Program and information processing device

By determining the use of existing content in quests and providing preferential rewards, the program incentivizes players to use older content, enhancing engagement and revitalizing game interest.

JP2025175076APending Publication Date: 2025-11-28SEGA CORP
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Patent Information

Application Number
JP2025148709
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-09
Publication Date
2025-11-28

AI Technical Summary

Technical Problem

Existing quests and content in games are often used less frequently due to lower parameters and ease of completion, leading to a decrease in engagement with older content.

Method used

A program and information processing device that determines the use of existing content in quests, providing preferential rewards for using older content, such as enhanced parameters, evolution, or increased rewards, to incentivize its use.

Benefits of technology

Increases the frequency of using existing content in quests by offering preferential treatment, motivating players to engage with older content and maintaining game interest.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the frequency of using an existing content in an existing quest.SOLUTION: A program causes a computer to function as determination means 52 for determining a use content for use in one quest, the existing quest, from contents associated with a player, execution means 54 for executing the one quest based on a parameter of the use content, and assignment means 58 for assigning a reward to the player in response to satisfaction of a clear condition in the executed one quest. When the use content is the existing content that becomes usable prior to a prescribed period corresponding to the one quest, the assignment means 58 gives a preferential reward.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Games have been known in the past that allow players to acquire content such as characters and items by completing lottery games or quests.

[0003] In this regard, Patent Document 1 discloses a technology that allows players to acquire content drawn by lottery games or by completing quests using content owned by the player. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6544474 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, new quests and new content are added through constant updates (version upgrades, updates, etc.) to keep players from getting bored.

[0006] However, existing content often has lower parameters than new content, which means that it is used less frequently in quests. Furthermore, existing quests are often easier to complete than new quests, which means that new content can be used to easily complete them.

[0007] The present invention has been made in view of the above problems, and its purpose is to provide a program and an information processing device that can increase the frequency of using existing content in existing quests. [Means for solving the problem]

[0008] In order to solve the above problems, a program according to a first aspect of the present invention is a program for executing a game that makes it possible to execute a new quest based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, and causes a computer to function as: a determination means that determines the content to be used in a single quest that is an existing quest from the content associated with the player; an execution means that executes the single quest based on parameters of the content to be used; and a granting means that grants a reward to the player in response to the completion of the single executed quest, and the granting means gives preferential treatment to the reward if the content to be used is existing content that became available before a predetermined time corresponding to the single quest.

[0009] In addition, in a second aspect of the present invention, the determination means determines multiple contents as the content to be used from the content associated with the player, and the granting means gives preferential treatment to the reward if some or all of the content to be used is existing content that became available before the specified time.

[0010] In addition, in a third aspect of the present invention, the determination means determines a plurality of contents as the content to be used from the content associated with the player, and the granting means gives a more favorable reward the more the content to be used includes existing content that became available before the specified time.

[0011] In a fourth aspect of the present invention, the preferential treatment is to include new content that becomes available after the predetermined time in the reward.

[0012] In a fifth aspect of the present invention, the preferential treatment is a reward that includes the right to play a lottery game in which new content that has become available after the predetermined time is included in the lottery items.

[0013] In addition, in a sixth aspect of the present invention, the preferential treatment is to strengthen the parameters of the content that is the reward.

[0014] In addition, in a seventh aspect of the present invention, the preferential treatment is to evolve the content that is the reward.

[0015] In addition, in an eighth aspect of the present invention, the preferential treatment is an increase in the amount of the reward.

[0016] In addition, in a ninth aspect of the present invention, the preferential treatment is to increase the probability of granting the content that is the reward.

[0017] In a tenth aspect of the present invention, the reward is existing content that became available before the predetermined time.

[0018] In an eleventh aspect of the present invention, the predetermined time is the time when the one quest is added.

[0019] Furthermore, an information processing device according to a twelfth aspect of the present invention is an information processing device for executing a game that makes a new quest executable based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, and is equipped with: a determination means for determining content to be used in one quest that is an existing quest from content associated with a player; an execution means for executing the one quest based on parameters of the content to be used; and a granting means for granting a reward to the player in accordance with the completion conditions of the one quest that has been executed, and the granting means gives preferential treatment to the reward if the content to be used is existing content that became available before a predetermined time corresponding to the one quest. [Effects of the Invention]

[0020] According to the present invention, it is possible to increase the frequency of using existing content in existing quests. [Brief explanation of the drawings]

[0021] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [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 a functional configuration of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 4 is a diagram showing an example of a selection screen according to the first embodiment. [Figure 7] FIG. 10 is a diagram showing an example of a reward screen in a case where a preferential reward is given in the first embodiment. [Figure 8]FIG. 10 is a diagram showing an example of a reward screen when a normal reward according to the first embodiment is awarded. [Figure 9] 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in a game system according to a second embodiment. [Figure 10] 10 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in a game system according to a third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0022] Hereinafter, several embodiments of the present invention 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 designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0023] ---First embodiment--- First, the first embodiment will be described.

[0024] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0025] 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.

[0026] 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 the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0027] 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.

[0028] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0035] 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.

[0036] 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.

[0037] 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 the first 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.

[0038] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] The speaker 42 has a function of outputting game sounds and the like.

[0043] <Game Overview> The game according to the first embodiment includes a lottery game and quests, which are examples of content, in which the player can acquire characters. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called dungeon, subjugation, exploration, etc.

[0044] The lottery game according to the first embodiment can be executed by a player selecting one of a plurality of types of lottery games on a lottery game execution menu screen or the like. In this lottery game, the player can select a single lottery in which one lottery is executed, or a continuous lottery in which ten consecutive lotteries are executed. This single lottery may be referred to as a single gacha, a single lottery, a single summon, or the like. Furthermore, this continuous lottery may be referred to as a 10-consecutive gacha, a 10-time lottery, a 10-time summon, or the like. Then, by issuing an instruction (request) to execute a single lottery or a continuous lottery, the player can acquire a character randomly selected from a group of lottery-eligible characters (a group of lottery-eligible content) corresponding to the one lottery game. This lottery game is executed by consuming a fee. This fee may be a paid item (a charged item) or a free item (a non-charged item), or the like. Paid items are items that players can acquire through purchase procedures (payment of cash or electronic money, credit card payment, etc.). Examples of paid items include paid stones and paid gacha tickets. Free items are items that players can acquire through gameplay (playing various games). Gameplay includes logging in, clearing quests, accomplishing missions, and interacting with other players who have registered as friends. Examples of free items include free stones and free gacha tickets. Paid items are more valuable than free items. For example, in a lottery game that can be played by consuming only paid items, it is easier to acquire characters with higher rarity (rare value) than in a lottery game that can be played by consuming free items. Paid stones and free stones are sometimes referred to interchangeably as "stones."

[0045] Furthermore, a quest according to the first embodiment is executed by the player selecting one quest from a plurality of types of quests on a quest menu screen. This quest includes normal quests and event quests. A normal quest is a type of quest in which the player clears a playable quest and the next quest becomes playable. An event quest is a type of quest in which the playable quest changes depending on the time of day or period. Furthermore, each quest is executed based on the consumption of a stamina value associated with the quest from the player's current stamina value. Stamina may also be referred to as life, action points (AP), battle points (BP), etc. The player's current stamina value may be consumed when the quest ends (when the quest is cleared or retired).

[0046] In a quest according to the first embodiment, a battle game is executed in which a team consisting of one or more characters owned by the player battles against an enemy character that appears. In this quest, for example, the player instructs the characters (characters used) that make up the team to attack, etc. When the quest is cleared, the player is granted (given) a reward such as free items, game coins, characters, player experience points, etc. Note that free items may not be granted in quests that the player has already cleared.

[0047] <Update summary> In the game according to the first embodiment, updates that add new quests to existing quests and updates that add new characters (content) to existing characters (content) are carried out periodically or irregularly. These updates are sometimes referred to as version upgrades or updates. These additions are sometimes referred to as releases or unlocking. An existing quest refers to a quest that was added before a predetermined time (for example, May 2019). On the other hand, a new quest refers to a quest that was added after the predetermined time. An existing character refers to a character that was added before the preferential period (predetermined period) corresponding to each quest. On the other hand, a new character refers to a character that was added after the preferential period. This preferential period is, for example, a period based on the time when the quest was added (the time when the quest can be executed).

[0048] In the game according to the first embodiment, a new quest becomes available based on an update that adds the new quest. This new quest may be, for example, more difficult than an existing quest, with the enemy characters that appear having high parameters set, and with many gimmicks that are disadvantageous to the player (for example, damage floors). If the new quest is a normal quest, the player can play the new quest after the update, provided that he or she has cleared all existing normal quests. Furthermore, if the new quest is an event quest, the player can play the new quest during a predetermined time period or for a predetermined period after the update.

[0049] Furthermore, in the game according to the first embodiment, new characters (contents) become available based on an update that adds the new characters (contents). These new characters include, for example, evolved characters of existing characters. Furthermore, these new characters may have higher parameters or parameter upper limits than existing characters, or may have skills that are advantageous against enemy characters or gimmicks that appear in new quests. After the update, the player can acquire the new characters by playing a lottery game in which the new characters are included as lottery targets, or by completing a quest (e.g., a new quest) in which the new characters are included as rewards. The player can then use the acquired new characters in quests, missions, and the like.

[0050] <Synthesis Overview> Combining according to the first embodiment refers to developing one character (contents owned by a player) as a source character (contents to be combined) and other characters as material characters (material contents). The material characters used in the combination are excluded (deleted) from the characters owned by the player.

[0051] Furthermore, the synthesis according to the first embodiment includes strengthening synthesis and evolutionary synthesis. Strengthening synthesis is synthesis that changes the parameters (e.g., level) of the original character. Evolutionary synthesis is synthesis that evolves (changes) the original character into another character.

[0052] The strengthening synthesis according to the first embodiment can be performed by the player selecting an strengthening synthesis menu on the management menu screen for the owned characters. In this strengthening synthesis, a source character and a material character are selected from the characters owned by the player through a selection operation by the player. For example, in the strengthening synthesis, a certain number (for example, 20 or less) of material characters are selected for one source character.

[0053] In addition, in the reinforcement synthesis according to the first embodiment, instead of consuming the selected material character, the parameters of the selected source character are changed to be advantageous in the game (e.g., a quest). For example, when a material character of a different type from the source character is reinforced with the source character, the parameters of the source character are increased.

[0054] Furthermore, the evolutionary synthesis according to the first embodiment can be performed by the player selecting an evolutionary synthesis menu on the management menu screen for the owned characters. In this evolutionary synthesis, a source character and a material character are selected from the player's owned characters by the player selecting the source character. For example, in evolutionary synthesis, for one source character, a certain number (for example, five) of material characters that are pre-associated with the source character are selected.

[0055] Furthermore, in the evolution synthesis according to the first embodiment, instead of consuming the selected material character, the selected source character is evolved (changed) into another character. In other words, the source character is associated with the character ID of another character through evolution synthesis, and the character's name, image, skills, rarity, etc. change. This source character is called a pre-evolved character. This other character is called an evolved character. In the first embodiment, the evolved character is set to a rarity one level higher than the pre-evolved character, and for example, has a higher upper limit value for parameters than the pre-evolved character.

[0056] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG.

[0057] 4, the server device 10 has, as its functional configuration, a storage means 50, a determination means 52, an execution means 54, a judgment means 56, and an assignment 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.

[0058] The storage means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.

[0059] The player information 50A is stored for each player in association with the player's player ID. This player information 50A includes, for example, the player's name and age, owned character information, team information, owned item information, stamina information, and friend information. The owned character information includes the character ID and parameters of each owned character. The parameters include level, hit points, attack power, defense power, etc. The level increases (changes) when a character (original character) gains character experience points through fusion. As the level increases, the hit points, attack power, defense power, character experience points, etc. also increase. The team information includes a predetermined number (e.g., seven) of teams previously organized by the player. Each team includes, for example, a predetermined number (e.g., three) or less of owned characters previously selected by the player. The owned item information includes the number of owned items, corresponding to the item ID of each owned item. Examples of such items include paid stones and free stones. The stamina information includes the player's current stamina value and stamina upper limit. The current stamina value is the value consumed when a player performs a quest. This current stamina value increases by a predetermined amount (for example, 1) over time (for example, 3 minutes), recovering to the stamina upper limit. In addition, the current stamina value recovers by the same amount as the stamina upper limit when the player consumes paid stones, free stones, stamina recovery items, etc. This stamina upper limit increases as the player's player rank increases. The player rank increases when the player earns player experience points, for example, by playing quests. The friend information includes the player IDs of other players who are registered as friends.

[0060] Character information 50B is stored for each character in association with the character ID of the character. This character information 50B includes, for example, the character's name, image, rarity, initial and upper limit values ​​of parameters, skills, and usable time. Rarity includes, for example, a numerical value ranging from 1 to 6. This numerical value may be expressed, for example, as the number of stars. For example, characters with high rarity have high parameters and upper limit values ​​of parameters. The usable time includes the time when the character became usable, i.e., the time when the character was added. This time may be, for example, the time when the game started or the time when the game was updated. For example, the usable time of character X includes January 2015, when character X was added with the start of game operation.

[0061] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. This lottery game information 50C includes, for example, a name (title), an image, lottery target information, and a prize. The lottery target information includes the character ID of each character constituting the lottery target character group that is the lottery target of the lottery game, and the lottery probability associated with the character ID. This lottery target includes multiple characters with different usable periods. A low probability is set for characters with high rarity, and a high probability is set for characters with low rarity. Note that, in this lottery probability, a character (pickup character) may be set that has a higher lottery probability than other characters of the same rarity. The prize includes the number of items (consumption amount) required to execute one lottery.

[0062] The quest information 50D is stored for each quest in association with the quest ID of that quest. This quest information 50D includes, for example, the name (title), image, character information, consumed stamina value, clearing conditions, reward information, executable time, and preferential time. The character information includes parameters (level, hit points, etc.) of enemy characters appearing in the quest. The consumed stamina value is the stamina value required to execute the quest. The clearing conditions include the clearing criteria for the quest. Examples of the clearing conditions include reducing the hit points of all enemy characters to 0 or less, or occupying the enemy character's territory. The reward information includes information about the reward to be awarded to the player when the quest is cleared. This reward information includes, for example, the character ID of the reward character, the character's granted level, the grant rate (drop rate) which is the probability of granting the character, the number of game coins, the amount of player experience points, the number of free items, etc. The executable time includes the time when the quest became executable, i.e., the time when the quest was added. This period may be, for example, the time when the game was launched or the time when the game was updated. For example, the executable period for Quest E includes March 2015, when Quest E was added in the first update since the launch of the game. For example, the executable period for Quest G includes December 2015, when Quest G was added in the fifth update since the launch of the game. For example, the executable period for Quest R includes April 2018, when Quest R was added in the 25th update since the launch of the game. The preferential period includes a predetermined period for preferential rewards. In the first embodiment, if the period when a usable character in a quest becomes available is before the predetermined period, the reward for that quest is preferential. For example, the preferential period (predetermined period) for Quest E includes March 2015, the same period when Quest E became available. For example, the preferential period for Quest G includes May 2016, six months after the period when Quest G became available. For example, the preferential period for Quest R includes April 2017, which is one year before the executable period for Quest R.

[0063] The determination means 52 is a functional means for determining characters (contents) to be used by the player in a quest. In the first embodiment, the determination means 52 determines characters to be used in a quest, which is an existing quest, from one or more characters associated with the player. For example, the determination means 52 determines a predetermined number (e.g., three) of characters selected by the player from among the characters owned by the player as characters to be used. Note that characters associated with the player may include, in addition to characters owned by the player, characters owned by other players registered as friends by the player, characters loaned to the player by a game operator, etc.

[0064] The execution means 54 is a functional means for executing a quest based on an execution instruction (request) from the player. In the first embodiment, the execution means 54 executes one quest selected by the player based on the parameters of the character to be used determined by the determination means 52.

[0065] The determination means 56 is a functional means for making various determinations. In the first embodiment, the determination means 56 determines whether the available character determined by the determination means 52 satisfies a predetermined condition. This predetermined condition is, for example, whether the available character is an existing character that became available before the preferential treatment period (predetermined period) corresponding to the quest. Specifically, the determination means 56 refers to the available period in the character information 50B and the preferential treatment period in the quest information 50D, and makes a positive determination if the available period of the available character is before the preferential treatment period corresponding to a quest.

[0066] The granting means 58 is a functional means for granting a reward to a player. In the first embodiment, the granting means 58 grants a reward to a player in response to the completion of a quest executed by the execution means 54. This reward includes, for example, free items (free stones or free gacha tickets) and characters. The granting means 58 refers to the reward information in the quest information 50D and grants a character in accordance with the character grant rate (drop rate). Examples of this character include characters that became available before the preferential period (predetermined period) of a quest, and characters that became available after the preferential period.

[0067] Furthermore, the granting means 58 gives preferential treatment to the reward for one quest when the character to be used determined by the determining means 52 satisfies a predetermined condition. For example, the granting means 58 gives preferential treatment to the reward for one quest when the determining means 56 determines that some or all of the characters to be used are existing characters that became available before the preferential treatment period (predetermined period) for one quest.

[0068] The following describes specific examples in which the awarding means 58 provides preferential rewards. These specific examples may be combined with each other.

[0069] (1) New characters will be included in the rewards. For example, the granting means 58 performs preferential treatment by including new characters that have become available in updates after the preferential treatment period (predetermined period) of the executed quest as rewards. Specifically, if some or all of the characters used are existing characters, the granting means 58 grants characters added after the preferential treatment period as rewards. On the other hand, if some or all of the characters used are not existing characters, the granting means 58 grants characters added before the preferential treatment period of the executed quest as rewards.

[0070] (2) The reward includes the right to play a lottery game in which a new character is selected. For example, the granting means 58 performs a preferential treatment in which the reward includes the right to play a lottery game (e.g., free stones, free gacha tickets) in which new characters that have become available in updates after the preferential treatment period (predetermined period) of the executed quest are included in the lottery items. Specifically, if some or all of the characters used are existing characters, the granting means 58 adds to the reward the right to play a lottery game in which some or all of the characters added after the preferential treatment period are existing characters. On the other hand, if some or all of the characters used are not existing characters, the granting means 58 does not add to the reward the right to play the lottery game.

[0071] (3) Strengthen the character's parameters as a reward For example, the granting means 58 provides preferential treatment by strengthening the parameters of the reward character. Specifically, when all of the characters to be used are existing characters, the granting means 58 sets the level of the reward character to an upper limit of 99 and grants it to the player. On the other hand, when all of the characters to be used are not existing characters, the granting means 58 sets the level of the reward character to an initial value of 1 and grants it to the player. Note that when some or all of the characters to be used are existing characters, the granting means 58 may increase the upper limit of the level of the reward character and grant it to the player.

[0072] (4) Evolve the reward character For example, the granting means 58 provides preferential treatment by evolving the reward character. Specifically, if some of the characters to be used are existing characters, the granting means 58 grants the reward character to the player as an evolved character. On the other hand, if some of the characters to be used are not existing characters, the granting means 58 grants the reward character to the player as is.

[0073] (5) Increase the amount of rewards For example, the granting means 58 provides preferential treatment by increasing the amount of reward. Specifically, if some or all of the characters used are existing characters, the granting means 58 grants five free items as rewards. On the other hand, if some or all of the characters used are not existing characters, the granting means 58 grants one item as reward.

[0074] (6) Increase the rate at which reward characters are awarded. For example, the granting means 58 performs preferential treatment by increasing the grant rate (drop rate) of reward characters. Specifically, if all of the characters used are existing characters, the granting means 58 increases the grant rate of reward characters from 50% to 100%. On the other hand, if all of the characters used are not existing characters, the granting means 58 does not change the grant rate of reward characters from 50%.

[0075] Furthermore, the granting means 58 provides a more favorable reward the more existing characters that became available before the preferential treatment period (predetermined period) for one quest are included among the available characters determined by the determination means 52. Specifically, the granting means 58 grants one free item as a reward when one or less of the three available characters is an existing character. Furthermore, the granting means 58 grants five free items as a reward when two of the three available characters are existing characters. Furthermore, the granting means 58 grants ten free items as a reward when the three available characters are existing characters.

[0076] <Processing flow> Fig. 5 is a flowchart showing an example of the flow of processing performed by the functional means shown in Fig. 4 in the game system according to the first embodiment. The processing of the following steps is initiated, for example, when the player selects one existing quest from multiple types of quests on the quest menu screen displayed on the touch panel 32. The order and content of the following steps can be changed as appropriate.

[0077] (Step SP10) The execution means 54 displays on the touch panel 32 a selection screen 60 for selecting a team to be used in one quest.

[0078] FIG. 6 is a diagram showing an example of a selection screen 60 according to the first embodiment.

[0079] As shown in FIG. 6 , the selection screen 60 includes a team information area 62, a team switching button 64, an organization button 66, and an execute button 68. The selection screen 60 indicates that a player will receive a preferential reward if he or she uses an existing character that became available before the preferential period (predetermined period) for a quest. The team information area 62 displays a team previously organized by the player. The team information area 62 displays characters that became available before the preferential period (predetermined period) for a quest in different forms from characters that became available after the preferential period. For example, characters that became available after the preferential period are displayed grayed out. The team switching button 64 is a button for issuing an instruction to switch the team displayed in the team information area 62 to another team previously organized by the player. The organization button 66 is a button for issuing an instruction to organize (reorganize) the team displayed in the team information area 62. Pressing the organization button 66 transitions to a screen listing the player's owned characters, where the player can organize (reorganize) a predetermined number (e.g., three) or less of his / her owned characters into a team displayed in the team information area 62. Note that on this owned character list screen, owned characters that became available before the preferential period for a quest and owned characters that became available after the preferential period may be displayed in different forms. The execute button 68 is a button for issuing an instruction to execute a quest with the team displayed in the team information area 62.

[0080] Returning to FIG. 5, the process proceeds to step SP12.

[0081] (Step SP12) When the player presses the execute button, the determination means 52 determines each of the owned characters included in the team displayed in the team information area as the characters to be used in one quest, and then the process proceeds to step SP14.

[0082] (Step SP14) The execution means 54 executes one quest based on the parameters of the characters to be used determined in step SP12. For example, the execution means 54 executes a battle game using the parameters of each of the determined characters to be used and the parameters of an enemy character appearing in one quest. Then, the process proceeds to step SP16.

[0083] (Step SP16) The determination means 56 determines whether or not the clearing conditions for one quest have been met. For example, if the hit points of all enemy characters are 0 or less, the determination means 56 makes a positive determination. On the other hand, if the hit points of all playable characters are 0 or less, the determination means 56 makes a negative determination. If the determination is positive, the process proceeds to step SP18. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 5.

[0084] (Step SP18) The determination means 56 determines whether or not the available characters satisfy a predetermined condition. For example, the determination means 56 refers to the character information 50B and the quest information 50D, and if the available periods for all (three) available characters are before the preferential treatment period (predetermined period) corresponding to one quest, the determination is affirmative. If the determination is affirmative, the process proceeds to step SP20. On the other hand, if the determination is negative, the process proceeds to step SP26.

[0085] (Step SP20) The granting means 58 references the quest information 50D, obtains the number of free items included in the reward information, and increases the number. Specifically, the granting means 58 performs preferential treatment by increasing the number of free items, which are the reward, from 1 to 5. Then, the processing proceeds to step SP22.

[0086] (Step SP22) The granting means 58 grants the player the rewards that were given preferential treatment in step SP20. Specifically, the granting means 58 grants the player the free items whose number was increased in step SP20 and the characters and the like included in the reward information of the quest information 50D, and updates the owned item information, owned character information, and the like in the player information 50A. Then, the processing proceeds to the processing of step SP24.

[0087] (Step SP24) The execution means 54 displays on the touch panel 32 a reward screen 70 showing the reward given in step SP22.

[0088] FIG. 7 is a diagram showing an example of a reward screen 70 in the case where a preferential reward is given according to the first embodiment.

[0089] 7, the reward screen 70 has a reward information area 72. The reward information area 72 displays the reward given to the player for clearing one quest. The reward information area 72 displays that the player received a preferential reward for using a character (an existing character) that became available before the preferential period (predetermined period) for one quest.

[0090] Then, the series of processes shown in FIG. 5 ends.

[0091] (Step SP26) The granting means 58 grants the player a normal reward. Specifically, the granting means 58 grants the player a free item, character, etc. included in the reward information of the quest information 50D, and updates the owned item information, owned character information, etc. of the player information 50A. Then, the processing proceeds to the processing of step SP28.

[0092] (Step SP28) The execution means 54 displays on the touch panel 32 a reward screen 80 showing the reward given in step SP26.

[0093] FIG. 8 is a diagram showing an example of a reward screen 80 when a normal reward according to the first embodiment is awarded.

[0094] 8, the reward screen 80 is provided with a reward information area 82. The reward information area 82 displays the normal reward given to the player for clearing one quest.

[0095] Then, the series of processes shown in FIG. 5 ends.

[0096] <Effects> As described above, in the first embodiment, a program for executing a game makes it possible to execute a new quest based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, and causes a computer to function as: determination means 52 that determines the content to be used in one quest, which is an existing quest, from the content associated with the player; execution means 54 that executes the one quest based on parameters of the content to be used; and granting means 58 that grants a reward to the player in response to the completion conditions being met for the one quest that has been executed, and the granting means 58 gives preferential treatment to the reward if the content to be used is existing content that became available before a predetermined time corresponding to the one quest.

[0097] According to this configuration, by setting existing content as the use content, the reward for the existing quest is favored, which motivates the player to use the existing content in the existing quest. This increases the frequency with which the existing content is used in the existing quest. Furthermore, if the use content is existing content, the player will not be able to easily complete the existing quest, which increases the interest of the existing quest. Furthermore, even if the player acquires existing content in, for example, a lottery game in which new content is featured content, the player can use the acquired existing content in the existing quest.

[0098] Also, in the first embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the granting means 58 provides preferential rewards if some or all of the content to be used is existing content that became available before a specified time.

[0099] According to this configuration, if some or all of the content to be used is existing content, the reward for the existing quest will be preferentially treated, thereby providing the player with motivation to use the existing content in the existing quest.

[0100] Also, in the first embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the granting means 58 gives a more favorable reward the more the content to be used includes existing content that became available before a specified time.

[0101] According to this configuration, the more existing content is included in the available content, the more favorable the rewards for the existing quests will be, which can motivate the player to use as much existing content as possible in the existing quests.

[0102] In the first embodiment, the preferential treatment is to include new content that becomes available after a predetermined time in the reward.

[0103] With this configuration, new content is granted by making existing content available, which motivates the player to use the granted new content in new quests, thereby revitalizing the game as a whole.

[0104] In the first embodiment, the preferential treatment is to include in the reward the right to play a lottery game in which new content that becomes available after a predetermined time is included in the lottery items.

[0105] With this configuration, by using existing content as available content, the player is granted the right to play a lottery game in which new content is included in the lottery, which motivates the player to use the new content acquired through the lottery game in a new quest, thereby revitalizing the game as a whole.

[0106] In the first embodiment, the preferential treatment is to enhance the parameters of the content that is the reward.

[0107] According to this configuration, by making existing content the content to be used, content with enhanced parameters is given to the player, which can motivate the player to use existing content in existing quests.

[0108] In the first embodiment, the preferential treatment is to evolve the content that is the reward.

[0109] According to this configuration, by making existing content available content, evolved content is given to the player, so that the player can be motivated to use the existing content in existing quests.

[0110] In the first embodiment, the preferential treatment is an increase in the amount of reward.

[0111] According to this configuration, by making existing content available, the amount of reward increases, and therefore the player can be motivated to use existing content in existing quests.

[0112] In the first embodiment, the preferential treatment is to increase the probability of granting content as a reward.

[0113] According to this configuration, by making existing content available, the probability of receiving content as a reward increases, thereby motivating players to use existing content in existing quests.

[0114] In the first embodiment, the reward is existing content that became available before a predetermined time.

[0115] According to this configuration, existing content that offers preferential rewards is granted as a reward, so that the player can be motivated to use the granted existing content in existing quests.

[0116] In the first embodiment, the predetermined time is the time when one quest is added.

[0117] According to this configuration, if the content to be used is existing content that became available before the existing quest was added, the reward is favorably treated. Therefore, even if a player has not played the game for a long time, the player can be motivated to use the existing content associated with the player in the existing quest. Furthermore, by using the existing content as the content to be used, the player can play the existing quest with the same interest as when it was first added.

[0118] ---Second embodiment--- Next, a second embodiment will be described.

[0119] The second embodiment differs from the first embodiment in that one quest executed by the execution means 54 is a new quest. Note that the configuration and functions of the game system according to the second embodiment, which will not be described below, are the same as those of the game system according to the first embodiment.

[0120] (Example 1) In the second embodiment, the determination means 52 determines a character to be used in a new quest from one or more characters associated with the player.

[0121] Furthermore, in the second embodiment, the execution means 54 lowers the difficulty level of the first quest, which is a new quest, when the characters to be used determined by the determination means 52 satisfy a predetermined condition. For example, the execution means 54 lowers the difficulty level of the first quest when the determination means 56 determines that some or all of the characters to be used are existing characters that became available before the preferential period (predetermined period) of the first quest. Specifically, the execution means 54 reduces the number of enemy characters that appear in the first quest.

[0122] Furthermore, the execution means 54 lowers the difficulty level of the first quest as the usable characters determined by the determination means 52 include more existing characters that became available before the preferential period (predetermined period) of the first quest, which is a new quest. Specifically, if there is one or less existing character among the three usable characters, the execution means 54 does not change the level of the enemy character appearing in the first quest. Furthermore, if there are two existing characters among the three usable characters, the execution means 54 reduces the level of the enemy character appearing in the first quest by 10. Furthermore, if all usable characters are existing characters, the execution means 54 reduces the level of the enemy character appearing in the first quest by 20.

[0123] <Processing flow> 9 is a flowchart showing an example of the flow of processing performed by the functional means shown in FIG. 4 in the game system according to the second embodiment. The processing starts when the player selects a new quest from among multiple types of quests on the quest menu screen displayed on the touch panel 32. Note that the order and content of the following steps can be changed as appropriate.

[0124] (Step SP30 to Step SP32) The processing in steps SP30 to SP32 is the same as the processing in steps SP10 to SP12 described above, and therefore a description thereof will be omitted.

[0125] (Step SP34) The determination means 56 determines whether or not the available characters satisfy a predetermined condition. For example, the determination means 56 refers to the character information 50B and the quest information 50D, and makes a positive determination if the available period for one or more of the three available characters is before the preferential period (predetermined period) corresponding to one quest. If the determination is positive, the process proceeds to step SP36. On the other hand, if the determination is negative, the process proceeds to step SP38.

[0126] (Step SP36) The execution means 54 lowers the difficulty level of the first quest. For example, the execution means 54 reduces the number of enemy characters that appear in the first quest. Then, the processing proceeds to step SP38.

[0127] (Step SP38) The execution means 54 executes one quest based on the parameters of the characters to be used determined in step SP32. For example, the execution means 54 executes a battle game using the parameters of each of the determined characters to be used and the parameters of an enemy character appearing in one quest. Then, the processing proceeds to step SP40.

[0128] (Step SP40) The determination means 56 determines whether or not the clearing condition for one quest has been met. For example, if the team made up of the characters in use occupies the territory of an enemy character, the determination means 56 makes a positive determination. On the other hand, if the enemy character occupies the territory of the team made up of the characters in use, the determination means 56 makes a negative determination. If the determination is positive, the process proceeds to step SP42. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 9.

[0129] (Step SP42) The granting means 58 grants the reward to the player. Specifically, the granting means 58 grants the player free items, characters, etc. included in the reward information of the quest information 50D, and updates the owned item information, owned character information, etc. of the player information 50A. Then, the series of processes shown in FIG. 9 ends.

[0130] (Example 2) In the above-described specific example 1, the execution means 54 lowers the difficulty level of the first quest, which is a new quest, in step SP36. However, the granting means 58 may also favor the reward for the first quest. For example, the granting means 58 may favor the reward for the first quest the more existing characters that became available before the favorable period (predetermined period) are included in the characters available for use. This favorable treatment may include increasing the amount of the reward, increasing the probability (award rate) of granting the character (content) that is the reward, and the like, as in the favorable treatment described in the first embodiment.

[0131] <Effects> As described above, in the second embodiment, a program for executing a game makes it possible to execute a new quest based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, causes a computer to function as: determination means 52 that determines the content to be used in a new quest from the content associated with the player; execution means 54 that executes the one quest based on parameters of the content to be used; and granting means 58 that grants a reward to the player in response to the completion conditions being met for the one quest that has been executed; and if the content to be used is existing content that became available before the specified time corresponding to the one quest, the execution means 54 lowers the difficulty level of the one quest.

[0132] According to this configuration, by using existing content as available content, the difficulty level of the new quest is lowered, thereby motivating the player to use the existing content in the new quest. This increases the frequency with which the existing content is used in the new quest. Furthermore, even if a player has not played the game for a long period of time, the player can be motivated to use the existing content associated with the player in the new quest. Furthermore, even if the player acquires existing content in, for example, a lottery game in which the new content is featured content, the player can use the acquired existing content in the new quest.

[0133] In addition, in the second embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the execution means 54 lowers the difficulty level of a quest if some or all of the content to be used is existing content that became available before a specified time.

[0134] According to this configuration, if some or all of the content to be used is existing content, the difficulty level of the new quest will be lower, thereby providing the player with motivation to use the existing content in the new quest.

[0135] In addition, in the second embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the execution means 54 lowers the difficulty of a quest the more existing content that became available before a specified time is included in the content to be used.

[0136] With this configuration, the more existing content is included in the available content, the lower the difficulty level of the new quest, which can motivate the player to use as much existing content as possible in the new quest.

[0137] In addition, in a second embodiment, a program for executing a game makes it possible to execute a new quest based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, and causes a computer to function as: a determination means 52 that determines the content to be used in a new quest from the content associated with the player; an execution means 54 that executes the one quest based on parameters of the content to be used; and an awarding means 58 that awards a reward to the player in response to the completion of the one quest that has been executed, and the awarding means 58 gives preferential treatment to the reward if the content to be used is existing content that became available before a specified time corresponding to the one quest.

[0138] According to this configuration, by designating existing content as use content, the reward for the new quest is favored, which motivates the player to use the existing content in the new quest. This increases the frequency with which the existing content is used in the new quest. Furthermore, even if a player has not played the game for a long time, the player can be motivated to use the existing content associated with the player in the new quest. Furthermore, even if the player acquires existing content in, for example, a lottery game in which the new content is featured content, the player can use the acquired existing content in the new quest.

[0139] In addition, in the second embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the granting means 58 provides preferential rewards if some or all of the content to be used is existing content that became available before a specified time.

[0140] According to this configuration, if some or all of the content to be used is existing content, the reward for the new quest will be preferential, thereby providing the player with motivation to use the existing content in the new quest.

[0141] In addition, in the second embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the granting means 58 gives a more favorable reward the more the content to be used includes existing content that became available before a specified time.

[0142] According to this configuration, the more existing content is included in the available content, the more favorable the reward in the new quest will be, so the player can be motivated to use as much existing content as possible in the new quest.

[0143] In the second embodiment, the preferential treatment is an increase in the amount of reward.

[0144] According to this configuration, by making existing content available, the amount of reward increases, and therefore the player can be motivated to use existing content in new quests.

[0145] In the second embodiment, the preferential treatment is to increase the probability of receiving content as a reward.

[0146] According to this configuration, by making existing content available, the probability of receiving content as a reward increases, thereby motivating the player to use existing content in new quests.

[0147] In the second embodiment, the reward is content that becomes available before a predetermined time.

[0148] According to this configuration, existing content with preferential difficulty and rewards is granted as a reward, which can motivate the player to use the granted existing content in new quests.

[0149] In the second embodiment, the predetermined time is the time when one quest is added.

[0150] With this configuration, if the content to be used is existing content that was available before the new quest was added, the difficulty level and rewards are given preferential treatment. Therefore, even if a player has not played the game for a long time, the player can be motivated to use the existing content associated with that player in the new quest.

[0151] ---Third embodiment--- Next, a third embodiment will be described.

[0152] The third embodiment differs from the first embodiment in that the execution means 54 increases the difficulty level of a quest that is an existing quest. Note that the configuration and functions of the game system according to the third embodiment, which will not be described below, are the same as those of the game systems according to the first and second embodiments.

[0153] (Example 1) In the third embodiment, the determining means 56 determines whether or not the character to be used determined by the determining means 52 satisfies a predetermined condition. This predetermined condition is, for example, whether or not the character to be used is a new character that has become available after the preferential treatment period (predetermined period) corresponding to the quest.

[0154] Furthermore, in the third embodiment, the execution means 54 increases the difficulty level of a quest that is an existing quest when the characters to be used determined by the determination means 52 satisfy a predetermined condition. For example, the execution means 54 increases the difficulty level of a quest when the determination means 56 determines that some or all of the characters to be used are new characters that have become available after the preferential period (predetermined period) of the quest. Specifically, the execution means 54 increases the number of enemy characters that appear in the quest.

[0155] Furthermore, the execution means 54 increases the difficulty level of the first quest as the usable characters determined by the determination means 52 include more new characters that have become available since the preferential period (predetermined period) of the first quest, which is an existing quest. Specifically, if there is one or less new characters among the three usable characters, the execution means 54 does not change the level of the enemy characters that appear in the first quest. Furthermore, if there are two new characters among the three usable characters, the execution means 54 increases the level of the enemy characters that appear in the first quest by 10. Furthermore, if all usable characters are new characters, the execution means 54 increases the level of the enemy characters that appear in the first quest by 20.

[0156] <Processing flow> Fig. 10 is a flowchart showing an example of the flow of processing performed by the functional means shown in Fig. 4 in the game system according to the third embodiment. The processing starts when the player selects an existing quest from multiple types of quests on the quest menu screen displayed on the touch panel 32. Note that the order and content of the following steps can be changed as appropriate.

[0157] (Step SP50 to Step SP52) The processing in steps SP50 to SP52 is the same as the processing in steps SP30 to SP32 described above, and therefore a description thereof will be omitted.

[0158] (Step SP54) The determination means 56 determines whether or not the available characters satisfy a predetermined condition. For example, the determination means 56 refers to the character information 50B and the quest information 50D, and makes a positive determination if the available period for two or more of the three available characters is after the preferential period (predetermined period) corresponding to one quest. If the determination is positive, the process proceeds to step SP56. On the other hand, if the determination is negative, the process proceeds to step SP58.

[0159] (Step SP56) The execution means 54 increases the difficulty level of the one quest. For example, the execution means 54 increases the number of enemy characters that appear in the one quest. Then, the processing proceeds to step SP58.

[0160] (Step SP58 to Step SP62) The processing in steps SP58 to SP62 is the same as the processing in steps SP38 to SP42 described above, and therefore the explanation will be omitted. Then, the processing ends with the series of steps shown in FIG.

[0161] (Example 2) In the above-mentioned specific example 1, the execution means 54 increases the difficulty level of a certain quest that is an existing quest in step SP56, but the granting means 58 may also give less favor to the reward for that certain quest. For example, the granting means 58 may give less favor to the reward for that certain quest the more new characters that have become available after the preferential treatment period (predetermined period) are included in the available characters. Examples of this less favorable treatment include reducing the amount of the reward or lowering the probability (granting rate) of granting a character (content) as a reward.

[0162] <Effects> As described above, in the third embodiment, a program for executing a game makes it possible to execute a new quest based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, and causes a computer to function as: determination means 52 that determines the content to be used in a single quest, which is an existing quest, from the content associated with the player; execution means 54 that executes the single quest based on parameters of the content to be used; and granting means 58 that grants a reward to the player in response to the completion conditions being met for the single quest that has been executed; and if the content to be used is new content that has become available after a predetermined time corresponding to the single quest, the execution means 54 increases the difficulty level of the single quest.

[0163] According to this configuration, by setting new content as available content, the difficulty level of an existing quest increases, thereby motivating the player to use the existing content in the existing quest. This increases the frequency with which the existing content is used in the existing quest. Furthermore, even if a player has not played the game for a long period of time, the player can be motivated to use the existing content associated with the player in the existing quest. Furthermore, even if the player acquires existing content in, for example, a lottery game in which new content is featured content, the player can use the acquired existing content in the existing quest.

[0164] In addition, in the third embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the execution means 54 increases the difficulty level of a quest if some or all of the content to be used is new content that has become available after a specified time.

[0165] According to this configuration, if some or all of the content used is new content, the difficulty level of the existing quest increases, thereby providing the player with motivation to use the existing content in the existing quest.

[0166] In addition, in the third embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the execution means 54 increases the difficulty level of a quest as the amount of new content that has become available since a specified time is included in the content to be used.

[0167] With this configuration, the more new content is included in the available content, the higher the difficulty level of the existing quest, thereby providing the player with motivation to use as much existing content as possible in the existing quest.

[0168] Furthermore, in a third embodiment, a program for executing a game makes it possible to execute a new quest based on an update that adds the new quest to an existing quest, and makes the new content available based on an update that adds the new content to existing content, and causes a computer to function as: a determination means 52 that determines the content to be used in one quest, which is an existing quest, from the content associated with the player; an execution means 54 that executes the one quest based on parameters of the content to be used; and an awarding means 58 that awards a reward to the player in response to the completion conditions being met for the one quest that has been executed, and the awarding means 58 gives a low reward if the content to be used is existing content that has become available after a predetermined time corresponding to the one quest.

[0169] According to this configuration, by designating new content as available content, the reward for an existing quest is reduced, thereby motivating the player to use the existing content in the existing quest. This increases the frequency with which the existing content is used in the existing quest. Furthermore, even if a player has not played the game for a long period of time, the player can be motivated to use the existing content associated with the player in the existing quest. Furthermore, even if the player acquires existing content in, for example, a lottery game in which new content is featured content, the player can use the acquired existing content in the existing quest.

[0170] In addition, in the third embodiment, the determination means 52 determines multiple contents as the content to be used from the content associated with the player, and the granting means 58 gives a low reward if some or all of the content to be used is new content that has become available after a specified time.

[0171] According to this configuration, if some or all of the content to be used is new content, the rewards in the existing quest are treated poorly, which can motivate the player to use the existing content in the existing quest.

[0172] In addition, in the third embodiment, the determination means 52 determines multiple contents as the usable contents from the contents associated with the player, and the granting means 58 gives a lower reward the more new contents that have become usable after a specified time are included in the usable contents.

[0173] According to this configuration, the more new content is included in the available content, the lower the rewards in the existing quests, so that the player can be motivated to use as much existing content as possible in the existing quests.

[0174] In the third embodiment, the negative treatment is a reduction in the amount of reward.

[0175] According to this configuration, by making new content available content, the amount of reward is reduced, so that the player can be motivated to use existing content in existing quests.

[0176] In the third embodiment, the negative treatment is achieved by lowering the probability of providing content as a reward.

[0177] According to this configuration, by making new content available, the probability of receiving reward content decreases, thereby motivating players to use existing content in existing quests.

[0178] In the third embodiment, the reward is existing content that became available before a predetermined time.

[0179] According to this configuration, existing content with fair difficulty and rewards is granted as a reward, which can motivate the player to use the granted existing content in existing quests.

[0180] In the third embodiment, the predetermined time is the time when one quest is added.

[0181] According to this configuration, if the content to be used is new content that became available after the existing quest was added, the difficulty level and rewards are lowered. Therefore, even if a player has not played the game for a long time, the player can be motivated to use the existing content associated with the player in the existing quest. Furthermore, by using the existing content, the player can play the existing quest with the same interest as when it was first added.

[0182] ---Variations--- 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.

[0183] For example, in the first embodiment, the available period in character information 50B, the executable period in quest information 50D, and the preferential period (predetermined period) are stored in the format of "year and month," but they may also be stored in the format of "year," "year, month, day," version number, etc.

[0184] In the first embodiment, the quest information 50D stores a preferential treatment period (predetermined period) for each quest, but a preferential treatment period common to some or all quests may be stored. For example, January 2017 may be stored as the common preferential treatment period for each quest that can be performed from January to December 2017.

[0185] In the first embodiment, the execution means 54 executes a quest based on the parameters of the characters to be used, but it may also restrict characters that have become available after the preferential treatment period for a quest from being used as characters. For example, if some or all of the characters to be used in a quest are characters that have become available after the preferential treatment period, the execution means 54 prohibits the execution of the quest.

[0186] Furthermore, in the second embodiment, the execution means 54 lowers the difficulty of a quest as the number of existing characters included in the usable characters is described, but the difficulty may also be lowered as the usable character's usable period is older. For example, the execution means 54 compares the usable period of the usable character with the preferential period (predetermined period) in the quest, and if the usable period is more than one year before the preferential period, reduces the number of enemy characters that appear by 15%. Furthermore, if the usable period is more than two years before the preferential period, the execution means 54 reduces the number of enemy characters that appear by 30%. Similarly, in the third embodiment, the execution means 54 raises the difficulty of a quest as the number of new characters included in the usable characters is described, but the difficulty may also be higher as the usable character's usable period is more recent.

[0187] In the first and second embodiments, the granting means 58 has been described as providing a more favorable reward for a quest the more existing characters are included in the usable characters. However, the older the usable character is, the more favorable the reward may be. For example, the granting means 58 compares the usable character's usable time with the preferential time (predetermined time) for a quest, and if the usable time is more than one year before the preferential time, the granting means 58 adds one free item as a reward. Also, if the usable time is more than two years before the preferential time, the granting means 58 adds two free items as a reward.

[0188] Furthermore, when some or all of the characters to be used are existing characters that became available before the preferential period (predetermined period) for one quest, the granting means 58 may set the reward character to be a character with a high rarity. Specifically, when some or all of the characters to be used are existing characters, the granting means 58 sets the reward to a character with a rarity of 5. On the other hand, when some or all of the characters to be used are not existing characters, the granting means 58 sets the reward to a character with a rarity of 4.

[0189] In addition, in the third embodiment, the granting means 58 has been described as giving less rewards for a quest the more new characters are included in the characters available, but the more recently the characters available for use are, the less rewards are given.

[0190] Furthermore, when some or all of the characters to be used are new characters that have become available after the preferential period (predetermined period) of a quest, the granting means 58 may set the reward character to be a character with a low rarity. Specifically, when some or all of the characters to be used are new characters, the granting means 58 sets the reward to be a character with a rarity of 4. On the other hand, when some or all of the characters to be used are not new characters, the granting means 58 sets the reward to be a character with a rarity of 5.

[0191] Furthermore, in the second and third embodiments, the execution means 54 has been described as changing the difficulty level of a quest by increasing or decreasing the number and levels of enemy characters that appear in that quest, but the difficulty level may also be changed by changing the number and types of gimmicks that appear in a quest, the encounter rate with enemy characters, the parameters and skills of the characters used, the number of times continues are permitted, the clearing conditions, etc. Examples of changing the clearing conditions include changing the number of territories occupied by enemy characters, and increasing or decreasing the time limit.

[0192] Furthermore, in the first to third embodiments, the content is mainly a character, but it may also be items such as weapons and armor, tools, cards, avatars, coins, points, and the like. [Explanation of symbols]

[0193] 10...server device (computer), 12...terminal device, 50...storage means, 52...determining means, 54...executing means, 58...granting means

Claims

1. A program for executing a game that enables execution of a new quest based on an update that adds a new quest to an existing quest, and enables use of new content based on an update that adds new content to existing content, Computer, A determination means for determining content to be used in one quest, which is an existing quest, from the content associated with the player; an execution means for executing the one quest based on parameters of the content to be used; a rewarding means for rewarding the player in response to the completion of a clearing condition for the executed quest; It functions as the granting means gives preferential treatment to the reward when the content to be used is existing content that became available before a predetermined time corresponding to one quest; program.

2. the determining means determines a plurality of contents as content to be used from the contents associated with the player; the granting means gives preferential treatment to the reward when a part or all of the used content is existing content that became available before the predetermined time. The program according to claim 1.

3. the determining means determines a plurality of contents as content to be used from the contents associated with the player; the granting means gives a more favorable reward as the used content includes more existing content that became available before the predetermined time; The program according to claim 1.

4. The preferential treatment is to include new content that becomes available after the specified time in the reward. The program according to any one of claims 1 to 3.

5. The preferential treatment is to include in the reward the right to play a lottery game in which new content that has become available after the predetermined time is included in the lottery. The program according to any one of claims 1 to 3.

6. The preferential treatment is to enhance the parameters of the content that is the reward. The program according to any one of claims 1 to 3.

7. The preferential treatment is to evolve the content that is the reward. The program according to any one of claims 1 to 3.

8. The preferential treatment is an increase in the amount of the reward. The program according to any one of claims 1 to 3.

9. The preferential treatment is to increase the probability of granting the content that is the reward. The program according to any one of claims 1 to 3.

10. the reward is existing content that became available before the predetermined time; The program according to any one of claims 1 to 9.

11. the predetermined time is the time when the one quest is added; The program according to any one of claims 1 to 10.

12. An information processing device for executing a game that makes a new quest executable based on an update that adds a new quest to an existing quest, and makes the new content available based on an update that adds new content to existing content, A determination means for determining content to be used in one quest, which is an existing quest, from the content associated with the player; an execution means for executing the one quest based on the parameters of the content to be used; a rewarding means for rewarding the player in response to the completion of a clearing condition for the executed quest; Equipped with the granting means gives preferential treatment to the reward when the content to be used is existing content that became available before a predetermined time corresponding to one quest; Information processing device.

Citation Information

Patent Citations

  • Program and information processing device

    JP6544474B1