Program and information processing device

The program and device streamline quest selection by identifying and prioritizing quests for acquiring missing content, enhancing player motivation through efficient and automated content acquisition.

JP2025168422APending Publication Date: 2025-11-07SEGA CORP
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Patent Information

Application Number
JP2025139341
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-25
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

Existing game systems require players to manually check and select quests to acquire missing material content, which is time-consuming and lacks motivation.

Method used

A program and information processing device that identifies missing content and automatically extracts quests where these items can be acquired, prioritizing quests based on probability, cost, time, and multiple content acquisition.

Benefits of technology

Motivates players to play quests by reducing effort and ensuring efficient acquisition of missing content.

✦ Generated by Eureka AI based on patent content.

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Abstract

To give a player a motivation to play a quest.SOLUTION: A program causes a computer to function as: reception means 52 for receiving the selection of one piece of content from the content possessed by a player; specification means 54 for specifying a plurality of pieces of deficient content deficient in the possessed content of all material content related to the selected one piece of content beforehand; extraction means 56 for extracting one or a plurality of quests that can acquire the plurality of pieces of specified deficient content respectively; and control means 58 for displaying a screen including each of the extracted quests and the deficient content that can be acquired in each of the quests.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Games that allow players to acquire content such as characters and items have been known.

[0003] In this regard, Patent Document 1 discloses a technique for displaying on a screen play events (for example, quests) in which material content (material characters) designated by a player can be acquired. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-47494 Summary of the Invention [Problem to be solved by the invention]

[0005] However, with the technology described in Patent Document 1, if multiple pieces of material content are missing from all of the material content pre-associated with a single piece of content, the player must specify each of the missing pieces of content and check which quests are available for acquisition. This requires time and effort to check which quests to play, which poses a problem of not providing the player with the motivation to play the quests.

[0006] The present invention has been made in view of the above-mentioned problems, and its object is to provide a program and an information processing device that can motivate players to play quests. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: an accepting means for accepting the selection of one piece of content from among the content owned by the player; an identifying means for identifying multiple pieces of missing content that are missing from the owned content among all material content pre-associated with the selected piece of content; an extracting means for extracting one or more quests in which each of the identified multiple pieces of missing content can be acquired; and a control means for displaying a screen including each of the extracted quests and the missing content that can be acquired in each of the quests.

[0008] In addition, in a second aspect of the present invention, the receiving means receives an execution request to execute some or all of the displayed quests, and the control means executes some or all of the quests in response to the execution request.

[0009] In a third aspect of the present invention, the control means executes a plurality of quests in a batch in response to an execution request for executing the plurality of quests.

[0010] In addition, in a fourth aspect of the present invention, when there are a plurality of quests that can acquire a single piece of missing content, the extraction means preferentially extracts a quest that has a high possibility of acquiring the single piece of missing content.

[0011] In a fifth aspect of the present invention, when there are a plurality of quests that can acquire one piece of missing content, the extraction means preferentially extracts a quest that requires a smaller amount of compensation to execute the quest.

[0012] In a sixth aspect of the present invention, when there are a plurality of quests that can acquire a single piece of missing content, the extraction means preferentially extracts a quest that requires the shortest time to complete.

[0013] In a seventh aspect of the present invention, when there are a plurality of quests that can acquire one piece of missing content, the extraction means preferentially extracts quests that can acquire other pieces of missing content.

[0014] In addition, an information processing device according to an eighth aspect of the present invention includes a receiving means for receiving a selection of one piece of content from among the content owned by the player, a specifying means for specifying a plurality of pieces of missing content that are lacking in the owned content from all material content pre-associated with the selected piece of content, an extracting means for extracting one or more quests in which each of the identified plurality of pieces of missing content can be acquired, and a control means for displaying a screen including each of the extracted quests and the missing content that can be acquired in each of the quests. [Effects of the Invention]

[0015] According to the present invention, it is possible to provide players with motivation to play quests. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing an example of an owned character list screen according to the present embodiment. [Figure 7] FIG. 10 is a diagram showing an example of a character development screen according to the present embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a quest list screen according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0017] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0018] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0019] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0020] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0021] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0022] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0023] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0024] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0025] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0026] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0027] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0028] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0029] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0030] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0031] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0032] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0033] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0034] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0035] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0036] The speaker 42 has a function of outputting game sounds and the like.

[0037] <Game Overview> The game according to this embodiment includes lottery games and quests in which players can acquire content, and development games in which players can develop owned content. These lottery games are sometimes called gacha, lotteries, summons, etc. These quests are sometimes called battle games, dungeons, exploration, missions, etc.

[0038] The lottery game according to this embodiment is a game in which a player acquires one or more characters randomly selected from a group of characters to be selected by lottery in response to an instruction (request) from the player to play the lottery game. This lottery is executed based on the consumption of a consideration (currency item). Examples of this consideration (currency item) include paid items (paid stones, paid tickets, etc.) and non-paid items (free stones, free tickets, etc.). A paid item is a paid item that is granted to a player based on payment by money, prepaid card, credit card, etc. A non-paid item is a free item that is granted to a player in the game. For example, this non-paid item has the same value as a paid item.

[0039] In addition, the quest in this embodiment is a game in which a team formed from one or more characters owned by the player is pitted against enemy characters that appear in each stage (each wave) based on an instruction (request) from the player to carry out the quest. For example, before the start of a battle, a player can organize the characters to be used in the battle by arbitrarily selecting one or more characters from the characters he or she owns. This quest is executed based on the consumption of a fee (current stamina value). When the player clears the quest, that is, when the hit points of all enemy characters that appear in the final stage are reduced to 0 or less, the player can obtain a clear reward. Examples of the clear reward include non-chargeable items (free stones, free tickets, etc.), material items (equipment items), character experience points for increasing the character's level, and player experience points for increasing the player rank.

[0040] The training game according to this embodiment is a game in which the player increases the rank of a character owned by equipping the character with all material items (material content) previously associated with the character. The total number of material items is, for example, three. Examples of material items include equipment items (weapon items, armor items, decorative items, etc.). For example, when a player clears a quest, the player can acquire the equipment items as a reward for clearing the quest. For example, a player can select a character from among the characters owned in the character menu, and then equip the character with all material items (equipment items) that are pre-associated with the character's rank (current rank), thereby raising the character's rank by one. This increase in rank increases the character's ability parameters (attack power, defense power, hit points), and the character acquires skills. On the other hand, this increase in rank consumes all equipment items that the character had equipped at the previous rank (they are no longer owned by the player). This allows the character to equip equipment items that are pre-associated with the new rank. For example, the higher a character's rank, the more powerful material items (equipment items) the character can equip.

[0041] <Functional means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0042] 4, the server device 10 has, as its functional configuration, a storage means 50, a receiving means 52, an identifying means 54, an extracting means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.

[0043] The storage means 50 has a function of storing player information 50A, character information 50B, material item information 50C, lottery game information 50D, quest information 50E, and the like.

[0044] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, game progress status, owned content information, stamina information, etc. The player rank is a value that increases with the player experience points that the player acquires as a reward for clearing a quest, for example. The game progress status includes the quest ID of the quest that has become playable as a result of the player's game play, and the lottery game ID of the lottery game. The owned content information includes owned character information, owned item information, etc. The owned character information includes the character ID of each owned character owned by the player, and each character's current rarity, current rank, and current level. The owned item information includes the item ID and quantity of each item owned by the player, such as currency items (paid stones and unpaid stones), material items (equipment items), and stamina recovery items. Stamina information includes the player's current stamina value and stamina limit. The current stamina value is consumed as payment when the player performs various quests. This current stamina value increases by a predetermined amount (e.g., 1) after a certain amount of time (e.g., 3 minutes) has passed, recovering to the stamina limit. In addition, this current stamina value can be recovered beyond the stamina limit by the player consuming paid stones, free stones, stamina recovery items, etc. This stamina limit increases as the player's player rank increases.

[0045] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name and image, rarity information, rank information, level information, ability parameter information, and equipment item information. The rarity information includes the minimum and maximum rarity of a character. For example, the minimum rarity of character A is 1, and the maximum rarity is 6. For example, the rarity of a character (current rarity) at the time a player acquires the character is the same as the minimum rarity set for that character. Note that rarity may be indicated by the number of stars. Furthermore, rarity increases by consuming a dedicated item (e.g., a piece item) that is pre-associated with the character. When rarity increases, the character is given ability parameters, skills, etc. that are advantageous in the game (e.g., quests), and the character's image changes. The rank information includes the minimum and maximum ranks of the character. For example, the minimum rank of character A is 1 and the maximum rank is 20. As the character's rank (current rank) increases, advantageous ability parameters, skills, etc. in the game (e.g., quests) are set. The level information includes the minimum and maximum levels of the character. For example, the minimum level of character A is 1 and the maximum level is 99. As the character's level (current level) increases, advantageous ability parameters in the game (e.g., quests) are set. The ability parameter information includes the minimum value of each ability parameter of the character and change information, which includes a value by which the ability parameter is changed (for example, increased) each time the rarity, rank, or level increases by one. The equipment item information includes the item IDs of all (e.g., three) equipment items pre-associated with the character. Specifically, the equipment item information includes the item IDs of all equipment items pre-associated with each rank of the character. For example, the equipment items pre-associated with rank 1 of character A are weapon item D, armor item E, and decorative item F. Also, for example, the equipment items pre-associated with rank 2 of character A are weapon item G, armor item H, and decorative item I. Also, for example, the equipment items pre-associated with rank 1 of character B are weapon item D, armor item J, and decorative item K. Also, for example, the equipment items pre-associated with rank 2 of character B are weapon item G, armor item J, and decorative item K. For example, weapon item G pre-associated with rank 2 of character A is set to have a higher change value in ability parameters than weapon item D pre-associated with rank 1 of character A.

[0046] The material item information 50C is stored for each material item in association with the item ID of the material item. The material item information 50C includes, for example, the name and image of the material item, and ability parameter change information. The ability parameter change information includes the ability parameters that will change when the character is equipped with the item and the change value. For example, weapon item D includes attack power +3, defense power +2, and hit points +20. Also, for example, weapon item G includes attack power +4, defense power +3, and hit points +40. Also, for example, armor item H includes attack power +2, defense power +5, and hit points +60.

[0047] The lottery game information 50D is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50D includes the name of the lottery game, the prize, lottery target information, and the like. The price includes the number of currency items consumed to play the lottery game. For example, the price for lottery game P is five billable items. The lottery target information includes the character ID and appearance frequency (weight) of each character that is the subject of the lottery game. The appearance frequency includes, for example, a numerical value from 1 to 10. A low numerical value is set for the appearance frequency of a character with a high minimum rarity (rarity at the time of acquisition), and a high numerical value is set for a character with a low minimum rarity. Note that a high numerical value may be set for the appearance frequency of a specific character (pick-up character) even between characters with the same minimum rarity. The lottery target information may include the material item ID and appearance frequency of each material item that is a lottery target of the lottery game.

[0048] The quest information 50E is stored for each quest in association with the quest ID of the quest. The quest information 50E includes the name and price of the quest, stage information, and reward information for completion. The fee includes the stamina consumption value required to complete the quest. For example, the fee for Quest S is 7 stamina consumption value. This stamina consumption value is consumed from the player's current stamina value. For example, quests with high difficulty have a high stamina consumption value. Stage information includes the number of stages (number of waves) in the quest and information about the enemy characters that appear in each stage. For example, Quest S has three stages. Also, for example, Quest T has four stages. For example, the more stages a quest has, the longer it takes to complete the quest. Enemy character information includes the character ID and ability parameters of each enemy character. The clear reward information includes information about the reward granted when a quest is cleared. The clear reward information includes, for example, acquired material item information and acquired experience point information. The acquired material item information includes the material item ID and drop rate of the material item (equipment item). The drop rate is the probability that the player will acquire the material item. For example, if the same material item can be acquired in different quests, the drop rate of that material item is set higher for quests with higher difficulty than for quests with lower difficulty. The acquired experience point information includes player experience points that increase the player rank and character experience points that increase the level (current level) of each character used in the quest (battle).

[0049] The receiving means 52 is a functional means for receiving an operation instruction (request) from a player. In this embodiment, the receiving means 52 receives a selection of one piece of content from among the content owned by the player. For example, the receiving means 52 receives an instruction to select one character from among the characters owned by the player in a character menu.

[0050] In this embodiment, the reception means 52 receives a selection of some or all of the quests from among the quests displayed by the control means 58, and an execution request to execute the selected some or all of the quests. For example, the reception means 52 receives ON / OFF checks (selections) for checkboxes associated with each displayed quest. Next, the reception means 52 receives a press (execution request) of an execute button to execute one or more quests that are checked (selected) ON.

[0051] The identifying means 54 is a functional means for identifying content. In this embodiment, the identifying means 54 identifies one or more missing contents that are missing from the content owned by the player, from among all material contents that are pre-associated with one piece of content selected by the player. For example, the identification means 54 identifies one or more missing material items (missing items) among all material items (three equipment items) previously associated with one character (owned character) selected by the player. Specifically, the identification means 54 references the owned character information in the player information 50A to acquire the rank of the one character selected by the player. Next, the identification means 54 references the equipment item information in the character information 50B to acquire all equipment items previously associated with the rank of the one character. Next, the identification means 54 references the owned item information in the player information 50A to identify one or more missing items that the player does not own among all the acquired equipment items.

[0052] The extraction means 56 is a functional means for extracting game play types (quests and lottery games). In this embodiment, the extraction means 56 extracts one or more quests by which each of the plurality of missing contents identified by the identification means 54 can be acquired. For example, the extraction means 56 extracts one or more quests in which each of the identified one or more missing items (equipment items) can be acquired. Specifically, the extraction means 56 references the clear reward information in the quest information 50E to extract one or more quests in which each of the missing items can be acquired. Note that the extraction means 56 may extract only playable quests depending on the player's game progress status (quest progress status).

[0053] Furthermore, in this embodiment, when there are multiple quests that can acquire a single piece of missing content, the extraction means 56 preferentially extracts a quest that has a high possibility of acquiring the single piece of missing content. For example, when there are multiple quests in which a single missing item can be acquired, extraction means 56 prioritizes and extracts a predetermined number of quests in which the single missing item is likely to be acquired. This predetermined number may be 1, or 2 or more. Specifically, extraction means 56 references the drop rate in the clear reward information of quest information 50E, and extracts one quest in which the single missing item (equipment item) is high from among the multiple quests in which the single missing item (equipment item) can be acquired.

[0054] Furthermore, in this embodiment, when there are multiple quests that can acquire one piece of missing content, the extraction means 56 preferentially extracts a quest that requires a smaller amount of compensation to execute the quest. For example, when there are multiple quests in which one missing item can be acquired, the extraction means 56 prioritizes and extracts a predetermined number of quests that consume a low amount of stamina. This predetermined number may be 1, or 2 or more. Specifically, the extraction means 56 references the stamina consumption value in the quest information 50E and extracts one quest that consumes a low amount of stamina from among the multiple quests in which one missing item (equipment item) can be acquired.

[0055] Furthermore, in this embodiment, when there are multiple quests that can acquire a single piece of missing content, the extraction means 56 preferentially extracts a quest that requires the shortest time to complete. For example, when there are multiple quests in which one missing item can be acquired, the extraction means 56 prioritizes and extracts a predetermined number of quests that require a short time to complete. This predetermined number may be 1, or 2 or more. Specifically, the extraction means 56 references the stage information in the quest information 50E and extracts one quest with a low number of stages (number of waves) from among the multiple quests in which one missing item (equipment item) can be acquired.

[0056] Furthermore, in this embodiment, when there are multiple quests that can acquire one piece of missing content, the extraction means 56 preferentially extracts quests that can acquire other pieces of missing content. For example, when there are multiple quests in which one missing item can be acquired, the extraction means 56 prioritizes and extracts a predetermined number of quests in which other missing items (equipment items) included in the multiple missing items can be acquired. This predetermined number may be 1, or 2 or more. Specifically, by referencing the acquired material item information in the clear reward information of the quest information 50E, the extraction means 56 extracts quests in which the largest number of remaining missing items can be acquired from the multiple quests in which the one missing item (equipment item) can be acquired. For example, when there are multiple quests in which one missing item can be acquired, the extraction means 56 prioritizes and extracts one quest in which all missing items can be acquired, or one in which the one missing item and a large number of remaining missing items can be acquired.

[0057] The control means 58 is a functional means for controlling the entire game. In this embodiment, the control means 58 displays a screen including each quest extracted by the extraction means 56 and the missing content that can be acquired in each quest. For example, the control means 58 displays a quest list screen including each extracted quest and the missing items (equipment items) that can be acquired in each quest.

[0058] In this embodiment, the control means 58 executes some or all of the quests displayed on the quest list screen in response to a request to execute a quest. For example, when the reception means 52 receives a press of an execution button (execution request) to execute some or all of the quests, the control means 58 executes the some or all of the quests. Specifically, in response to a request to execute a single quest, the control means 58 executes the single quest and pits a team formed of one or more characters owned by the player against enemy characters that appear in each stage of the single quest. Furthermore, in response to a request to execute multiple quests, the control means 58 executes the multiple quests all at once. For example, the control means 58 consumes the stamina consumed for each quest all at once and executes the quests consecutively.

[0059] <Processing flow> Fig. 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in Fig. 4 in the game system according to this embodiment. The processing of the following steps is initiated, for example, when the player selects the character menu. The order and content of the following steps can be changed as appropriate.

[0060] (Step SP10) The control means 58 refers to the owned character information in the player information 50A and causes the touch panel 32 to display a owned character list screen.

[0061] FIG. 6 is a diagram showing an example of an owned character list screen 60 according to this embodiment.

[0062] 6, the owned character list screen 60 is provided with a character information area 62 and a back button 64. A list of characters owned by the player is displayed in the character information area 62. The back button 64 is a button for issuing an instruction to transition to a screen where a character menu can be selected.

[0063] Returning to FIG. 5, the process proceeds to step SP12.

[0064] (Step SP12) The accepting means 52 accepts an instruction to select one character from among the characters owned by the player on the owned character list screen, and the process then proceeds to step SP14.

[0065] (Step SP14) The control means 58 causes the touch panel 32 to display a character development screen for developing the one character selected in step SP12.

[0066] FIG. 7 is a diagram showing an example of a character development screen 70 according to this embodiment.

[0067] As shown in FIG. 7 , the character development screen 70 includes a development character information area 72, a material item information area 74, an equipment button 76, an acquisition button 78, and a back button 79. The development character information area 72 displays the character selected by the player in step SP12 as the development character. The material item information area 74 displays all material items previously associated with the character. Specifically, the material item information area 74 displays all material items previously associated with the character's rank (current rank). The equipment button 76 is a button for issuing an instruction to equip the character with each material item. For example, if the player owns one or more material items, the player can equip the character with the material items. The acquisition button 78 is a command button for displaying quests in which one or more material items that the player does not own can be acquired. The back button 79 is a button for issuing an instruction to transition to an owned character list screen.

[0068] Returning to FIG. 5, the process proceeds to step SP16.

[0069] (Step SP16) The receiving means 52 receives a press of the acquire button on the character development screen from the player, and the process then proceeds to step SP18.

[0070] (Step SP18) The identifying means 54 identifies one or more missing items that are lacking from the player's owned items, from among all material items previously associated with one character, and then the process proceeds to step SP20.

[0071] (Step SP20) The identification means 54 determines whether or not missing items have been identified in step SP18. For example, if the identification means 54 determines that one or more missing items have been identified, the determination is affirmative. If the determination is affirmative, the process proceeds to step SP22. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 5.

[0072] (Step SP22) The extraction means 56 extracts one or more quests in which each of the one or more missing items identified in step SP18 can be acquired. For example, if there are multiple quests in which one missing item (weapon item D) can be acquired, the extraction means 56 preferentially extracts one quest in which another missing item included in the multiple missing items (armor item E, decorative item F) can be acquired. Next, if there is another missing item (decorative item F) that cannot be acquired in the extracted quest, the extraction means 56 extracts one quest in which the other missing item can be acquired. Here, if there are multiple quests in which the other missing item (decorative item F) can be acquired, the extraction means 56 preferentially extracts one quest that consumes the least amount of stamina. Then, the processing proceeds to step SP24.

[0073] (Step SP24) The control means 58 causes the touch panel 32 to display a quest list screen showing the one or more quests extracted in step SP22.

[0074] FIG. 8 is a diagram showing an example of a quest list screen 80 according to this embodiment.

[0075] As shown in FIG. 8, the quest list screen 80 has a quest information area 82, an execute button 84, and a back button 86. The quest information area 82 displays each quest extracted in step SP22 (the quest name, consumed stamina, and number of stages), missing items that can be acquired in each quest, and check boxes associated with each quest. For example, the reception means 52 receives a tap operation from the player on a check box and turns ON or OFF the checks (selections) associated with some or all of the quests. The execute button 84 is a button for issuing an instruction (execution request) to execute one or more selected quests. The back button 86 is a button for issuing an instruction to transition to a character development screen.

[0076] Returning to FIG. 5, the process proceeds to step SP26.

[0077] (Step SP26) The accepting means 52 accepts the player pressing the execute button when one or more quests are checked (selected) on the quest list screen, and the process then proceeds to step SP28.

[0078] (Step SP28) The control means 58 executes one or more quests that have been checked (selected) on the quest list screen. For example, if multiple quests are selected, the control means 58 consumes the stamina consumed for each quest at once and executes each quest consecutively. Then, the process proceeds to step SP30.

[0079] (Step SP30) When the execution of a quest is completed, the control means 58 determines whether the player has completed one or more quests. This completion can be when the player's team loses one of the matches or wins all of the matches. If the determination is affirmative, the process proceeds to step SP32. On the other hand, if the determination is negative, the process proceeds to step SP24.

[0080] (Step SP32) The control means 58 refers to the clear reward information in the quest information 50E and awards the clear reward to the player. Specifically, the control means 58 awards the material items (acquired material items) corresponding to the quest that the player has cleared to the player according to the drop rate. Then, the processing proceeds to the processing of step SP34.

[0081] (Step SP34) The identification means 54 determines whether or not there are still any missing items remaining in the player's possession due to the material items being provided to the player in step SP32. For example, the identification means 54 makes a positive determination if one or more missing items exist. If the determination is positive, the process proceeds to step SP22. This allows the player to be offered another quest that allows the player to efficiently acquire the missing items. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 5.

[0082] <Effects> As described above, in this embodiment, the computer functions as an accepting means 52 that accepts the selection of one piece of content from among the content owned by the player, an identifying means 54 that identifies multiple pieces of missing content that are lacking in the owned content from all of the material content that is pre-associated with the selected piece of content, an extracting means 56 that extracts one or more quests that can acquire each of the multiple identified pieces of missing content, and a control means 58 that displays a screen including each of the extracted quests and the missing content that can be acquired in each of the quests.

[0083] This configuration reduces the effort required to check quests that can acquire each missing piece of material content, and motivates the player to play the quests.

[0084] In addition, in this embodiment, the receiving means 52 receives an execution request to execute some or all of the displayed quests, and the control means 58 executes some or all of the quests in response to the execution request.

[0085] This configuration can reduce the effort required to acquire each missing piece of material content, and can motivate the player to play the quest.

[0086] Furthermore, in this embodiment, in response to an execution request for executing a plurality of quests, the control means 58 executes the plurality of quests all at once.

[0087] This configuration can reduce the effort required to acquire each missing piece of material content, and can motivate the player to play multiple quests.

[0088] Furthermore, in this embodiment, when there are multiple quests that can acquire a single piece of missing content, the extraction means 56 preferentially extracts a quest that has a high possibility of acquiring the single piece of missing content.

[0089] According to this configuration, quests that are likely to enable the player to acquire each missing piece of material content are extracted, thereby motivating the player to play the quests.

[0090] Furthermore, in this embodiment, when there are multiple quests that can acquire one piece of missing content, the extraction means 56 preferentially extracts a quest that requires a smaller amount of compensation to execute the quest.

[0091] According to this configuration, each missing piece of material content can be acquired for a small price, which can motivate the player to play the quest.

[0092] Furthermore, in this embodiment, when there are multiple quests that can acquire a single piece of missing content, the extraction means 56 preferentially extracts a quest that requires the shortest time to complete.

[0093] According to this configuration, each missing piece of material content can be acquired in a short amount of time, which can motivate the player to play the quest.

[0094] Furthermore, in this embodiment, when there are multiple quests that can acquire one piece of missing content, the extraction means 56 preferentially extracts quests that can acquire other pieces of missing content.

[0095] According to this configuration, the player can efficiently acquire the multiple pieces of material content that are in short supply, which can motivate the player to play the quest.

[0096] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0097] For example, in the present embodiment, the extraction means 56 extracts one or more quests by which each of the multiple missing contents identified by the identification means 54 can be acquired. However, the extraction means 56 may extract one or more lottery games. Specifically, the extraction means 56 references the lottery target information in the lottery game information 50D to extract one or more lottery games by which each of the missing items can be acquired. In this case, if there are multiple lottery games by which a single missing content can be acquired, the extraction means 56 may preferentially extract lottery games with a high probability of acquiring the single missing content (appearance frequency), preferentially extract lottery games with a low compensation (currency item) required to play the lottery game, or preferentially extract lottery games by which other missing content can be acquired. Note that the extraction means 56 may only extract playable lottery games depending on the player's progress in the game.

[0098] Furthermore, when there are multiple play types (quests or lottery games) in which one missing content can be acquired, the extraction means 56 may change the play type to be preferentially extracted, based on a player's pre-setting. For example, if the player has pre-set to prioritize play types in which the one missing content can be acquired, the extraction means 56 preferentially extracts the play type in which the one missing content can be acquired. For example, if the player has pre-set to prioritize play types requiring a low fee, the extraction means 56 preferentially extracts the play type requiring a low fee. For example, if the player has pre-set to prioritize play types requiring a short time, the extraction means 56 preferentially extracts the play type requiring a short time. For example, if the player has pre-set to prioritize play types in which the other missing content can be acquired, the extraction means 56 preferentially extracts the play type in which the one missing content and the other missing content can be acquired. This pre-setting is stored, for example, in the player information 50A.

[0099] In the present embodiment, the control means 58 executes a plurality of quests consecutively in a batch in response to an execution request to execute the plurality of quests, but the quests may be executed in a batch by omitting (skipping) battles in each quest. Note that the control means 58 may, for example, skip battles in each quest by consuming the same number of omission tickets (skip tickets) owned by the player as the number of quests.

[0100] Furthermore, in this embodiment, the material contents are mainly material items (equipment items), but they may also be characters, cards, avatars, coins, points, and the like.

[0101] In addition, in this embodiment, the raising game is described as a game in which one content (for example, a character) is equipped with material content (equipment items), but it may also be a game in which evolutionary synthesis is performed by synthesizing material content (for example, material characters and material items) that are previously associated with one content (for example, a base character). Note that in this evolutionary synthesis, all material content is consumed. [Explanation of symbols]

[0102] 10...server device, 12...terminal device, 50...storage means, 52...receiving means, 54...identifying means, 56...extracting means, 58...control means

Claims

1. Computer, a receiving means for receiving a selection of one content from among the contents owned by the player; a specifying means for specifying a plurality of missing contents that are missing from the owned content among all material contents previously associated with the selected one content; extraction means for extracting one or more quests by which each of the identified plurality of missing contents can be acquired; a control means for displaying a screen including each of the extracted quests and the missing content that can be acquired in each of the quests; To function as, program.

2. the receiving means receives an execution request to execute a part or all of the displayed quests; the control means executes a part or all of the quests in response to the execution request. The program according to claim 1.

3. the control means executes a plurality of quests in a batch in response to an execution request for executing the plurality of quests; The program according to claim 2.

4. When there are a plurality of quests that can acquire a single piece of missing content, the extraction means preferentially extracts a quest that has a high possibility of acquiring the single piece of missing content. The program according to any one of claims 1 to 3.

5. When there are a plurality of quests that can acquire one piece of missing content, the extraction means preferentially extracts a quest that requires a small amount of compensation to execute the quest. The program according to any one of claims 1 to 4.

6. When there are a plurality of quests that can acquire one missing content, the extraction means prioritizes extraction of a quest that requires a short time to complete. The program according to any one of claims 1 to 5.

7. When there are a plurality of quests by which one missing content can be acquired, the extraction means preferentially extracts quests by which other missing content can be acquired. The program according to any one of claims 1 to 6.

8. a receiving means for receiving a selection of one piece of content from among the content owned by the player; a specifying means for specifying a plurality of missing contents that are missing from the owned content among all material contents previously associated with the selected one content; an extraction means for extracting one or more quests by which each of the identified plurality of missing contents can be acquired; a control means for displaying a screen including each of the extracted quests and the missing content that can be acquired in each of the quests; Equipped with Information processing device.

Citation Information

Patent Citations

  • Game program and information processing device

    JP2015047494A