Information processing device

The information processing device allows users to choose between consuming game points or not, addressing the issue of gameplay pauses due to insufficient points, enabling continuous practice and active gameplay.

JP2025161889APending Publication Date: 2025-10-24SEGA CORP
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Patent Information

Application Number
JP2025135581
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-18
Publication Date
2025-10-24

AI Technical Summary

Technical Problem

Users in games are discouraged from playing due to insufficient game points, leading to a pause in gameplay and potential dropout.

Method used

An information processing device that allows users to choose between consuming their own game points or not to play game stages, with varying rewards based on the choice, ensuring continuous gameplay without pausing.

Benefits of technology

Enables users to practice game stages without point consumption, encouraging active play and preventing dropout by allowing continuous gameplay.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025161889000001_ABST
    Figure 2025161889000001_ABST
Patent Text Reader

Abstract

To provide no timing to interrupt a game.SOLUTION: An information processing device of the present invention stores game points associated with a plurality of game stages and game points possessed by each user associated with a plurality of users, allows a game play in a game stage by deducting the game points in the game stage from the game points of a user when the user selects a first operation among the first operation in which the game points of the user are consumed to start a game play in the game state and a second operation in which the game points of the user are not consumed to start a game play, allows a game play in the game stage without dedicating the game points of the user when the second operation is selected, and gives less reward to the user when the game play is started by the second operation than when the game play is started by the first operation.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] An information processing device is known that executes a game in which game play in a game stage (quest) is permitted by subtracting game points associated with the game stage from the user's game points (stamina value), and the user's game points that were lost after the game play are restored over time, etc. (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6075673 Summary of the Invention [Problem to be solved by the invention]

[0004] In such games, if the user's game points are less than the game points associated with a game stage (i.e., if the user's game points are insufficient), the user cannot immediately play the game at that game stage and must wait for the game points to be restored, which gives the user an opportunity to pause the game, and as a result, there is a risk that the user will drop out of the game.

[0005] The present invention has been made in view of the above circumstances, and its purpose is to prevent the user from having an opportunity to pause the game. [Means for solving the problem]

[0006] The main invention of the present invention to solve the above problems is: a game stage information storage unit that stores game points in association with each of a plurality of game stages; a user information storage unit that stores game points owned by each of a plurality of users in association with each of the users; a game progression unit which, when the first operation is selected by the user, permits game play in the game stage by deducting game points associated with the game stage from the user's game points, and when the second operation is selected by the user, permits game play in the game stage without deducting game points associated with the game stage from the user's game points; and a reward granting unit that grants a smaller reward to the user for game play in the game stage when game play in the game stage is started by the second operation than when game play in the game stage is started by the first operation; The information processing device is characterized by comprising: With such an information processing device, although rewards differ depending on the game stage played, the user can choose to play the game either by consuming their own game points or without consuming their own game points. Therefore, for example, before attempting actual play of a game stage that requires point consumption, a play method is possible in which the user tries out a practice play of that game stage without consuming points. This allows the user to continue playing the game without giving the user an opportunity to pause the game.

[0007] Furthermore, it is desirable that the game progression unit permits game play in the next game stage that follows after the game stage is cleared only if game play in the game stage is started by the first operation. This means that users cannot play the next game stage after clearing that stage unless they use their game points to play the game. As a result, users are encouraged to not only try out practice plays of a game stage without using points, but also to actively try out actual plays of that game stage, which require the use of points.

[0008] Furthermore, it is desirable that the game progression unit, after game play in the game stage is started by the second operation and a predetermined condition is met in the game stage, allows replay in the game stage only if the first operation is selected by the user. This makes it possible to restrict users from playing games without consuming their own game points.

[0009] Furthermore, it is desirable that the game progression unit allows replay of the game stage only when the first operation is selected by the user, provided that the number of game points held by the user is greater than the game points associated with the game stage. This allows users with a large number of game points to be encouraged to try playing a game stage in real play, which involves consuming points, rather than trying to practice playing the game stage without consuming points.

[0010] Furthermore, when the second operation is selected by the user, it is desirable that the game progression unit allows only partial game play in the game stage without deducting the game points associated with the game stage from the user's game points. This allows users to vary the play content even for the same game stage, so that they can not only try out practice plays of the game stage without consuming points, but also actively try out actual play of that game stage, which requires consuming points.

[0011] Furthermore, it is desirable that the game progression unit continues game play through the entire game stage only when game play in the game stage is started by the second operation. This allows the user to practice to the end of a game stage without consuming points, making it easier for the user to try playing the game stage in real play, which requires consuming points.

[0012] a game stage information storage unit that stores game points in association with each of the plurality of game stages; a user information storage unit that stores game points owned by each of a plurality of users in association with each of the users; a game progression unit that, when the first operation is selected by the user, permits game play in the game stage by subtracting the game points associated with the game stage from the game points of the user by the first amount, and when the second operation is selected by the user, permits game play in the game stage by subtracting the game points associated with the game stage from the game points of the user by the second amount, out of a first operation for starting game play in the game stage by consuming a first amount of the user's game points and a second operation for starting game play in the game stage by consuming a second amount less than the first amount of the user's game points; a reward granting unit that grants a smaller reward to the user for game play in the game stage when game play in the game stage is started by the second operation than when game play in the game stage is started by the first operation; The information processing device is characterized by comprising: According to this information processing device, although rewards given vary depending on the game play in a game stage, the user can choose to play the game by deducting his / her own game points by a first amount, or by deducting his / her own game points by a second amount less than the first amount. Therefore, for example, before attempting actual play in a game stage that requires the consumption of many points, a play method is possible in which the user tries out a practice play in that game stage, which requires the consumption of few points. This allows the user to continue playing the game without having to pause the game.

[0013] Also, the computer a game stage information storage means for storing game points in association with each of a plurality of game stages; a user information storage means for storing game points owned by each of a plurality of users in association with each of the users; a game progression means for permitting game play in the game stage by subtracting game points associated with the game stage from the game points of the user when the first operation is selected by the user from among a first operation for starting game play in the game stage by consuming the user's own game points and a second operation for starting game play in the game stage without consuming the user's own game points, and for permitting game play in the game stage without subtracting game points associated with the game stage from the game points of the user when the second operation is selected by the user; a reward providing means for providing a smaller reward to the user for game play in the game stage when game play in the game stage is started by the second operation than when game play in the game stage is started by the first operation; This is a program that functions as a Such a program allows the user to continue playing the game without giving the user an opportunity to pause the game. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a configuration diagram illustrating an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer according to the present embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device according to the present embodiment. [Figure 4] FIG. 2 is a functional block diagram illustrating an example of a client terminal according to the present embodiment. [Figure 5] 10 is a flowchart illustrating an example of the operation of the information processing system 1 according to the present embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of quest information. [Figure 7] FIG. 10 is an image diagram showing a play mode selection screen. [Figure 8] FIG. 10 is an image diagram showing a first game result screen. [Figure 9] FIG. 10 is an image diagram showing a second game result screen. [Figure 10] FIG. 10 is a diagram illustrating an example of user information. [Figure 11] FIG. 2 is a diagram illustrating an example of history information. [Figure 12] FIG. 10 is an image diagram showing a third game result screen. [Figure 13] FIG. 10 is an image diagram showing a fourth game result screen. DETAILED DESCRIPTION OF THE INVENTION

[0015] The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, and information processing systems that employ games in which game points are repeatedly consumed and restored.

[0016] [Embodiment] <System configuration> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, the information processing system 1 according to this embodiment has one or more client terminals 10 and a server device 20 connected via a network N.

[0017] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet, etc., and includes a mobile wireless base station, etc.

[0018] In addition to the client-server information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device by providing a separate mechanism for in-game billing processing. The information processing system 1 in Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured as a distributed system across multiple computers.

[0019] <Hardware configuration> <<Client terminal and server device>> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and the server device 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.

[0020] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, all of which are interconnected by a bus line B. The input device 55 and the display device 56 may be connected and used when necessary.

[0021] The CPU 51 is a computing device that controls the entire computer and realizes its functions by reading programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0022] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0023] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.

[0024] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.

[0025] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0026] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.

[0027] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.

[0028] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0029] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.

[0030] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.

[0031] <Software configuration> Server device 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG.

[0032] The server device 20 according to this embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0033] The server control unit 200 has the function of executing processes related to various games. The server control unit 200 includes a game progression unit 201, a reward granting unit 202, and a display control unit 203.

[0034] The game progression unit 201 controls the progress of the game based on game operations received from the user by the client terminal 10. In this embodiment, when the first operation is selected by the user from among a first operation for starting game play at a game stage by consuming the user's game points and a second operation for starting game play at that game stage without consuming the user's game points, the game progression unit 201 permits game play at that game stage by subtracting the game points associated with that game stage from the user's game points. On the other hand, when the second operation is selected by the user, game play at that game stage is permitted without subtracting the user's game points.

[0035] When game play is started, the reward granting unit 202 grants a reward to the user according to the result of playing the game. In this embodiment, the reward granting unit 202 grants a smaller reward to the user for game play in a game stage when game play in that game stage is started by the second operation than when game play in that game stage is started by the first operation.

[0036] The display control unit 203 controls the screen display of the client terminal 10. In this embodiment, the display control unit 203 generates data for various game screens in accordance with the progress of the game executed by the game progression unit 201, and controls the screen display of the client terminal 10.

[0037] The server storage unit 220 has a function of storing information related to various games. The server storage unit 220 includes a character information storage unit 221, a user information storage unit 222, and a quest information storage unit 223.

[0038] The character information storage unit 221 is an example of a content information storage unit, and stores character information (content information) related to characters as an example of content. The character information stored in the character information storage unit 221 includes various characters used in a fighting game.

[0039] The user information storage unit 222 stores user information about the user. The user information stored in the user information storage unit 222 includes various characters owned by the user, game points, recovery items, history information of games played by the user, and the like.

[0040] The quest information storage unit 223 is an example of a game stage information storage unit, and stores quest information (game stage information) related to quests as an example of a game stage. The quest information stored in the quest information storage unit 223 includes information such as various characters that appear in the quest, game points required for game play, and obtainable rewards.

[0041] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0042] <<Client terminal>> 4 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG.

[0043] The client terminal 10 according to this embodiment executes a program to implement a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.

[0044] The operation receiving unit 150 receives operations from a user who operates the client terminal 10. The client control unit 100 also performs processing related to the game on the client terminal 10. The request sending unit 101 sends a request to the server device 20 based on the content of the operation received from the user by the operation receiving unit 150. The response receiving unit 102 receives a response such as a processing result in response to the request sent by the request sending unit 101 to the server device 20.

[0045] Furthermore, the client storage unit 120 stores information required by the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under control of the server device 20.

[0046] As described above, in the information processing system 1 according to this embodiment, the server device 20 controls the game progress and display, but these may also be performed by the client terminal 10. Specifically, at least some of the functional units of the server control unit 200 may be configured not to be provided in the server control unit 200 of the server device 20, but may be provided in the client control unit 100 of the client terminal 10.

[0047] The client control unit 100 of the client terminal 10 may be of a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs game-related processing. The client control unit 100 of the client terminal 10 may be of an application type that performs game-related processing based on an installed application.

[0048] <Game Overview> Here, an overview of the game in this embodiment will be described. The games provided by the information processing system 1 according to this embodiment include a battle game in which a character owned by a user is pitted against an enemy character.

[0049] In the battle game of this embodiment, multiple types of quests are set according to the difficulty level. A user can form a party using characters and the like that he or she owns, and by selecting one of the multiple types of quests, challenge that quest with his or her party. Each quest is set with an enemy character that will be the party's opponent. When an enemy character that will be the opponent appears during gameplay in a quest, a battle begins between the enemy character that has appeared and the characters that make up the party.

[0050] In this embodiment, each quest is assigned a set of game points. A user can start playing a quest by consuming the game points of the quest they have selected from their own game points, or they can start playing a quest without consuming their own game points.

[0051] In this embodiment, the reward given to the user for playing the quest is set to be less if the user starts playing the quest without consuming his / her own game points than if the user starts playing the quest by consuming his / her own game points.

[0052] In other words, even if the user plays the same quest, the reward given to the user will be different, but depending on the user's choice, the user can play the game by consuming their own game points or without consuming their own game points.

[0053] Therefore, for example, before a user starts playing a quest in real life by consuming their game points and aiming to earn a reward, they can try out a practice play of the quest without consuming their game points, even though they cannot expect to earn a reward.

[0054] This means that the user does not have to give up on the game due to a lack of points, and there is no opportunity for the user to stop playing the game. As a result, it is possible for the user to continue playing the competitive game without having to drop out.

[0055] <Operation> FIG. 5 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment.

[0056] When the menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to start a competitive game. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0057] The game progression unit 201 of the server device 20 accepts operation content for starting a competitive game from the client terminal 10, and requests the display control unit 203 to execute screen display control so as to display a quest selection screen on the client terminal 10 (step S11).

[0058] Specifically, when the display control unit 203 of the server device 20 is requested by the game progression unit 201 to execute screen display control, it refers to the quest information stored in the quest information storage unit 223 and controls the display of a quest selection screen on the screen display unit 160 of the client terminal 10, which displays a list of quests that are available for selection by the user.

[0059] 6 is a diagram showing an example of quest information, which includes items such as a quest ID, a name, a difficulty level, game points, enemy characters, and obtainable characters.

[0060] The quest ID is information for uniquely identifying a quest. The name is information indicating the name of the quest. The difficulty level is information indicating how easy it is to complete the quest. The game points are information indicating the amount of points required to play the quest by consuming one's own game points. The enemy characters are information indicating various characters (including boss characters) that appear in the quest. The obtainable characters are an example of a reward given to the user, and are information indicating various characters that can be obtained based on a predetermined probability when the quest is completed. Here, the obtainable characters are set only when playing the quest by consuming one's own game points.

[0061] Next, when the quest selection screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation to specify one of the quests on the client terminal 10. When the user performs an operation to specify one of the quests, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the quest specification by the user (step S12).

[0062] The request sending unit 101 of the client terminal 10 then makes a request to the server device 20 based on the operation content accepted from the user by the operation acceptance unit 150. Upon accepting the operation content from the client terminal 10, the game progression unit 201 of the server device 20 requests the display control unit 203 to execute screen display control so as to display a play mode selection screen on the client terminal 10 (step S13).

[0063] Specifically, when the display control unit 203 of the server device 20 is requested by the game progression unit 201 to execute screen display control, it controls the display of a play mode selection screen on the screen display unit 160 of the client terminal 10 to select a play mode in which game play is started by consuming the user's game points, or a play mode in which game play is started without consuming the user's game points.

[0064] 7 is an image diagram showing a play mode selection screen 500. A quest display area 501 and a play mode selection operation area 502 are displayed on this play mode selection screen 500.

[0065] The name of the quest selected by the user from the list is displayed in the quest display area 501. The play mode selection operation area 502 includes an operation button 502a for starting game play by consuming the user's game points, and an operation button 502b for starting game play without consuming the user's game points. The operation button 502a is labeled "Start play with 'points consumed'," and the operation button 502b is labeled "Start play without 'points consumed'."

[0066] A user who wishes to start playing a game by consuming his / her own game points performs an operation (first operation) on the client terminal 10 to select the operation button 502a (start playing "with points consumed") when the play mode selection screen 500 is displayed on the screen display unit 160 of the client terminal 10. On the other hand, a user who wishes to start playing a game without consuming his / her own game points performs an operation (second operation) on the client terminal 10 to select the operation button 502b (start playing "without points consumed") when the play mode selection screen 500 is displayed on the screen display unit 160 of the client terminal 10.

[0067] Then, the operation accepting unit 150 of the client terminal 10 accepts an operation from the user to start playing "with point consumption" or an operation to start playing "without point consumption" (step S14). The request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user.

[0068] Returning to Figure 5, the game progression unit 201 of the server device 20 receives the operation content from the client terminal 10 and determines whether or not it has received an operation from the user to start playing with "point consumption" (selection of operation button 502a) (step S15).

[0069] As a result of this determination, if an operation to start playing "with points consumed" is accepted from the user, the process proceeds to step S21, which will be described later. On the other hand, if an operation to start playing "with points consumed" is not accepted from the user (if an operation to start playing "without points consumed" is accepted), the process proceeds to the next step S16.

[0070] Next, if the game progression unit 201 of the server device 20 determines that an operation to start playing without consuming points has been accepted, it starts the practice match processing without consuming the user's game points (step S16).

[0071] Specifically, the game progression unit 201 of the server device 20 executes battle processing for a quest specified by the user based on the difficulty level set in the quest information stored in the quest information storage unit 223. When the game progression unit 201 of the server device 20 receives an operation to start play without consuming points, the game progression unit 201 allows only part of the game play for the quest specified by the user, since the main purpose is to allow the user to practice. For example, the game progression unit 201 of the server device 20 only allows enemy characters other than boss characters set in the quest information stored in the quest information storage unit 223 to appear as opponents for the party used by the user in the battle. In other words, if game play is started without consuming points, the user will not be able to battle the boss character set in that quest.

[0072] Next, the game progression unit 201 of the server device 20 determines whether the user has cleared the quest as a result of battles between the characters that make up the user's party and the enemy characters that appeared in the quest (step S17).

[0073] Specifically, the game progression unit 201 of the server device 20 determines that a user has cleared a quest if all enemy characters that appeared in the quest are defeated by the user's party, and determines that the user has not cleared the quest if all enemy characters that appeared in the quest are not defeated.

[0074] If it is determined that the user has completed the quest, the process proceeds to step S19, which will be described later. On the other hand, if it is determined that the user has not completed the quest, the process proceeds to the next step S18.

[0075] Next, if it is determined that the user has not completed the quest, the game progression unit 201 of the server device 20 requests the display control unit 203 to execute screen display control so as to display the first game result screen on the client terminal 10 (step S18).

[0076] Specifically, when the display control unit 203 of the server device 20 is requested by the game progression unit 201 to execute screen display control, it controls the display of a first game result screen on the screen display unit 160 of the client terminal 10 to guide the user to a play mode in which game play can begin without consuming the user's game points.

[0077] 8 is an image diagram showing a first game result screen. This first game result screen 550 displays a game result display area 551 and a game operation selection area 552. The game result display area 551 displays that the user was unable to complete the quest. The game operation selection area 552 includes an operation button 552a for resuming game play in the same quest that the user was unable to complete without consuming game points, and an operation button 552b for transitioning to a menu screen.

[0078] Operation button 552a is labeled "Resume play of the same quest without consuming points." When the user selects operation button 552a on first game result screen 550, the user can be directed to a game screen where they can try again to play the quest they were unable to clear in practice. Therefore, a user who wants to try again a quest that they were unable to clear in practice can move from the menu screen to the quest selection screen, select the quest again from the list, and then move from the quest selection screen to the play mode selection screen and select the "without consuming points" play mode again, thereby saving the user the trouble of performing operations.

[0079] Returning to Figure 5, if the game progression unit 201 of the server device 20 determines through the determination processing of step S17 described above that the user has completed the quest, it updates the user's history information (step S19).

[0080] Specifically, the game progression unit 201 of server device 20 obtains the user's history information by referencing the user information stored in the user information storage unit 222. The game progression unit 201 of server device 20 then updates the obtained history information and registers necessary information regarding quests that the user has completed.

[0081] 9 is a diagram showing an example of user information, which includes items such as user ID, name, rank, owned characters, party, owned points (current value / maximum value), recovery items, and history information.

[0082] The user ID is information for uniquely identifying a user. The name is information indicating the user's user name. The rank is information indicating the user's current game level. The owned characters are information indicating one or more various characters the user currently owns. The party is information indicating each character that makes up the user's party. The owned points are information indicating the number of game points the user currently owns (current value). These owned points are set to automatically recover a predetermined amount over time after being consumed. Here, a maximum number of game points the user can own is also set. This maximum value varies depending on the user's rank. The recovery items are information indicating the number of recovery items the user owns. By using these recovery items, the user's owned points can be recovered by a predetermined amount. The history information is information about the user's play history.

[0083] 10 is a diagram showing an example of history information, which includes items such as history ID, quest, cleared date and time, score at the time of clearing, and points used.

[0084] The history ID is information for uniquely identifying the user's play history. The quest is information indicating the quest that the user has cleared. The cleared date and time is information indicating the date and time when the cleared quest was played. The score at the time of clearing is information indicating the score the user obtained when the quest was cleared. The point consumption is information indicating whether the user started playing the quest by consuming their own game points.

[0085] Returning to Figure 5, when the user's historical information is updated in this manner, the game progression unit 201 of the server device 20 requests the display control unit 203 to execute screen display control so as to display a second game result screen on the client terminal 10 (step S20).

[0086] Specifically, when the display control unit 203 of the server device 20 is requested by the game progression unit 201 to execute screen display control, it controls the display of a second game result screen on the screen display unit 160 of the client terminal 10 to guide the user to a play mode in which the user consumes game points to begin game play.

[0087] 11 is an image diagram showing the second game result screen. This second game result screen 600 displays a game result display area 601 and a game operation selection area 602. The game result display area 601 displays the fact that the user has cleared the quest as a game result. The game operation selection area 602 includes an operation button 602a for consuming game points to resume game play in the same quest as the cleared quest, and an operation button 602b for transitioning to a menu screen.

[0088] Operation button 602a is labeled "Resume play of the same quest with 'point consumption'." When the user selects operation button 602a on the second game result screen 600, the user can be directed to a game screen for playing the actual quest that was cleared in practice play. Therefore, a user who wants to challenge the actual quest that they cleared in practice can avoid having to transition from the menu screen to the quest selection screen, select the quest again from the list, and then transition from the quest selection screen to the play mode selection screen to select the "point consumption" play mode, thereby saving the user the trouble of performing operations.

[0089] Returning to Figure 5, if the game progression unit 201 of the server device 20 determines through the judgment process of step S15 described above that an operation to start playing with "point consumption" has been accepted, it determines whether the user has insufficient game points (step S21).

[0090] Specifically, the game progression unit 201 of the server device 20 references the user information stored in the user information storage unit 222 and the quest information stored in the quest information storage unit 223, and determines whether the game points held by the user are equal to or greater than the game points set for the quest. If the game points held by the user are equal to or greater than the game points set for the quest, it is determined that there is no point shortage, and if the game points held by the user are less than the game points set for the quest, it is determined that there is a point shortage.

[0091] 5, if it is determined in the determination process of step S21 that the user has insufficient game points, the process returns to the process of step S13 described above, and the user is prompted to select a play mode on the play mode selection screen 500. On the other hand, if it is determined that the user has enough game points, the process proceeds to the next step S22.

[0092] Next, if it is determined that the user has enough game points, the game progression unit 201 of the server device 20 executes processing to consume the game points possessed by the user (step S22).

[0093] Specifically, the game progression unit 201 of the server device 20 consumes game points by subtracting the game points associated with the quest set in the quest information stored in the quest information storage unit 223 from the user's owned points set in the user information stored in the user information storage unit 222.

[0094] Next, the game progression unit 201 of the server device 20 accepts an operation from the user to start play with "point consumption," and starts the actual battle processing (step S23).

[0095] Specifically, the game progression unit 201 of the server device 20 executes battle processing for the quest specified by the user based on the difficulty level set in the quest information stored in the quest information storage unit 223. When the game progression unit 201 of the server device 20 receives an operation to start play with "point consumption," the game progression unit 201 allows game play for all quests specified by the user, because the main purpose is to allow the user to take on the real thing rather than just practice. For example, the game progression unit 201 of the server device 20 causes all enemy characters set in the quest information stored in the quest information storage unit 223 to appear as opponents for the party used by the user in the battle. In other words, when game play is started with "point consumption," the user will be able to battle the boss character set in that quest.

[0096] Next, the game progression unit 201 of the server device 20 determines whether the user has cleared the quest as a result of battles between the characters that make up the user's party and the enemy characters that appeared in the quest (step S24).

[0097] Specifically, the game progression unit 201 of the server device 20 determines that a user has cleared a quest if all enemy characters that appeared in the quest are defeated by the user's party, and determines that the user has not cleared the quest if all enemy characters that appeared in the quest are not defeated.

[0098] If it is determined that the user has completed the quest, the process proceeds to step S26, which will be described later. On the other hand, if it is determined that the user has not completed the quest, the process proceeds to the next step, S25.

[0099] Next, if it is determined that the user has not completed the quest, the game progression unit 201 of the server device 20 requests the display control unit 203 to execute screen display control so as to display a third game result screen on the client terminal 10 (step S25).

[0100] Specifically, when the display control unit 203 of the server device 20 is requested by the game progression unit 201 to execute screen display control, it controls the display unit 160 of the client terminal 10 to display a third game result screen that guides the user to a play mode in which game play can begin without consuming the user's game points.

[0101] 12 is an image diagram showing the third game result screen. This third game result screen 650 displays a game result display area 651 and a game operation selection area 652. The game result display area 651 displays that the user was unable to complete the quest. The game operation selection area 652 includes an operation button 652a for resuming game play in the same quest that the user was unable to complete without consuming game points, and an operation button 652b for transitioning to the menu screen.

[0102] Operation button 652a is labeled "Resume play of the same quest without consuming points." When the user selects operation button 652a on the third game result screen 650, the user can be directed to a game screen for practice play of the quest that was not cleared in the actual play. Therefore, a user who wants to practice a quest that they were unable to clear in the actual play can move from the menu screen to the quest selection screen and select the quest again from the list, without having to move from the quest selection screen to the play mode selection screen and select the "without consuming points" play mode again, thereby saving the user the trouble of operation.

[0103] Returning to Figure 5, if the game progression unit 201 of the server device 20 determines through the determination process of step S24 described above that the user has completed the quest, it updates the user's history information (step S26).

[0104] Specifically, the game progression unit 201 of server device 20 obtains the user's history information by referencing the user information stored in the user information storage unit 222. The game progression unit 201 of server device 20 then updates the obtained history information and registers necessary information regarding quests that the user has completed.

[0105] Next, once the user's historical information has been updated in this way, the game progression unit 201 of the server device 20 executes processing to award the user a reward for completing the quest (step S27).

[0106] Specifically, the reward granting unit 202 of the server device 20 refers to the quest information stored in the quest information storage unit 223 and determines, based on a predetermined probability, whether to grant the user a character that can be acquired when the quest is cleared. Note that the predetermined probability may be set to 100% to ensure that the user acquires the character as a reward.

[0107] Next, once the reward has been awarded to the user in this manner, the game progression unit 201 of the server device 20 requests the display control unit 203 to execute screen display control so as to display a fourth game result screen on the client terminal 10 (step S28).

[0108] Specifically, when the display control unit 203 of the server device 20 is requested by the game progression unit 201 to execute screen display control, it controls the display of a fourth game result screen on the screen display unit 160 of the client terminal 10 to guide the user to the quest selection screen.

[0109] FIG. 13 is an image diagram showing the fourth game result screen. This fourth game result screen 700 displays a game result display area 701, a clear reward display area 702, and a game operation selection area 703. The game result display area 701 displays the fact that the user has cleared the quest as a game result. The clear reward display area 702 displays that a reward has been awarded for clearing the quest. The game operation selection area 703 includes an operation button 703a for transitioning to a quest selection screen. When the user selects the operation button 703a on the fourth game result screen 700, the user is returned to the quest selection screen, where they can select the next quest to play from a list.

[0110] As described above, according to the information processing system 1 of this embodiment, a user who has specified a quest can either play the game by consuming their own game points or without consuming their own game points, depending on the user's selection. When playing the game by consuming their own game points, the user can earn a reward for clearing the quest, unlike when playing the game without consuming their own game points. This allows a user to try out a practice play of a quest without consuming points before attempting actual play of the quest, which requires consuming points. As a result, the user is not given an opportunity to pause the competitive game, allowing the user to continue playing the game without abandoning the competitive game.

[0111] [Other embodiments] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.

[0112] <Quest play content> In the above embodiment, when a user starts gameplay of a quest "without consuming points," only part of the quest is permitted, and when a user starts gameplay of a quest "with consuming points," all of the quest is permitted. However, the present invention is not limited to this. For example, all of the quest may be permitted, not only when the user starts gameplay of a quest "with consuming points," but also when the user starts gameplay of a quest "without consuming points." This allows practice play against the boss character set for that quest.

[0113] Furthermore, in the above-described embodiment, the quest difficulty level is the same when the user starts gameplay of a quest "without consuming points" and when the user starts gameplay of a quest "with consuming points." However, the present invention is not limited to this. For example, when the user starts gameplay of a quest "without consuming points," the quest difficulty level may be controlled to be higher than when the user starts gameplay of a quest "with consuming points." In this case, even when the user starts gameplay of a quest "without consuming points," a reward may be awarded for completing the quest. This allows for challenging play for advanced players, such as trying to complete a quest without using their own game points.

[0114] Furthermore, in the above-described embodiment, the game progression unit 201 can also control the play content of a quest as follows. For example, when a user starts gameplay of a quest with "point consumption," the quest is terminated midway if a play cancellation condition is met (for example, the HP of all characters in the user's party drops to zero after being attacked by an enemy character), whereas when gameplay of a quest is started with "no point consumption," the quest is controlled so that the game is played to the end without being terminated midway. This allows practice play of all quests without interruption.

[0115] <Reward Granting> In the above embodiment, an example was described in which a user starts gameplay of a quest with "consuming points" and is awarded a character as a reward when the quest is cleared, but the present invention is not limited to this. For example, the user's reward could be a significant increase in the ability parameters (attack power, defense power, HP, etc.) set for the characters that make up the user's party, a significant increase in the user's score, the awarding of a recovery item, etc.

[0116] Furthermore, in the above-described embodiment, an example was described in which when a user starts playing a quest game "with points," a reward is awarded for completing the quest, and when a user starts playing a quest game "without points," no reward is awarded even if the quest is completed. However, the present invention is not limited to this. For example, when a user starts playing a quest game "without points," the reward may be smaller than when the user starts playing a quest game "with points." Specifically, when a user starts playing a quest game "without points," only one character may be awarded as a reward for completing the quest, and when a user starts playing a quest game "with points," multiple characters may be awarded as a reward for completing the quest.

[0117] <Play Restrictions> In the above-described embodiment, if the user selects an operation (second operation) on the play mode selection screen 500 to start play of a quest without consuming points and then, after a predetermined condition is met for that quest, the quest may be restricted from being replayed unless the user selects an operation (first operation) to start play with points. In other words, the game progression unit 201 may permit replay of a quest only if game play of a quest is started with the second operation and, after a predetermined condition is met for that quest, the user selects the first operation. This makes it possible to restrict the user from repeatedly playing the game without consuming their game points.

[0118] This specified condition may be that the score obtained by playing the quest "without consuming points" is equal to or greater than a specified score, that the number of times the quest has been cleared by playing "without consuming points" has reached a specified number, or that the number of times the quest has been played "without consuming points" has reached a specified number.

[0119] Furthermore, it is also possible to add a condition that the user possesses more game points than the game points associated with the quest. In other words, the game progression unit 201 may permit replay of the quest only when the first operation is selected by the user, on the condition that the user possesses more game points than the game points associated with the quest. This makes it possible to transition from practice play of the quest to actual play. It also encourages point consumption.

[0120] <Unlock next quest> In the above-described embodiment, if the user selects an operation (second operation) on the play mode selection screen 500 to start play without consuming points and starts gameplay of a quest, the subsequent quest may be restricted from being played after the quest is completed. On the other hand, if the user selects an operation (first operation) to start play with consuming points and starts gameplay of a quest, the subsequent quest may be released for play after the quest is completed. In other words, the game progression unit 201 may permit gameplay of the next quest following completion of the quest only if gameplay of the quest is started by the first operation. This allows the user to progress through quests one after the other without consuming their own game points, creating a sense of tension during the actual play of the quest. It also encourages point consumption.

[0121] <Continue> In the above-described embodiment, when a user selects an operation (second operation) to start play "without consuming points" on the play mode selection screen 500 and starts game play of a quest, the user may be unable to continue if the quest is not completed, but when a user selects an operation (first operation) to start play "with consuming points" and starts game play of a quest, the user may be able to continue if the quest is not completed. This can restrict the user from repeatedly playing the game without consuming their own game points.

[0122] <Game Point Consumption> In the above embodiment, the user can select an operation (first operation) for starting play "with points consumed" or an operation (second operation) for starting play "without points consumed" on the play mode selection screen 500, and the reward given to the user for playing the game in the quest is smaller when the user selects the second operation to start play than when the user selects the first operation to start play (i.e., the user receives a completion reward when the user selects the first operation to start play, but does not receive a completion reward when the user selects the second operation to start play). However, the present invention is not limited to this. For example, it is also possible to allow the user to select an operation (first operation) for starting play by consuming a first amount of the user's game points or an operation (second operation) for starting play by consuming a second amount of game points that is less than the first amount, and to give the user a smaller reward for playing the game in the quest when the user selects the second operation to start play than when the user selects the first operation to start play.

[0123] The game points consumed by the user playing each quest may be the same fixed value (common value) or may be different values. For example, the amount consumed may vary based on the stage or type of quest, the number of times the same quest has been played, the user's gameplay proficiency, etc.

[0124] <Contents> In the above embodiment, the content is described as a character set in the character information, but the content of the present invention is not limited to this. For example, the content may be an item, a card, a figure, an avatar, etc.

[0125] <Game Contents> In the above embodiment, a battle game in which a character owned by a user is pitted against an enemy character has been described as an example, but the game content of the present invention is not limited to this. For example, the game content may be a puzzle game, a sports game, a rhythm game (music game), etc. [Explanation of symbols]

[0126] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 computers 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Request sending unit 102 Response receiver 120 Client Storage 140 Client Communication Section 150 Operation reception section 160 Screen display section 200 Server control unit 201 Game Progression Department 202 Reward Division 203 Display control unit 220 Server Storage 221 Character Information Storage Unit 222 User information storage unit 223 Quest Information Storage Unit 240 Server Communication Department 500 Play mode selection screen 501 Quest display area 502 Play mode selection operation area 502a Operation button 502b Operation button 550 First Game Results Screen 551 Game result display area 552 Game operation selection area 552a Operation button 552b Operation button 600 Second Game Results Screen 601 Game result display area 602 Game operation selection area 602a Operation button 602b Operation button 650 Third Game Results Screen 651 Game result display area 652 Game operation selection area 652a Operation button 652b Operation button 700 4th Game Results Screen 701 Game result display area 702 Clear Reward Display Area 703 Game operation selection area 703a Operation button B Bus Line N Network

Claims

1. a game stage information storage unit that stores game points in association with each of a plurality of game stages; a user information storage unit that stores game points owned by each of a plurality of users in association with each of the users; a game progression unit which, when the first operation is selected by the user, permits game play in the game stage by deducting game points associated with the game stage from the user's game points, and when the second operation is selected by the user, permits game play in the game stage without deducting game points associated with the game stage from the user's game points; and a reward granting unit that grants a smaller reward to the user for game play in the game stage when game play in the game stage is started by the second operation than when game play in the game stage is started by the first operation; An information processing device comprising:

2. 2. The information processing device according to claim 1, the game progression unit permits game play in a next game stage following completion of the game stage only if game play in the game stage has been started by the first operation; 1. An information processing device comprising:

3. 3. The information processing device according to claim 1, the game progression unit allows replay of the game stage only when the first operation is selected by the user after game play in the game stage is started by the second operation and a predetermined condition is met in the game stage; 1. An information processing device comprising:

4. 4. The information processing device according to claim 3, the game progression unit permits a replay of the game stage only when the first operation is selected by the user, on the condition that the number of game points owned by the user is greater than the game points associated with the game stage; 1. An information processing device comprising:

5. An information processing device according to any one of claims 1 to 4, when the second operation is selected by the user, the game progression unit allows only a part of the game play in the game stage without deducting the game points associated with the game stage from the game points of the user; 1. An information processing device comprising:

6. An information processing device according to any one of claims 1 to 5, the game progression unit causes the game to be played to the end in all of the game stages only when game play in the game stages is started by the second operation; 1. An information processing device comprising:

7. a game stage information storage unit that stores game points in association with each of a plurality of game stages; a user information storage unit that stores game points owned by each of a plurality of users in association with each of the users; a game progression unit that, when the first operation is selected by a user, permits game play in the game stage by subtracting the game points associated with the game stage from the game points of the user by the first amount, and when the second operation is selected by the user, permits game play in the game stage by subtracting the game points associated with the game stage from the game points of the user by the second amount, out of a first operation for starting game play in the game stage by consuming a first amount of the user's game points and a second operation for starting game play in the game stage by consuming a second amount less than the first amount of the user's game points; a reward granting unit that grants a smaller reward to the user for game play in the game stage when game play in the game stage is started by the second operation than when game play in the game stage is started by the first operation; An information processing device comprising:

8. Computer, a game stage information storage means for storing game points in association with each of a plurality of game stages; a user information storage means for storing game points owned by each of a plurality of users in association with each of the users; a game progression means for permitting game play in the game stage by subtracting game points associated with the game stage from the game points of the user when the first operation is selected by the user from among a first operation for starting game play in the game stage by consuming the user's own game points and a second operation for starting game play in the game stage without consuming the user's own game points, and for permitting game play in the game stage without subtracting game points associated with the game stage from the game points of the user when the second operation is selected by the user; a reward providing means for providing a smaller reward to the user for game play in the game stage when game play in the game stage is started by the second operation than when game play in the game stage is started by the first operation; A program to function as a

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