Information processing device, information processing method, and program

The information processing device manages mission completion levels to control available effects, increasing engagement by providing more powerful effects as players progress, addressing boredom in repetitive quests.

JP2025146972APending Publication Date: 2025-10-03MIXI INC
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Patent Information

Application Number
JP2025126602
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-29
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

Players may become bored of repetitive quests in games, leading to a decrease in gameplay duration.

Method used

An information processing device that manages mission completion levels and controls the effects available to players based on these levels, providing more effects and increased power as missions are completed, encouraging repeated play.

Benefits of technology

Enhances player engagement by offering more effects and advantages as missions are accomplished, motivating players to continue playing quests.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technology to urge a player to play a quest repeatedly.SOLUTION: An information processing device includes a management unit for managing a degree of achievement of a plurality of missions in one or more quests, and a control unit for controlling effects that a player can use in the quests according to the degree of achievement.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] There are known games in which players complete quests using a team of characters called a deck. For example, Patent Document 1 discloses a game in which players complete quests using player characters owned by the players. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-044320 Summary of the Invention [Problem to be solved by the invention]

[0004] If players repeatedly complete quests, they may get bored of playing the game, so a system is needed to allow players to enjoy the game for a long period of time.

[0005] Therefore, an object of the present invention is to provide a technique that can encourage a player to play a quest repeatedly. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has a management unit that manages the degree of completion of multiple missions in one or more quests, and a control unit that controls the effects that a player can use in the quests according to the degree of completion. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a technique that makes it possible to encourage a player to play a quest repeatedly. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 10 is a diagram showing an example of a player management DB and a mission definition DB. [Figure 5] 10A and 10B are diagrams illustrating an example of an effect setting DB and an effect management DB. [Figure 6] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 7] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 8] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 9] FIG. 10 is a diagram showing an example of a game screen. [Figure 10] FIG. 10 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

[0012] The terminal 20 is an information processing device that provides a game to a player, and the player can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own location detected using a GPS (Global Positioning System) or the like.

[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), a player can select from among a plurality of characters owned and create a deck with the characters, and clear quests using the created deck to obtain new characters and items. Furthermore, the player can combine the obtained characters to make them stronger, or use items to strengthen the attributes of the characters, thereby taking on quests with higher difficulty levels.

[0014] Here, a quest is a term meaning a task that can be completed by satisfying certain predetermined conditions. A quest is also generally called an exploration, a task, an event, or a mission. A player who participates in a quest can complete the quest by satisfying the certain conditions, and completing the quest will result in a reward being given to the player and the story of the game progressing. Note that, as will be described in detail later, in this embodiment, the terms quest and mission are not used in the same sense, but rather have different meanings.

[0015] A deck is a term meaning a group of multiple characters. When a player performs a quest, the player selects characters with abilities suitable for clearing the quest, organizes a deck, and performs the quest. The game server 10 can store multiple decks organized by players, and when performing a quest, the player can select one of the stored decks to perform the quest. Furthermore, a deck may include characters owned by the player as well as characters owned by other players. For example, in a deck consisting of four characters, three of the characters may be owned by the player and one may be owned by another player. In this embodiment, the player's performance of a quest may be referred to as playing the quest.

[0016] A quest can be performed jointly by multiple players. Hereinafter, performing a quest jointly by multiple players will be referred to as "multiplayer." In multiplayer, each player controls a character assigned to them from among the multiple characters that make up the deck. For example, assume that a deck is made up of characters A to D, with character A assigned to player A (the player), and characters B to D assigned to other players B to D, respectively. In this case, after player A finishes controlling character A, player B controls character B, and then player C controls character C, and so on, with each player controlling the characters that make up the deck in turn. The player who calls a multiplayer game is called the host player, and the players who participate in the multiplayer game called by the host player are called guest players.

[0017] In multiplayer mode, the multiple characters forming a deck may be characters owned by each player. For example, assuming that a deck is composed of four characters, in a multiplayer mode with four players, the deck will contain one character owned by each player. In a multiplayer mode with three players, the deck may contain one character owned by each player, plus two characters owned by the host player and one character each owned by two guest players, for a total of four characters. However, this is not limited to this, and all characters forming a deck in a multiplayer mode may be characters owned by the host player.

[0018] In this game, the player is presented with multiple tasks (hereinafter referred to as "missions") that can be completed by meeting certain conditions. For example, in a quest that can be completed by defeating multiple monsters, missions such as "defeat at least one monster within three turns" or "defeat all monsters within five minutes" are presented.

[0019] Each mission may be divided into multiple groups (ranks). For example, they may be divided into two groups, such as a first group of missions and a second group of missions. Furthermore, once the achievement conditions for the missions in one group have been met, it may be possible to challenge the missions in the next group. Furthermore, the order in which the groups can be challenged may be determined in advance. For example, once the achievement conditions for the missions in the first group have been met, it may be possible to challenge the missions in the second group. There is no limit to the number of groups. They may be divided into three or more groups.

[0020] Furthermore, when a player completes a mission, the player can use an effect (a predetermined effect) that allows the player to play the quest more advantageously. The effect may be of any kind, but examples include increasing attack power, weakening enemy characters, and increasing the reward received at the end of the quest.

[0021] The effect may transition through the following four states: 1. Unreleased state: A state in which the player is not permitted to activate an effect. When an effect is released by the player completing a mission, the effect transitions to a state in which it is waiting to be activated. The release of an effect may also be referred to as "the effect is permitted to be used" or "the effect becomes available for use." An released effect may also be referred to as "an effect that can be used" or "an effect that has been set available for use." 2. Activation waiting state: A state in which the player can activate an effect. When the player activates an effect, the effect transitions to an activated state for the activation time (for example, 1 hour or 2 hours). The player activating an effect may also be referred to as "the player using the effect." 3. Activated state: A state in which an effect is activated. When a quest is played with an effect activated, the effect is exerted in that quest, allowing the player to play that quest advantageously. A state in which an effect is activated may also be referred to as an "effect is active state." Activating an effect may also be referred to as "the effect becoming active." 4. Disabled state: Once an effect is used and the activation time has passed, the effect becomes disabled. While the effect is in the disabled state, the player cannot use the effect. Furthermore, once a predetermined waiting time has passed since the effect transitioned to the disabled state, the effect transitions to a usable state. The disabled state may also be referred to as "waiting" or "waiting state." Furthermore, the waiting time may also be referred to as "recast time."

[0022] The activation time may be counted regardless of whether the quest is played or not. That is, the effect may be deactivated once the activation time has elapsed after the effect is activated. Alternatively, the activation time may be counted only while the player is playing the quest.

[0023] A plurality of effects may be set, and the more the mission is accomplished, the more effects are unlocked. Also, the more the mission is accomplished, the more powerful the effects may be. For example, the more the mission is accomplished, the greater the degree to which the character's attack power increases.

[0024] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), and a communication interface (IF) for wired or wireless communication. The system includes an interface 13, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.

[0025] <Function block configuration> (game server) FIG. 3 is a diagram showing an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized using a storage unit 12 provided in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0026] The storage unit 100 stores a player management DB 100a, a mission definition DB 100b, an effect setting DB 100c, and an effect management DB 100d.

[0027] 4 is a diagram showing an example of the player management DB 100a and the mission definition DB 100b. The player management DB 100a manages game data of each player. The player management DB 100a also manages missions that have been completed by the player. The player management DB 100a stores, in association with each other, for example, an ID (player ID) that uniquely identifies the player, the player's nickname, the player IDs of other players registered as players having a predetermined relationship (friend relationship) with the player, the current location of the terminal 20 used by the player, the player's experience points, the player's rank, the player's stamina, and missions that the player has completed (completed missions).

[0028] The mission definition DB 100b defines the group to which each mission belongs and the achievement conditions. In the example of Fig. 4, the missions are divided into three groups. The mission definition DB 100b stores, for example, an ID (mission ID) that uniquely identifies a mission, a group to which the mission belongs, and information indicating the achievement conditions of the mission (mission achievement conditions), in association with each other.

[0029] FIG. 5 shows an example of the effect setting DB 100c and the effect management DB 100d.

[0030] The effect setting DB 100c manages various setting information related to each effect. The effect setting DB 100c stores, for example, an ID (effect ID) that uniquely identifies the effect, the conditions for unlocking the effect (effect unlock conditions), the effect activation time, the effect standby time, and the effect content, all associated with each other. Note that if the effect becomes more powerful as the mission achievement level increases, the effect content may be associated with the mission achievement level. For example, the stored information may indicate that if four missions are achieved, the character's attack power will be 1.5, and if eight missions are achieved, the character's attack power will be 2.0 times.

[0031] The effect management DB 100d manages the effects that each player can use, which effects each player is using, etc. The effect management DB 100d stores, in association with each other, for example, an ID that uniquely identifies a player (player ID), a list of effects that have been unlocked by the player (unlocked effects), effects that are in an activated state (activated effects), and the time at which the effect was activated (start time).

[0032] Returning to Figure 3, the explanation will continue. The game control unit 110 provides various functions necessary to execute the game. The game control unit 110 includes a reception unit 111, a management unit 112, an effect control unit 113, and a display control unit 114.

[0033] The reception unit 111 receives various selections from the player. For example, the reception unit 111 receives from the player instructions to use an item, activate an effect, select an effect to be activated, etc. The reception unit 111 may include a first reception unit that receives instructions to use an item, and a second reception unit that receives instructions to activate an effect, etc.

[0034] The management unit 112 manages the completion levels of multiple missions in one or more quests. The management unit 112 also manages missions that a player can challenge according to the completion levels of the missions. For example, the missions may be divided into at least a first group and a second group, and the management unit 112 may permit the player to challenge missions in the second group if the completion levels of the missions in the first group meet a first achievement condition. In other words, if the completion levels of the missions in the first group do not meet the first achievement condition, the management unit 112 determines whether only the missions in the first group have been completed, but does not determine whether the missions in the second group have been completed. On the other hand, if the completion levels of the missions in the first group meet the first achievement condition, the management unit 112 begins determining whether the player has completed the missions in the second group.

[0035] The effect control unit 113 controls the effects (effects that the player can use in quests) that are released to the player according to the degree of mission completion. The effect control unit 113 may increase the number of effects (effects that the player can use) that are released to the player when the degree of mission completion is high compared to when the degree of mission completion is low. Furthermore, the effect control unit 113 may control the activated effects so that they are more powerful when the degree of mission completion is high than when the degree of mission completion is low.

[0036] Furthermore, the effect control unit 113 may control an effect that has been released (set to be available for use) by the player so that the effect is in an activated state (enabled) from the time the effect is released (used) until an activation time (first period) has elapsed, and may control the effect so that the effect cannot be activated (cannot be used) from the time the activation time has elapsed until a waiting time (second period) has elapsed.

[0037] The display control unit 114 causes the output device 15 (display) of the terminal 20 to display various game screens relating to the game.

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

[0039] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes character image data, game scenarios, and the like.

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

[0041] The UI unit 202 has a function to process various inputs from the player and to display various game screens on the display. The UI unit 202 also displays game screens on the output device 15 (display) of the terminal 20 in accordance with instructions from the game server 10.

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

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

[0044] <Processing Procedure> (Mission completion determination and effect release processing) Fig. 7 is a flowchart showing an example of a processing procedure performed by the game server 10. Using Fig. 7, a processing procedure will be described when a player challenges a mission and achieves the mission, thereby releasing an effect for the player.

[0045] In the following explanation, it is assumed that missions are divided into a first group and a second group. Furthermore, once the first achievement condition for the missions in the first group is met, it is possible to challenge the missions in the second group. Furthermore, the more missions are achieved, the more effects are unlocked.

[0046] First, the reception unit 111 receives a request to start the game from the player (S10). Then, the game starts, and quests and the like are executed in accordance with the player's operations. The management unit 112 determines whether the player has accomplished each of the missions belonging to the first group among the missions registered in the mission definition DB 100b, and records the determination results in the player management DB 100a.

[0047] Next, the management unit 112 refers to the player management DB 100a and determines whether the player has satisfied the first achievement condition for the missions of the first group (S11). If the first achievement condition has not been satisfied, the processing proceeds to step S13. If the first achievement condition has been satisfied (S11-YES), the management unit 112 permits the player to challenge the missions of the second group (S12).

[0048] Next, the effect control unit 113 determines whether or not there is an effect that satisfies the effect release condition based on the effect setting DB 100c (S13). If there is not, the process proceeds to step S15. If there is (S13-YES), the effect control unit 113 releases the effect that satisfies the effect release condition and records it in the effect management DB 100d (S14).

[0049] The processing procedure from step S11 to step S14 is repeated until the reception unit 111 receives a command to end the game from the player (S15-NO). This repeatedly determines whether the achievement conditions for the tasks of each group are met and whether there are any effects that meet the effect release conditions.

[0050] When the reception unit 111 receives a notification from the player that the game is to be ended, it ends the series of processes relating to the game (S15-YES).

[0051] In addition, with regard to the processing procedure described above, the processing procedure of steps S11 to S14 may be executed when the game is started and the reception unit 111 receives an instruction from the player to participate in a specific event or a specific game. In other words, when the player expresses an intention to participate in a specific event or a specific game, the determination of whether the mission has been completed and the release of the effect may be started.

[0052] [Modifications regarding mission achievement determination] The condition for accomplishing a mission may be to complete (achieve) a predetermined number or more (a predetermined percentage or more) of missions belonging to a predetermined group. For example, the first achievement condition may be to complete a predetermined number or more of missions in a first group. Alternatively, the condition for accomplishing a mission may be to complete all missions belonging to a predetermined group.

[0053] Furthermore, the condition for accomplishing a mission may be that the player activates an effect and accomplishes one or more missions. For example, the management unit 112 may permit the player to challenge a mission in a second group when the player has accomplished a mission in a first group by activating (using) an effect, thereby achieving a first achievement condition for the mission in the first group. Note that accomplishing a mission in a predetermined group by activating an effect may mean accomplishing at least one of the one or more missions included in the predetermined group with the effect activated, or may mean accomplishing all of the missions included in the predetermined group with the effect activated.

[0054] Furthermore, a special quest may be made playable depending on the degree of mission achievement and / or the number of unlocked effects. For example, the management unit 112 may permit the player to play a special quest (a predetermined quest) when the degree of mission achievement reaches a second achievement condition and the number of effects unlocked (available to the player) by the player meets a predetermined condition. This makes it possible to encourage the player to complete more quests, since the player will attempt to unlock more effects by completing more missions in order to challenge the special quest.

[0055] [Modifications regarding effect release processing] The effect unlocking condition may be set for each group of missions. For example, assume that the missions are divided into a first group and a second group, and that there are a first effect and a second effect. In this case, the effect control unit 113 may unlock the first effect when the number of completed missions in the first group reaches the first effect unlocking condition, and unlock the second effect when the number of completed missions in the second group reaches the second effect unlocking condition. For example, effect A may be unlocked when 80% of the missions in the first group are completed, and effect B may be unlocked when 50% of the missions in the second group are completed.

[0056] Alternatively, the effect control unit 113 may be configured to release more effects as the number of completed missions increases, regardless of which group the completed missions belong to.

[0057] (Effect activation process) Fig. 8 is a flowchart showing an example of a processing procedure performed by the game server 10. The processing procedure when a player activates an effect and plays a quest will be described with reference to Fig. 8.

[0058] The reception unit 111 receives from the player a selection of a quest to play (S20). Next, the reception unit 111 receives from the player a selection of an effect to be activated (S21). When the selection of an effect is received, the effect control unit 113 activates the effect, and stores the effect ID of the activated effect and the time at which the effect was activated in the "activated effect" and "start time" fields of the effect management DB 100d, respectively. Note that if the player does not activate an effect, the processing procedure of step S21 is skipped.

[0059] Next, the effect control unit 113 checks whether or not there is an effect in an activated state (S22). If there is no effect in an activated state (S22-NO), the effect control unit 113 starts the quest without exerting the effect (S23). If there is an effect in an activated state (S22-YES), the quest starts with the effect in an activated state (S24).

[0060] [Modifications regarding effect activation processing] Quests include normal quests (first quests) and specific quests (second quests), and the effect control unit 113 may not activate an effect in a normal quest but activate an effect in a specific quest. For example, assume that a player activates Effect 02 shown in FIG. 5 at 1:00 PM. In this case, if the player plays a normal quest between 1:00 PM and 2:00 PM, Effect 01 will not be activated in the normal quest. On the other hand, if the player plays a specific quest between 1:00 PM and 2:00 PM, Effect 01 will be activated in the specific quest.

[0061] Furthermore, when the reception unit 111 receives a selection of a specific quest from the player as the quest to be played and there are effects that are waiting to be activated (available), the reception unit 111 may receive a selection of an effect to be activated in the specific quest from the player. This allows the specific quest to be advantageously progressed when there are effects that are waiting to be activated.

[0062] The game control unit 110 may be configured to award a reward to a player when the player completes a specific quest with the effect activated.

[0063] When a quest is performed in multiplayer, if there is an effect that is activated for the host player but not unlocked for the guest player, the effect may also be exerted on the guest player only during the multiplayer period. In other words, when a quest is performed in which the host player (first player) and guest player (second player) play together, the effect control unit 113 may control so that an effect that is exerted on the host player but not unlocked (not set to be usable) for the guest player is also exerted on the guest player.

[0064] For example, if Effect 01 is activated for the host player but not yet activated for the guest player, the effect control unit 113 may activate Effect 01 for both the host player and the guest player during multiplayer play.

[0065] In addition, the effect control unit 113 determines the activation time of an effect that is open to the host player (set to be available for use) after the effect is activated (used). The effect may be controlled to be activated (enabled) until a waiting time (first period) has elapsed, and the effect may be controlled to be disabled (unusable) from the time the activation time has elapsed until a waiting time (second period) has elapsed.

[0066] (Screen display example) 9 and 10 are diagrams showing examples of game screens. Screen A100 in Fig. 9 is the top screen of the game, and pressing button B100 transitions to mission list screen A110. On mission list screen A110, a list of mission achievement conditions is displayed for each of a plurality of missions belonging to each group. Also, information (such as an icon) indicating whether or not the player has achieved each mission is displayed.

[0067] The effect list screen A120 displays the status of each effect defined in the game. For example, the "Activate" button B120 indicates that the effect is waiting to be activated. The "Activated" button B121 indicates that the effect is activated. When the player presses the "Activate" button B120, the effect is activated and the text on the button B120 changes to "Activated." "43 minutes remaining" is displayed below the button B121, which means that there are 43 minutes left until the effect is activated. The "Waiting" button B122 indicates that the effect is disabled. "3 hours remaining" is displayed below the button B121, which means that after 3 hours, the button B121 will transition to the "Activate" button (i.e., the waiting time will end and the effect will be waiting to be activated). The "Unreleased" button B123 indicates that the effect is not yet available to the player.

[0068] Screen A200 in FIG. 10 shows a selection screen that accepts the selection of an item or effect to be used in a specific quest before the specific quest is executed. Button B201 corresponds to an effect that is waiting to be activated. Note that buttons for activated effects, disabled effects, and unlocked effects may not be displayed. Button B202 accepts the selection of an auxiliary item that can be used in the quest. In other words, in this embodiment, when executing a normal quest rather than a specific quest, the display control unit 114 may display only button B202, which accepts the selection of an auxiliary item, on selection screen A200. When executing a specific quest, the display control unit 114 may display both button B101, which accepts the selection of an effect, and button B202, which accepts the selection of an auxiliary item, on selection screen A200.

[0069] The button B201 may also be configured to display the effect status in a distinguishable manner. For example, the display control unit 114 may display, in the effect selection displayed before a quest is performed, effects that are not yet released, effects that are waiting to be activated, effects that are activated, and effects that are disabled in a distinguishable manner.

[0070] The screen A210 in FIG. 10 is a screen that accepts players who will participate in a multiplayer game. More specifically, the screen A210 is a screen that allows a player to select a host player who wishes to participate when participating in a multiplayer game as a guest player. The screen A210 displays a list of host players who are invited to participate in a multiplayer game. Furthermore, an icon display area P210 for the host player list displays a list of icons of effects that are valid for the host player. In other words, the display control unit 114 may display a status, including whether or not an effect that is open (set to be usable) for the host player (first player) is activated (valid), on a screen that accepts a guest player (second player) who will participate in a multiplayer quest (a quest played jointly) invited by the host player.

[0071] Furthermore, the remaining time for an activated effect may be displayed on the screen A210. This can promote multiplayer play, since some players may preferentially select a host player who has less time remaining.

[0072] [Screen display modification] The display control unit 114 may display the number of missions that have been completed or not completed for each group on the screen A110 in FIG. 9, for example.

[0073] The display control unit 114 may display the number of missions that must be completed before a new effect is unlocked, allowing the player to easily understand how many missions must be completed before a new effect is unlocked.

[0074] The display control unit 114 may display the conditions for unlocking each effect and the effect contents for all effects, including those that have not yet been unlocked, on the effect list screen A120 in Fig. 9, for example. This allows the player to easily understand the conditions for unlocking each effect and the effect contents for each effect that has not yet been unlocked.

[0075] <Summary> According to the embodiment described above, the effects released to the player are controlled according to the player's level of mission completion. Furthermore, when the player's level of mission completion is high, more effects are released than when the player's level of mission completion is low. This makes it possible to encourage the player to play the quest repeatedly.

[0076] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The flowcharts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc., described in the embodiments are not limited to those illustrated and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined with each other.

[0077] <Additional Notes> <Appendix 1> a management unit that manages the achievement levels of multiple missions in one or more quests; a control unit that controls effects that a player can use in the quest according to the achievement level; An information processing device having the above.

[0078] According to Appendix 1, it is possible to provide a technology that can encourage players to play quests repeatedly.

[0079] <Appendix 2> the control unit increases the number of effects available to the player when the achievement level is high compared to when the achievement level is low. 10. The information processing device according to claim 1.

[0080] According to Appendix 2, the player will try to complete more missions to obtain more effects, which can encourage the player to play the quest repeatedly.

[0081] <Appendix 3> The missions are divided into at least a first group and a second group; the management unit permits the player to challenge the missions of the second group when the degree of achievement of the missions of the first group reaches a first achievement condition; 3. The information processing device according to claim 1 or 2.

[0082] According to Appendix 3, the player will try to complete the missions of the first group in order to challenge the missions of the second group, which can encourage the player to play the quest repeatedly.

[0083] <Appendix 4> the management unit permits the player to challenge the mission of the second group when the player has used the effect to accomplish the mission of the first group, thereby causing the achievement level of the mission of the first group to reach a first achievement condition; 4. The information processing device according to claim 3.

[0084] According to Appendix 4, the player may use the effect to try to complete the missions of the first group in order to challenge the missions of the second group, which may encourage the player to play the quest repeatedly.

[0085] <Appendix 5> the management unit permits the player to play a predetermined quest when the degree of achievement of the mission reaches a second achievement condition and the number of the effects available to the player satisfies a predetermined condition. 5. The information processing device according to any one of appendices 1 to 4.

[0086] According to Appendix 5, in order to play a given quest, the player will try to complete more missions and increase the number of available effects, which can encourage the player to play the quest repeatedly.

[0087] <Appendix 6> the one or more quests include a first quest and a second quest; the control unit does not exert the effect in the first quest, and exerts the effect in the second quest. 6. The information processing device according to any one of Supplementary Notes 1 to 5.

[0088] According to Appendix 6, since it is possible to make the effect only applicable to the second quest, the player can play the second quest more advantageously than the first quest.

[0089] <Appendix 7> a reception unit that, when a selection of the second quest as a quest to be played is received from the player and when a usable effect exists, receives a selection of the effect to be exerted in the second quest; 7. The information processing device according to claim 6.

[0090] According to Appendix 7, the player will be able to select the effect to be exerted in the second quest.

[0091] <Appendix 8> when a quest is executed in which a first player and a second player play together, the control unit controls an effect that is exerted on the first player but is not set to be usable for the second player to be exerted on the second player as well; An information processing device according to any one of Supplementary Notes 1 to 7.

[0092] According to Appendix 8, by playing a quest collaboratively, the second player can activate effects that would not normally be available to the second player, thereby promoting the playing of the quest in collaboration.

[0093] <Appendix 9> the control unit controls an effect that is set to be usable by the first player so that the effect is enabled for a period from when the effect is used until a first period has elapsed, and controls so that the effect is not usable for a period from when the first period has elapsed until a second period has elapsed. 9. The information processing device according to claim 8.

[0094] According to Appendix 9, the period during which the effect can be activated is limited, allowing players to play quests while considering the timing of using the effect.

[0095] <Appendix 10> a display control unit that displays a status including whether an effect that is set to be usable by the first player is enabled on a screen that accepts players to participate in the quest to be played jointly; 10. The information processing device according to claim 8 or 9.

[0096] According to Appendix 10, when playing a quest together, players participating in the quest can check whether the effect is active for the first player before joining the quest.

[0097] <Appendix 11> An information processing method performed by an information processing device, managing progress of a plurality of missions in one or more quests; controlling effects that the player can use in the quest according to the achievement level; An information processing method, including:

[0098] According to Appendix 11, it is possible to provide a technology that can encourage players to play quests repeatedly.

[0099] <Appendix 12> On the computer, managing progress of a plurality of missions in one or more quests; controlling effects that the player can use in the quest according to the achievement level; A program to execute.

[0100] According to Appendix 12, it is possible to provide a technology that can encourage players to play quests repeatedly. [Explanation of symbols]

[0101] 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...player management DB, 100b...mission definition DB, 100c...effect setting DB, 100d...effect management DB, 110...game control unit, 111...reception unit, 112...management unit, 113...effect control unit, 114...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit

Claims

[Claim 1] a management unit that manages the achievement levels of multiple missions in one or more quests; a control unit that controls effects that a player can use in the quest according to the achievement level; An information processing device having the above.

Citation Information

Patent Citations

  • Control program, game device, and control method

    JP2020044320A