Information processing apparatus, information processing method and program
The information processing apparatus in game systems allows players to choose between item-consuming and non-item-consuming modes for quests, displaying the number of effect exertions required, thus aiding quest completion and strategy development.
Patent Information
- Application Number
- JP2025077451
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-07
- Publication Date
- 2025-07-25
AI Technical Summary
Existing game systems do not provide a clear indication of how many times a predetermined effect needs to be exerted to reach a predetermined state in difficult quests, making it difficult for players to determine the necessary actions to complete such quests.
An information processing apparatus that allows players to select between a mode where a predetermined effect can be exerted by consuming an item (normal mode) or without consuming an item (practice mode), and displays information on the number of times the effect was exerted until the quest reaches a predetermined state.
Enables players to understand how many times a predetermined effect is needed to achieve a quest's predetermined state, facilitating quest completion and providing insights into quest execution strategies.
Smart Images

Figure 2025109764000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] There is known a game in which an event called a quest, which is performed in the game, is cleared. For example, in Patent Document 1, before starting the main play of a quest by consuming one's own game points and aiming to obtain a reward, although it is not possible to expect to obtain a reward, it is possible to try a practice play of the quest without consuming one's own game points.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Among quests with a high level of difficulty, there are cases where it is necessary to exert a predetermined effect (for example, continue) many times during the quest play. However, in the practice play described in Patent Document 1, it is impossible to continue when the quest cannot be cleared. Therefore, the user could not determine how many times the predetermined effect should be exerted to reach a predetermined state of the quest (for example, clear the quest).
[0005] Therefore, an object of the present invention is to provide a technique that enables grasping how many times a predetermined effect should be exerted to reach a predetermined state of a quest when the quest is executed.
Means for Solving the Problems
[0006] An information processing apparatus according to an aspect of the present invention includes a reception unit that receives a selection from a player as to whether to execute a quest in a first mode in which a predetermined effect can be exerted by consuming a predetermined item, or to execute a quest in a second mode in which a predetermined effect can be exerted without consuming a predetermined item, an execution unit that executes the quest in the second mode when the reception unit receives a selection to execute the quest in the second mode from the player, and a display control unit that displays information regarding a predetermined effect exerted during a period until the quest reaches a predetermined state when the quest reaches the predetermined state.
Effect of the Invention
[0007] According to the present invention, it is possible to provide a technique that enables grasping how many times a predetermined effect needs to be exerted to reach a predetermined state of a quest when the quest is executed.
Brief Description of the Drawings
[0008]
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Best Mode for Carrying Out the Invention
[0009] Embodiments of the present invention will be described with reference to the accompanying drawings. In each figure, those denoted by the same reference numerals have the same or similar configurations.
[0010] <System Configuration> FIG. 1 is a diagram showing an example of the system configuration of a game system 1 according to the present 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 communicably connected to 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 undertakes some of the functions in providing a game to the terminals 20, such as managing various information regarding players and executing some of the processes of the game. The game server 10 may be composed of one or more information processing devices, or may be configured using a virtual server (such as a cloud server).
[0012] The terminal 20 is an information processing device that provides a game to a player, and the player can execute the game according to the present 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 GPS (Global Positioning System) or the like.
[0013] <Game Outline> 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 forming a deck with a character selected from a plurality of characters he or she possesses and clearing quests using the formed deck. In addition, the player can grow into a stronger character by synthesizing a plurality of obtained characters, or challenge quests with a higher difficulty level by strengthening the attributes of the character using items.
[0014] Here, a quest is a term that means a mission whose clear condition is to satisfy a predetermined certain condition. 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 condition, and when the quest is cleared, a reward is given to the player or the story of this game progresses.
[0015] Also, a deck is a term that means a group combining a plurality of characters. When executing a quest, the player selects a character having an ability suitable for clearing the quest to form a deck and execute the quest.
[0016] When the player executes a quest, a predetermined parameter of the player called "stamina" is consumed. The amount of stamina consumed varies for each quest. Also, the upper limit of stamina is determined according to the player's level, experience value, etc. The stamina consumed by playing a quest automatically recovers over time.
[0017] When executing a quest, the player can use one or more special items that have an effect of facilitating the progress of the quest or increasing the rewards given to the player upon completion of the quest. Hereinafter, such items will be referred to as "quest assistance items". The quest assistance items available for the player are predetermined for each quest. Also, when the player uses a quest assistance item, a predetermined parameter held by the player is consumed. Hereinafter, the predetermined parameter consumed when using a quest assistance item will be referred to as a "medal". The amount of medals consumed varies for each quest assistance item. Also, medals are given to the player each time the player clears a quest.
[0018] Examples of quest assistance items that enable the quest to proceed advantageously include items that increase the HP (Hit Points) of characters in the deck and items that increase the attack power of each character. Also, examples of quest assistance items that can increase the rewards given to the player upon completion of the quest include items in which the number of items given upon completion of the quest becomes a predetermined number (e.g., 2) or a predetermined multiple (e.g., 2 times).
[0019] In this game, a quest can be executed in either a mode (hereinafter referred to as the "normal mode" or "first mode") in which a predetermined effect can be exerted by consuming a predetermined item, or a mode (hereinafter referred to as the "practice mode" or "second mode") in which a predetermined effect can be exerted without consuming a predetermined item. The practice mode may be set such that the rewards given when the quest is cleared are less than those in the normal mode or no rewards are given.
[0020] To exhibit a predetermined effect may be, for example, to continue. "Continue" means that even when it becomes impossible to continue a quest due to a predetermined factor, the quest can be continued when the predetermined factor is removed. In this case, the predetermined item may be an item that can remove a predetermined factor by being used by the player when it becomes impossible to continue the quest. For example, in the case of a quest where the quest cannot be continued when the HP (hit points) of each character becomes zero (that is, the predetermined factor is a quest where the HP becomes zero), when the predetermined item is used, the HP of each character is restored and the quest can be continued.
[0021] Also, to exhibit a predetermined effect may be, for example, to restore a parameter that a character has. The parameter may be a parameter (such as HP, attack power, defense power) that causes an obstacle to the execution of a quest when the value of the parameter decreases. In this case, the predetermined item may be an item that can increase (restore) the value of a parameter that a character has.
[0022] In this game, when the quest reaches a predetermined state, information regarding the predetermined effect exhibited during the period from the start of the quest to the attainment of the predetermined state is displayed on the screen of the terminal 20. "The quest reaches a predetermined state" means that the quest ends. For example, it includes cases where the quest ends when the player clears the quest, or the quest ends due to some restrictions or conditions, etc. "Information regarding the predetermined effect exhibited" includes, for example, the number of times the predetermined effect was exhibited, the degree of the number of times the predetermined effect was exhibited (the degree indicating whether the number of times the player exhibited the predetermined effect is more, the average value, or less when compared with the average value of the number of times each player exhibited the predetermined effect), an index indicating the frequency of exhibiting the predetermined effect within a predetermined period (for example, low frequency if it is 2 times or less within the predetermined period, medium frequency if it is 3 to 5 times, high frequency if it is 6 times or more, etc.), the total value of the parameters (HP, attack power, defense power, etc.) restored by exhibiting the predetermined effect, and the like.
[0023] Hereinafter, the predetermined effect is described as being "continuous". Also, the predetermined item is described as a "continuing item". That is, when the player executes a quest in the practice mode, the player can continue any number of times.
[0024] <Hardware Configuration> FIG. 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 include a processor 11 such as a CPU (Central Processing Unit), a memory, a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 that performs wired or wireless communication, an input device 14 that receives an input operation, 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 and / or a speaker.
[0025] <Functional Block Configuration> (Game Server) FIG. 3 is a diagram showing an example of the 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 the storage device 12 provided in the game server 10. Also, the game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage device 12. Also, 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, but may be a storage medium such as a USB memory or a CD-ROM.
[0026] The storage unit 100 stores a player management DB 100a, a deck management DB 100b, and a cleared deck management DB 100c.
[0027] FIG. 4 is a diagram showing an example of the player management DB 100a, the deck management DB 100b, and the cleared deck management DB 100c. The player management DB 100a manages game data possessed by each player. In the player management DB 100a, for example, an ID (player ID) that uniquely identifies a player, a player's call name (nickname), player IDs of other players registered as friends, the current position of the terminal 20 used by the player, the player's experience value, the player's rank and stamina, items possessed by the player, and the number of continuation items possessed are associated and stored. are stored.
[0028] The deck management DB 100b manages characters for forming each deck. In the deck management DB 100b, for example, an ID (player ID) that uniquely identifies a player, an ID (deck ID) that uniquely identifies each player's deck, and an ID (character ID) that uniquely identifies a character for forming each deck are associated and stored.
[0029] The cleared deck management DB 100c manages, in association with the deck used at the time of quest execution, how many times each player can clear a quest by continuing in the practice mode. In the cleared deck management DB 100c, an ID (player ID) that uniquely identifies a player, an ID (quest ID) that uniquely identifies a quest, an ID (deck ID) that uniquely identifies each player's deck, and the number of continuations are associated and stored.
[0030] Returning to FIG. 3, the description will continue. The game control unit 110 provides various functions necessary for executing this game. The game control unit 110 includes a reception unit 111, an execution unit 112, a display control unit 113, and a granting unit 114.
[0031] The reception unit 111 receives a selection from the player as to whether to execute the quest in the normal mode (first mode) in which it is possible to continue (exert a predetermined effect) by consuming a continue item (predetermined item), or to execute the quest in the practice mode (second mode) in which it is possible to continue without consuming the continue item.
[0032] When the execution unit 112 receives a selection from the player to execute the quest in the normal mode, it executes the quest in the normal mode, and when it receives a selection to execute the quest in the practice mode, it executes the quest in the practice mode.
[0033] The display control unit 113 causes various game screens related to this game to be displayed on the screen of the terminal 20. For example, when the quest reaches a predetermined state (the quest ends), the display control unit 113 causes the number of times of continuation (information regarding the predetermined effect) performed until the quest reaches the predetermined state to be displayed on the screen of the terminal 20.
[0034] The awarding unit 114 awards a predetermined reward when the player clears the quest. For example, the awarding unit 114 may make the reward awarded when the player clears the quest in the practice mode different from the reward awarded when the player clears the quest in the normal mode.
[0035] (Terminal) FIG. 5 is a diagram showing an example of the 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 using the storage device 12 provided in the terminal 20. Further, 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 device 12. Further, 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 storage unit 200 stores game data necessary for the game control unit 203 to execute the present game. The game data stores character image data, a game scenario, and the like.
[0037] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13.
[0038] The UI unit 202 has a function of receiving various inputs from the player and a function of displaying various game screens on the display. Further, the UI unit 202 displays a game screen according to an instruction from the game server 10.
[0039] The game control unit 203 provides various functions necessary for executing the present game in cooperation with the game server 10. For example, the game control unit 203 provides a function of acquiring various types of information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0040] Regarding the functional block configuration described above, all or part of the reception unit 111, the execution unit 112, and the display control unit 113 included in the game server 10 may be provided in the game control unit 203 of the terminal 20.
[0041] <Processing Procedure> Next, the processing procedure when the game server 10 executes a quest in the normal mode or the practice mode will be described.
[0042] Figure 6 is a flowchart showing an example of the processing procedure performed by the game server. First, the reception unit 111 receives a selection from the player as to whether to execute a quest in the normal mode or the practice mode (S10).
[0043] When the normal mode is selected, the reception unit 111 receives a selection of a quest to be executed in the normal mode and a selection of a deck to be used in the quest from the player (S11). Subsequently, the execution unit 112 starts executing the quest in the normal mode using the received deck (S12).
[0044] When the practice mode is selected, the reception unit 111 receives a selection of a quest to be executed in the practice mode and a selection of a deck to be used in the quest from the player (S13). Subsequently, the execution unit 112 starts executing the quest in the practice mode using the received deck (S14).
[0045] In the practice mode, the player can continue as many times as they like regardless of the number of continue items they possess. As a result, even for a quest that is difficult to clear because a large number of strong enemy characters appear, the player can finally clear the quest by continuing many times. When the quest ends in the practice mode, the display control unit 113 causes the number of times of continuation during the quest execution to be displayed on the screen of the terminal 20.
[0046] (Differences between the normal mode and the practice mode) [Difference 1] The game server 10 may be configured to consume different amounts of stamina when executing a quest in normal mode and when executing a quest in practice mode. For example, when accepting a selection to execute a quest in practice mode, the reception unit 111 may consume less amount of stamina (parameter value) when accepting a selection to execute a quest in normal mode than when accepting a selection to execute a quest in normal mode.
[0047] This allows the player to carry out the quest more times than in normal mode, making it possible for the player to research ways of completing the quest, such as by trying out various ways of defeating enemies.
[0048] [Difference 2] The game server 10 may change the quest support items permitted for use when executing a quest in normal mode and when executing a quest in practice mode. For example, when executing a quest in normal mode, the execution unit 112 may permit the use of a quest support item (first item) that allows the quest to proceed advantageously and a quest support item (second item) that increases the number of items given to the player after the quest ends (after a predetermined state is reached). Furthermore, when executing a quest in practice mode, the execution unit 112 may not permit the use of a quest support item that has the effect of increasing the number of items given to the player after the quest ends, but may permit the use of a quest support item that allows the quest to proceed advantageously.
[0049] This makes it possible to change the amount of reward awarded upon completion of a quest between practice mode and normal mode without changing the difficulty of the quest.
[0050] [Difference 3] When the game server 10 permits the use of quest assistance items in the practice mode, even if the quest assistance items actually held by the player are not consumed. For example, when the execution unit 112 executes a quest in the normal mode and a quest assistance item (first item) that can advantageously advance the quest is used, the number of the used quest assistance items may be subtracted from the number of the quest assistance items held by the player. Also, when the execution unit 112 executes a quest in the practice mode and a quest assistance item (first item) that can advantageously advance the quest is used, the number of the used quest assistance items may not be subtracted from the number of the quest assistance items held by the player.
[0051] This enables the player to execute the practice mode without worrying about item consumption.
[0052] Furthermore, in the practice mode, the game server 10 may not consume the quest assistance items actually held by the player, and may limit the number of quest assistance items that can be used during quest execution to the number of quest assistance items held by the player. For example, assume that the player holds two quest assistance items that increase the items given to the player. In this case, the game server 10 may permit the use of the quest assistance items up to a maximum of two during quest execution and not permit the use of three or more (however, the quest assistance items are not actually consumed). That is, when the execution unit 112 executes a quest in the practice mode and a quest assistance item (first item) that can advantageously advance the quest is used, the use of the quest assistance item may be permitted within the range that does not exceed the number of the quest assistance items held by the player. That is, when the execution unit 112 executes a quest in the practice mode and a quest assistance item (first item) that can advantageously advance the quest is used, the use of the quest assistance item may be permitted within the range that does not exceed the number of the quest assistance items held by the player.
[0053] [Difference 4] In the practice mode, when the number of times a player has continued is the same as the number of continue items the player has, the game server 10 may notify the player that the number of continues has become the same as the number of continue items in possession. For example, while the quest is being executed, when the number of times of continuation (the number of times a predetermined effect has been exerted) is the same as the number of continue items (predetermined items) the player has, the display control unit 113 may display information indicating that the number of times of continuation has become the same as the number of continue items the player has (hereinafter referred to as "continuation limit reached information") on the screen of the terminal 20 while the quest is being executed.
[0054] The display control unit 113 may display the continuation limit reached information at a predetermined timing while the quest is being executed. The predetermined timing may be the timing when the player has continued the same number of times as the number of continue items in possession. For example, when the player has 3 continue items, the display control unit 113 may display the continuation limit reached information at the timing when the player makes the third continuation.
[0055] Thereby, it becomes possible for the player to recognize that if the player plays the quest in the normal mode, the player can play the quest only up to the timing when the continuation limit reached information is displayed within the range of the number of continue items the player has.
[0056] Also, the predetermined timing may be the timing when the display of the effect indicating that the continuation has been made has ended after the player has continued the same number of times as the number of continue items in possession. Further, when the quest is composed of a plurality of stages, the predetermined timing may be the timing when the stage being executed is switched after the player has continued the same number of times as the number of continue items in possession.
[0057] [Difference Point 5] In the practice mode, when the number of times of continuation is less than or equal to the number of continuation items held by the player, the game server 10 may propose to the player to play a quest in the normal mode. For example, when the quest ends (when the quest reaches a predetermined state), the display control unit 113 may cause the terminal 20 to display information proposing to execute the quest in the normal mode when the number of times of continuation (the number of times a predetermined effect is exerted) during the period until the quest ends is less than or equal to the number of continuation items (predetermined items) held by the player.
[0058] Thereby, it is possible to propose to a player who can clear the practice mode with ease to execute a quest in the normal mode.
[0059] [Difference Point 6] In the practice mode, when the number of times of continuation exceeds the number of continuation items held by the player, the game server 10 may propose to the player to purchase a continuation item by displaying a screen on which the continuation item can be purchased. For example, when the quest ends (when the quest reaches a predetermined state), the display control unit 113 may cause the terminal 20 to display information prompting the purchase of a continuation item when the number of times of continuation (the number of times a predetermined effect is exerted) during the period until the quest ends is greater than or equal to the number of continuation items (predetermined items) held by the player.
[0060] Thereby, it becomes possible to propose to the player to purchase a continuation item. Also, the player can purchase a continuation item with fewer screen transitions.
[0061] [Difference Point 7] When the game server 10 executes a quest in the practice mode, if the number of continuations until the quest is cleared is equal to or less than a predetermined number (for example, 2 or less, 0, etc.), it may be possible to restrict the execution of the quest in the practice mode. For example, when the quest ends (when the quest reaches a predetermined state), if the number of continuations (the number of times a predetermined effect is exerted) until the quest ends is equal to or less than a predetermined number (the first number), the reception unit may not accept the player's selection to execute the quest in the practice mode.
[0062] In this way, for players who can clear the practice mode with ease, the execution of quests in the practice mode can be restricted.
[0063] [Difference 8] When the game server 10 executes a quest in the normal mode, on the screen for accepting the selection of a deck, it may be possible to display the decks that have cleared the practice mode with the number of continuations equal to or less than a predetermined number. For example, the display control unit 113 may display, on the screen for accepting the selection of a deck when executing a quest in the normal mode, the decks for which the number of continuations (the number of times a predetermined effect is exerted) was equal to or less than a predetermined number (the second number) when the player executed the quest in the practice mode. Here, the predetermined number (the second number) may be the number of continuation items held by the player at the time when the execution of the quest in the normal mode is accepted. Also, the decks displayed on the screen for accepting the selection of a deck may be arranged and displayed in ascending order of the number of continuations.
[0064] In this way, when accepting the execution of a quest in the normal mode, it becomes possible to notify the player of the decks suitable for clearing the quest.
[0065] [Difference 9] When a player clears a quest without continuing in the practice mode, the game server 10 may give a reward to the player only for the first time, and may not give a reward when the player clears a quest without continuing for the second time or later.
[0066] As a result, for players who can clear the practice mode without continuing, since no reward will be given even if they clear the quest in the practice mode, it becomes possible to induce the players to execute the quest in the normal mode.
[0067] [Difference 10] When a player clears a quest without continuing in the practice mode, the game server 10 may make the quest executable only with the data in the terminal 20. Specifically, the game server 10 may cause the terminal 20 to download all the game data necessary to execute the quest. Also, the terminal 20 may execute the quest without communicating with the game server 10 by using the downloaded game data.
[0068] As a result, a player who has cleared the practice mode without continuing can execute the quest even in an environment where communication with the game server 10 is not possible.
[0069] [Screen display example] FIG. 7 is a diagram showing an example of a screen for accepting selection of a quest and a deck in the practice mode. When a button B150 for accepting selection of the practice mode, which is displayed on the quest selection screen A100 in the normal mode, is pressed, the quest selection screen A110 in the practice mode is displayed. One or more selectable quests are listed (B110 to B112) on the quest selection screen A110 in the practice mode. When a quest is selected on the quest selection screen A110 in the practice mode, the screen transitions to the deck selection screen A120. Selectable decks are listed on the deck selection screen A120.
[0070] When a quest is selected on the quest selection screen A110 in the normal mode, the screen transitions to the deck selection screen A130. On the deck selection screen A130, a list of selectable decks is displayed. Also, when each deck displayed in the list is a deck that was used when clearing a quest in the practice mode in the past, the number of times of continuation until the quest is cleared may be displayed. The display control unit 113 acquires and displays the number of times of continuation until the quest is cleared from the clear deck management DB100c. For example, on the deck selection screen A130, it is displayed that deck C cleared quest A by continuing 2 times, and deck X cleared quest A by continuing 3 times.
[0071] FIG. 8 is a diagram showing an example of a quest execution screen in the practice mode. As shown in the quest execution screen A200, assume that the HP has become zero during the quest execution. In this case, on the quest execution screen A200, a screen D210 for receiving a selection from the player as to whether to continue is displayed. When "Yes" is selected on the screen D210, the continuation is executed and the player can continue to execute the quest. When "No" is selected on the screen D210, the quest ends.
[0072] When "Yes" is selected on the screen D210 and the number of times the player has continued becomes the same as the number of held continuation items, a screen D220 for displaying the continuation upper limit reached information is displayed.
[0073] FIG. 9 is an example of a screen displayed when a quest is cleared in the practice mode. On screen A300 shown in FIG. 9(a), in addition to the rewards given to the player, a screen D300 that displays the number of times the player has continued is displayed. When the number of times the player has continued is less than or equal to a predetermined number of times, as shown in FIG. 9(b), a button B300 that prompts the execution of a quest in the normal mode may be displayed. When the button B300 is pressed, the execution unit 112 may start a quest in the normal mode with the deck used in the practice mode being compiled.
[0074] Note that among the quests, there are quests that can only be executed on specific days or time zones. When the button B300 is pressed for such a quest and the quest cannot be executed at the timing of the press, the execution unit 112 may reserve the execution of the quest in the normal mode. When a reservation is made, the execution unit 112 may notify the player's terminal 20 that the quest is executable when the quest becomes executable.
[0075] The embodiments described above are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The flowcharts, sequences, each element included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiments are not limited to those illustrated and can be appropriately changed. Also, it is possible to partially substitute or combine the configurations shown in different embodiments.
[0076] <Supplementary Note> <Supplementary Note 1> A reception unit that receives a selection from the player as to whether to execute a quest in a first mode in which a predetermined effect can be exerted by consuming a predetermined item, or to execute a quest in a second mode in which the predetermined effect can be exerted without consuming the predetermined item; When receiving a selection from the player to execute a quest in the second mode, an execution unit that executes the quest in the second mode, When the quest reaches a predetermined state, a display control unit that displays information regarding the predetermined effect exerted during the period until the quest reaches the predetermined state, An information processing apparatus having the above.
[0077] According to Supplementary Note 1, when a player executes a quest in the first mode, it becomes possible to grasp how many times a predetermined effect needs to be exerted to reach the predetermined state of the quest.
[0078] <Supplementary Note 2> When the reception unit receives a selection to execute a quest in the second mode, the consumption amount of the parameter value consumed when receiving the execution of the quest is less than when receiving a selection to execute a quest in the first mode. The information processing apparatus according to Supplementary Note 1.
[0079] According to Supplementary Note 2, even when the player has a small amount of parameter values consumed when executing a quest, it becomes possible to execute the quest in the second mode.
[0080] <Supplementary Note 3> The execution unit When executing a quest in the first mode, permits the use of a first item that enables the quest to proceed advantageously and a second item that increases the items given to the player after the quest reaches the predetermined state. When executing a quest in the second mode, does not permit the use of the second item and permits the use of the first item. The information processing apparatus according to Supplementary Note 1 or 2.
[0081] According to Supplementary Note 3, it becomes possible to motivate the player to execute a quest in the first mode where the use of items is not restricted rather than in the second mode where the use of items is restricted.
[0082] <Appendix 4> The execution unit When executing a quest in the first mode and the first item is used, subtract the number of the used first items from the number of the second items held by the player. When executing a quest in the second mode and the first item is used, do not subtract the number of the used first items from the number of the second items held by the player. The information processing apparatus according to Appendix 3.
[0083] According to Appendix 4, even when the number of the first items held is limited, the player can execute the quest in the second mode multiple times.
[0084] <Appendix 5> While the quest is being executed, when the number of times the predetermined effect has been exerted becomes the same as the number of the predetermined items held by the player, the display control unit displays information indicating that the number of times the predetermined effect has been exerted has become the same as the number of the predetermined items held by the player while the quest is being executed. The information processing apparatus according to any one of Appendices 1 to 4.
[0085] According to Appendix 5, the player can grasp during the quest execution that the number of times the predetermined effect has been exerted has become the same as the number of the predetermined items held by the player.
[0086] <Appendix 6> When the quest reaches a predetermined state, if the number of times the predetermined effect has been exerted is less than or equal to the number of the predetermined items held by the player before the quest reaches the predetermined state, the display control unit displays information proposing to execute the quest in the first mode. The information processing apparatus according to any one of Appendices 1 to 5.
[0087] According to Supplementary Note 6, it becomes possible to guide the player to execute a quest in the first mode.
[0088] <Supplementary Note 7> When the quest reaches a predetermined state, if the number of times the predetermined effect has been exerted during the period until the quest reaches the predetermined state exceeds the number of the predetermined items possessed by the player, the display control unit causes information prompting the purchase of the predetermined item to be displayed. The information processing apparatus according to any one of Supplementary Notes 1 to 6.
[0089] According to Supplementary Note 7, it becomes possible to propose to the player to purchase a predetermined item.
[0090] <Supplementary Note 8> When the quest reaches a predetermined state, if the number of times the predetermined effect has been exerted during the period until the quest reaches the predetermined state is equal to or less than a first number, the reception unit does not accept a selection from the player to execute the quest in the second mode. The information processing apparatus according to any one of Supplementary Notes 1 to 7.
[0091] According to Supplementary Note 8, it becomes possible to limit a player who can execute a quest without exerting a predetermined effect from executing the quest in the second mode.
[0092] <Supplementary Note 9> On a screen for accepting a selection of a deck used when executing the quest in the first mode, the display control unit causes a deck in which the number of times the predetermined effect has been exerted is equal to or less than a second number when the player plays the quest in the second mode to be displayed. The information processing apparatus according to any one of Supplementary Notes 1 to 8.
[0093] According to Supplementary Note 9, when executing a quest in the first mode, it becomes possible to select a deck for the quest from among decks in which the number of times a predetermined effect has been exerted is equal to or less than a predetermined number of times.
[0094] <Supplementary Note 10> An information processing method performed by an information processing apparatus, receiving a selection from a player as to whether to execute a quest in a first mode in which a predetermined effect can be exerted by consuming a predetermined item, or to execute a quest in a second mode in which the predetermined effect can be exerted without consuming the predetermined item; when receiving a selection from the player to execute the quest in the second mode, executing the quest in the second mode; when the quest reaches a predetermined state, displaying information regarding the predetermined effect exerted during the period until the quest reaches the predetermined state; and an information processing method including the above.
[0095] According to Supplementary Note 10, when a player executes a quest in the first mode, it becomes possible to grasp how many times the predetermined effect needs to be exerted to reach the predetermined state of the quest.
[0096] <Supplementary Note 11> Causing a computer to receive a selection from a player as to whether to execute a quest in a first mode in which a predetermined effect can be exerted by consuming a predetermined item, or to execute a quest in a second mode in which the predetermined effect can be exerted without consuming the predetermined item; when receiving a selection from the player to execute the quest in the second mode, executing the quest in the second mode; when the quest reaches a predetermined state, displaying information regarding the predetermined effect exerted during the period until the quest reaches the predetermined state; and a program for causing the above to be executed.
[0097] According to Supplementary Note 11, when a player executes a quest in the first mode, the player can grasp how many times a predetermined effect needs to be exerted to reach a predetermined state of the quest.
Explanation of Signs
[0098] 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 111…Execution unit, 113…Display control unit, 114…Granting unit, 200…Storage unit, 201…Communication unit, 202…UI unit, 203…Game control unit
Claims
【Claim 1】 A reception unit that receives a selection of whether to execute a quest in a first mode in which a predetermined effect can be exerted by consuming a predetermined item from a player, or to execute the quest in a second mode in which the predetermined effect can be exerted without consuming the predetermined item; An execution unit that executes the quest in the second mode when a selection to execute the quest in the second mode is received from the player; A display control unit that displays information regarding the predetermined effect exerted until the quest reaches a predetermined state when the quest reaches the predetermined state; An information processing apparatus having the above.
Citation Information
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