging to group A, and character Y for users belonging to group B.
[0051] (How to select a specific character 3) The selection unit 112 may select a first character as a specific character associated with a first quest for a first user, and may select a third character different from the first character as a specific character associated with the first quest for a second user who has a predetermined relationship with the first user. Here, the predetermined relationship may be a relationship (such as a friendship relationship) that is established when one user accepts a request from the other user. In addition to or instead of the predetermined relationship, the predetermined relationship may also be a relationship in which the two users have played multiplay games together a predetermined number of times in the past.
[0052] For example, when user A plays the first quest, the selection unit 112 may select character X as the specific character of user A, and when user B, who is a friend of user A, plays the first quest, the selection unit 112 may select character Y as the specific character of user B. This allows different specific characters to be selected between users who have a predetermined relationship, even when playing the same quest, and therefore makes it possible to distribute the specific characters selected for each user.
[0053] (How to select a specific character 4) When a first user and a second user play a first quest together (i.e., in a multiplayer game), the selection unit 112 may select a first character as a specific character to be associated with the first quest for the first user, and select a third character different from the first character as a specific character to be associated with the first quest for the second user.
[0054] For example, when user A and user B play multiplayer games, the selection unit 112 may select character X as the specific character of user A, and select character Y as the specific character of user B. In this way, when playing multiplayer games, different specific characters are selected between users, making it possible to distribute the specific characters selected for each user.
[0055] The selection unit 112 may also determine the attributes of the specific character to be selected for the second user based on the attributes of the specific character selected for the first user. That is, when the selection unit 112 selects the first character as the specific character to be associated with the first quest (a quest played jointly) for the first user, the selection unit 112 may select a third character having an attribute different from (or the same attribute as) the attribute of the first character as the specific character of the second user. Here, the attribute may be a "character feature" or a "character role" that is set in advance for each character. Furthermore, the first user may be a host user, and the second user may be a guest user. For example, when the selection unit 112 selects character X as the specific character of user A who is the host user, the selection unit 112 may select character Y having a role different from the role of character X as the specific character of user B who is the guest user. Note that the reception unit 111 may receive a request to participate in a multiplay from a guest user after the host user selects a quest to be played and a character to be used in the quest.
[0056] Furthermore, when the first user selects a character other than the specific character as a character to be used in a quest to be played jointly, the selection unit 112 may determine the attributes of the specific character to be selected for the second user based on the attributes of the character selected by the first user. For example, when user A, the host user, selects character M, other than the specific character, as a character to be used in a quest to be played jointly, the selection unit 112 may select character Y, which has a role different from that of character M, as the specific character for user B, the guest user.
[0057] In addition, when a first user and a second user play a first quest together (i.e., in a multiplay), the selection unit 112 may select a first character as a specific character associated with the first quest for the first user, and may select the first character in addition to a third character as a specific character associated with the first quest for the second user. In addition, the selection unit 112 may select a fourth character (i.e., a specific character different from the specific character of the first user) in addition to the third character as a specific character associated with the first quest for the second user.
[0058] For example, when user A and user B play multiplayer, the selection unit 112 may select character X as the specific character of user A, and select character X and character Y as the specific characters of user B. In this case, the first user may be a host user, and the second user may be a guest user. Since multiple characters are selected as specific characters for the guest user, it is possible to promote multiplayer. Also, the first user may be a guest user, and the second user may be a host user. Since multiple characters are selected as specific characters for the host user, it is possible to promote multiplayer.
[0059] Here, when the selection unit 112 receives an instruction from the second user to play the first quest (first game) together with the first user (i.e., when the selection unit 112 receives an instruction from the second user to participate in multiplayer), it may notify the second user that the first character, which is the specific character of the first user, has been selected as the specific character to be associated with the second user (or that, in addition to the third character, the first character, which is the specific character of the first user, has also been selected as the specific character).
[0060] For example, in the case where user A and user B are playing a multiplay, when user B instructs selection unit 112 to participate in the multiplay convened by user A as the host user, selection unit 112 may notify user B that character X has been selected as the specific character for user B (or that character Y has been selected in addition to character Y). This allows guest users participating in the multiplay to recognize that multiple characters have been selected as specific characters.
[0061] (How to select a specific character 5) When the selection unit 112 selects a first character as a specific character to be associated with a quest during a first period, the selection unit 112 may select a second character different from the first character as a specific character to be associated with the quest after the first period ends.
[0062] For example, when the selection unit 112 selects character X as the specific character for user A in a first period (e.g., one day or one week), the selection unit 112 may select character Y, different from character X, as the specific character for user A in the next first period (e.g., the next day or the next week). Since the specific character changes for each period, the user will play while changing the characters that make up the deck for each period in order to obtain advantageous effects. This makes it possible for the user to play quests with various characters.
[0063] In addition, when a first character is selected as a specific character associated with a first quest for a user in a first period, and the user does not use the first character in the first quest in the first period, the selection unit 112 may select the first character again as a specific character associated with the first quest for the user after the first period ends. For example, when a character X is selected as a specific character for a quest P for a user A in a first period (e.g., one day or one week), and the user A does not use the character X in the quest P in the first period, the selection unit 112 may select the character X again as a specific character in the quest P for the user A in the next first period (e.g., the next day or the next week).
[0064] (How to select a specific character 6) The selection unit 112 may select a specific character to be associated with a quest from among a plurality of characters owned by the user and selectable by the user, based on the usage history of each of the plurality of characters. The usage history may be a history of characters used when the user played a quest in the past.
[0065] For example, the selection unit 112 may select one of the characters owned by the user as the specific character based on the usage history. For example, the selection unit 112 may select the specific character from a predetermined number of characters in order of least frequent use. This makes it possible to select the specific character from among the characters owned by the user. It also makes it possible to encourage the user to use a character that the user does not normally use.
[0066] (How to select a specific character 7) The selection unit 112 may select a specific character to be associated with a quest from among a plurality of characters owned by the user and selectable by the user, based on the parameters of each of the multiple characters. The parameters may be, for example, the status (level, luck, HP, etc.) of each character. The selection unit 112 may select a specific character from among characters whose status is lower than a predetermined value. This makes it possible to encourage the user to use a character that has a low parameter value and is not used.
[0067] Furthermore, the selection unit 112 may select a specific character to be associated with a quest from among a plurality of characters owned by the user and selectable by the user, based on the relationship between the difficulty of the quest and the parameters (such as the character's level and attributes) of the plurality of characters. For example, the selection unit 112 may select a higher level character (stronger character) as the difficulty of the quest increases. This makes it possible to encourage the user to use, for example, characters owned by the user that are capable of clearing the quest (i.e., excluding characters that are too weak to clear the quest).
[0068] (How to select a specific character 8) As shown in the quest management DB 100c in Fig. 6, a quest may include multiple quests. When selecting a specific character for a first user who owns a number of multiple characters equal to or greater than the number of the multiple quests, the selection unit 112 may select a specific object such that the selected specific character does not overlap among the multiple quests. When selecting a specific object for a second user who owns a number of multiple objects less than the number of the multiple quests, the selection unit 112 may select a specific object such that the selected specific object overlaps among the multiple quests.
[0069] For example, assume that ten quests, quests 1 to 10, are prepared as the multiple quests. In this case, when selecting a specific character for a user who owns ten or more characters, the selection unit 112 may select the specific character such that the specific character selected for each quest does not overlap between the quests. Also, when selecting a specific character for a user who owns less than ten characters, the selection unit 112 may select the specific character such that the specific character selected for each quest overlaps between some of the quests. For example, in the case of a user who owns five characters, character A to character E, character A may be selected for quests 1 and 2, character B for quests 3 and 4, character C for quests 5 and 6, character D for quests 7 and 8, and character E for quests 9 and 10. As a result, different specific characters are selected as much as possible between the multiple quests, so that it is possible to encourage the user to use various characters.
[0070] 8 to 10 are diagrams showing examples of game screens. Screen M10 in FIG. 8 is a screen for accepting the selection of a quest. For example, the quest in the above description may correspond to a "special quest" on screen M10. When button B10-2 is pressed on screen M10, the screen transitions to a quest setting screen M11. The quest setting screen M11 includes a button B11-1 for accepting a change of the character to be used in the quest, and buttons B11-2 to B11-4 for accepting the selection of the quest to be played.
[0071] When the user presses any one of the buttons B11-2 to B11-4, the screen transitions to the deck organization screen M12. The deck organization screen M12 displays the character names of multiple characters (two in the example of FIG. 8) that will be used to organize the deck. The "used character" refers to a character operated by the user, and the "AI character" refers to a character operated by the computer. The user can change the used character or the AI character by pressing the button B12-1 or the button B12-2. When the button B12-3 is pressed, the screen transitions to a quest execution screen (not shown). When the quest ends, the screen transitions to a quest reward display screen M13. The quest reward display screen M13 displays the normal points that are awarded regardless of whether the deck contains a specific character, and the bonus points that are awarded when the deck contains a specific character. The bonus points may not be displayed when the quest is cleared with a deck that does not contain a specific character.
[0072] Here, the display control unit 116 may change the contents of the screen for accepting the selection of the character between when the selection of the character to be used is accepted before the selection of the quest and when the selection of the character to be used is accepted after the selection of the quest. For example, when the user presses the button B11-1 on the quest setting screen M11 before the selection of the quest, the display control unit 116 may transition (display) to a character selection screen in which the specific character is not displayed, as shown in the character selection screen M14 of FIG. 9. Also, when the user selects the button B12-1 or the button B12-2 on the deck organization screen M12 (i.e., after the user selects the quest), the display control unit 116 may transition (display) to a character selection screen in which the specific character is displayed, as shown in the character selection screen M15 of FIG. 9.
[0073] When transitioning to the character selection screen M15, the user has already selected a quest to play on screen M11 of Fig. 8, so the display control unit 116 may cause the character selection screen M15 to display a specific character selected by the selection unit 112 based on the quest. On the other hand, when transitioning to the character selection screen M14, the user has not yet selected a quest to play on screen M11 of Fig. 8, so the selection unit 112 has not yet selected a specific character. Therefore, the display control unit 116 may cause the character selection screen M14 on which no specific character is displayed.
[0074] In the character selection screen M15, the user can visually confirm which of the multiple characters (X1 to X8) that the user can select is the specific character. In the example of Fig. 9, since the character X1 is the specific character, the user can easily incorporate the specific character into the deck by pressing the button B15-9.
[0075] If the user has already received a reward (bonus points) by using a specific character, the display control unit 116 may display an icon R17 indicating that the reward has been received on the quest setting screen, as shown in a quest setting screen M17 in Fig. 10. The display control unit 116 may also display an icon R18 indicating that the reward has been received on the character selection screen, as shown in a character selection screen M18 in Fig. 10. This allows the user to recognize that the bonus has already been received.
[0076] Furthermore, as shown in a quest setting screen M19 in Fig. 10, the display control unit 116 may display, in a manner recognizable by the user, quests in which a character used by the user in the quest (character X3 in the example of Fig. 10) has been selected as a specific character (i.e., a quest that generates an advantageous effect) among a plurality of quests that the user can play (in the example of Fig. 10, icon R19 is displayed). In order to realize this process, the selection unit 112 may select a specific character in advance for each of a plurality of quests that the user can play before accepting a selection of a quest that the user wishes to play. This allows the user to preferentially select a quest that generates an advantageous effect when selecting a quest.
[0077] <Summary> According to the embodiment described above, the game server 10 is configured to give an advantageous effect (e.g., bonus points) to the user when the user selects a specific character and plays the game with the selected specific character. This makes it possible to encourage the user to select various objects and play the game.
[0078] 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.
[0079] <Additional Notes> <Appendix 1> a selection unit that selects a specific object to be associated with a game from a plurality of user-selectable objects; An organizing unit that organizes a deck including one or more objects selected by the user from the plurality of objects; an execution unit that generates an advantageous effect for a user when a game is played using a deck in which the specific object is organized; An information processing device having the above configuration.
[0080] According to Supplementary Note 1, it is possible to encourage the user to select various objects to play the game.
[0081] <Appendix 2> the execution unit generates an effect that is more advantageous when the game is executed using a deck in which the specific object is organized than when the game is executed using a deck in which the specific object is not organized. 2. An information processing device according to claim 1.
[0082] According to Appendix 2, when a game is played with a deck in which a specific object is organized, it is possible to generate more advantageous effects than when the game is played with a deck in which a specific object is not organized.
[0083] <Appendix 3> when the selection unit selects a first object as the specific object associated with the first game, the selection unit selects a second object different from the first object as the specific object associated with the second game. 3. The information processing device according to claim 1 or 2.
[0084] According to Addendum 3, since the specific object that is selected changes depending on the game played, it is possible to encourage the user to use a variety of specific objects.
[0085] <Appendix 4> the selection unit selects a first object as a specific object associated with a first game for a first user, and selects a third object different from the first object as a specific object associated with the first game for a second user; 4. The information processing device according to claim 1,
[0086] According to Supplementary Note 4, since the specific object selected by each user changes even when playing the same game, it becomes possible to distribute the selected specific object among each user.
[0087] <Appendix 5> the selection unit selects a first object as a specific object associated with a first game for a first user, and selects a third object different from the first object as a specific object associated with the first game for a second user having a predetermined relationship with the first user; 5. The information processing device according to any one of claims 1 to 4.
[0088] According to Appendix 5, since the specific objects selected by users who have a predetermined relationship with each other change even when playing the same game, it becomes possible to distribute the specific objects selected by each user.
[0089] <Appendix 6> when a first user and a second user play a first game together, the selection unit selects a first object as a specific object associated with the first game for the first user, and selects a third object different from the first object as a specific object associated with the first game for the second user; 6. The information processing device according to any one of claims 1 to 5.
[0090] According to Addendum 6, when multiple users play a game together, different specific characters are selected between the users, making it possible to distribute the specific characters selected for each player.
[0091] <Appendix 7> when the first user and the second user play the first game together, the selection unit selects the first object in addition to the third object as a specific object associated with the second user. 6. The information processing device according to claim 4 or 5.
[0092] According to Appendix 7, when multiple users play a game together, multiple characters can be selected as specific characters for at least one of the users, which can promote multiplayer play.
[0093] <Appendix 8> when the selection unit receives an instruction from the second user to play the first game together with the first user, the selection unit notifies the second user that the first object has been selected as a specific object associated with the second user. 8. The information processing device according to claim 7.
[0094] According to Supplementary Note 8, the user can recognize that multiple characters have been selected as specific characters.
[0095] <Appendix 9> an awarding unit that awards points to the user when the user fulfills an achievement condition by playing the game, and awards a benefit to the user when the points awarded to the user fulfill a benefit awarding condition; the granting unit, when the user fulfills the achievement condition by playing the game using the specific object, grants, as the advantageous effect, more points than when the user fulfills the achievement condition by playing the game without using the specific object. An information processing device according to any one of appendix 1 to 8.
[0096] According to Appendix 9, since more points can be obtained when playing the game using a specific object, it is possible to encourage the user to play the game using the specific object.
[0097] <Appendix 10> when the selection unit selects a first object as a specific object to be associated with the game during a first period, the selection unit selects a second object different from the first object as a specific object to be associated with the game after the first period ends. 10. The information processing device according to any one of claims 1 to 9.
[0098] According to Supplementary Note 10, since the specific object is changed when the first period ends, it becomes possible to encourage the user to use various specific objects.
[0099] <Appendix 11> the selection unit selects the specific object to be associated with the game from among the plurality of objects based on a usage history of each of the plurality of objects owned by the user; 11. The information processing device according to any one of claims 1 to 10.
[0100] According to Appendix 11, it becomes possible to select a specific object based on the usage history of objects owned by the user.
[0101] <Appendix 12> the selection unit selects the specific object to be associated with the game from among the plurality of objects based on a relationship between a difficulty level of the game and parameters of each of the plurality of objects owned by the user; 12. The information processing device according to any one of claims 1 to 11.
[0102] According to Appendix 12, it becomes possible to select a specific object based on the relationship between the game difficulty and the parameters of each object.
[0103] <Appendix 13> the game includes a plurality of games; The selection unit is When selecting a specific object for a first user who owns the plurality of objects and who has a number equal to or greater than the number of the plurality of games, the specific object is selected so that the selected specific object does not overlap among the plurality of games; When selecting a specific object for a second user who owns a number of the plurality of objects that is less than the number of the plurality of games, select the specific object such that the selected specific object overlaps among the plurality of games. 13. The information processing device according to any one of claims 1 to 12.
[0104] According to Appendix 13, it becomes possible to distribute selected specific objects as much as possible among multiple games.
[0105] <Appendix 14> selecting a specific object to be associated with the game from among a plurality of user-selectable objects; organizing a deck including one or more objects selected by the user from the plurality of objects; generating an advantageous effect for a user when a game is played using a deck in which the specific object is organized; An information processing method executed by an information processing device, comprising:
[0106] According to Addendum 14, it becomes possible to encourage the user to select various objects to play the game.
[0107] <Appendix 15> selecting a specific object to be associated with the game from among a plurality of user-selectable objects; organizing a deck including one or more objects selected by the user from the plurality of objects; generating an advantageous effect for a user when a game is played using a deck in which the specific object is organized; A program for causing a computer to execute the following.
[0108] According to Addendum 15, it becomes possible to encourage the user to select various objects to play the game. [Explanation of symbols]
[0109] 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, 100a...user management DB, 100b...owned character management DB, 100c...quest management DB, 100d...shared character management DB, 110...game control unit, 111...reception unit, 112...selection unit, 113...organization unit, 114...execution unit, 115...assignment unit, 116...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit
Claims
[Claim 1] a selection unit that selects a specific object to be associated with a game from a plurality of user-selectable objects; an organizing unit that organizes a deck including one or more objects selected by the user from the plurality of objects; an execution unit that generates an advantageous effect for a user when a game is played using a deck in which the specific object is organized; An information processing device having the above configuration.
Citation Information
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