Information processing device, information processing method, and program

The information processing device in computer games addresses the issue of player attachment to specific missions by granting objects and bonuses, promoting diverse mission engagement and maintaining motivation through structured gameplay.

JP2025169994APending Publication Date: 2025-11-14MIXI INC
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Patent Information

Application Number
JP2025140695
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-26
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

Players in computer games often become overly attached to specific missions, leading to repetitive play and a lack of experience with the game's diversity, while imposing restrictions on mission selection can cause dissatisfaction.

Method used

An information processing device that grants objects upon mission completion, selects missions based on predetermined criteria, and provides bonuses when specific conditions are met, encouraging players to engage with a variety of missions.

Benefits of technology

Enhances player engagement by ensuring they experience a range of missions, maintains motivation through rewards, and balances freedom with structured gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enable a player to experience a variety of missions, in a computer game.SOLUTION: In a game system, when a quest is cleared by a player, a character associated with a cleared mission is given to the player. The game system selects an executable quest from among a plurality of quests by lottery and when parameter values (values K) of one or more characters given to the player attain a privilege condition, gives various types of privileges such as a right to challenge a specific quest, to the player.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to computer games, and in particular to a method for controlling opportunities to award rewards to players. [Background technology]

[0002] Computer games (hereafter simply referred to as "games") often provide players with a variety of "game media." Game media here refers to the digital content, such as characters, items, and experience points, that players use to gain an advantage in the game.

[0003] One of the joys of gaming is collecting, strengthening, and developing game media, especially characters. Players can obtain characters by completing missions (challenges presented during the game), such as quests (see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2020-168447 Summary of the Invention [Problem to be solved by the invention]

[0005] The more missions a game offers, the deeper the game's depth becomes, allowing players to enjoy it for longer. On the other hand, players may repeatedly play only a few of their favorite missions. For example, suppose a certain mission MA involves acquiring and developing a character CP. If a player becomes too attached to the character CP, they may end up repeating only the mission MA, and may not realize the diversity of the missions, or in other words, the true depth of the game.

[0006] One way to alleviate excessive attachment to certain missions is to impose some restrictions on mission selection. While restricting mission selection provides an opportunity for players to experience a wide variety of missions, there is also the concern that it may lead to player dissatisfaction.

[0007] The present invention was completed based on the above-mentioned problem recognition, and its main purpose is to provide a technique for allowing players to actively experience various missions. [Means for solving the problem]

[0008] An information processing device in one aspect of the present invention includes an object granting unit that grants an object associated with a completed mission to the player when the player completes the mission; a mission selection unit that selects an executable mission from the plurality of missions in accordance with predetermined criteria after the player has satisfied predetermined execution conditions based on the execution of a first mission among the plurality of missions; and a bonus granting unit that grants a bonus to the player when the player's achievement of acquiring predetermined parameters of one or more objects granted to the player fulfills predetermined bonus conditions. [Effects of the Invention]

[0009] According to the present invention, it becomes easier for players to experience a variety of missions. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 2 is a hardware configuration diagram of the game system. [Figure 2] FIG. 2 is a hardware configuration diagram of a game server. [Figure 3] FIG. 2 is a functional block diagram of the game system. [Figure 4] FIG. 10 is a diagram of a temple selection screen. [Figure 5] FIG. 10 is a data structure diagram of a quest definition table. [Figure 6]FIG. 10 is a schematic diagram for explaining character synthesis. [Figure 7] FIG. 10 is a data structure diagram of a benefit definition table. [Figure 8] FIG. 10 is a data structure diagram of play progress information. [Figure 9] 10 is a flowchart showing the process of a quest. [Figure 10] 10 is a flowchart showing the process of the clearing process in S22 of FIG. 9. [Figure 11] FIG. 10 is a schematic diagram illustrating a method for skipping a quest. [Figure 12] This is a time chart showing the processing process when multiple temples are waiting in parallel. DETAILED DESCRIPTION OF THE INVENTION

[0011] [overview] This section will briefly explain the outline of the computer game (hereinafter referred to as "Game X") assumed in this embodiment, followed by a detailed description of the specific configuration and control method of the game system. Game X is a free-to-play (F2P) game that can be played on a smartphone or other device and allows multiple players to participate.

[0012] Players have multiple characters. They use their characters to complete various tasks called "quests" or "missions." In quests, the characters they own compete against enemies. Characters grow by solving (clearing) tasks such as quests. Characters can also be strengthened by equipping them with weapons and armor. Characters can also be strengthened by various items. The stronger a character is, the easier it becomes to defeat stronger enemies.

[0013] In Game X, the player first selects one or more temples (fields). The player then selects the temple they wish to challenge from the one or more temples. Multiple quests are assigned to each temple in advance. Each quest is also assigned a character (object).

[0014] When a player selects a temple, one quest is selected by lottery (hereafter referred to as "quest lottery") from among the multiple quests associated with that temple. In this way, the player cannot freely select a quest.

[0015] As mentioned above, quests involve a battle game, and defeating an enemy completes the quest. When a player completes a quest, they receive a character corresponding to the quest. By completing multiple quests, the player can obtain multiple characters.

[0016] A parameter called a "K value" is set for each character. Details will be explained later, but the more characters of the same type a player acquires, the higher the character's K value can be. Increasing a character's K value changes the player's advantage in Game X, or the degree of freedom of movement.

[0017] FIG. 1 is a diagram showing the hardware configuration of a game system 200. In the game system 200, a game server 100 and multiple game terminals 102a, 102b, 102c, . . . 102n (hereinafter collectively referred to as "game terminals 102" when referring to them collectively or when no distinction is made) are connected via the Internet 106. In this embodiment, the game terminals 102 are assumed to be smartphones. The game terminals 102 may be portable game consoles or general-purpose computers such as laptop PCs. The game terminals 102 are connected to the Internet 106 wirelessly, but may also be connected via a wired connection. Each game player is assigned a unique ID called a player ID. Hereinafter, a player with player ID = P01 will be referred to as "player (P01)" or "player P01." The game server 100 provides game X to each game terminal 102.

[0018] FIG. 2 is a diagram showing the hardware configuration of the game server 100. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, a processor 300 (CPU: Central Processing Unit) that incorporates registers, an arithmetic unit, an instruction decoder, etc., and reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is also connected to the first bus 302. In addition to the memory 304, a GPU Other devices such as a Graphics Processing Unit may also be connected.

[0019] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to a storage 312, an output device 316 such as a monitor or speaker is connected to the second bus 310. An input device 314 such as a mouse or keyboard, and a peripheral device 318 such as a printer may also be connected to the second bus 310.

[0020] FIG. 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and game terminals 102. Each component of the game server 100 and game terminals 102 is realized by hardware including computing units such as a CPU (Central Processing Unit) and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting these, as well as software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of device drivers, an operating system, various application programs located at higher layers than these, and libraries that provide common functions to these programs. Each block described below represents a functional block rather than a hardware configuration. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal with a web browser installed thereon.

[0021] (Game Server 100) The game server 100 includes a communication unit 112 , a data processing unit 110 , and a data storage unit 114 . The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.

[0022] The data store 114 includes a game data store 130 and a player data store 132 . The game data storage unit 130 stores the game program as well as setting information for the game X. The player data storage unit 132 manages information about the player.

[0023] The data processing unit 110 includes a player registration unit 116 and a game control unit 118 . The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player.

[0024] The game control unit 118 controls the basic progress of the game X. The game control unit 118 includes an object management unit 120, a mission management unit 122, and a benefit management unit 124. The object management unit 120 manages objects (game media) that can be operated or used in game X, such as characters and items. The object management unit 120 includes an object granting unit 125 that grants objects such as characters to players.

[0025] The mission management unit 122 manages missions (quests in this embodiment). The mission management unit 122 includes a mission processing unit 126 and a mission selection unit 128. The mission processing unit 126 adds quests, executes them, manages waiting times, and determines whether they have been completed. The mission selection unit 128 holds a quest lottery and selects a quest.

[0026] The benefit management unit 124 manages the benefits. The benefit management unit 124 includes a benefit granting unit 148. The benefit granting unit 148 grants a benefit to a player when a benefit condition is met. The content of the benefit and the benefit conditions will be described in detail later.

[0027] (game terminal 102) Game terminal 102 includes a user interface processing unit 136 , a communication unit 134 , a data processing unit 138 , and a data storage unit 140 . The user interface processing unit 136 includes an input unit 142 that accepts operations from the player and an output unit 144 that displays images and outputs sound. The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on data acquired by the user interface processing unit 136 and the communication unit 134 and data stored in the data storage unit 140. The data processing unit 138 also functions as an interface between the user interface processing unit 136, the communication unit 134, and the data storage unit 140.

[0028] The data processing unit 138 includes a game execution unit 146 . The game execution unit 146 controls the progress of the game in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as part of the function of the game control unit 118.

[0029] The communication unit 134 acquires various game information from the game server 100, and the output unit 144 displays a game screen on the game terminal 102. The input unit 142 detects various inputs by the player, and the game execution unit 146 notifies the game server 100 of the input information via the communication unit 134. In response to this input information, the data processing unit 138, and in particular the game execution unit 146, controls the progress of the game.

[0030] FIG. 4 is a screen diagram of the temple selection screen 150. The output unit 144 of the game terminal 102 displays a temple selection screen 150 while game X is being played. A plurality of selection buttons 152 are displayed on the temple selection screen 150. In this embodiment, the player selects the temple they wish to challenge from three types of temples (fields): temples L1, L2, and L3. Temple L1 is always selectable, and when a predetermined release condition is met for temple L1, temple L2 becomes selectable. Similarly, when a release condition is met for temple L2, temple L3 becomes selectable. The release condition is a type of bonus condition. The release condition will be described in detail later.

[0031] On the shrine selection screen 150, the player touches the selection button 152 corresponding to the shrine they wish to challenge. In Figure 4, the selection button 152 for shrine L3 is grayed out, so the player can select shrine L1 or shrine L2. When the selection button 152 is touched, the game control unit 118 and game execution unit 146 set the selected shrine as the execution field.

[0032] FIG. 5 is a diagram showing the data structure of the quest definition table 160. The quest definition table 160 is stored in the game data storage unit 130 of the game server 100. The quest definition table 160 is data that associates temples with quests and characters. A temple is a group of multiple quests. Figure 5 shows the quest definition table 160 for temple L1. Quests are identified by quest IDs. Characters are identified by character IDs.

[0033] Temple L1 is associated with a total of six types of quests: five types of normal quests, Quest Q1 to Quest Q5, and one type of special quest, Quest QX. Normal quests are quests that are always selectable by quest lottery. Special quests are special quests that cannot be attempted unless a normal quest has been cleared. Hereinafter, when there is no particular distinction between normal quests and special quests, they will simply be referred to as "quests."

[0034] When a quest begins, the player controls a character to fight enemies. The quest is cleared when all enemies are defeated. The object granting unit 125 grants the player a character corresponding to the quest. For example, character C1 is associated with quest Q1. Therefore, when the player clears quest Q1, the object granting unit 125 grants character C1 to the player. More specifically, when the quest is cleared, the object granting unit 125 performs a lottery (hereinafter referred to as a "character lottery") to determine the number of characters to be granted (hereinafter simply referred to as the "number granted").

[0035] After the quest is cleared, the mission processing unit 126 executes a lottery (hereinafter referred to as a "specific lottery"), and if the specific lottery is a winning result, the specific quest QX is set to be selectable for a predetermined valid period, for example, 24 hours. Hereinafter, making the specific quest QX selectable is referred to as "enabling" the specific quest. When the specific quest QX is enabled, the mission selection unit 128 executes a quest lottery for six quests, including the normal quests Q1 to Q5 and the specific quest QX.

[0036] When a specific quest QX is cleared, the object granting unit 125 grants the player a character CX associated with the specific quest QX. At this time, the object granting unit 125 also executes a character lottery to determine the number of characters CX to be granted. The characters CX obtained in a specific quest are so-called rare characters, and are characters that have unique value, such as being stronger than other characters or being difficult to obtain.

[0037] FIG. 6 is a schematic diagram for explaining character synthesis. A K value is set for each character in advance. The initial value of the K value is "1" and the maximum value is "99." In this embodiment, when the K value reaches the maximum value of "99," this is called "mastery."

[0038] Assume that a player has a character C1 with a K value of 8. Hereinafter, such a character C will be referred to as "character C1 (K: 08)." Assume that a player who has character C1 (K: 08) has completed quest Q1. After completion, the object granting unit 125 executes a character lottery. The character lottery is a lottery to determine the number of characters C1 to be granted corresponding to quest Q1. When the number of characters to be granted is 3, the object management unit 120 adds 3 to the K value and changes character C1 (K: 08) to character C (K: 11). Combining characters of the same type to increase the K value is called "evolution."

[0039] In this way, the player can evolve the character C1 (increase the K value) by clearing the quest Q1 (the quest corresponding to the character C1). Note that if the player clears the quest Q1 when he does not own the character C1, the object granting unit 125 grants the character C1 (K:01) to the player.

[0040] After the quest is cleared and the character is provided or evolved, the mission processing unit 126 then executes a specific lottery to determine whether or not to activate the specific quest. The probability of winning the specific lottery under normal circumstances is 10%. In other words, since the possibility that the specific quest will be activated after clearing the quest is only 10%, the right to execute the specific quest is a valuable opportunity.

[0041] When one skilled character is possessed, the mission processing unit 126 changes the probability of winning the specific lottery to 50%. When two or more skilled characters are possessed, the mission processing unit 126 changes the probability of winning the specific lottery to 90%. In this way, the more the player evolves the character, the more likely he or she will have an opportunity to perform a specific quest, and ultimately the more likely he or she will be able to obtain a rare character CX. Note that the K value of a character will not decrease. The higher the K value of a character, the stronger its attack power will be, giving it an advantage in quests.

[0042] FIG. 7 is a diagram showing the data structure of the benefit definition table 170. As shown in FIG. The bonus definition table 170 is stored in the game data storage unit 130 of the game server 100. The bonus definition table 170 is data that associates shrines with total K values ​​and bonuses. Figure 7 shows the bonus definition table 170 for shrine L1. The total K value for shrine L1 is the sum of the K values ​​obtained by the player in multiple quests included in shrine L1. The bonus management unit 124 updates the total K value each time a quest is cleared and character synthesis is performed. The total K value is managed for each of shrines L1, L2, and L3.

[0043] When the total K value reaches a predetermined value, the benefit condition is met, and the benefit granting unit 148 grants the player a benefit defined in the benefit definition table 170. For example, when the K value acquired by the player (P1) in one or more quests included in temple L1, i.e., the total K value of temple L1, reaches "100" or more, the benefit condition is met, and the benefit granting unit 148 grants the player the right to play a specific quest QX (hereinafter referred to as the "specific play right"). After selecting temple L1, the player can play the specific quest QX without having to go through a quest lottery by exercising the specific play right. In other words, by meeting the benefit condition, the player's chances of obtaining a rare character CX associated with the specific quest QX increase.

[0044] When the total K value of temple L1 becomes "200" or more, a release condition, which is part of the benefit condition, is met, and the benefit granting unit 148 "unlocks" temple L2. When temple L2 is unlocked, temple L2 becomes selectable on the temple selection screen 150. The benefit granting unit 148 also grants the player specific execution rights. In this way, when the total K value becomes "200" or more, the benefit condition is met and the release condition is also met concomitantly. By meeting the release condition, the player can obtain a character related to temple L2.

[0045] The total K value will not decrease because it is a numerical value that indicates the K value acquisition record in the temple. For example, even if the player sells or releases the character they own, the total K value will not decrease.

[0046] Even if a player is selected to perform a quest they are not interested in during the quest lottery, clearing that quest will increase their total K value and bring them closer to the bonus. If the bonus conditions are met and a specific execution right is obtained, the player may be able to obtain a rare character CX or have the opportunity to evolve that rare character CX. Furthermore, if the release conditions are also met when the bonus conditions are met, another temple will be unlocked, making multiple new quests available, allowing the player to obtain even more characters. In this way, even if the quest lottery imposes restrictions on the player's freedom of quest selection, in other words, even if a quest that does not suit the player's wishes is selected, the player's anticipation of obtaining the bonus can always be increased. This makes it easier to maintain the player's motivation to challenge quests even when a quest that does not suit the player's wishes is selected.

[0047] FIG. 8 is a diagram showing the data structure of the play progress information 180. The play progress information 180 is stored in the player data storage unit 132 of the game server 100. The play progress information 180 is data that associates a shrine, a character ID, a K value, and a total K value for each player. Figure 8 shows the play progress information 180 for player (P01). As described above, normal quests Q1 to Q5 and specific quest QX are associated with shrine L1, and characters C1 to C5 and CX are associated with each quest. Player (P01) possesses characters (C1: K76), character (C2: K36), etc. The total K value, which is the sum of the K values ​​of characters C1 to C5 and CX obtained at shrine L1, is "277." Because the total K value exceeds "200" (see Figure 7), shrine L2 is unlocked.

[0048] Temple L2 is associated with regular quests Q6 to Q10 and special quest QY. Regular quests Q6 to Q10 are associated with characters C6 to C10, and special quest QY is associated with rare character CY. Player (P01) possesses characters (C6: K34), (C7: K33), etc. The total K value obtained by adding up the K values ​​of characters C6 to C10 and CY obtained in Temple L2 is 169. Temple L3 is locked for player (P01), so player (P01) does not possess a character corresponding to Temple L3.

[0049] FIG. 9 is a flowchart showing the process of a quest. First, the player selects a shrine (a group of quests) on the shrine selection screen 150. (S10). In this embodiment, after selecting a temple, the mission processing unit 126 sets a waiting time (S12). The waiting time may be any value other than 0 hours, but in this embodiment it is set to 4 hours. After the waiting time has elapsed, the mission selection unit 128 executes a quest lottery to select a quest to be executed (S14). Note that when playing a quest for the first time at the selected temple, the quest lottery may be executed immediately without setting a waiting time.

[0050] After a quest is selected, the player can also input a skip (reselection command). If the player wishes to reject the quest selected by quest lottery, the player commands a skip. When a skip command is input (Y in S16), the game terminal 102 notifies the game server 100 that a skip command has been input, and the game control unit 118 returns the process to S12. After the skip command is input, the mission processing unit 126 resets the waiting time, and after the waiting time has elapsed, the mission selection unit 128 re-executes the quest lottery and reselects a quest. Details of how to reselect a quest after skipping will be described later in relation to FIG. 11.

[0051] If a skip command is not input (N in S16), in other words, if the player accepts the quest selected by quest lottery, the player plays the selected quest (S18). If the quest is cleared (Y in S20), a clearing process is executed (S22). Details of the clearing process will be described in detail with reference to the following FIG. 10. If the quest cannot be cleared (N in S20), the clearing process in S22 is skipped. Once the quest is completed, the player can again select a temple on the temple selection screen 150.

[0052] FIG. 10 is a flowchart showing the process of the clearing process in S22 of FIG. When a quest is cleared, the object granting unit 125 executes a character lottery to determine the number of characters to be granted (S30). The mission processing unit 126 records the number of times each quest has been cleared for each player. When the number of times the quest has been cleared reaches a first threshold value, If (Y in S32) is reached, the object granting unit 125 triples the number of grants determined by the character lottery (S34). For example, suppose that the player (P01) clears normal quest Q1 and the number of grants for character C1 is 12. When the number of times that the player (P01) clears quest Q1 reaches a first number, for example, three times, the object granting unit 125 sets the number of grants to three times, 36. If the player (P01) owns character C1 (K:08), the number of grants, 36, is added to the K value, and character C1 (K:08) evolves into character C1 (K:44).

[0053] When the number of clears reaches a second number greater than the first number, for example, five times (N in S32, Y in S36), the object granting unit 125 sets the number of granted characters to five times. (S38). When the number of clears reaches a third number greater than the second number, for example, 10 times (N in S36, Y in S40), the object granting unit 125 provides the player with a special item that strengthens the character (S42).

[0054] After the number of characters to be granted is determined, the object management unit 120 executes character fusion as described in relation to Fig. 6 to increase the K value of the character, i.e., evolve the character (S44). After fusion, the benefit granting unit 148 recalculates the total K value and determines whether or not the benefit condition is met by referring to the benefit definition table 170 (S46). If the benefit condition is met (Y in S46), the benefit granting unit 148 grants the player a benefit defined in the benefit definition table 170 (S48). If the benefit condition is not met (N in S46), the processing of S48 is skipped.

[0055] Next, the mission processing unit 126 executes a specific lottery (S50). As described above, the probability of winning the specific lottery varies depending on the number of characters that have become skilled. If the specific lottery is successful (Y in S52), the selection condition is met, and the mission processing unit 126 activates the specific quest (S54). After activation, the process proceeds to the quest lottery in S14. In this quest lottery, not only normal quests but also specific quests are available for selection.

[0056] For example, if the player wins the special lottery held after clearing the quest in Temple L1, the special quest QX is activated. In this case, the process returns to S14, and the mission selection unit 128 executes a quest lottery with six options, normal quests Q1 to Q5 and special quest QX, and selects one of them to execute. The special quest is automatically invalidated after 24 hours, and special quest QX will no longer be available for selection in subsequent quest lotteries. The player can play special quest QX by exercising the special execution right in the quest definition table 160, or by winning the special lottery after clearing the quest and then winning special quest QX in the quest lottery.

[0057] By playing a quest, the "execution condition" for that quest is met, and the next quest can be executed. In other words, if the execution condition for a first quest (mission) is met, the mission selection unit 128 executes a quest lottery to select a second quest (mission) to be executed. Note that the execution condition may be clearing a quest rather than playing it. In this case, if the player clears the first quest selected in the quest lottery, they will be able to play another quest in the next quest lottery.

[0058] FIG. 11 is a schematic diagram for explaining how to skip a quest. When a quest is skipped in S16, a quest to be performed is reselected by quest lottery. In the quest lottery performed after the skip, the number of quests to be selected is gradually narrowed down.

[0059] Assume that normal quests Q1 to Q5 are available for selection in the first quest lottery at temple L1. Assume that normal quest Q3 is selected. The player (P1) may play normal quest Q3 or may instruct the player to skip it. When a skip instruction is given, the mission selection unit 128 re-executes the quest lottery (second time) after a waiting time has elapsed. In the second quest lottery, the mission selection unit 128 excludes the skipped quest Q3 (the quest rejected by the player (P1)) from the options for selection. Therefore, in the second quest lottery, the quest to be performed is selected from normal quests Q1, Q2, Q4, and Q5.

[0060] Assume that normal quest Q2 is selected in the second quest lottery. The player (P1) may play normal quest Q2, or may also issue a skip instruction. When a skip instruction is issued, the mission selection unit 128 executes the quest lottery (third time) again after the waiting time has elapsed. In the third quest lottery, the skipped quest Q3 is also excluded from the selection candidates. Therefore, in the third quest lottery, the quest to be performed is selected from normal quests Q1, Q4, and Q5.

[0061] In the third quest lottery, all quests other than quest Q2, which was most recently rejected, may be returned to the selection candidates. In the example shown in Fig. 11, in the third quest lottery, the mission selection unit 128 may return quest Q3 to the selection candidates, and select a quest to be performed from among normal quests Q1, Q3, Q4, and Q5.

[0062] On the other hand, suppose that player P1 completes quest Q2, which was selected in the second quest lottery. In this case, all normal quests Q1 to Q5 become available for selection in the third quest lottery. As mentioned above, if quest Q2 is cleared and the specific lottery is won, specific quest QX will also become available for selection.

[0063] FIG. 12 is a time chart showing the process when multiple temples are waiting in parallel. Let the waiting time for Temple L1 be T1, the waiting time for Temple L2 be T2, and the waiting time for Temple L3 be T3. When only Temple L1 is selectable, a quest lottery is held after the waiting time T1 has elapsed, and the player can play the quest. In other words, a new quest cannot be played until the waiting time T1 has elapsed.

[0064] The mission processing unit 126 manages the waiting times for the temples L1, L2, and L3 separately. In other words, the waiting times T1, T2, and T3 are managed separately by three different timers.

[0065] 12, at time t1, the waiting time T1 for Temple L1 ends, a quest lottery is held, and the player can play the quest for Temple L1 (E1). After the quest for Temple L1 ends, the player must wait for the waiting time T1 to elapse again until the next quest for Temple L1 begins.

[0066] After playing the quest for Temple L1, the waiting time T3 for Temple L3 expires immediately, so the player can continue playing the quest for Temple L3 at time t2, not long after time t1 (E2). After playing the quest for Temple L3, the waiting time T2 for Temple L2 expires, so the player can play the quest for Temple L2 at time t3 (E3). Thus, in the example shown in Figure 12, the player can play the quests for Temples L1, L3, and L2 almost consecutively. After some time has passed since playing the quest for Temple L3, the lottery for the quest for Temple L1 can be held again at time t4.

[0067] When temples L1, L2, and L3 are unlocked, the player can play quests at any of the temples relatively frequently, even if waiting times T1, T2, and T3 are set. Therefore, the more temples that are unlocked, the more efficiently the player can evolve their character. Unlocking temples not only increases the number of quests that can be performed, but also increases the player's freedom of action in the sense that they can play quests at any of the temples more frequently.

[0068] [Summary] The game system 200 has been described above based on the embodiment. In the game system 200 of this embodiment, a player can enjoy multiple quests in one temple (field). The player possesses various characters and can evolve the characters by playing various quests. The mission selection unit 128 selects the quest to be performed by quest lottery. In other words, the player cannot freely select the quest to be performed. As a result, the player is forced to try many quests relatively evenly, which allows the player to discover the appeal of various quests or characters.

[0069] On the other hand, not being able to freely select quests may lead to dissatisfaction and a sense of inconvenience for the player. Game X is designed so that, regardless of which quest the player plays, the total K value steadily increases by clearing the quest. If the total K value satisfies the benefit condition, the benefit granting unit 148 grants the player a benefit such as a specific execution right. Even if a quest that the player does not necessarily want to execute is selected as the target for execution, clearing the selected quest will surely bring the player closer to the benefit, so the player's motivation to take on challenges can be effectively stimulated even when an undesirable quest is selected.

[0070] When the total K value increases and the conditions for unlocking Temple L1 are met, Temple L2 is unlocked. Therefore, by clearing the quest for Temple L1, the player's freedom of action in Game X also increases. In this way, even if there are restrictions on the choice of quests, by providing compensatory benefits, the player can be naturally guided to various quests without feeling pressured.

[0071] In particular, in this embodiment, quests are selected by quest lottery. Typically, a player has a character they want to develop, and so they often want a quest related to the evolution and development of that character to be selected. By conducting a quest lottery, it is possible to simultaneously create the frustration of not being able to select the quest they want, and the joy of being able to select the quest they want.

[0072] The player can either accept the result of the quest lottery or request a re-run of the quest lottery by skipping. By skipping, the player can increase the chances of the desired quest being selected. However, in this embodiment, even after a skip, the next quest lottery will not be held until the waiting time has elapsed. By combining the freedom to veto the result of the quest lottery with the inconvenience of the waiting time, it becomes easier to maintain game balance.

[0073] Also, as explained in relation to Figure 11, when a skip is executed, the skipped (rejected) quest is excluded from the selection candidates in the next quest lottery. Therefore, by instructing a skip, the player can further increase the chances that the desired quest will be selected. Furthermore, by playing the quest selected by the quest lottery, the narrowing down of the selection candidates is reset, realizing an easy-to-understand operability for the player, in which "skipping narrows down the candidates, and playing resets the narrowing down."

[0074] In this embodiment, quests (missions) and characters (objects) correspond one-to-one. The design is easy for players to understand, as the player can know the characters that can be obtained by clearing a quest before playing it. Furthermore, by playing various quests, various characters can be obtained, so that not only the content of the quests but also the results can be varied.

[0075] Furthermore, when the number of times a quest has been cleared reaches a threshold value, such as the first or second number of times, the object granting unit 125 significantly increases the number of characters granted. Therefore, by clearing a single quest multiple times, the evolution speed of the character associated with that quest can be increased. Also, since the total K value increases as the number of characters granted increases, the player can simultaneously enjoy the pleasure of their character growing and the pleasure of getting closer to a bonus. Playing the same quest multiple times can lead to the game becoming monotonous. By setting a threshold value (milestone), such as the first number of times, the enjoyment of clearing a quest can be increased, further stimulating the player's desire to take on quests.

[0076] When the player completes a quest, the mission processing unit 126 executes a specific lottery. In the specific lottery, the player can have hope for the possibility of obtaining the specific quest, and in turn, a valuable rare character associated with the specific quest.

[0077] The total K value is managed for each temple (field). The conditions for the benefit or the content of the benefit may differ for each temple. The benefit granting unit 148 can provide different benefits for each temple, thereby increasing the enjoyment of the player when challenging each temple.

[0078] As explained in relation to Figure 12, the mission processing unit 126 manages the waiting time for each temple. Therefore, the more temples a player unlocks, the more quests the player can play relatively frequently. In other words, the more temples the player unlocks by fulfilling the release conditions, the faster the progress of Game X can be increased.

[0079] The present invention is not limited to the above-described embodiments and modifications, and the components can be modified without departing from the spirit of the invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments and modifications. Furthermore, some components can be omitted from all the components shown in the above-described embodiments and modifications.

[0080] Although the game system 200 has been described as being configured with multiple game terminals 102 and one game server 100, some of the functions of the game terminal 102 may be implemented by the game server 100, or some of the functions of the game server 100 may be assigned to the game terminal 102. Furthermore, a third device other than the game terminal 102 or the game server 100 may perform some of the functions of the game server 100 or the game terminal 102. The collection of the functions of the game terminal 102 and the functions of the game server 100 described in FIG. 3 can also be broadly understood as a single "information processing device (game device)." How multiple functions necessary to realize the present invention are allocated to one or more pieces of hardware may be determined in consideration of the processing capabilities of each piece of hardware, the specifications required for the game system 200, and the like.

[0081] [Variations] In this embodiment, a quest in which a player accomplishes a task by interacting with an NPC (Non-Player Character) has been described as an example of a mission. The mission is not limited to a quest-type task. For example, a "mission" may be any condition that a player must accomplish in Game X, such as equipping a specific weapon, obtaining a specific item, increasing a character parameter (e.g., K value) to a predetermined threshold or more, or logging in consecutively a predetermined number of times or more.

[0082] In this embodiment, the mission selection unit 128 has been described as selecting a quest by lottery. Instead of selecting a quest by lottery, the mission selection unit 128 may select a quest (mission) according to various "criteria." The criteria referred to here may be any selection method that places restrictions on the player's quest selection. For example, when normal quests Q1 to Q5 are available for selection, the mission selection unit 128 may narrow down the selection candidates to only normal quests Q1 and Q2 by lottery, and allow the player to select either normal quest Q1 or Q2.

[0083] The mission selection unit 128 may select a quest corresponding to a character that the player does not own. For example, when the player (P2) does not own the character C2, the mission selection unit 128 may select the quest Q2 corresponding to the character C2. Alternatively, the mission selection unit 128 may change the setting so that the probability of selecting the quest Q2 in the quest lottery is higher than the probability of selecting other quests.

[0084] The mission selection unit 128 may select the quest that has been played the least number of times from among the selectable quests, or may execute a quest lottery after setting the selection probability of such a quest higher than the selection probability of other quests. For example, for player (P2), if quest Q3 is the quest that has been played the least number of times from quests Q1 to Q5, the mission selection unit 128 may select quest Q3. This control method makes it possible to have the player play a large number of quests more evenly.

[0085] The mission selection unit 128 may select, from among the quests available for selection, the quest that has been played the shortest time since it was last played or the quest that has been played the longest time since it was last played, or may set the selection probability of such a quest higher than the selection probability of other quests. The mission selection unit 128 may perform a quest lottery after excluding from the selection candidates the quest that has been played the shortest time since it was last played or the quest that has been played the longest time since it was last played.

[0086] In the present embodiment, the bonus granting unit 148 has been described as determining whether the bonus condition is met based on the total K value. However, the bonus granting unit 148 may determine whether the bonus condition is met based on parameters other than the K value. The bonus granting unit 148 may determine whether the bonus condition is met based on other parameters, such as the attack power, stamina value (hit points), experience points, level, and number of enemies defeated, of the retained characters, or a combination thereof. For example, the bonus granting unit 148 may determine that the bonus condition is met when the total attack power of the retained characters is equal to or greater than a predetermined threshold. The bonus granting unit 148 may determine whether the bonus condition is met based on parameters that can be increased or decreased, such as the attack power or stamina value, rather than on parameters that monotonically increase, such as the K value.

[0087] The K value may be set as a parameter of an object other than a character, such as a gem, a weapon, an armor, or a medicine.

[0088] In this embodiment, the explanation has been given that the bonus condition is met when the total K value is equal to or greater than "100" or equal to or greater than "200." The bonus condition is not limited to the total K value, but may also be met when, for example, a certain character The threshold may be set for each character (object), such as when the K value of the character (object) reaches a predetermined value, or when the number of characters that have reached proficiency reaches a predetermined number or more.

[0089] When the reward condition is met, the reward granting unit 148 provides the item, character, game points, and the like. (currency equivalents that can be exchanged for other digital content in Game X), etc. may be provided to the player as a benefit. In addition, the benefit may be various rights such as the right to shorten waiting time, the right to change the settings of various lotteries, such as specific lotteries, to be more advantageous to the player, etc.

[0090] In this embodiment, when a quest is selected by quest lottery, the player cannot play any quest other than the selected quest, with the exception of skipping. As a variation, exceptions other than skipping may be provided. The player may be able to intervene in the quest selection by the mission selection unit 128 by paying various resources such as game points, characters, parameters such as K value, etc. For example, if the player pays a predetermined amount of game points after a quest is selected by the mission selection unit 128, the mission selection unit 128 may re-run the quest lottery. Alternatively, the player may be able to freely select the quest they want to play from multiple quests after paying a predetermined amount of game points. In this way, various exceptions may be provided to the quest selection restrictions.

[0091] The correspondence between quests (missions) and characters (objects) does not have to be one to one. For example, the character in quest Q10 may be the same as the character in another quest Q25.

[0092] A single quest may be associated with multiple characters. When a quest is cleared, the object assigning unit 125 may select one or more characters from the multiple characters associated with that quest as the object to be assigned. The multiple characters associated with the quests may overlap in part. For example, characters C15, C16, and C17 may be associated with quest Q11, and characters C21, C25, and C17 may be associated with quest Q22.

[0093] In this embodiment, it has been described that a specific lottery is held after a quest is cleared, and the specific quest is enabled as a result of the specific lottery. As a variation, the mission processing unit 126 may hold a specific lottery when the quest is not cleared, and may enable the specific quest for a certain period of time when the quest is cleared without holding a specific lottery.

[0094] When a predetermined selection condition is met during a quest, the mission processing unit 126 may activate the specific quest without executing a specific lottery, or may increase the probability of winning the specific lottery. For example, the mission processing unit 126 may determine that the selection condition is met when the player clears the quest without continuing, or when they clear the quest without taking any damage, or when they clear the quest within a predetermined time.

[0095] It has been explained that temple L2 is unlocked when the total K value of temple L1 exceeds 200. At this time, normal quests Q6 to Q10 and specific quest QY associated with temple L2 become newly playable (see FIG. 8). The mission processing unit 126 is not limited to unlocking temples, but may also add new playable quests to the same temple L1. For example, when the total K value of temple L2 exceeds 500, the mission processing unit 126 may set quest Q50 associated with temple L1 as newly playable.

[0096] If the method of selecting a quest by quest lottery is the first selection method, a second selection method may be set that differs from the first selection method in that the player can freely specify the quest. In this case, the mission selection unit 128 may set a longer waiting time when a quest is selected by the second selection method than when a quest is selected by the first selection method. For example, after selecting a temple (S10 in FIG. 9), the player further selects either the first selection method or the second selection method. In the second selection method, the player selects the quest they want to play from multiple quests.

[0097] When the first selection method is selected, the mission selection unit 128 executes a quest lottery after a four-hour waiting period has elapsed. When the second selection method is selected, the mission processing unit 126 may execute the quest selected by the player after an eight-hour waiting period has elapsed. This control method allows the player to freely select a quest if they choose the second selection method, but it puts them at a disadvantage in terms of waiting time, making it easier to maintain game balance.

[0098] The mission selection unit 128 may change the method of selecting a quest based on a parameter associated with a character, such as the K value. For example, the mission selection unit 128 may select a certain quest only when there are a predetermined number or more characters whose K value is equal to or greater than a predetermined threshold.

[0099] When a character with a K value equal to or greater than a predetermined value exists, the mission selection unit 128 may execute a quest lottery after lowering the selection probability of the quest corresponding to that character. Alternatively, the mission selection unit 128 may change the quest lottery probability according to the character's K value. For example, suppose that the K value of character C1 (quest Q1) owned by the player is 70 and the K value of character C2 (quest Q2) is 25. In this case, the mission selection unit 128 may change the quest lottery settings so that quest Q2 is more likely to be selected than quest Q1. This control method achieves a gameplay in which characters with low K values ​​have a relatively high K value, but the higher the K value, the more difficult it is to increase the K value. Since it is easy to bring a character close to "expert" but difficult to achieve "expert," it is possible to create a sense of frustration when the quest lottery result is not what the player expected. Furthermore, it is possible to further enhance the player's satisfaction when overcoming this frustration and achieving a character's mastery.

[0100] The waiting time from selecting a temple to selecting a quest may be shortened by paying various costs, such as items or game points. More specifically, when a player inputs a command to use game points during the waiting period, the mission processing unit 126 may shorten the waiting time by an amount corresponding to the amount of game points used. This control method reduces the waiting time by requiring the player to pay a cost, such as an item or game points, making it easier to maintain game balance. In addition, the output unit 144 may display an advertising video during the waiting time and shorten the waiting time on the condition that the player has watched the advertising video. The advertising video is stored in advance in the game server 100 and downloaded from the game server 100 to the game device 102 as appropriate. The mission processing unit 126 may detect the time when the advertising video starts and the time when it is finished by the player, and shorten the waiting time according to the viewing time of the advertising video. By encouraging the player to watch the advertising video in exchange for the benefit of shortening the waiting time, it is easier to stimulate the player's motivation to watch the advertising video.

[0101] As described above, the player can skip (reject) a quest selected in the quest lottery. After a skip, if the waiting time has elapsed again, the mission selection unit 128 will re-run the quest lottery and select a quest. The mission selection unit 128 may gradually shorten the waiting time when a skip is made. For example, the waiting time from when the player selects a temple until the quest lottery begins may be four hours. If the player skips the quest selected in the quest lottery, the mission selection unit 128 will re-run the quest lottery two hours later. If the player skips the quest selected this time again, the mission selection unit 128 may set an even shorter waiting time of one hour.

[0102] Because skipping is an exception to the quest selection restrictions, a waiting time is set when skipping to maintain game balance. However, players may become dissatisfied if they have to wait every time they skip and are unable to play the quest they want. As mentioned above, gradually shortening the waiting time when skipping can alleviate the "stress of waiting" experienced by players.

[0103] When the specific lottery is won, the mission selection unit 128 may perform control so that the specific quest is always selected the next time a quest is selected. For example, suppose that a player (P01) clears a normal quest Q1, and the mission selection unit 128 executes a specific lottery. Here, when the specific lottery is won, the mission selection unit 128 may set the right to execute a specific quest QX following the normal quest Q1. In this case, the player (P01) can execute the specific quest QX following the normal quest Q1.

[0104] In the present embodiment, when a character (object) is granted by character lottery, the object management unit 120 performs character synthesis to automatically evolve the character (S44 in FIG. 10). As a variation, the object management unit 120 may perform character synthesis when instructed by the player, rather than automatically executing character synthesis. In this case, when a player possesses character C1 (K08), if three characters C1 (K:01) are granted, the player may possess a total of four characters C1, including character C1 (K08) and three other characters C1 (K01). Even when automatic synthesis is not performed in this way, the benefit granting unit 148 may add "3", which is the sum of the K values ​​of the three characters, to the total K value.

[0105] When a specific quest is activated, the mission selection unit 128 selects one of the normal quests Q1 to Q5, and the player may choose to play either the selected normal quest or the specific quest QX. In other words, if the specific lottery is won, the player may be able to freely select a specific quest within the validity period.

[0106] The following inventions can be understood from the above description of the embodiments and modifications. A1. An object granting unit that grants an object associated with the completed mission to the player when the player completes the mission; a mission selection unit that selects an executable mission from the plurality of missions in accordance with a predetermined criterion after a player has satisfied a predetermined execution condition based on execution of a first mission among the plurality of missions; and a bonus granting unit that grants a bonus to a player when the achievement of obtaining predetermined parameters of one or more objects granted to the player fulfills predetermined bonus conditions.

[0107] According to the invention described in A1, by restricting the selection of missions, players are given the opportunity to challenge a variety of missions, and by giving players rewards based on the results of playing the missions, it becomes easier to stimulate the players' motivation to challenge a variety of missions.

[0108] A2. The information processing device according to A1, wherein the mission selection unit selects a mission to be executed from a plurality of missions by lottery.

[0109] According to the invention described in A2, it becomes easier to arouse the player's sense of anticipation as to whether or not the desired quest will be selected. Furthermore, if the selection is left to a lottery system, the player can leave the selection of the quest to luck, and is therefore relieved of the psychological burden that comes with making a selection.

[0110] A3. The information processing device according to A1 or A2, further comprising a mission processing unit that imposes a predetermined restriction on the execution of missions other than the mission selected by the mission selection unit.

[0111] According to the invention described in A3, the player is limited in the opportunity to play missions other than the selected mission, thereby increasing the weight of the decisions made by the mission selection unit.

[0112] A4. The mission selection unit reselects a mission according to the predetermined criteria when a reselection command is given by the player for the mission selected as the execution target, The information processing device according to A2, wherein the mission processing unit permits the player to execute the reselected mission on the condition that a predetermined waiting time has elapsed after the reselection instruction.

[0113] According to the invention described in A4, by providing an opportunity to instruct reselection, the player can increase the likelihood that the mission they want will be selected. Also, by providing a waiting time in exchange for the increased freedom of selection, it becomes easier to maintain game balance.

[0114] A5. An information processing device described in any of A1 to A4, wherein when a player gives a reselection instruction when a second mission is selected as the mission to be executed after a first mission, the mission selection unit reselects a mission to be executed from among missions other than the second mission.

[0115] According to the invention described in A5, a rejected mission will not be selected again by reselection, so the player can increase the chances that the mission he or she desires will be selected by issuing a reselection instruction.

[0116] A6. The information processing device according to any one of A1 to A5, wherein different objects are associated with a plurality of missions.

[0117] According to the invention described in A6, the player can know in advance the object that will be obtained when the mission is completed before the mission is executed, which makes the design easy for the player to understand. Also, by associating the mission with the object, it is possible to add variety not only to the content of the mission but also to the results.

[0118] A7. An information processing device described in any of A1 to A6, wherein the object granting unit grants one or more objects corresponding to the first mission when the player completes the first mission a first number of times, and grants a larger number of objects corresponding to the first mission than when the player completes the first mission a second number of times that is greater than the first number of times.

[0119] According to the invention described in A7, by clearing one quest multiple times, it becomes easier to increase the number of objects, so the player can enjoy the joy of getting closer to the bonus even more.

[0120] A8. The mission selection unit allows a player to select a specific mission as a mission that can be executed after the first mission when the player executes a first mission and a specific selection condition is met; The information processing device according to any one of A1 to A7, wherein the benefit granting unit grants the player the right to perform the specific mission as the benefit when the benefit condition is achieved.

[0121] According to the invention described in A8, it is possible to stimulate the player's anticipation as to whether a specific mission will become selectable after the execution of a mission. In addition, the player is granted the right to execute a specific mission as a special benefit, which can heighten the player's anticipation for the special benefit.

[0122] A9. An information processing device described in any of A1 to A8, further comprising a mission processing unit that adds a fourth mission to the multiple missions that the player can perform when the achievement of the specified parameters of one or more objects acquired by the player meets a specified release condition.

[0123] According to the invention described in A9, the player can obtain the benefit of expanding the game development by achieving the release conditions. In other words, by achieving the release conditions, the player can have the feeling that the depth of the game is gradually expanding.

[0124] A10.Multiple missions are pre-classified into multiple groups. the object granting unit grants the player the right to execute the missions included in the second group when the release condition is achieved based on the play of the plurality of missions included in the first group; The information processing device described in A9, wherein the benefit granting unit grants a first benefit to the player based on the achievement of the specified parameter of the object in the first group, and grants a second benefit to the player based on the achievement of the specified parameter of the object in the second group.

[0125] According to the invention described in A10, by achieving the conditions for unlocking the first group, a new opportunity for the second group can be provided to the player. In addition, by providing benefits for both the first group and the second group, the player's profit opportunities can be expanded with the unlocking of the second group.

[0126] A11. An information processing device described in A10, further comprising a mission processing unit that allows the next execution of a mission included in the first group on the condition that a first waiting time has elapsed after the execution of a mission included in the first group, and that allows the next execution of a mission included in the second group on the condition that a second waiting time has elapsed after the execution of a mission included in the second group.

[0127] According to the invention described in A11, by playing missions simultaneously in multiple groups, the waiting time until one of the missions becomes available can be substantially reduced. Therefore, by satisfying the release conditions for the group, players can progress through the game more smoothly.

[0128] A12. When the player selects a second mission as the mission to be executed and then issues a reselection instruction, the mission selection unit reselects a mission to be executed from among missions other than the second mission; The information processing device of any one of A1 to A11, wherein when a reselection instruction is given after the selection of the second mission, and a third mission is selected as the mission to be executed, and then a further reselection instruction is given by the player, the information processing device reselects a next mission to be executed from one or more missions excluding the second mission and the third mission.

[0129] According to the invention described in A12, the player can gradually narrow down the mission selection candidates by repeatedly issuing reselection instructions, thereby increasing the possibility that the desired mission will be selected.

[0130] A13. The information processing device described in A12, wherein when a reselection instruction is given after the selection of the second mission, and the player selects a third mission as the mission to be executed and then executes the third mission, the mission selection unit selects the next mission to be executed from a plurality of missions including the second mission and the third mission after the execution of the third mission.

[0131] According to the invention described in A13, when a mission is selected and executed after a reselection instruction, the reduction of selection candidates for the mission is reset, thereby realizing easy-to-understand operability for the player.

[0132] A14. A mission processing unit for managing missions is further provided. the mission selection unit is capable of selecting a mission based on a first selection method for selecting a next mission to be executed in accordance with the predetermined criteria, and a second selection method for selecting a next mission to be executed designated by a player, The information processing device of any one of A1 to A11, wherein the mission processing unit permits execution of a next mission on condition that a predetermined waiting time has elapsed after execution of the first mission, and when the next mission is selected using the second selection method, makes the waiting time longer than when the next mission is selected using the first selection method.

[0133] According to the invention described in A14, it is possible to maintain game balance by providing the player with an opportunity to freely select a mission while setting a long waiting time.

[0134] A15. The information processing device according to A1 to A14, wherein the mission selection unit changes a method for selecting a mission to be executed in accordance with the predetermined parameters of one or more objects acquired by a player.

[0135] According to the invention described in A15, the method of selecting a mission changes according to the parameters of the object, so that the interest in the changes in the parameters of the object can be increased.

[0136] A16. When a mission is accomplished by a player, the computer grants the player an object associated with the accomplished mission; the computer selects an executable mission from the plurality of missions in accordance with a predetermined criterion after the player has satisfied a predetermined execution condition based on execution of a first mission among the plurality of missions; An information processing method in which a computer grants a reward to a player when the achievement of acquiring predetermined parameters of one or more objects granted to the player fulfills predetermined reward conditions.

[0137] According to the invention described in A16, it is possible to achieve the same effect as the invention described in A1.

[0138] A17. A function of granting an object corresponding to the completed mission to the player when the mission is completed by the player; a function of selecting an executable mission from the plurality of missions in accordance with a predetermined criterion after the player has satisfied a predetermined execution condition based on the execution of a first mission among the plurality of missions; A program that causes a computer to perform a function of granting a reward to a player when the achievement of acquiring predetermined parameters of one or more objects granted to the player fulfills predetermined reward conditions.

[0139] According to the invention described in A17, it is possible to achieve the same effect as the invention described in A1. [Explanation of symbols]

[0140] 100 game server, 102 game terminal, 106 Internet, 110 data processing unit, 112 communication unit, 114 data storage unit, 116 player registration unit, 118 game control unit, 120 object management unit, 122 mission management unit, 124 benefit management unit, 125 object granting unit, 126 mission processing unit, 128 mission selection unit, 130 game data storage unit, 132 player data storage unit, 134 communication unit, 136 user interface processing unit, 138 data processing unit, 140 data storage unit, 142 input unit, 144 output unit, 146 game execution unit, 148 benefit granting unit, 150 temple selection screen, 152 selection button, 160 quest definition table, 170 benefit definition table, 180 play progress information, 200 game system, 300 processor, 302 first bus, 304 memory, 308 bridge, 310 Second bus, 312 storage, 314 input device, 316 output device, 318 peripheral device

Claims

1. an object granting unit that grants an object associated with the completed mission to the player when the mission is completed by the player; a mission selection unit that selects an executable mission from the plurality of missions in accordance with a predetermined criterion after a player has satisfied a predetermined execution condition based on execution of a first mission among the plurality of missions; and a bonus granting unit that grants a bonus to a player when the achievement of obtaining predetermined parameters of one or more objects granted to the player fulfills predetermined bonus conditions.

2. The information processing device according to claim 1 , wherein the mission selection unit selects a mission to be executed from a plurality of missions by lottery.

3. The information processing device according to claim 1 , further comprising a mission processing unit that imposes a predetermined restriction on the execution of a mission other than the mission selected by the mission selection unit.

4. a mission processing unit that manages missions, the mission selection unit, when a reselection instruction is given by the player for a mission selected as an execution target, reselects a mission in accordance with the predetermined criteria; The information processing device according to claim 2 , wherein the mission processing section permits the player to execute the reselected mission on condition that a predetermined waiting time has elapsed after the reselection instruction.

5. 5. The information processing device according to claim 1, wherein, when a reselection instruction is given by the player when a second mission is selected as the mission to be executed after a first mission, the mission selection unit reselects a mission to be executed from among missions other than the second mission.

6. The information processing device according to claim 1 , wherein different objects are associated with a plurality of missions.

7. 7. The information processing device according to claim 1, wherein the object granting unit grants one or more objects associated with a first mission when the player has completed the first mission a first number of times, and grants a larger number of objects associated with the first mission than when the player has completed the first mission a second number of times that is greater than the first number of times.

8. the mission selection unit, when a first mission is executed by a player and a specific selection condition is met, allows a specific mission to be selected as a mission that can be executed after the first mission; The information processing device according to claim 1 , wherein the bonus granting unit grants the player the right to perform the specific mission as the bonus when the bonus condition is achieved.

9. 9. The information processing device according to claim 1, further comprising a mission processing unit that adds a fourth mission to a plurality of missions that can be executed by a player when the achievement of the predetermined parameters of one or more objects acquired by the player fulfills a predetermined release condition.

10. Multiple missions are pre-classified into multiple groups, the object granting unit grants the player the right to execute a mission included in a second group when the release condition is achieved based on the play of a plurality of missions included in a first group; 10. The information processing device according to claim 9, wherein the benefit granting unit grants a first benefit to the player based on an achievement record of the predetermined parameter of an object in the first group, and grants a second benefit to the player based on an achievement record of the predetermined parameter of an object in the second group.

11. 11. The information processing device according to claim 10, further comprising a mission processing unit that permits the next execution of a mission included in the first group on the condition that a first waiting time has elapsed after the execution of a mission included in the first group, and that permits the next execution of a mission included in the second group on the condition that a second waiting time has elapsed after the execution of a mission included in the second group.

12. the mission selection unit, when selecting a second mission as the mission to be executed and receiving a reselection instruction from the player, reselects a mission to be executed from among missions other than the second mission; 12. The information processing device according to claim 1, wherein, when a reselection instruction is given after the selection of the second mission, and a third mission is selected as the mission to be executed, and then a further reselection instruction is given by the player, the information processing device reselects a next mission to be executed from one or more missions excluding the second mission and the third mission.

13. 13. The information processing device according to claim 12, wherein, when a reselection instruction is given after selection of the second mission, a third mission is selected as the mission to be executed, and then the player executes the third mission, the mission selection unit selects a next mission to be executed from a plurality of missions including the second mission and the third mission after execution of the third mission.

14. a mission processing unit that manages missions, the mission selection unit is capable of selecting a mission based on a first selection method for selecting a next mission to be executed in accordance with the predetermined criteria, as well as a second selection method for selecting a next mission to be executed designated by a player; 14. The information processing device according to claim 1, wherein the mission processing unit permits execution of a next mission on the condition that a predetermined waiting time has elapsed after execution of a mission, and when the next mission is selected by the second selection method, the waiting time is made longer than when the next mission is selected by the first selection method.

15. The information processing device according to claim 1 , wherein the mission selection unit changes a method for selecting a mission to be executed in accordance with the predetermined parameters of one or more objects acquired by a player.

16. when the player completes the mission, the computer grants the player an object associated with the completed mission; the computer selects an executable mission from the plurality of missions in accordance with a predetermined criterion after the player has satisfied a predetermined execution condition based on execution of a first mission among the plurality of missions; An information processing method in which a computer grants a reward to a player when the achievement of acquiring predetermined parameters of one or more objects granted to the player fulfills predetermined reward conditions.

17. a function of, when a mission is accomplished by a player, granting to the player an object associated with the accomplished mission; a function of selecting an executable mission from the plurality of missions in accordance with a predetermined criterion after the player has satisfied a predetermined execution condition based on the execution of a first mission among the plurality of missions; and a program for causing a computer to perform a function of granting a bonus to a player when the achievement of obtaining predetermined parameters of one or more objects granted to the player fulfills predetermined bonus conditions.

Citation Information

Patent Citations

  • Program, game control method, game system, and terminal device

    JP2020168447A