Information processing device, information processing method, program, and information processing system

The information processing device uses a lottery system to present quest-related and unexpected benefits, addressing the issue of decreased motivation post-reward, by ensuring continued engagement through varied and unexpected rewards.

JP2025115271APending Publication Date: 2025-08-06MIXI INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024009735
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-25
Publication Date
2025-08-06

AI Technical Summary

Technical Problem

Existing lottery systems that allow users to specify the group of game media they desire increase satisfaction but also lead to a decrease in motivation to continue playing after obtaining the desired media.

Method used

An information processing device that presents a user with a plurality of selectable benefits, including a first benefit and a second benefit, awarded through a lottery system where the first benefit is drawn from a first set related to the quest and the second benefit from a second set not included in the first, enhancing motivation to continue playing.

Benefits of technology

The system maintains user motivation by incorporating quest-related rewards and unexpected benefits, encouraging continued gameplay even after initial rewards are obtained.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025115271000001_ABST
    Figure 2025115271000001_ABST
Patent Text Reader

Abstract

To provide an information processing device capable of continuing a user's willingness of playing a game even after acquiring a privilege.SOLUTION: An information processing device includes: a presentation section for selectably presenting multiple privileges including a first privilege and a second privilege to a user when a predetermined condition is satisfied in play of a first quest; an impartation section for imparting a privilege selected from among multiple privileges to a user; and a lottery section for holding a lottery of the first privilege and the second lottery. The lottery section holds a lottery of the first privilege from among a first set including a first game element specified based on the first quest. The lottery section also holds a lottery of the second privilege from among a second set including a second game element not included in the first set.SELECTED DRAWING: Figure 2
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] The medium to be used in the quest (hereinafter referred to as "game medium") can be obtained, for example, by lottery. In a lottery conducted at the user's request, the user may be able to specify in advance the group to which the game medium to be selected belongs. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-27915 Summary of the Invention [Problem to be solved by the invention]

[0004] While a lottery method that allows a user to specify in advance the group to which the game medium to be selected belongs increases the chances that the user will obtain the desired game medium, it also increases the chances that the user will be satisfied with obtaining the desired game medium and stop playing.

[0005] An object of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that can keep a user motivated to play even after obtaining a bonus. [Means for solving the problem]

[0006] One form of the present invention is an information processing device having a presentation unit that, when a predetermined condition is met in playing a first quest, presents a user with a plurality of selectable benefits including a first benefit and a second benefit, an award unit that awards the user with a benefit selected from the plurality of benefits, and a lottery unit that draws a first benefit and a second benefit, wherein the lottery unit draws a first benefit from a first set that includes a first game element identified based on the first quest, and the lottery unit draws a second benefit from a second set that includes a second game element that is not included in the first set. [Effects of the Invention]

[0007] According to one aspect of the present invention, a reward related to the quest the user is playing can be included in the selection candidates, thereby motivating the user to continue playing even after obtaining the reward. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the configuration of an information processing system assumed in a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of a server. [Figure 3] 10 is a diagram illustrating an example of a data structure corresponding to player information. [Figure 4] FIG. 10 is a diagram illustrating an example of benefit information. [Figure 5] 10 is a flowchart illustrating an example of a privilege granting operation of the server in the first embodiment. [Figure 6] FIG. 10 is a diagram illustrating the lottery process for the first benefit and the second benefit. [Figure 7] FIG. 2 is a diagram illustrating an example of a selection screen assumed in the first embodiment. [Figure 8] FIG. 10 is a diagram illustrating an example of a selection screen assumed in the second embodiment. [Figure 9] 11 is a flowchart illustrating an example of an automatic synthesis operation in the third embodiment. [Figure 10] 13 is a flowchart illustrating an example of a lottery operation in the fourth embodiment. [Figure 11] 13 is a flowchart illustrating an example of a lottery operation in the fifth embodiment. [Figure 12] 10 is a flowchart illustrating an example of a processing operation that is executed when the selection of a quest to be played is confirmed. [Figure 13] 10 is a flowchart illustrating an example of a processing operation when the next effect has an effective period. [Figure 14] 10 is a flowchart illustrating another example of processing operations when the next effect has an effective period. [Figure 15] 10 is a flowchart illustrating a sub-function that supports the selection of a quest to be played. [Figure 16] FIG. 10 is a diagram illustrating an example of a display screen presenting a target quest. [Figure 17] 10 is a flowchart illustrating the process of activating the next effect when a multiplay is performed. [Figure 18] 10 is a flowchart illustrating an example of a processing operation for presenting, as a second benefit, a game element related to a second quest that becomes playable when a predetermined condition is satisfied. [Figure 19] 23 is a flowchart illustrating an example of the operation of generating a second set in the twelfth embodiment. [Figure 20] 23 is a flowchart illustrating an example of an operation for extracting a second benefit in the thirteenth embodiment. [Figure 21] 23 is a flowchart illustrating an example of a privilege granting operation of the server in the fourteenth embodiment. [Figure 22] 23 is a flowchart illustrating an example of a privilege granting operation of the server in the fifteenth embodiment. [Figure 23] 23 is a flowchart illustrating an example of a privilege granting operation of the server in the sixteenth embodiment. [Figure 24] 23 is a flowchart illustrating an example of a privilege granting operation of the server in the seventeenth embodiment. [Figure 25] FIG. 2 is a diagram conceptually illustrating the processing operations executed in step 202. [Figure 26] 23 is a flowchart illustrating an example of a privilege granting operation of the server in the eighteenth embodiment. [Figure 27] 10A and 10B are diagrams illustrating display examples of a selection screen presented to a host player and a selection screen presented to a guest player. [Figure 28] 10A and 10B are diagrams illustrating other display examples of the selection screen presented to the host player and the selection screen presented to the guest player. [Figure 29] 23 is a flowchart illustrating an example of a processing operation of the server in the nineteenth embodiment. [Figure 30] 16 is a flowchart illustrating an example of a privilege granting operation of a server in embodiment 20. [Figure 31] 23 is a flowchart illustrating an example of a privilege granting operation of a server in embodiment 21. [Figure 32] FIG. 10 is a diagram illustrating an example of a selection screen on which three benefit selection buttons are arranged. [Figure 33] FIG. 10 is a diagram illustrating another example of a selection screen on which three benefit selection buttons are arranged. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. The embodiment described below is merely an example of a form for carrying out the present invention, and the embodiment of the present invention is not limited to the embodiment described below. Therefore, the technical scope of the present invention is not limited to the scope described in the following embodiments. For example, various modifications or improvements to the contents described in the embodiments are also included in the technical scope of the present invention. The various functional units described below are realized through the execution of programs by processors such as a CPU (Central Processing Unit), MPU (Micro Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), and other processors.

[0010] <Terminology> First, the terms used in the embodiments will be explained. "Program" is used as a general term for the OS (Operating System) and application programs. "Game" means a computer game, which is an example of an application program.

[0011] "User" refers to a natural person who operates a terminal connected to a network. A "player" refers to a user who plays a game by operating a terminal. A player may include not only a user who is currently playing a game, but also a user who is currently viewing a screen related to the game. For example, a player may include a user who is currently organizing a deck, a user who is currently recruiting guests, or a user who is currently applying to be a guest. In a broad sense, a player may also include a server as a virtual player.

[0012] "Terminals" include terminals operated by users (hereinafter also referred to as "user terminals"), as well as servers located on the Internet or other networks. The game is executed on a user terminal or on a server. When a game is executed on a server, the user terminal is used as a so-called input / output device, that is, the user terminal is used to display images related to the game and input operations. The images are generally moving images.

[0013] Games that are run on a server are called online games. Online games that use SNS (Social Networking Service) as a platform are called social games. There are two ways to play a game: solo play by one player (hereinafter referred to as "single play") and cooperative play by multiple players (hereinafter referred to as "multiplayer"). Depending on the game, there may be cases where only single play is possible, only multiplayer is possible, or the option to choose between single play and multiplayer is available. There are two ways to participate in a multiplayer game: as a host or as a guest. A host is a player who invites participants, and a guest is a player who joins a multiplayer game in response to an invitation from the host.

[0014] Games can be divided into in-game and out-game. In-game is the main part of the game. The in-game is made up of sub-games called "quests." In many cases, the difficulty of the quest and the enemy characters that appear in the quest (hereafter referred to as "enemy characters") vary from quest to quest. For example, each quest has set conditions for achievement, and players who achieve the conditions are awarded a reward. The out-game is the portion other than the in-game. In the out-game, for example, acquisition, development, and selection of game contents to be used in play are performed. The out-game may also be composed of one or more quests. There are quests that can be played at any time, and quests that can only be played for a limited time or opportunity (hereinafter referred to as "event quests").

[0015] "Achievement conditions" may include, for example, defeating all enemy characters in a quest, defeating a specific enemy character, arriving at a specific location or point, or obtaining a specific item. Specific enemy characters include, for example, boss characters. Specific points include, for example, churches and inns. Specific items include, for example, coins, equipment, weapons, treasure chests, etc. Fulfilling the conditions for completion is also called "clearing a quest" or "clearing a mission." "Mission" may be set in association with playing a quest, or may be set independently of playing a quest. Missions set in association with playing a quest include, for example, arriving at a specific location or point, or obtaining a specific item. Note that missions set in association with playing a quest may also be set across multiple quests. Missions set independently of quests include answering surveys and posting.

[0016] "Perks" include permission to play the next quest (including specially prepared quests), granting a boss character for a cleared quest, granting experience points, stamina points, etc., granting items to be used in the game, granting currency to be used in the game, granting the right to enter a lottery held in the game, etc., permission to evolve a character owned by the player (hereinafter referred to as "player character"), upgrading the abilities of the player character, increasing experience points or rewards, granting a title, granting magic or other special powers, granting special gestures, increasing the lottery probability for a player character or item, permission to activate special abilities, etc., and granting financial value. Financial value includes, for example, information that can be exchanged on a network, such as electronic money, cryptocurrency, in-game currency, legal currency, and points.

[0017] A perk may have limited quests that can be used or activated, a maximum number of times that it can be used or activated (including once), a maximum time during which it can be used or activated (e.g., 24 hours), a time period during which it can be used or activated (e.g., from the time it is granted until 3:59 the following day), or a reason for it to expire (e.g., the passage of a maximum time or time period, or the start of a quest). Below, a perk that activates the next time you play is referred to as a "next play effect." A next play effect is an example of a game effect. The next play may occur not only at the start of play, but also during play, for example. Note that "next play" refers to the first play of a quest that can activate the perk. Therefore, playing a quest that does not activate the perk does not qualify as a "next play."

[0018] Evolution of a player character means that their abilities become higher than before evolution (i.e., their level increases). Player characters can evolve not just once, but may also be possible several times. "Ability" may represent the evaluation value (parameter value) of an attribute (parameter name), or may represent the overall evaluation value (parameter value) of multiple attributes. Differences in abilities affect the progress of a quest. For example, using a player character with high abilities makes it easier to complete a quest. Conversely, using a player character with low abilities makes it more difficult to complete a quest.

[0019] Attributes that define abilities include, for example, stamina (HP), attack power, defense power, speed, skill, rarity, and the like. "Stamina" is equivalent to the vitality required to play. Stamina value (parameter value) is consumed, for example, by attacks from enemy characters. Note that a stamina value equal to or greater than a predetermined value (for example, 0) is required to play a quest. For this reason, a player character with a high stamina value will have higher abilities than a player character with a low stamina value. Conversely, a player character with a low stamina value will have lower abilities than a player character with a high stamina value. Note that stamina value can be recovered or increased.

[0020] "Attack power" refers to the strength of damage inflicted on enemy characters. Therefore, a player character with a high attack power value (parameter value) will have higher abilities than a player character with a low attack power value. Conversely, a player character with a low attack power value will have lower abilities than a player character with a high attack power value. "Defensive power" refers to the resistance to damage from enemy character attacks. Therefore, a player character with a high defensive power value (parameter value) will have higher abilities than a player character with a low defensive power value. Conversely, a player character with a low defensive power value will have lower abilities than a player character with a high defensive power value.

[0021] "Speed" refers to the speed (parameter value) of a player character's movement within a quest. A player character with a faster movement speed has higher abilities than a player character with a slower movement speed. Conversely, a player character with a slower movement speed has lower abilities than a player character with a faster movement speed. Note that a player character with a faster movement speed can move farther in the same amount of time than a player character with a slower movement speed. For this reason, differences in speed can be considered as differences in the distance that can be moved.

[0022] "Skills" are special abilities that give you an advantage in the game. Skills are effects that are always activated during gameplay. Examples of skills include skills that nullify or reduce damage received from specific obstacles, skills that increase the attack power of oneself or other player characters when combined with specific obstacles, skills that increase the movement of oneself or other player characters when combined with specific obstacles, skills that grant one's own skills to other player characters when combined with specific obstacles, skills that restore or increase the stamina of other player characters, skills that activate the attacks of other player characters, skills that remove restrictions imposed on other player characters, and skills that stop or reduce the attacks of enemy characters. Note that these are just some examples.

[0023] "Connect Skills" are abilities that are activated by combining them with the player characters that make up the deck, and are a type of skill. The combinations that activate the Connect Skill are predetermined. Examples of combinations include a deck containing multiple (e.g., two, three, or four) player characters that satisfy a predetermined relationship, or a specific item being combined with a specific player character. Examples of predetermined relationships include a set of identical characters, such as a pair, three of a kind, or four of a kind in a card game, or a set of specific characters. Connect skills are more powerful than regular skills because the conditions for their activation are limited. As a result, the deck's abilities are increased.

[0024] The term "obstacles" here refers to devices or enemy characters that are detrimental to the progress of the game. With the exception of certain skills, the presence of obstacles increases the difficulty of clearing the quest. Obstacle elements include, for example, stopping the player character's movement, impeding their movement, slowing them down, accelerating them, changing their direction of travel, teleporting them to another location within the quest, draining their stamina, and lowering their attacking and defensive power. Representative examples of enemy characters that act as obstacles include boss characters, enemy characters with strong offensive power, enemy characters with strong defensive power, and enemy characters that generate obstacles.

[0025] Basically, a player character with skills has higher abilities than a player character without skills. In this sense, "skill" is an example of resistance to obstacles. However, as mentioned above, there are many different types of skills. In many cases, skill evaluation is determined by obstacles and relationships with other player characters. For this reason, there is no high or low level of ability in "skills."

[0026] "Rarity" represents the difficulty for players to obtain an item or the frequency of its appearance. Therefore, a high rarity means that it is difficult for players to obtain an item or that it appears infrequently. Conversely, a low rarity means that it is easy for players to obtain an item or that it appears infrequently. Basically, player characters with a high rarity have high abilities, and player characters with a low rarity have low abilities.

[0027] A "deck" refers to a collection of multiple characters used to play a quest. Note that a deck may consist of only one player character (hereinafter referred to as "one character"). The game contents that make up the deck may be organized by the player, or may be randomly organized by the game. Hereinafter, the task of organizing the player characters that make up the deck will also be referred to as "organizing a deck" or "organizing a deck." When a player organizes a deck, the player may select one player character at a time, or may select multiple characters at once.

[0028] The player characters that make up the deck are basically selected from the player characters owned by the player, but player characters owned by other players may be allowed to be included in the deck. For example, a player character may be selected by the player at the start of a quest, acquired by lottery, purchased using currency used within the quest, awarded as a reward for completing a quest, or obtained as a result of evolution. The deck may be registered after it has been organized. If the deck is registered, the process of organizing the deck each time a player plays can be omitted. In many cases, there is a limit to the number of player characters that can be used in a deck, for example, four.

[0029] "Deck ability" refers to the ability of a deck. When a deck is composed of multiple player characters, the deck's ability is determined based on the abilities of each player character. In other words, the deck's ability is given as a comprehensive evaluation value of the abilities of each player character included in the deck. For example, it is calculated as the sum of the values representing the abilities of each player character. However, the deck's ability may also be calculated by weighting the values representing the abilities of each player character. The aforementioned benefits may be changed depending on the abilities of the deck or player character used to clear the quest. For example, a benefit may be given to a player who cleared a quest using a low-ability player character or a low-ability deck, rather than a benefit given to a player who cleared a quest using a high-ability player character or a high-ability deck.

[0030] "Objects" are elements that make up the game space, and include, for example, player characters, enemy characters, game backgrounds, and items used in quests. "Character" is a general term for player characters and enemy characters. Characters include living things (people, animals, plants, etc.), machines (vehicles, robots, etc.), and fictional objects that resemble these. Note that enemy characters are used as player characters after being granted to the player as a bonus. Characters are also called "game objects." "Items" are objects other than characters that can be used or consumed during gameplay to give players an advantage. "Game media" includes characters and items. "Game elements" include game media and next-time effects.

[0031] An upper limit may be set on the number (parameter) of the same player character that can be owned by the same player. The upper limit is set, for example, according to the rarity of the player character. For example, the upper limit on the number of player characters that can be owned by a player with a high rarity is higher than the upper limit on the number of player characters that can be owned by a player with a low rarity. "Mixing" refers to combining identical characters to generate a character with improved abilities, etc. The combined character has a gameplay advantage over the uncombined character. For example, combining increases the probability that the character will activate a skill or receive a reward. The display form of the combined character may be different from that of the uncombined character.

[0032] <First Embodiment> <System configuration> 1 is a diagram showing an example of the configuration of an information processing system 1 assumed in embodiment 1. The information processing system 1 shown in embodiment 1 is composed of a server 10 that runs a social game, user terminals 20 operated by users (i.e., players) who play the social game, and a network N that connects these so that they can communicate with each other.

[0033] The server 10 is one or more computers. When the server 10 is operated by a plurality of computers, the plurality of computers cooperate with each other via a network N. The server 10 may be a server specialized for social games, but may also be used to provide other services. The server 10 may be an on-premise server or a cloud server. Cloud servers include, for example, IaaS (Infrastructure as a Service), PaaS (Platform as a Service), and SaaS (Software as a Service). The server 10 is an example of an information processing device.

[0034] The user terminal 20 may be, for example, a smartphone, a tablet computer, a notebook or desktop computer, a game console, a head-mounted terminal (a so-called headset), or an eyeglasses-type terminal (a so-called smart glasses). Incidentally, smart glasses are eyeglasses-type devices equipped with a small display and a light-guiding component that focuses an image displayed on the display on the retina. In the example of FIG. 1, there are three user terminals 20, but there may be four or more. One user is associated with one user terminal 20. In other words, one user terminal 20 is associated with one user account.

[0035] The network N is assumed to be, for example, the Internet, a LAN (Local Area Network), or a mobile communication system such as 4G or 5G. The network N may be a wired network or a wireless network, or may be a combination of a wired network and a wireless network.

[0036] <Server hardware configuration> The server 10 comprises a processor 11 that controls the overall operation of the terminal, a memory 12, an auxiliary storage device 13, and a communication interface 14. The processor 11 is, for example, a CPU. The memory 12 is composed of a ROM (Read Only Memory) that stores a BIOS (Basic Input Output System) and the like, and a RAM (Random Access Memory) that is used as a work area for the processor 11. The auxiliary storage device 13 is, for example, a hard disk drive or semiconductor storage. A social game program is installed in the auxiliary storage device 13. The communication interface 14 is a device that enables communication with an external terminal such as the user terminal 20. The communication interface 14 is required to have a communication function that is compatible with the network N used for communication.

[0037] <Hardware configuration of user terminal> The user terminal 20 comprises a processor 21 that controls the overall operation of the terminal, a memory 22, an auxiliary storage device 23, a display 24, and a communication interface 25. The processor 21 is, for example, a CPU. The memory 22 is composed of a ROM in which the BIOS and the like are stored, and a RAM used as a work area for the processor 21.

[0038] The auxiliary storage device 23 is, for example, a hard disk drive or semiconductor storage. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display. The communication interface 25 is a device that enables communication with an external terminal such as the server 10. The communication interface 25 is required to have a communication function that is compatible with the network N used for communication.

[0039] <Server functional configuration> Fig. 2 is a diagram illustrating an example of the functional configuration of the server 10. The functional configuration shown in Fig. 2 is an example of a functional unit realized through the execution of a program. The server 10 includes a presentation unit 101 , an award unit 102 , a lottery unit 103 , and a storage unit 110 . Of these, the storage unit 110 is realized by the memory 12 (see FIG. 1) and the auxiliary storage device 13 (see FIG. 1).

[0040] <Information stored in the memory unit> First, an example of information stored in the storage unit 110 will be described. 2 stores player information 111, quest information 112, benefit information 113, and benefit granting conditions 114. Note that the storage unit 110 also stores information not shown.

[0041] <Player Information 111> The player information 111 stores various pieces of information about the player. FIG. 3 is a diagram illustrating an example of a data structure corresponding to the player information 111. As shown in FIG. The player information 111 shown in FIG. 3 stores an account 111A, a possessed character 111B, a possessed item 111C, a possessed next effect 111D, and a play history 111E.

[0042] The account 111A is information that identifies a player. For example, the player's name, phone number, email address, and bank account information are linked to the account 111A. An account 111A is added each time a new player is registered. In FIG. 3, user A, user B, and user C are registered. However, users A, B, and C are in accordance with the explanation in FIG. 1, and in reality, more users are registered.

[0043] The owned character 111B is information about characters owned by each user. Each character is associated with information such as initial strength, current strength, basic attributes, and skill attributes. The initial stamina is the stamina value before the quest begins. The current stamina is the stamina value of the character currently playing. The current stamina is updated every time damage is received. When the current value reaches "0", the character will cease to function.

[0044] The basic attributes are information indicating the attributes of a character, such as attack power, defense power, and speed, as well as information on compatibility with fire, water, lightning, earth, and wood attributes. The skill attribute is information indicating the skills possessed by the character. As described above, skills include those related to nullifying or reducing damage. The owned characters 111B may include information such as the number of characters owned, the current level, and the rarity of each character.

[0045] Possessed items 111C is information about items possessed by each user. Each item is associated with information such as type, basic attributes, strength or value, usage conditions, and effects activated by use or consumption. The possessed next effect 111D is information about the next effect possessed by each user. The next effect assumed in this embodiment can be used in the next or subsequent play of the quest. In this embodiment, the next effect has a set number of uses and a time limit for use. Specifically, the next effect can be used once. In other words, the next effect can only be used once. The time limit for use is 4:00 a.m. the following day. In other words, the user can have the effect for a maximum of 24 hours.

[0046] The play history 111E stores, for each player, a play date and time 111E1, a quest name 111E2, a play / mission result 111E3, and a deck configuration 111E4. In the case of FIG. 3, the player plays "Quest A" continuously, but if the player plays another quest, the quest name corresponding to quest name 111E2 is stored.

[0047] 3, the play / mission result 111E3 stores either "failed" or "completed." If it is possible to interrupt a play, information indicating that the play was interrupted may be stored in the play / mission result 111E3. Deck configuration 111E4 stores the combination of game media that make up the deck used in play. In this embodiment, the deck is made up of a combination of four game media. In FIG. 3, differences in deck configuration are represented by "Configuration 1," "Configuration 2," "Configuration 3," etc. The deck configuration may differ for each play.

[0048] <Quest Information 112> Quest information 112 (see FIG. 2) is information about quests that make up the game. In this embodiment, quest information 112 includes, for example, the quest name, type, relationship with other quests, playable period, difficulty level, boss character, obstacles, achievement conditions, and benefits. The types include event quests and normal quests, and the achievement conditions include the missions associated with the quest.

[0049] <Special Offer 113> The benefit information 113 (see FIG. 2) is information about the benefit that is granted when the achievement condition is met. FIG. 4 is a diagram illustrating an example of the special benefit information 113. As shown in FIG. The benefit information 113 shown in FIG. 4 is made up of a quest name 113A, a set category 113B, and a content 113C. The name of the quest is recorded in the quest name 113A. The set category to which the game element to be given as a bonus belongs is recorded in the set category 113B.

[0050] In this embodiment, the game elements as bonuses are classified into a first set and a second set. The first set is assigned game elements related to the quest to be played. Therefore, the game elements assigned to the first set are set for each quest. Examples of related game elements include enemy characters that appear in the quest, game contents that are advantageous for playing the quest, and next-time effects. Not all of the game elements in the first set need to be quest-related. For example, some of the game elements in the first set may be game elements that are not quest-related. Game elements that are not quest-related may be, for example, game elements that are common to all quests.

[0051] The game elements assigned to the second set are selected from among the game elements not included in the first set. In other words, in this embodiment, there is no overlap of game elements between the first set and the second set. 4, the game elements assigned to the second set are also set for each quest, so that a game element that belongs to the first set in one quest may belong to the second set in another quest. In this way, the second set is defined as the complement of the first set, so the game elements in the second set are also game elements related to the quest. However, like the first set, some of the game elements in the second set may not be related to the quest.

[0052] Incidentally, the related game elements are an example of game elements identified based on a quest. Also, the game elements belonging to the first set are an example of first game elements, and the game elements belonging to the second set are an example of second game elements. Contents 113C records the game elements that belong to each set. In this embodiment, one game element is selected by lottery from among the game elements belonging to the first set. The same applies to the second set. Then, one of the two game elements is selected by the user. In this sense, all game elements recorded in the benefit information 113 are candidates for a benefit.

[0053] <Benefit Condition 114> The reward-granting condition 114 (see FIG. 2) is an achievement condition that is a prerequisite for granting a reward. The reward-granting condition 114 is an example of a predetermined condition. Examples of the reward-granting condition 114 include clearing a quest, game over, and accomplishing a mission. The benefit granting condition 114 may be common to a plurality of quests, or may be set for each quest. The reward condition 114 may be changed depending on the play history or attributes of the player. For example, a player with little play history or a player who cannot complete a quest may be more likely to receive a reward even if the player cannot complete the quest. The difficulty of receiving a reward may also be set depending on the characters and items owned by the player.

[0054] <Processing performed in the functional section> The following describes basic processing functions executed by the presentation unit 101 (see FIG. 2), the granting unit 102 (see FIG. 2), and the lottery unit 103 (see FIG. 2). Detailed processing functions provided in each functional unit will be explained in conjunction with examples of expected processing operations.

[0055] The presentation unit 101 is a functional unit that presents a plurality of selectable benefits, including a first benefit and a second benefit, to the user when a predetermined condition is met in playing the first quest. The term "First Quest" is used for convenience to distinguish it from the "Second Quest" and "Third Quest" described below. Specifically, it refers to the quest in which the reward is presented (hereinafter referred to as the "Current Quest"). The "predetermined conditions" here refer to achievement conditions related to the quest (including the missions within the quest).

[0056] Note that cases where a predetermined condition is satisfied include not only cases where a predetermined condition is satisfied as a result of playing, but also cases where a predetermined condition is satisfied during playing. At least one first benefit selected from the first set and at least one second benefit selected from the second set are displayed on the display 24 (see FIG. 1) of the user terminal 20 (see FIG. 1) in a selectable manner. This selection screen is displayed as one screen of the play screen.

[0057] The selection screen may be displayed, for example, when a predetermined condition is met. For example, if a predetermined condition is defined as a play result, the selection screen is displayed when play of the first quest ends. Furthermore, if the predetermined condition is defined as a mission, the selection screen is displayed at the timing when the predetermined condition is satisfied during play. The display of the selection screen does not have to coincide with the timing at which the predetermined condition is satisfied, in which case, for example, the selection screen may be displayed when play ends, regardless of when the predetermined condition is satisfied.

[0058] The granting unit 102 is a functional unit that grants a privilege selected from a plurality of privileges to a user. In this embodiment, only one benefit is awarded, but if multiple benefits can be selected, multiple benefits selected by the player are awarded. The lottery unit 103 is a functional unit that draws a first benefit and a second benefit. Specifically, the lottery unit 103 draws a first benefit from a first set including a first game element identified based on the first quest. The lottery unit 103 also draws a second benefit from a second set including a second game element not included in the first set. In this way, the presentation unit 101 presents a plurality of benefits selected by the lottery unit 103 to the player.

[0059] <Processing operation> 5 is a flowchart illustrating an example of the privilege granting operation of the server 10 in the embodiment 1. Note that the symbol S shown in the drawing denotes a step. The processing operations shown in FIG. 5 are realized as the functions of the above-mentioned presentation unit 101 (see FIG. 2), the granting unit 102 (see FIG. 2), and the lottery unit 103 (see FIG. 2). 5, the server 10 determines whether or not the quest play has ended (step 101). Note that, in the case where the selection screen is presented when a predetermined condition is satisfied, it may be determined in step 101 whether or not the quest play has started.

[0060] If a quest is currently being played, a negative result is obtained in step 101. In this case, the server 10 repeats the determination in step 101. On the other hand, if the play of the quest has ended, a positive result is obtained in step 101. The end of play here includes clearing the quest and failing to clear it. Note that the end of play that occurs accidentally during play is not included. If a positive result is obtained in step 101, the server 10 determines whether or not a predetermined condition is met (step 102).

[0061] If the predetermined condition is not met, a negative result is obtained in step 102. For example, if the predetermined condition is to complete a quest, and the quest fails to be completed, a negative result is obtained in step 102. In this case, the benefit is not granted, and the server 10 terminates the benefit granting operation. On the other hand, if the predetermined condition is met, a positive result is obtained in step 102. In this case, the server 10 draws a lottery for the first benefit and the second benefit (step 103). 6 is a diagram illustrating the lottery process for the first benefit and the second benefit. As shown in FIG. 6, the first benefit is extracted from a first set, which is a collection of first game elements, and the second benefit is extracted from a second set, which is a collection of second game elements. The extraction of the first benefit and the second benefit is performed autonomously as a function of the lottery unit 103. In other words, the player cannot be involved in the extraction of the first benefit and the second benefit.

[0062] Returning to the explanation of Figure 5. When the first and second benefits are selected by lottery, the server 10 presents the first and second benefits to the player (step 104). 7 is a diagram illustrating an example of a selection screen 200 assumed in embodiment 1. The selection screen 200 shown in FIG. 7 is composed of a title 201, operation instructions 202, benefit selection buttons 203 and 204, and a “OK” button 205.

[0063] In the case of Fig. 7, the title 201 displays "Receive a Bonus." The title display notifies the player that the screen is for receiving a bonus. In the case of Fig. 7, the operation instruction 202 displays "Choose your favorite benefit." The operation instruction 202 indicates that a benefit must be selected in order to receive the benefit. The benefit selection button 203 is for selecting a first benefit. The benefit selection button 204 is for selecting a second benefit. Here, the first benefit is a first game element extracted from the first set. The second benefit is a second game element extracted from the second set.

[0064] For example, the benefit selection button 203 for the first benefit displays a "character," and the benefit selection button 204 for the second benefit displays an "icon" or "next effect." Benefit selection button 203 and benefit selection button 204 are radio buttons. Therefore, whichever of the two buttons is operated becomes selected, and if a selected button already exists, the selected state is canceled. When the player operates the "OK" button 205 while operating one of the benefit selection buttons, the selection of the benefit to be received is confirmed.

[0065] Returning to the explanation of Figure 5. After executing step 104, the server 10 determines whether the selection of the benefit has been confirmed (step 105). If the player has not operated the "OK" button 205 (see FIG. 7), a negative result is obtained in step 105. In this case, the server 10 repeats the determination in step 105. On the other hand, if the player operates the "OK" button 205, a positive result is obtained in step 105. In this case, the server 10 grants the selected benefit to the player (step 106).

[0066] When a benefit is granted, the player information 111 (see FIG. 2) is updated. For example, if the granted benefit is a character, the possessed character 111B (see FIG. 3) in the player information 111 is updated. If the granted benefit is an item, the possessed item 111C (see FIG. 3) in the player information 111 is updated. If the granted benefit is a next effect, the possessed next effect 111D (see FIG. 3) in the player information 111 is updated. When the player information 111 is updated, the server 10 ends the bonus granting operation.

[0067] <Summary> In the information processing system 1 (see FIG. 1) according to this embodiment, when a predetermined condition is met while playing a quest (i.e., a first quest), multiple benefits related to the quest are presented to the player in a selectable manner, thereby increasing the player's motivation to achieve the predetermined condition. The selectable rewards are extracted from two sets (i.e., a first set and a second set) of game elements that do not overlap with each other. Therefore, the presented game elements do not overlap. As a result, the player can select different game elements each time.

[0068] Furthermore, the selectable benefits presented are presented as a result of an automatic lottery by the lottery unit 103. Therefore, unlike when the user specifies the type of game element in advance, there is a possibility that a game element that the player does not desire will be presented. On the other hand, this can increase the player's motivation to obtain the desired game element next time. This mechanism prevents the player's motivation to play from decreasing even after obtaining a benefit. Furthermore, by using the selectable rewards presented, the player can gain an advantage in playing the quest, which can motivate the player to continue playing even after obtaining the rewards.

[0069] <Embodiment 2> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment.

[0070] In this embodiment, the presentation unit 101 (see Figure 2) is provided with a sub-function that displays information regarding the possession of the first game element by each player to whom the offer is presented, on the selection screen 200 (see Figure 8) that presents multiple offers. The possession information is information about the first game element presented on the selection screen 200 as the first benefit, such as whether or not the first game element is possessed and how many of the first game element are possessed. Note that there may be an upper limit on the number of possessions of the same character. Generally, the higher the rarity, the higher the upper limit. 8 is a diagram illustrating an example of a selection screen 200 assumed in the second embodiment. In FIG. 8, parts corresponding to those in FIG. 7 are assigned the same reference numerals.

[0071] In FIG. 8, possession count 206 is displayed below benefit selection button 203. Possession count 206 shown in FIG. 8 is shown as "possession count: 45." Note that while only possession count 206 is displayed in FIG. 8, the upper limit may also be displayed. For example, if the upper limit is 60, it may be displayed as "possession count: 45 / 60." By adopting this display format, the player can understand that he or she owns 45 characters as the first benefit, that the upper limit is 60, and that since there is still room up to the upper limit, the first benefit can be received.

[0072] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, each player can select a benefit to receive depending on the status of the game elements that he or she owns. For example, because the player already owns the game element presented as the first benefit or because the player owns a large number of game elements, the player may decide to select the second benefit this time. Also, for example, because the player does not have the presented game elements or has only a small number of game elements, the player may decide to select the first benefit this time. Also, for example, if the number of game elements corresponding to the first benefit that you have already reached the upper limit, and you cannot receive the first benefit even if you select it, you can decide to select the second benefit this time.

[0073] <Third Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the second embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the second embodiment.

[0074] In this embodiment, the granting unit 102 (see Figure 2) is added with a sub-function that automatically combines a newly granted first game element with the first game element that the user already possesses when the user selects a first game element that the user already possesses. Fig. 9 is a flowchart illustrating an example of an automatic synthesis operation in embodiment 3. In Fig. 9, parts corresponding to those in Fig. 5 are assigned the same reference numerals. The automatic synthesis operation shown in Fig. 9 (i.e., step 107) is inserted between step 105 and step 106 of the processing operation shown in Fig. 5.

[0075] When the selection of the benefit is confirmed (that is, when a positive result is obtained in step 105), the server 10 determines whether the benefit is a character or not (step 107A). If the selected benefit is an item or a next-time effect, a negative result is obtained in step 107A. In this case, the server 10 transitions to step . On the other hand, if the selected benefit is a character, a positive result is obtained in step 107A. In this case, the server 10 determines whether or not the player owns the same character (step 107B). If the selected character is not in possession of the player, a negative result is obtained in step 107B. In this case, the server 10 transitions to step 106.

[0076] On the other hand, if the selected character is in possession of the user, a positive result is obtained in step 107B. In this case, the server 10 executes a synthesis process (step 107C). The synthesis process in this embodiment is an automatic synthesis. A character with improved abilities and the like is generated by the automatic synthesis. Next, the server 10 updates the information on the characters possessed by the player (step 107D). Specifically, the server 10 updates the data on the possessed characters 111B (see FIG. 3). For example, the server 10 updates the number of possessed characters and the current level of the characters.

[0077] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, when a player acquires an additional character that he or she already owns, it becomes possible to automatically acquire a composite of the characters. Note that when synthesizing characters according to the player's instructions, it may be necessary to consume in-game currency, etc. On the other hand, when synthesizing characters using this function, a composite character can be generated without consuming in-game currency, etc. However, a system in which in-game currency, etc. is consumed simultaneously with automatic synthesis may also be adopted.

[0078] Furthermore, in this embodiment, automatic synthesis is performed regardless of when the player acquired the character they previously owned. This increases the likelihood that the player will have an advantage in playing the next quest and thereafter. As a result, the player's motivation to play can be maintained even after obtaining the bonus. In this embodiment, automatic synthesis is performed when the game element is a character, but automatic synthesis may also be possible when the game element is an item. In this case, by receiving a bonus, the player can level up the item they possess to a more powerful item. Similarly, with regard to the next effect, it may be possible to level up an existing next effect. For example, it may be possible to activate an effect that increases the probability of winning a lottery.

[0079] <Fourth Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the second embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the second embodiment. In this embodiment, the lottery unit 103 (see FIG. 2) is provided with a sub-function of randomly selecting a first game element that the user does not own from the first set.

[0080] Fig. 10 is a flowchart illustrating an example of a lottery operation in embodiment 4. In Fig. 10, parts corresponding to those in Fig. 5 are assigned the same reference numerals. The lottery operation shown in Fig. 10 represents an example of internal processing of step 103 (see Fig. 5). If the predetermined condition is met (i.e., if a positive result is obtained in step 102), the server 10 acquires information about a character possessed by the player (hereinafter referred to as a "specific character") (step 103A). Specifically, information about the possessed character 111B (see FIG. 3) is read out.

[0081] Next, the server 10 excludes the specific character from the first set (step 103B). Thereafter, the server 10 extracts a first benefit from the first set that does not include the specific character (step 103C). In parallel with these processes, the server 10 draws a second benefit from the second set (step 103D). Finally, the server 10 outputs the first and second benefits (step 103E). The processing from step 104 onwards is the same as that in FIG.

[0082] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, it is possible to give the player an opportunity to select a new character that is not in the player's possession and that is relevant to playing a quest. Incidentally, if the function described in this embodiment is not adopted, there is a possibility that a character that the player already owns may be presented to the player as a bonus, as described in the third embodiment, for example. Of course, it may be beneficial for the player to increase the number of characters they already own, but by prioritizing characters they do not own, it becomes possible to change the composition of the deck used in subsequent plays.

[0083] In particular, if you are unable to clear a quest using the characters you own, you can receive a different character that you do not own as a bonus, which will allow you to change the composition of the deck you will use in your next playthrough. In this embodiment, it is assumed that the game element granted as the first benefit is a character, but the first benefit may also be an item or a next benefit. For example, if the first benefit is an item, a mechanism for reading out the player's possessed item 111C may be employed in step 103A. Also, if the first benefit is a next benefit, a mechanism for reading out the player's possessed next benefit 111D may be employed in step 103A.

[0084] <Fifth Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the second embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the second embodiment. In this embodiment, the lottery unit 103 (see Figure 2) is added with a sub-function of drawing a first game element as a first benefit when automatic synthesis is performed with a first game element that the player already possesses, but the parameters after automatic synthesis do not exceed a predetermined value.

[0085] Fig. 11 is a flowchart illustrating an example of the lottery operation in embodiment 5. In Fig. 11, parts corresponding to those in Fig. 10 are assigned the same reference numerals. The processing operation shown in Fig. 11 represents an example of the internal processing of step 103 (see Fig. 5). If the predetermined condition is met (that is, if a positive result is obtained in step 102), the server 10 acquires a character possessed by the player (that is, a "specific character") (step 103A).

[0086] Next, the server 10 determines whether or not the first set includes a specific character (step 103F). If a specific character is included, a positive result is obtained in step 103F. In this case, the server 10 provisionally combines the specific character possessed by the player with the specific character in the first set to calculate the total value of the parameters (step 103G). The content of the provisional combination is the same as the content of the combination process (step 107C) in Figure 9. In Figure 11, it is expressed as "provisional combination" because it is a combination solely for the purpose of lottery. In this embodiment, the parameter is assumed to be, for example, the number of possessions, but it may also be, for example, ability, stamina value, attack power, defense power, or speed, as long as the parameter has an upper limit.

[0087] Next, the server 10 determines whether the total value of the parameters is greater than the upper limit value (step 103H). If the total value of the parameters is equal to or less than the upper limit, a negative result is obtained in step 103H. In this case, the server 10 sets the specific character as the first benefit (step 103I). This is because even if the player selects a specific character, it is possible to perform a synthesis process with the game element possessed by the player.

[0088] On the other hand, if the total value of the parameters is greater than the upper limit, a positive result is obtained in step 103H. In this case, the server 10 excludes the specific character from the first set (step 103J). This is because even if the specific character is selected by the player, the player cannot receive the specific character due to the constraint on the upper limit. After step 103J, the server 10 draws a first benefit from a first set that does not include the specific character (step 103C).

[0089] Incidentally, if the specific character is not included in the first set, a negative result is obtained in step 103F. In this case, the server 10 transitions directly from step 103F to step 103C, and draws the first benefit from the first set. In parallel with these processes, the server 10 draws a second benefit from the second set (step 103D). When the first benefit is determined in either step 103I or step 103C and the second benefit is determined in step 103D, the server 10 outputs the first benefit and the second benefit (step 103E). The processing from step 104 onwards is the same as that in FIG.

[0090] <Summary> By using information processing system 1 (see FIG. 1) according to this embodiment, a first game element that has the advantage of being automatically combined can be presented as a first benefit. Incidentally, if the function described in this embodiment is not adopted, there is a possibility that a character that the player cannot receive even if selected will be presented as the first benefit. However, if the function described in this embodiment is adopted, it becomes possible to present a character that has the advantage of automatic synthesis to the player as the first benefit.

[0091] If the player selects the first bonus, the player can use the automatically synthesized character as the player's character, which gives the player an advantage in playing the next and subsequent quests. As a result, the player's motivation to play can be maintained even after obtaining the bonus. In this embodiment, it is assumed that the game elements to be automatically combined are characters, but it is also possible to assume that items or next-time effects are automatically combined. In either case, by presenting a game element that can be automatically combined as the first benefit, the player is more likely to continue to be motivated to play subsequent quests.

[0092] <Sixth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment.

[0093] In this embodiment, it is assumed that the second game elements included in the second set include a next effect that is activated in the second quest. In this case, a sub-function is added to the granting unit 102 (see Figure 2) that activates the next effect if a second quest is played after the next effect is granted, and does not activate the next effect if a third quest different from the second quest is played after the next effect is granted. That is, in this embodiment, the activation of the next effect received as a benefit is controlled according to the quest to be played. Furthermore, the granting unit 102 in this embodiment is provided with a sub-function of automatically canceling the next effect when the second quest is played.

[0094] Examples of secondary quests include quests that give players an advantage when the next effect is activated, quests that the system has designated as activatable, and specific quests where the condition for playing is to complete the quest that offers the benefit (i.e., the first quest). Examples of third quests include quests that the system has not designated as executable, and quests that can be played without clearing the quest that offers the bonus (i.e., the first quest).

[0095] FIG. 12 is a flowchart illustrating an example of a processing operation that is executed when the selection of a quest to be played is confirmed. First, the server 10 determines whether or not the player has the next effect (step 111). If the player does not have the next effect, a negative result is obtained in step 111. In this case, the server 10 starts the next quest (step 112). On the other hand, if the player has the next effect, a positive result is obtained in step 111. In this case, the server 10 determines whether the next quest is a target for activating the next effect (step 113).

[0096] If the next quest is not a target for activating the next effect, a negative result is obtained in step 113. In this case, the server 10 starts the next quest without activating the next effect (step 112). Note that the possessed next effect is carried over to the quest after the next. On the other hand, if the next quest is a target for activating the next effect, a positive result is obtained in step 113. In this case, the server 10 activates the next effect simultaneously with the start of the next quest (step 114). Thereafter, the server 10 erases the next effect of the player (step 115).

[0097] In this embodiment, the next effect is cancelled once it is activated. Furthermore, the activation of the next effect is not a matter of player choice. In other words, if the quest is eligible for activation, the next effect will always be activated regardless of the player's wishes. Furthermore, since the next effect is activated and erased at the same time as the start of play of the quest that it is activated for, the next effect will not be restored even if the player intentionally interrupts play. As a result, it is possible to eliminate loopholes that allow next effects that are intended to be activated once to be activated multiple times.

[0098] <Summary> The information processing system 1 (see FIG. 1) according to this embodiment can encourage a player who has acquired a next-time effect as a bonus to select a quest that will activate the next-time effect. This selection of a quest means that the next quest will be played after the previous quest is completed, so it can keep the player motivated to play after acquiring the bonus.

[0099] <Seventh Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the sixth embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the sixth embodiment.

[0100] In this embodiment, it is assumed that the next effect has a valid period during which it can be activated. In this case, a sub-function is added to the granting unit 102 (see Figure 2) that activates the next effect if the play of the second quest is within the validity period, and does not activate the next effect if the play of the second quest is outside the validity period. That is, in this embodiment, a processing operation specific to the case where a validity period is set for the next effect acquired by the player as a benefit will be described. In addition, the granting unit 102 in this embodiment has a sub-function added to automatically cancel the next effect when the validity period has elapsed.

[0101] The validity period may be determined, for example, by the amount of time elapsed from the time the next benefit is received as a bonus. For example, the validity period may be determined within one hour, five hours, 12 hours, 24 hours, or 48 hours from the time of receipt. However, from the perspective of increasing motivation to continue playing the quest, it is preferable that the elapsed time be short. Note that the elapsed time is not limited to being measured in hours, but may also be measured in minutes.

[0102] The validity period may be set to end at a specific time on or after the day the next effect is received as a base date. For example, the end time of the period may be 4:00 AM the following day. In this case, if the next effect is received on January 31, 2024, the validity period will end at 4:00 AM on February 1, 2024. In this example, if the time of receipt is 1:00 AM on January 31, 2024, the next effect will be valid for 27 hours. On the other hand, if the time of receipt is 11:00 PM on January 31, 2024, the next effect will be valid for 5 hours. Alternatively, the expiration time of the validity period can be set to midnight of the following day, midnight of the day after, or 11:00 PM of the same day.

[0103] The validity period may end at a specific time regardless of the date and time when the next benefit is received as a benefit. For example, the validity period may end at 4:00 AM each day. In this case, the validity period will end at 4:00 AM on January 31, 2024, 4:00 AM on February 1, 2024, etc. Therefore, if the next effect is received at 3:00 AM on January 31, 2024, the validity period will end one hour later. On the other hand, if the next effect is received at 5:00 AM on January 31, 2024, the validity period will end 23 hours later. As explained in the sixth embodiment, the next effect for which no validity period is set is deleted only when the quest for which it was activated is played.

[0104] Fig. 13 is a flowchart illustrating an example of processing operations when the next effect has an effective period. The processing operations shown in Fig. 13 are executed independently of the processing operations shown in Fig. 12. Therefore, the processing operations shown in Fig. 13 do not interfere with the execution of the processing operations shown in Fig. 12. When a quest to be played is selected, the server 10 determines whether or not the player has the next effect (step 121). If the player does not have the next effect, a negative result is obtained in step 121. In this case, the server 10 repeats the determination in step 121.

[0105] On the other hand, if the next effect is possessed, a positive result is obtained in step 121. In this case, the server 10 determines whether the valid period has elapsed (step 122). If the validity period has not elapsed, a negative result is obtained in step 122. In this case, the server 10 returns to step 121. If the next quest to be played is selected during this loop processing, the processing operations from step 113 onwards shown in Figure 12 are executed. On the other hand, if the validity period has elapsed, a positive result is obtained in step 122. In this case, the server 10 automatically cancels the next effect (step 123).

[0106] <Summary> With the information processing system 1 (see FIG. 1) according to this embodiment, if the target quest to be activated is not played for a long time, the next effect is automatically erased. In other words, if the player does not play the target quest within the validity period, the next effect will automatically disappear. This motivates the player to play the target quest before the validity period expires. In other words, it is possible to encourage the player to play the target quest within the validity period. As a result, it is possible to maintain the motivation to play the next quest and subsequent quests. The sub-functions described in this embodiment are based on the sixth embodiment, so even if the next effect is still in effect, the next effect will be cancelled by playing the quest that triggered it.

[0107] <Embodiment 8> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment.

[0108] In the above-mentioned sixth embodiment, we explained the case where the next effect is erased by playing the quest that is to be activated, but in this embodiment, we will explain the case where the next effect is not erased even if the quest that is to be activated is played. However, in the case of this embodiment, an upper limit is set on the number of times the next effect can be activated, and if the number of times the next effect can be activated exceeds the upper limit, the next effect will not be activated.

[0109] Specifically, when the second game element included in the second set includes a next effect that is activated in the second quest, the granting unit 102 (see Figure 2) is added with a sub-function that activates the next effect if the second quest is played after the next effect is granted, and does not activate the next effect if a third quest different from the second quest is played after the next effect is granted, and a sub-function that does not activate the next effect after the number of times the next effect has been activated exceeds the upper limit, even when playing the second quest.

[0110] 14 is a flowchart illustrating another example of processing operations when the next effect has an effective period. In FIG. 14, parts corresponding to those in FIG. 12 are assigned the same reference numerals. In the processing operation shown in FIG. 14, when a quest to be played is selected, the server 10 determines whether or not the player has the next effect (step 111). If the player does not have the next effect, a negative result is obtained in step 111. In this case, the server 10 starts the next quest (step 112). Since the player does not have the next effect, the next effect is not activated.

[0111] On the other hand, if the next quest has the next effect, a positive result is obtained in step 111. In this case, the server 10 determines whether the next quest is a target for activating the next effect (step 113). If the next quest is not a target for the next effect to be activated, a negative result is obtained in step 113. In this case as well, the server 10 starts the next quest (step 112). On the other hand, if the next quest is a target for activating the next effect, a positive result is obtained in step 113. In this case, the server 10 determines whether the number of times the next effect will be activated is equal to or less than the upper limit (step 131). The upper limit here may be, for example, three times. If the upper limit is one time, the appearance will be the same as in embodiment 6, where the next effect is erased after one execution.

[0112] If the number of times the next effect will be activated exceeds the upper limit, a negative result is obtained in step 131. In this case, the server 10 starts the next quest (step 112). In this case, the next effect is not activated because the number of times it can be activated has already reached the upper limit. On the other hand, if the number of times the next effect is activated is equal to or less than the upper limit, a positive result is obtained in step 131. In this case, the server 10 activates the next effect simultaneously with the start of the next quest (step 114).

[0113] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, it is possible to realize a specification that allows the next effect to be activated any number of times until the activation count reaches the upper limit. In this specification, play that is advantageous to the player continues until the activation count reaches the upper limit. This allows the player to continue to be motivated to play the quest. In this embodiment, as in the seventh embodiment, an effective period may be set for the next effect. In this case, the player can enjoy the benefits of the next effect within the effective period and until the activation count reaches the upper limit. However, even if the activation count has not reached the upper limit, once the effective period has elapsed, the next effect will no longer be activated, which can motivate the player to play the quest that is the target of the activation within the effective period.

[0114] <Ninth Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the sixth embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the sixth embodiment.

[0115] In the present embodiment, it is also assumed that the next effect has a valid period during which it can be activated. However, the granting unit 102 (see FIG. 2) in this embodiment has an additional sub-function of presenting one or more second quests that can activate the next effect if the valid period during which the next effect can be activated is still in effect. That is, in this embodiment, when selecting a second quest, the system presents the player with second quests that can activate the next effect that the player possesses. This allows the player to reliably select a quest that can activate the next effect that the player possesses, or to intentionally not select a quest.

[0116] 15 is a flowchart illustrating a sub-function that supports the selection of a quest to be played. In FIG. 15, parts corresponding to those in FIG. 12 are assigned the same reference numerals. In the processing operation shown in Fig. 15, the server 10 also determines whether or not the player has the next effect (step 111). If the player does not have the next effect, a negative result is obtained in step 111. In this case, the server 10 accepts the selection of the next quest (step 141). Thereafter, the server 10 starts the next quest (step 112).

[0117] On the other hand, if the player has the next effect, a positive result is obtained in step 111. In this case, the server 10 determines whether the valid period has elapsed (step 142). If the validity period has elapsed, a positive result is obtained in step 142. In this case, activation of the next effect is not permitted. Therefore, after accepting the selection of the next quest (step 141), the server 10 starts the next quest (step 112). If the next effect is automatically cancelled when the validity period has elapsed, the determination process in step 142 can be omitted. In this embodiment, if the valid period has not elapsed, a negative result is obtained in step 142. In this case, the server 10 presents target quests for which the next effect can be activated (step 143).

[0118] FIG. 16 is a diagram illustrating an example of the display of presentation screens 210A and 210B for the target quest. The presentation screen 210A and the presentation screen 210B show cases where the content of the presented next effect is different. Incidentally, the screen configuration is the same, and both the presentation screen 210A and the presentation screen 210B have an effect name 211, a content description field 212, and a list of target quests 213. In the case of FIG. 16, the effect name 211 displays a name such as "XX effect" or "XX effect", for example. The content explanation column 212 displays an explanation of the content of the next effect and the end time of the validity period.

[0119] For example, in the case of presentation screen 210A, the content description field 212 contains the description "Attack power against fire attribute characters increased by 150%," and indicates that the validity period ends at 3:59 a.m. Similarly, in the case of presentation screen 210B, the content description field 212 contains the description "Experience points multiplied by 50," and indicates that the validity period ends at 3:59 a.m. The display in the content explanation column 212 allows the player to know the content of the next effect that he or she possesses and the time when the validity period ends.

[0120] Incidentally, instead of displaying the end time of the valid period, or simultaneously with displaying the end time of the valid period, the display color of any or all of the presentation screen 210A, effect name 211, content description field 212, and target quest list 213 may be changed depending on the remaining time until the next effect can be activated. For example, if two or more hours are remaining until the effect can be activated, the display may be in a blue-ish color; if the remaining time is less than two hours but more than one hour, the display may be in a yellow-ish color; and if the remaining time is less than one hour, the display may be in a red-ish color. The difference in display color allows the player to visually grasp the remaining time. As a result, it can influence the player's motivation to continue with the next quest.

[0121] The list of target quests 213 displays cards 213A corresponding to quests for which the next effect can be activated, and a "Close" button 213B. The cards 213A change depending on the number of target quests. For example, in the presentation screen 210A, two cards 213A are displayed, and in the presentation screen 210B, one card 213A is displayed. Note that this display is just an example, and it is possible that three or more cards 213A are displayed. 16, card 213A is provided with an icon 214 representing the content of the quest, a quest name 215, and a "Play" button 216. Operating the "Play" button 216 confirms the selection of the quest.

[0122] In the case of FIG. 16, the target quests displayed on the presentation screen 210A are "Quest X" and "Quest Y," while the target quest displayed on the presentation screen 210B is "Quest Z." As such, if the next effect is different, the content and number of the target quests presented may differ. However, even if the next effect is different, some or all of the presented quests may be the same. When the "close" button 213B is operated, the presentation screens 210A and 210B are closed. When the presentation screens 210A and 210B are closed, for example, a home screen is displayed.

[0123] Returning to the explanation of FIG. After the target quest is presented in step 143, the server 10 determines whether or not the target quest has been selected (step 144). For example, if the "Close" button 213B (see FIG. 16) is operated, a negative result is obtained in step 144. In this case, the server 10 transitions to step 141 and accepts the selection of the next quest. In the present embodiment, the quest selected in step 141 is assumed to be a quest for which the possessed next-time effect will not be activated. Therefore, after the quest is selected, the next quest begins (step 112).

[0124] On the other hand, there is a possibility that the player selects a quest that will activate the next effect when selecting a quest in step 141. In this case, it is considered that a positive result has been obtained in step 144. If one of the target quests presented on the presentation screens 210A (see FIG. 16) and 210B (see FIG. 16) is selected, a positive result is obtained in step 144. In this case, the server 10 activates the next effect simultaneously with the start of the next quest (step 114) and erases the player's next effect (step 115).

[0125] <Summary> When the information processing system 1 according to this embodiment (see FIG. 1) is used, if the player has a next-time effect, a list of target quests for which the next-time effect can be activated is presented in a pop-up format. Therefore, even if the quests for which the next-time effect can be activated differ for each next-time effect, the player can select a quest for which the next-time effect can be activated without hesitation. It is also possible to intentionally avoid selecting a quest for which the next-time effect can be activated. Therefore, by employing the sub-functions described in this embodiment, it is possible to assist the player in selecting a quest for which the next-time effect can be activated.

[0126] As shown in the presentation screen 210B (see FIG. 16), if there is only one quest for which the next effect can be activated, the quest can be automatically started. In this case, the player can avoid the trouble of operating the "Play" button 216 on the presentation screen 210B. Setting the target quest to always start may be contrary to the player's wishes, so automatic execution of the target quest may be avoided by setting it in advance.

[0127] <Tenth Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the sixth embodiment will be described. Therefore, this embodiment is premised on the system configuration and processing operations of the information processing system 1 described in the sixth embodiment.

[0128] In this embodiment, the granting unit 102 (see Figure 2) is added with a sub-function that, when the user and another user play the second quest cooperatively (i.e., when the second quest is played in multiplayer), if both the user playing as the host player and the other user playing as the guest player have a next effect that will be activated in the second quest, activates the next effect for the user playing as the host player and does not activate the next effect for the other user playing as the guest player. In this embodiment, a sub-function for controlling the activation process of the next effect, which is premised on multi-play, will be described.

[0129] 17 is a flowchart illustrating the process of activating the next effect when a multiplay is being performed. In FIG. 17, parts corresponding to those in FIG. 12 are assigned the same reference numerals. In the case of FIG. 17, the server 10 determines whether or not the host player has the next effect (step 151). If the host player does not have the next effect, a negative result is obtained in step 151. In this case, the server 10 starts the next quest (step 112). In this case, the next effect is not activated. This is because, in this embodiment, activation of the next effect is limited to the host player.

[0130] On the other hand, if the host player has the next effect, a positive result is obtained in step 151. In this case, the server 10 determines whether the next quest is a target for activating the next effect (step 113). If the next quest is not to be activated, a negative result is obtained in step 113. In this case, the server 10 starts the next quest (step 112). On the other hand, if the next quest is to be activated, a positive result is obtained in step 113. In this case, the server 10 determines whether or not the guest player has the next effect (step 152).

[0131] If the guest player also has the next effect, a positive result is obtained in step 152. In this case, the server 10 activates the next effect of the host player simultaneously with the start of the next quest, but does not activate the next effect of the guest player (step 153). Thereafter, the server 10 erases the next effect of the host player, but does not erase the next effect of the guest player (step 154).

[0132] On the other hand, if the guest player does not have the next effect (i.e., if only the host player has the next effect), a negative result is obtained in step 152. In this case, the server 10 activates the host player's next effect simultaneously with the start of the next quest (step 155). In this case, since the guest player does not have the next effect, the "do not activate" process is not executed either. Next, the server 10 erases the next effect of the host player (step 156). In this case, too, the guest player does not have the next effect, so the "do not erase" process is not executed.

[0133] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, in a multiplayer game, even if both the host player and the guest player have the next effect, only the host player's next effect is activated. In other words, the guest player cannot activate his or her own next effect. Therefore, to gain an advantage by activating the next effect, the guest player must play a quest as the host player. As a result, playing as the host player can be encouraged.

[0134] Furthermore, in multiplayer mode, even if only a guest player has an next effect, that next effect will not be activated. Therefore, even if the next effect of the host player is deleted, the next effect of the guest player will not be deleted. Therefore, compared to when the next effect is deleted even when a player participates in multiplayer mode as a guest player, participation in multiplayer mode by a player who has an next effect is not hindered.

[0135] <Embodiment 11> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment.

[0136] In this embodiment, the lottery unit 103 (see Figure 2) is added with a sub-function of drawing a second benefit from a second set including game elements identified based on the second quest when the second quest becomes playable upon fulfilling predetermined conditions. In other words, in this embodiment, the second set is determined based on the relationship with the newly available second quest, and the second benefit extracted from the set is presented to the player. The second set here includes game elements related to playing the second quest. Therefore, the player can play the second quest advantageously by using the newly received second benefit.

[0137] 18 is a flowchart illustrating an example of a process for presenting, as a second benefit, a game element related to a second quest that becomes playable when a predetermined condition is met. In FIG. 18, parts corresponding to those in FIG. 5 are denoted by the same reference numerals. First, the server 10 determines whether or not the play of the quest has ended (step 101). If a quest is currently being played, a negative result is obtained in step 101. In this case, the server 10 repeats the determination in step 101.

[0138] On the other hand, if the play of the quest has ended, a positive result is obtained in step 101. In this case, the server 10 determines whether or not a predetermined condition has been met (step 102). The predetermined condition here may be, for example, clearing a quest or accomplishing a mission. Incidentally, the predetermined condition to be judged may be one or more. Note that if there are multiple predetermined conditions, if any one of the predetermined conditions is met, the result of the judgment in step 102 will be a positive result, and if none of the predetermined conditions are met, the result of the judgment in step 102 will be a negative result.

[0139] If the predetermined condition is not met, a negative result is obtained in step 102. In this case, the server 10 ends the reward granting operation. On the other hand, if the predetermined condition is met, a positive result is obtained in step 102. In this case, the server 10 executes the process for drawing the first benefit and the process for drawing the second benefit in parallel. First, in the process of extracting the first benefit, the server 10 draws the first benefit from a first set including a first element related to the current quest (step 161). Here, the first set includes the game element related to the current quest.

[0140] Meanwhile, as a process for extracting the second benefit, the server 10 acquires information about a specific quest that becomes playable when a predetermined condition is met (step 162). The specific quest is an example of a second quest. Unlike quests that the player can freely select at any time, the specific quest is a special quest that becomes playable when a predetermined condition is met in the current quest. Examples of specific quests include a quest designed as the next stage of the current quest and a quest that becomes playable as a bonus. Incidentally, the second quest may differ depending on the predetermined condition that is met. For example, the specific quest may be different when the current quest is cleared and when the mission is accomplished.

[0141] Next, the server 10 draws a second benefit from a second set including game elements used to play the specific quest (step 163). However, in this case, the second set is also set so that the elements do not overlap with those of the first set. If a game element determined in relation to the second quest overlaps with an element of the first set, the corresponding game element is excluded from the second set. In this way, in this embodiment, the element configuration of the second set is determined depending on the predetermined condition that is met.

[0142] When the first and second benefits are selected by lottery, the server 10 presents the first and second benefits to the player (step 104). Thereafter, when the selection of the benefit is confirmed (positive result in step 105), the server 10 grants the selected benefit to the player (step 106). As described above, the player can selectively receive either the first benefit or the second benefit. Therefore, the player may not necessarily select the second benefit.

[0143] <Summary> By using information processing system 1 (see FIG. 1) according to this embodiment, it is possible to present to the player a selectable second benefit related to a second quest that becomes playable upon fulfilling a predetermined condition. As a result, it is possible to increase the player's motivation to receive the second benefit and play the second quest. In other words, it is possible to increase the player's motivation to continue playing.

[0144] <Embodiment 12> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the eleventh embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the eleventh embodiment. In this embodiment, a method for generating the second set will be described. Specifically, the second set is generated to include characters that other users have used to complete the second quest. The characters here are an example of game objects.

[0145] Fig. 19 is a flowchart illustrating an example of the operation of generating the second set in embodiment 12. In Fig. 19, parts corresponding to those in Fig. 18 are assigned the same reference numerals. The processing operation shown in Fig. 19 represents an example of the internal processing of step 163. After acquiring the information about the specific quest from step 162, the server 10 acquires the play history of all players who played the specific quest (step 163A). The play history at this stage includes both successful and unsuccessful completion of the specific quest.

[0146] Next, the server 10 acquires statistical information about the characters used when clearing the specific quest (step 163B). The statistical information here is, for example, the total number of times the characters have been used to play the specific quest. An example of statistical information is that one character has been used 1,000 times, another character has been used 900 times, and yet another character has been used 8,000 times. Alternatively, the statistical information may be a total value for each deck (i.e., a combination of multiple characters).

[0147] Next, the server 10 generates a second set including the statistically highest ranked characters (step 163C). If an upper limit is set on the number of elements that make up the second set, for example, the top-ranked characters may be extracted until the upper limit is reached and used as the second set. However, even if the number of elements in the second set is 20, the top 10 ranked characters may be included in the second set, with the other elements determined separately. Note that the top 10 are just an example, and it may also be the first ranked character only, or the first 5th ranked characters, or the first 15th ranked characters. Finally, the server 10 extracts a second benefit from the generated second set (step 163D).

[0148] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, it is possible to increase the likelihood that a character advantageous in clearing a second quest that becomes playable when a predetermined condition is met will be presented as the second benefit. As a result, the player can play the second quest advantageously by receiving the second benefit. This increases the likelihood that the player will play the second quest after the current quest. In other words, it is possible to increase the player's motivation to continue playing.

[0149] <Embodiment 13> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the eleventh embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the eleventh embodiment. In this embodiment, a sub-function is added to the lottery unit 103 (see FIG. 2) to select, as a second benefit, a character that the user does not own among the characters that other users have used to clear the second quest. The character here is also an example of a game object.

[0150] Fig. 20 is a flowchart illustrating an example of the operation of extracting the second benefit in embodiment 13. In Fig. 20, parts corresponding to those in Fig. 19 are assigned the same reference numerals. The processing operation shown in Fig. 20 represents another example of the internal processing of step 163. In the case of step 163 shown in FIG. 20, the server 10 also acquires the play history of all players who played the specific quest (step 163A), and then acquires statistical information of the characters used when the specific quest was cleared (step 163B).

[0151] Next, the server 10 determines whether the player has a statistically determined high-ranking character (step 163E). Here, the high-ranking character may be, for example, the top 1st place, the top 3rd place, or the top 5th place. In any case, the ranking is assumed to be up to the character rank that increases the possibility of clearing the second quest. If the player has the corresponding character, a positive result is obtained in step 163E. In this case, the server 10 extracts a second benefit from a second set prepared in advance (step 163F).

[0152] On the other hand, if the player does not possess the corresponding character, a negative result is obtained in step 163E. In this case, the server 10 draws a higher-ranking character as the second benefit (step 163G). The top character to be selected by lottery may be one or more. If the top character to be selected by lottery is the first-place character, the statistically first-place character will be presented to the player as the second benefit. On the other hand, if the top characters to be selected by lottery are the top five characters, one character selected from the top five characters will be presented to the player.

[0153] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, the character used when the second quest was cleared is presented as the second bonus, so that selecting the second bonus increases the possibility of clearing the second quest. This can encourage players to play the second quest. As a result, it can increase the motivation to continue playing.

[0154] <Embodiment 14> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment.

[0155] The sub-functions in the twelfth and thirteenth embodiments described above extract a second benefit from a second set containing game elements that are advantageous for playing a specific quest, assuming that the player will play the specific quest that becomes playable when a predetermined condition is met. However, the player can also select another quest to play. In this case, using the second benefit received by the player in the next play may not necessarily give the player an advantage in the next play. As a result, the player's motivation to continue playing may be reduced compared to when playing a specific quest.

[0156] Therefore, in this embodiment, a system is adopted in which a second benefit is presented according to a quest that the player actually specifies as a play target. Specifically, the presenting unit 101 (see FIG. 2) is added with a sub-function of accepting a specification of a second quest different from the first quest from the player before presenting a plurality of benefits to the player so that they can be selected, and the lottery unit 103 (see FIG. 2) is added with a sub-function of selecting a second benefit from a second set that includes, as second game elements, game elements identified based on the second quest. The second quest here may be any quest that is different from the current quest (i.e., the first quest). The second quest may include a quest that becomes playable when a predetermined condition is met.

[0157] 21 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the embodiment 14. In FIG. 21, parts corresponding to those in FIG. 5 are denoted by the same reference numerals. First, the server 10 determines whether or not the play of the quest has ended (step 101). If a quest is currently being played, a negative result is obtained in step 101. In this case, the server 10 repeats the determination in step 101. On the other hand, if the play of the quest has ended, a positive result is obtained in step 101. In this case, the server 10 determines whether or not a predetermined condition has been met (step 102).

[0158] If the predetermined condition is not met, a negative result is obtained in step 102. In this case, the server 10 ends the reward granting operation. On the other hand, if the predetermined condition is met, a positive result is obtained in step 102. In this case, the server 10 accepts the selection of the next quest (step 171). Once a quest is selected, the server 10 determines whether the next quest is different from the current quest (step 172).

[0159] If the next quest is different from the current quest, a positive result is obtained in step 172. In this case, the server 10 identifies a second set according to the next quest (step 173). The second set here may be prepared in advance for the next quest or may be generated as in the twelfth embodiment described above. Once the second set is identified, the processes from step 103 onwards are executed, as in the first embodiment. That is, the server 10 draws a first benefit and a second benefit and presents them to the player (steps 103 and 104), and when the selection of the benefit is confirmed (positive result in step 105), the selected benefit is granted to the player (step 106). If the next quest is the same as the current quest, a negative result is obtained in step 172. In this case, the server 10 executes the processes from step 103 onwards in order.

[0160] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, it is possible to present a selectable second benefit related to a second quest that the player wants to play. This allows the player to play the second quest advantageously using the selected second benefit. As a result, it is possible to increase the player's motivation to continue playing.

[0161] <Embodiment 15> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment. In this embodiment, a bonus lottery method will be described assuming that the current quest is played repeatedly (for example, when the quest is not cleared and the play is repeated).

[0162] In this embodiment, the lottery unit 103 (see Figure 2) is added with a sub-function that, if a predetermined condition is newly met in another play of the first quest executed after the bonus has been awarded, excludes at least the bonus awarded in the previous play from the current lottery. Here, "playing the first quest differently" means, as mentioned above, that the first quest is played repeatedly. 22 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the embodiment 15. In FIG. 22, parts corresponding to those in FIG. 5 are denoted by the same reference numerals.

[0163] First, the server 10 determines whether or not the play of the quest has ended (step 101). If a quest is currently being played, a negative result is obtained in step 101. In this case, the server 10 repeats the determination in step 101. On the other hand, if the play of the quest has ended, a positive result is obtained in step 101. In this case, the server 10 determines whether or not a predetermined condition has been met (step 102).

[0164] If the predetermined condition is not met, a negative result is obtained in step 102. In this case, the server 10 ends the reward granting operation. On the other hand, if the predetermined condition is met, a positive result is obtained in step 102. In this case, the server 10 determines whether the current quest is being played multiple times (step 181). If it is the player's second play, a positive result is obtained in step 181. In this case, the server 10 performs a lottery for the first and second benefits, excluding benefits that have been granted in previous plays (step 182). By excluding benefits that have already been granted, it is possible to increase the possibility that a benefit that the player does not have will be presented.

[0165] In this embodiment, attention is focused only on the benefits that have already been granted, so there is a possibility that game elements that the player owns may be presented as benefits. Therefore, the first and second benefits may be selected by lottery based on game elements that the player does not currently possess. By employing this function, it is possible to provide an opportunity for the player to acquire game elements that the player does not possess. In this case, the player can use the newly received game elements to play the quest, allowing the player to play the quest in a different environment than before receiving the game elements. For example, this allows the player to assemble a deck with a different configuration. As a result, the chances of completing the quest can be increased compared to when game elements that the player already possesses are presented.

[0166] On the other hand, if the current quest is the first play, a negative result is obtained in step 181. In this case, the server 10 transitions to step 103. The server 10 draws each benefit from, for example, a first set and a second set prepared in advance. In either case, when the lottery for the first and second benefits is completed, the server 10 executes the processes from step 104 onwards, as in the first embodiment. That is, the server 10 draws a lottery between the first benefit and the second benefit and presents them to the player (steps 182, 103, 104), and when the selection of the benefit is confirmed (positive result in step 105), the selected benefit is granted to the player (step 106).

[0167] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, even if a predetermined condition is satisfied while playing the same quest multiple times, a different benefit can be presented than the previous one. The provision of a different benefit changes the playing environment, which can motivate the player to continue playing.

[0168] <Embodiment 16> In this embodiment, a variation of the fifteenth embodiment will be described. This embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. In the above-mentioned embodiment 15, the processing operation is branched based on whether the current quest is being played multiple times, but in this embodiment, after extracting the first and second benefits, processing is performed to eliminate the granting of duplicate benefits.

[0169] 23 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the embodiment 16. In FIG. 23, parts corresponding to those in FIG. 5 are assigned the same reference numerals. 23, steps 101 and 102 are also executed in order. If a negative result is obtained in step 102, the server 10 ends the reward granting operation. On the other hand, if a positive result is obtained in step 102, the server 10 draws a lottery for the first benefit and the second benefit (step 103).

[0170] Next, the server 10 determines whether or not the first benefit and the second benefit include benefits that have been granted in previous plays (step 191). If the bonus includes a bonus that has already been granted, a positive result is obtained in step 191. In this case, the server 10 returns to step 103 and redoes the lottery. Note that even if the bonus is already granted, a positive result may be obtained in step 191 only if the bonus is still currently in the player's possession, as for the next effect that is deleted from the game elements possessed by the player when used in play. On the other hand, if the bonus does not include a bonus that has already been given, a negative result is obtained in step 191. In this case, the server 10 executes the processes from step 104 onwards, as in the first embodiment. That is, the server 10 presents the first benefit and the second benefit to the player (step 104), and when the selection of the benefit is confirmed (positive result in step 105), the server 10 grants the selected benefit to the player (step 106).

[0171] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, even if a predetermined condition is satisfied while playing the same quest multiple times, a different benefit can be presented than the previous one. The provision of a different benefit changes the playing environment, which can motivate the player to continue playing.

[0172] <Embodiment 17> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment. In this embodiment, a mechanism suitable for a situation where a quest cannot be completed will be described.

[0173] In this embodiment, lottery section 103 (see FIG. 2) is provided with a sub-function of drawing lots for at least one of a first benefit and a second benefit based on the character used in playing the first quest. 24 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the seventeenth embodiment. In FIG. 24, parts corresponding to those in FIG. 5 are denoted by the same reference numerals. 24, steps 101 and 102 are also executed in order. If a negative result is obtained in step 102, the server 10 ends the reward granting operation. On the other hand, if a positive result is obtained in step 102, the server 10 acquires information about the deck used to play the current quest (step 201).

[0174] Next, the server 10 performs a lottery to select a game element that will trigger a connect skill between the characters constituting the deck and the first benefit or the second benefit (step 202). The game element here may be a character, an icon, or a next-time effect, as long as it triggers a connect skill. In this embodiment, the first and second benefits are determined based on the characters that make up the deck used in the play. Therefore, the lottery process in step 202 is an example of a lottery based on the characters used in the play of the first quest.

[0175] FIG. 25 is a diagram conceptually illustrating the processing operations executed in step 202. In FIG. 25, the characters that make up the deck used to play the current quest are indicated by C1, C2, C3, and C4. Also, Figure 25 shows an example in which character C5, who is the first benefit, activates a connect skill with any of characters C1 to C4, but character C6, who is the second benefit, does not activate a connect skill with any of characters C1 to C4.

[0176] However, the combinations shown in Figure 25 are just examples, and character C5, who is the first benefit, does not activate a connect skill with any of characters C1 to C4, but character C6, who is the second benefit, may activate a connect skill with any of characters C1 to C4. Furthermore, both the character C5, which is the first benefit, and the character C6, which is the second benefit, may activate a connect skill with any of the characters C1 to C4.

[0177] The first benefit and the second benefit may both be items, both be next-time effects, or may be a combination of any two of a character, an item, and a next-time effect. Returning to the explanation of FIG. When the first and second benefits are selected by lottery in step 202, the server 10 presents the first and second benefits to the player (step 104), and when the selection of the benefit is confirmed (positive result in step 105), the server 10 grants the selected benefit to the player (step 106).

[0178] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, it becomes possible to present, as a bonus, a game element in which a connect skill is activated between characters that make up the deck used in play. In this way, the player is presented with perks that allow them to construct a deck with higher abilities than the current deck, and by selecting an appropriate perk, the player can increase the chances of clearing the quest. The combination that activates the connect skill may be shown to the player when the benefit is presented. If the player knows the combination that activates the connect skill, the player can easily select an appropriate benefit.

[0179] <Embodiment 18> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment.

[0180] In this embodiment, the presentation unit 101 (see FIG. 2) is provided with a sub-function that, when a predetermined condition is met when the user and another user play the first quest cooperatively (i.e., in the case of multiplayer), makes at least one of the multiple benefits presented to the host player and the guest player different. That is, the presenting unit 101 in this embodiment is controlled so that at least one of the benefits presented to the host player and the guest player is different.

[0181] 26 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the embodiment 18. In FIG. 26, parts corresponding to those in FIG. 5 are denoted by the same reference numerals. 26, steps 101 and 102 are also executed in order. If a negative result is obtained in step 102, the server 10 ends the reward granting operation. On the other hand, if a positive result is obtained in step 102, the server 10 determines whether or not the current play is a single play (step 211).

[0182] In the case of single play, a positive result is obtained in step 211. In this case, the server 10 draws the first and second benefits by lottery, as in the first embodiment (step 103). On the other hand, in the case of multi-play, a negative result is obtained in step 211. In this case, the server 10 adjusts the lottery result so that at least one of the benefits offered to the host player and the guest player is different (step 212).

[0183] When the first and second benefits are extracted by executing step 103 or step 212, the server 10 presents the extracted first and second benefits to the player (step 104), and when the selection of the benefit is confirmed (positive result in step 105), the server 10 grants the selected benefit to the player (step 106). Below, a display example of the selection screen 200 when a predetermined condition is met in multiplay will be described with reference to FIGS. 27 and 28.

[0184] 27 is a diagram illustrating a display example of the selection screen 200 presented to the host player and the selection screen 200 presented to the guest player. In Fig. 27, parts corresponding to those in Fig. 8 are assigned the same reference numerals. The selection screen 200 for the host player is arranged in the upper part of Fig. 27, and the selection screen 200 for the guest player is arranged in the lower part. Fig. 27 shows only one selection screen 200 for the guest player, but if there are multiple guest players, there will be multiple selection screens 200 for the guest players.

[0185] 27 illustrates a case where the first benefit is the same but the second benefit is different between the host player and the guest player, but the second benefit may be the same but the first benefit may be different. Also, both the first benefit and the second benefit may be different between the host player and the guest player. The first and second benefits presented to a plurality of guest players may be the same, or at least one of the first and second benefits may be different between guest players.

[0186] In particular, when the reward is a character, it is possible to increase the number of possible deck combinations compared to when the same reward is offered to all players, which increases the possibility of creating a deck with higher abilities. Furthermore, even if the benefit is an item or a next effect, the number of items and types of next effects presented to all players participating in the multiplayer game will increase, which will result in a greater variety of deck abilities to be used in the next multiplayer game and next effects that can be activated.

[0187] 28 is a diagram illustrating another display example of the selection screen 200 presented to the host player and the selection screen 200 presented to the guest player. In FIG. 28, the same reference numerals are used to denote parts corresponding to those in FIG. 8. The selection screen 200 for the host player is arranged in the upper part of Fig. 28, and the selection screen 200 for the guest player is arranged in the lower part. In Fig. 28, only one selection screen 200 for the guest player is shown, but if there are multiple guest players, there will be multiple selection screens 200 for the guest player.

[0188] FIG. 28 illustrates an example in which the second benefit presented to the host player and the second benefit presented to the guest player are in a relationship that activates a connect skill. Note that the guest player to whom the benefit presented to the host player is presented, which activates a connect skill, may be one or more of multiple guest players. The multiple players include all of the guest players. As long as the relationship is such that the connect skill is activated, the benefits presented may be the same or different.

[0189] Incidentally, the relationship that activates the connect skill may be established between the first benefit presented to the host player and the first benefit presented to the guest player. In addition, the relationship that activates the connect skill may be established between the first benefit of the host player and the second benefit of the guest player, or may be established between the second benefit of the host player and the first benefit of the guest player.

[0190] Furthermore, in the above example, the content of the presentation is adjusted to include a relationship in which a connect skill is activated between the benefit presented to the host player and the benefit presented to the guest player, but the content of the presentation may also be adjusted to include a relationship in which a connect skill is activated between benefits presented to multiple guest players. When there are multiple guest players, the selection screen 200 presented to each guest player may be different from each other, or may be the same for all the guest players.

[0191] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, a bonus can be presented to a multiplayer and a guest player who satisfy predetermined conditions in multiplayer play, in the form of a game element that activates a connect skill between the players. As a result, the likelihood of organizing a deck using game elements that activate a connect skill during the next multiplayer play can be increased compared to when bonuses are presented randomly. If a deck with higher abilities than the deck used in the current quest can be organized, the likelihood of clearing the quest can be increased. This can increase the continuity of multiplayer play by the same players.

[0192] 28, the contents of the benefit presented to each player cannot be known by other players. For this reason, multiple players may not necessarily receive the benefit that activates the connect skill, nor may they necessarily use it in the next multiplayer game. Therefore, which benefits are related to the benefits of other players and will activate the connect skill may be displayed on the selection screen 200. For example, the corresponding benefit selection button 203 or 204 may be displayed in a specific color or in a frame of a specific color.

[0193] Furthermore, a selection screen including perks that are in a relationship with another player's perks that will activate a connect skill may indicate that the other player has already received a perk that will activate the connect skill, and which perk will activate the connect skill in relation to the perk the other player has acquired. For example, it may display "The host player has received XX. Combining XX with XX will activate the connect skill."

[0194] <Embodiment 19> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment. In this embodiment, a mechanism for applying the next effect possessed by the host player to the guest player will be described.

[0195] In this embodiment, the granting unit 102 (see FIG. 2) adds a sub-function that applies the next effect to each play of the host player and guest player when the host player and guest player play a second quest in which the next effect possessed by the host player can be activated. Fig. 29 is a flowchart illustrating an example of the processing operation of the server 10 in the embodiment 19. In Fig. 29, parts corresponding to those in Figs. 12, 13, and 17 are assigned the same reference numerals. In this embodiment, the server 10 determines whether the next play is a multiplay or not (step 221). In the case of single play, a negative result is obtained in step 221. In this case, the server 10 determines whether or not the player has the next effect (step 111).

[0196] If the player does not have the next effect, a negative result is obtained in step 111. In this case, the server 10 starts the next quest without activating the next effect (step 112). On the other hand, if the player has the next effect, a positive result is obtained in step 111. In this case, the server 10 activates the next effect simultaneously with the start of the next quest (step 114) and erases the player's next effect (step 115). On the other hand, if the next play is a multiplay, a positive result is obtained in step 221. In this case, the server 10 determines whether or not the host player has the next effect (step 151).

[0197] If the host player does not have the next effect, a negative result is obtained in step 151. In this case, the server 10 starts the next quest without activating the next effect (step 112). On the other hand, if the host player has the next effect, the server 10 determines whether the next quest is a target for activating the next effect (step 113). If the next quest is not a target for activating the next effect, a negative result is obtained in step 113. In this case, the server 10 starts the next quest without activating the next effect (step 112).

[0198] On the other hand, if the next quest is a target for which the next effect is to be activated, a positive result is obtained in step 113. In this case, the server 10 activates the next effect for each of the host player and guest players simultaneously with the start of the next quest (step 222). Note that the next effect may be activated not for all guest players, but for only some of the multiple guest players. In this embodiment, the next effect possessed by the host player is also applied to the guest player, regardless of whether the guest player possesses the next effect or not.

[0199] Therefore, for example, even if only the host player has next effect A, next effect A will also be applied to the play of the guest player. Also, if the host player has next effect A and the guest player has next effect B, next effect A will also be applied to the play of the guest player. Next, the server 10 erases the next effect of the host player (step 223).

[0200] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, the next effect possessed by the host player can be activated for all players participating in the multiplayer game. This increases the deck's ability compared to when the next effect is activated only for the host player, thereby increasing the possibility of clearing the second quest. As a result, players can continue to be motivated to play after obtaining the bonus.

[0201] <Twentyth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment. In this embodiment, a case will be described in which a sub-function is added to present or set as the next quest a quest that will exert the next effect when the benefit selected by the player is the next effect.

[0202] 30 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the embodiment 20. In FIG. 30, parts corresponding to those in FIG. 5 are denoted by the same reference numerals. In the case of FIG. 30, the processing contents from step 101 to step 106 are the same as those in FIG. However, after executing step 106, the server 10 determines whether the given benefit is a next-time benefit (step 231). If the granted benefit is a character or an item, a negative result is obtained in step 231. In this case, the server 10 ends the series of benefit granting operations.

[0203] On the other hand, if the granted benefit is a next effect, a positive result is obtained in step 231. In this case, the server 10 presents the quest in which the next effect will be activated, or sets it as the next quest (step 232). In step 232, the server 10 presents, for example, on the screen of the user terminal 20 (see FIG. 1), a message saying, "The acquired next effect will be activated in Quest X, Quest Y, and Quest Z." Note that the server 10 may automatically set one of the three quests in which the next effect can be activated (for example, Quest X) as the next quest.

[0204] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, if the benefit selected by the player is a next-time effect, the player can be automatically guided to a quest where the next-time effect can be activated and the player can play more advantageously. As a result, the player's motivation to continue playing can be enhanced. Although the present embodiment is based on the assumption that the game is played in single play, it may also be played in multi play.

[0205] <Embodiment 21> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 described in the first embodiment. In this embodiment, a processing operation will be described in the case where a player who has a next effect further selects a next effect as a bonus.

[0206] 31 is a flowchart illustrating an example of a privilege granting operation of the server 10 in the embodiment 20. In FIG. 31, parts corresponding to those in FIG. 5 are denoted by the same reference numerals. 31, an additional process is inserted between step 105 and step 106. The process contents from step 101 to step 105 are the same as those in FIG. When the selection of the benefit is confirmed in step 105, the server 10 determines whether or not the selection is for the next benefit (step 241). In the case of character or item selection, a negative result is obtained in step 241. In this case, the server 10 transitions to step 106.

[0207] On the other hand, in the case of selection of the next effect, a positive result is obtained in step 241. In this case, the server 10 determines whether or not it has a next effect (step 242). If there is no next effect in possession, a negative result is obtained in step 242. In this case, the server 10 also transitions to step . On the other hand, if there is a next effect in possession, a positive result is obtained in step 242. In this case, the server 10 deletes the next effect currently in possession (step 243). Then, the process proceeds to step 106. That is, in this embodiment, the number of next effects that can be possessed is always limited to one.

[0208] <Summary> By using the information processing system 1 (see FIG. 1) according to this embodiment, the number of next effects that can be possessed is limited to one, and duplicate possession is prohibited. Therefore, playing a quest that activates the possessed next effect is encouraged. In other words, it is possible to increase the player's motivation to continue playing. In this embodiment, when a player who has a next effect selects to receive an additional next effect, the currently possessed next effect is deleted and replaced with the newly acquired next effect, but the receipt of the newly selected next effect may also be invalidated.

[0209] Also, a system may be adopted in which the next effect is not presented as a benefit to a player who already has the next effect. Furthermore, if a player who already has a next effect selects the next effect on the selection screen 200 (see FIG. 7), a sub-screen may be further displayed that allows the player to select between the next effect they already have and the newly selected next effect. Furthermore, when a player who already has a next effect selects a next effect on the selection screen 200 (see FIG. 7), the next effect with higher strength or higher effect value may be given priority, and the next effect with relatively lower strength or effect value may be deleted.

[0210] Also, when a player who already has an next effect selects an next effect on the selection screen 200 (see FIG. 7), if the strength or effect value of the two next effects is the same, the consumable next effect may be the one to be possessed and the other may be deleted. Note that if both next effects are consumable, the one with the older acquisition date and time may be the one to be possessed. Furthermore, the selection screen 200 (see FIG. 7) for a player who already has a next effect may display a message that when the player selects a next effect, the next effect that the player already has will be deleted.

[0211] <Other embodiments> The invention is not limited to the above-described embodiments. For example, elements of the embodiments can be combined as appropriate. The combinations mentioned here include the deletion of elements of the embodiments.

[0212] (1) For example, in the above embodiment, two benefit selection buttons are arranged on the selection screen 200, but three or more benefit selection buttons may be presented. 32 is a diagram illustrating an example of a selection screen 200 on which three benefit selection buttons are arranged. In FIG. 32, parts corresponding to those in FIG. 8 are denoted by the same reference numerals. In the case of Figure 32, the benefit selection button 203 for the first benefit displays "Next Effect", the benefit selection button 204A for the second benefit displays "Item", and the benefit selection button 204B for the second benefit displays "Character". The selection screen 200 shown in FIG. 32 is a case where the type of game element to be displayed for each benefit selection button is predetermined.

[0213] In this case, the first benefit, "Next Effect," is an example of a first game element related to the current quest, and the second benefit, "Item" and "Character," are examples of second game elements that do not overlap with the next effect. In the case of FIG. 32, it is possible to possess multiple "items" and "characters," and since there is a limit to the number that can be possessed, the information is presented in the form of "number possessed / limit number." The relationship between the bonus selection buttons and the types of game elements shown in Figure 32 is an example, and as described in embodiment 1, it is also possible to assign "character" to bonus selection button 203, "item" to bonus selection button 204A, and "next effect" to bonus selection button 204B.

[0214] 33 is a diagram illustrating another example of the selection screen 200 on which three benefit selection buttons are arranged. In FIG. 33, parts corresponding to those in FIG. 32 are denoted by the same reference numerals. In the case of Figure 33, the benefit selection button 203A for the first benefit displays "Next Effect", the benefit selection button 203B for the first benefit displays "Item", and the benefit selection button 204 for the second benefit displays one of "Next Effect", "Item", and "Character". 33, the "next effect" displayed on the benefit selection button 203A is drawn from a first set whose element is the "next effect," and the "item" displayed on the benefit selection button 203B is drawn from a first set whose element is the "item." The three types of game elements displayed on the benefit selection button 204 are drawn from a second set whose elements are the "next effect" and "item" that do not overlap with the elements of the first set.

[0215] (2) In the above embodiment, the case where the game is executed on the server 10 (see FIG. 1) has been described, but the game may also be executed on the user terminal 20 (see FIG. 1). In the case of multiplay, the game may be executed on the user terminal 20 of any one of multiple players participating in the multiplay.

[0216] (3) In the above-described embodiment, the “Number of possessions / Maximum number” is displayed near the selection buttons for characters, items, etc. as bonuses on the selection screen 200 (see FIG. 8), but the “Number remaining / Maximum number” may also be displayed. The remaining number is the number of game elements that can be acquired.

[0217] (4) In the above-described embodiment, the relationship between the fulfilled specified conditions and the first and second sets that form the population of the benefits is not explained, but the first and second sets may be prepared according to the fulfilled specified conditions.

[0218] <Summary> The main features of the information processing device, information processing method, program, and information processing system described in the embodiments will be described below. [General-purpose assignment] One of the objectives of the present invention is to keep the user motivated to play even after obtaining a reward.

[0219] Issues corresponding to [Appendix 1] One of the goals of the present invention is to include in the selection options rewards that are relevant to the quest the user is playing. [Appendix 1] The information processing device of this embodiment has a presentation unit that presents a plurality of selectable benefits, including a first benefit and a second benefit, to the user when a predetermined condition is satisfied in playing a first quest, an award unit that awards a benefit selected from the plurality of benefits to the user, and a lottery unit that draws for the first benefit and the second benefit, wherein the lottery unit draws for the first benefit from a first set that includes a first game element identified based on the first quest, and the lottery unit draws for the second benefit from a second set that includes a second game element that is not included in the first set. According to the information processing device, benefits related to the quest the user is playing can be included in the selection candidates.

[0220] Issues corresponding to [Appendix 2] One of the objectives of the present invention is to allow each user to select a reward based on their own possessions. [Appendix 2] The information processing device according to Appendix 1, wherein the presentation unit displays information regarding possession of the first game element by each user to whom the benefits are presented on a selection screen that presents multiple benefits. This allows each user to select a benefit depending on their own possession status.

[0221] Issues corresponding to [Appendix 3] One of the objects of the present invention is to make it possible to automatically acquire a composite of a first game element when an already possessed first game element is additionally acquired. [Appendix 3] An information processing device as described in Appendix 2, wherein when a user selects a first game element that the user already possesses, the granting unit automatically combines the newly granted first game element with the first game element that the user already possesses. This makes it possible to automatically acquire a composite of the first game element when an already-owned first game element is additionally acquired.

[0222] Issues corresponding to [Appendix 4] One objective of the present invention is to provide a user with the opportunity to select a first game element associated with playing a quest that the user does not own. [Appendix 4] The information processing device according to Appendix 2, wherein the lottery unit randomly selects a first game element that the user does not own from the first set. This allows the user to have the opportunity to select a first game element related to playing a quest that the user does not own.

[0223] Issues corresponding to [Appendix 5] One of the objects of the present invention is to present a first game element that has the benefit of automatic synthesis as a first benefit. [Appendix 5] An information processing device as described in Appendix 2, wherein the lottery unit draws for the first game element as the first benefit when automatic synthesis is performed with a first game element that the player already possesses, but the parameters after automatic synthesis do not exceed a predetermined value. This allows the first game element that has the benefit of automatic synthesis to be presented as the first benefit.

[0224] Issues corresponding to [Appendix 6] One of the objects of the present invention is to encourage a player who has acquired a game effect as a bonus to select a quest that can activate the game effect. [Appendix 6] An information processing device as described in Appendix 1, wherein the second game element included in the second set includes a game effect that is activated in the second quest, and the granting unit activates the game effect if the second quest is played after the game effect is granted, and does not activate the game effect if a third quest different from the second quest is played after the game effect is granted. This can encourage players who have acquired a game effect as a bonus to select quests that can activate the game effect.

[0225] Issues corresponding to [Appendix 7] One of the purposes of the present invention is to encourage playing of the quest that is to be activated within the validity period. [Appendix 7] An information processing device as described in Appendix 6, in which the game effect has a validity period during which it can be activated, and the granting unit activates the game effect if the second quest is played within the validity period, and does not activate the game effect if the second quest is played outside the validity period. This will encourage players to play the quest that is the target of the activation within the validity period.

[0226] Issues corresponding to [Appendix 8] One of the purposes of the present invention is to assist in the selection of quests that can activate game effects. [Appendix 8] An information processing device as described in Appendix 6, wherein the game effect has a validity period during which it can be activated, and the granting unit presents one or more second quests during which the game effect can be activated if the validity period during which the game effect can be activated is within the validity period. This can assist in the selection of quests that can activate game effects.

[0227] Issues corresponding to [Appendix 9] One of the goals of the present invention is to facilitate host play. [Appendix 9] An information processing device as described in Appendix 6, wherein when the user and another user play a second quest cooperatively, and both the user playing as a host and the other user playing as a guest have a game effect that is activated in the second quest, the granting unit activates the game effect for the user playing as a host but does not activate the game effect for the other user playing as a guest. This will encourage you to play as the host.

[0228] Issues corresponding to [Appendix 10] One of the purposes of the present invention is to encourage playing of the second quest, which becomes possible when a predetermined condition is met. [Appendix 10] An information processing device as described in Appendix 1, wherein when a second quest becomes available for play if a predetermined condition is met, the lottery unit draws a second benefit from a second set including game elements identified based on the second quest. This can encourage players to play the second quest, which becomes available when certain conditions are met.

[0229] Issues corresponding to [Appendix 11] One of the goals of the present invention is to encourage playing of the second quest. [Appendix 11] The information processing device according to Appendix 10, wherein the second set includes game objects used by other users to complete the second quest. This will encourage players to play the second quest.

[0230] Issues corresponding to [Appendix 12] One of the goals of the present invention is to encourage playing of the second quest. [Appendix 12] An information processing device as described in Appendix 10, wherein the lottery unit draws, as the second benefit, a game object that the user does not possess, from among game objects that other users have used to clear the second quest. This will encourage players to play the second quest.

[0231] Issues corresponding to [Appendix 13] One of the objectives of the present invention is to present a selectable reward associated with a quest that a user wishes to play. [Appendix 13] An information processing device as described in Appendix 1, wherein the presentation unit accepts a designation of a second quest different from the first quest from the user before presenting multiple selectable benefits to the user, and the lottery unit draws a second benefit from a second set that includes game elements identified based on the second quest as the second game elements. This allows the user to select from a selection of benefits related to the quest they wish to play.

[0232] Issues corresponding to [Appendix 14] One of the purposes of the present invention is to provide an incentive to continue playing another game. [Appendix 14] The information processing device described in Appendix 1, wherein if a predetermined condition is newly met in another play of the first quest executed after the bonus has been granted, the lottery unit excludes at least the bonus granted in the previous play from the current lottery. This provides an incentive to continue playing another game.

[0233] Issues corresponding to [Appendix 15] One of the goals of the present invention is to increase the likelihood of a quest being completed. [Appendix 15] An information processing device according to Appendix 1, wherein the lottery unit draws at least one of the first benefit and the second benefit based on the game object used in playing the first quest. This increases the chances of completing the quest.

[0234] Issues corresponding to [Appendix 16] One of the objectives of the present invention is to increase the continuity of play among multiple users. [Appendix 16] An information processing device as described in Appendix 1, wherein when a predetermined condition is met when the user and another user play a first quest cooperatively, the presentation unit makes at least one of multiple benefits presented to the user and the other user different. This allows for increased continuity of play among multiple users.

[0235] Issues corresponding to [Appendix 17] One of the purposes of the present invention is to increase the likelihood that the second quest will be completed. [Appendix 17] An information processing device as described in Appendix 1, in which when a second quest in which a game effect possessed by a user playing as a host can be activated is played cooperatively with other users, the granting unit applies the game effect to each play of the user and the other users. This will increase the chances of clearing the second quest.

[0236] Issues corresponding to [Appendix 18] One of the goals of the present invention is to include in the selection options rewards that are relevant to the quest the user is playing. [Appendix 18] The information processing method of this embodiment includes the following steps: when a predetermined condition is satisfied in playing a first quest, the processor presents a user with a selectable number of benefits, including a first benefit and a second benefit; the processor grants the user a benefit selected from the number of benefits; the processor selects a first benefit from a first set that includes a first game element identified based on the first quest; and the processor selects a second benefit from a second set that includes a second game element that is not included in the first set. According to the above information processing method, benefits related to the quest the user is playing can be included in the selection candidates.

[0237] Issues corresponding to [Appendix 19] One of the goals of the present invention is to include in the selection options rewards that are relevant to the quest the user is playing. [Appendix 19] The program of this embodiment causes the processor, when a predetermined condition is met in playing a first quest, to present a user with a plurality of selectable benefits including a first benefit and a second benefit, to grant the user a benefit selected from the plurality of benefits, to draw a first benefit from a first set including a first game element identified based on the first quest, and to draw a second benefit from a second set including a second game element not included in the first set. According to the above program, benefits related to the quest the user is playing can be included in the selection candidates.

[0238] Issues corresponding to [Appendix 20] One of the goals of the present invention is to include in the selection options rewards that are relevant to the quest the user is playing. [Appendix 20] The information processing system of this embodiment includes a server and a terminal device, and when a predetermined condition is met in playing a first quest, the server presents a plurality of selectable benefits to the user, including a first benefit and a second benefit, grants the user a benefit selected from the plurality of benefits, draws a first benefit from a first set including a first game element identified based on the first quest, and draws a second benefit from a second set including a second game element not included in the first set. According to the information processing system described above, benefits related to the quest the user is playing can be included in the selection candidates. [Explanation of symbols]

[0239] 1...information processing system, 10...server, 11, 21...processor, 12, 22...memory, 13, 23...auxiliary storage device, 14, 25...communication interface, 20...user terminal, 24...display, 101...presentation unit, 102...granting unit, 103...lottery unit, 110...storage unit

Claims

1. a presentation unit that presents a plurality of selectable benefits to a user, the selectable benefits including a first benefit and a second benefit, when a predetermined condition is satisfied in playing the first quest; an awarding unit that awards a benefit selected from the plurality of benefits to a user; a lottery unit that draws the first benefit and the second benefit; and the lottery unit selects the first benefit from a first set including a first game element identified based on the first quest; the lottery unit selects the second benefit from a second set including a second game element not included in the first set; Information processing device.

2. the presentation unit displays information regarding possession of the first game element by each user to whom the benefits are presented, on a selection screen that presents the plurality of benefits; The information processing device according to claim 1 .

3. When the user selects the first game element that the user already possesses, the granting unit automatically combines the newly granted first game element with the first game element that the user already possesses. The information processing device according to claim 2 .

4. the lottery unit selects the first game element that the user does not own from the first set by lottery; The information processing device according to claim 2 .

5. the lottery unit draws for the first game element as the first benefit when a parameter after automatic combination does not exceed a predetermined value even when automatic combination is executed between the first game element and the first game element already possessed; The information processing device according to claim 2 .

6. the second game elements included in the second set include a game effect that is activated in a second quest; The granting unit activating the game effect when the second quest is played after the game effect is applied; If a third quest different from the second quest is played after the game effect is applied, the game effect is not activated. The information processing device according to claim 1 .

7. The game effect has a validity period during which it can be activated, The granting unit If the second quest is played within the validity period, the game effect is activated; If the second quest is played outside the validity period, the game effect is not activated. The information processing device according to claim 6 .

8. The game effect has a validity period during which it can be activated, The granting unit If the valid period during which the game effect can be activated is within the valid period, one or more second quests that can activate the game effect are presented. The information processing device according to claim 6 .

9. When the user and another user play the second quest cooperatively, if both the user playing as a host and the other user playing as a guest possess a game effect that is activated in the second quest, The granting unit Activate the game effect for the user playing as the host; The game effect is not activated for other users who play as guests. The information processing device according to claim 6 .

10. When the second quest becomes available to play if the predetermined conditions are met, the lottery unit selects the second benefit from the second set including game elements specified based on the second quest; The information processing device according to claim 1 .

11. the second set includes game objects used by other users to complete the second quest; The information processing device according to claim 10.

12. the lottery unit selects, by lottery, as the second benefit, a game object that the user does not own from among game objects that other users have used to complete the second quest; The information processing device according to claim 10.

13. the presentation unit accepts, from the user, a designation of a second quest different from the first quest before presenting the plurality of benefits to the user in a selectable manner; the lottery unit selects the second benefit from the second set of game elements, the second set including game elements specified based on the second quest. The information processing device according to claim 1 .

14. When the predetermined condition is newly satisfied in another play of the first quest executed after the awarding of the benefit, the lottery unit excludes at least the benefit awarded in the previous play from the current lottery. The information processing device according to claim 1 .

15. the lottery unit draws at least one of the first benefit and the second benefit based on the game object used in playing the first quest; The information processing device according to claim 1 .

16. When the predetermined condition is satisfied in a case where the user and the other user play the first quest cooperatively, the presenting unit presents at least one of the plurality of benefits to the user and the other user differently. The information processing device according to claim 1 .

17. When a second quest in which a game effect possessed by the user playing as the host can be activated is played cooperatively with another user, the granting unit applies the game effect to each play of the user and the other user. The information processing device according to claim 1 .

18. a process by the processor of presenting a plurality of selectable benefits to the user, the selectable benefits including a first benefit and a second benefit, when a predetermined condition is satisfied in playing the first quest; A process in which a processor grants a privilege selected from the plurality of privileges to a user; a process in which a processor selects the first benefit from a first set including a first game element identified based on the first quest; a process in which a processor selects the second benefit from a second set including a second game element not included in the first set; An information processing method that performs the above.

19. causing the processor to present a plurality of selectable benefits to the user, including a first benefit and a second benefit, when a predetermined condition is satisfied in playing the first quest; causing a processor to grant a reward selected from the plurality of rewards to the user; causing a processor to select the first benefit from a first set including a first game element identified based on the first quest; causing the processor to select the second prize from a second set including a second game element not included in the first set; A program that executes a process.

20. A server and a terminal device are provided. The server When a predetermined condition is satisfied in playing the first quest, a plurality of benefits including a first benefit and a second benefit are presented to the user in a selectable manner; granting a privilege selected from the plurality of privileges to the user; selecting the first benefit from a first set including a first game element identified based on the first quest; the second benefit is selected by lottery from a second set including a second game element not included in the first set; Information processing system.

Citation Information

Patent Citations

  • Program, communication system, control method of server, and server

    JP2016027915A