Information processing apparatus, information processing method, and program
By introducing a cyclical stamina and magic consumption system in quests, the game design encourages players to engage with both Normal and Special Quests, enhancing motivation and variety through a dynamic gameplay loop.
Patent Information
- Application Number
- JP2025190692
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-11
- Publication Date
- 2026-01-29
AI Technical Summary
Existing game designs fail to sustain player motivation by relying on repetitive quests that consume and recover stamina without significant structural changes, leading to stagnation in gameplay variety.
Implementing a cyclical relationship between Normal Quests (N Quests) and Special Quests (S Quests) where stamina and magic are consumed and recovered differently, creating a chain effect that encourages players to engage with both types of quests.
Enhances player motivation by making S Quests more valuable and challenging, providing a dynamic gameplay experience that rewards effort and strategy, thereby increasing engagement and variety.
Smart Images

Figure 2026015450000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] In computer games (hereafter simply referred to as "games"), players are often presented with opportunities to take on tasks (missions) called quests. For example, in a quest, the player battles an enemy character, and by defeating the enemy character, the player receives rewards such as friendly characters or items.
[0003] Generally, a physical strength value called stamina is set, and players can challenge quests by consuming this physical strength value. Physical strength value can be recovered naturally over time, or by using items such as recovery medicine (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-58668 Summary of the Invention [Problem to be solved by the invention]
[0005] It is a well-known method to increase the player's motivation to continue playing a game by making new quests available when a quest is cleared. However, even if new quests are added, the basic structure of repeating quests by recovering and consuming stamina remains unchanged. The inventor reexamined game design to encourage players to continue playing multiple quests.
[0006] The present invention was completed based on the inventor's recognition of the above problems, and its main purpose is to propose a technique for increasing players' motivation to try various games. [Means for solving the problem]
[0007] An information processing device according to an aspect of the present invention includes a first game control unit that controls the progress of a game belonging to a first group, and a second game control unit that controls the progress of a game belonging to a second group. The first game control unit permits playing of the game belonging to the first group on the condition that a first parameter that increases as a result of playing the game belonging to the second group is consumed. [Effects of the Invention]
[0008] According to the present invention, it becomes easier to increase players' motivation to try various games. [Brief explanation of the drawings]
[0009] [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 schematic diagram for explaining the relationship between N quests and S quests. [Figure 5] FIG. 10 is a schematic diagram for explaining the schedule for S Quest. [Figure 6] FIG. 10 is a data structure diagram of magic price information. [Figure 7] FIG. 10 is a data structure diagram of benefit definition information. [Figure 8] FIG. 10 is a diagram of the S quest selection screen. [Figure 9] FIG. 10 is a data structure diagram of S quest definition information. [Figure 10] 10 is a flowchart showing the processing steps of an N quest. [Figure 11] 10 is a flowchart showing the processing steps of an S Quest. DETAILED DESCRIPTION OF THE INVENTION
[0010] [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.
[0011] Players possess multiple characters (hereafter, characters possessed by players will be referred to as "P characters"). Players use their P characters to clear various tasks (games) called "quests" or "missions." In quests, P characters battle enemy characters. P characters grow through quests. P characters can also be strengthened by equipping them with weapons and armor. P characters can also be strengthened by various items. The stronger a P character is, the easier it will be to defeat stronger enemy characters.
[0012] The multiple quests in Game X are classified into N group (second group) and S group (first group). N group includes multiple N quests (Normal Quests) (games belonging to the second group). S group includes multiple S quests (Special Quests) (games belonging to the first group).
[0013] Two types of parameters are set for the player: stamina (second parameter) and magic (first parameter). The player consumes stamina when playing an N quest. When the player plays an N quest, their stamina decreases but their magic increases. The player consumes magic when playing an S quest. When the player plays an S quest, their magic decreases but their stamina increases. In other words, N quests and S quests have a cyclical relationship, with stamina and magic as intermediaries.
[0014] When playing an N Quest, the player consumes stamina, but gains magic in exchange for consuming stamina. By playing an N Quest, the player seizes the opportunity to challenge an S Quest. Also, since playing an S Quest gives the player stamina, it becomes easier for the player to challenge an N Quest after playing an S Quest.
[0015] FIG. 1 is a diagram showing the hardware configuration of a game system 200. In game system 200, 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 Internet 106. In this embodiment, game terminal 102 is assumed to be a smartphone. Game terminal 102 may be a portable game console or a general-purpose computer such as a laptop PC. Game terminal 102 and Internet 106 are connected wirelessly, but may also be connected via a wired connection. Each game player is assigned a unique ID called a player ID in advance. Game server 100 provides game X to each game terminal 102.
[0016] 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.
[0017] 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.
[0018] FIG. 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including computing units such as a CPU and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, as well as software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of a device driver, 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, not 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.
[0019] (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.
[0020] 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 various pieces of information relating to the player.
[0021] The data processing unit 110 includes a player registration unit 116 and a game control unit 124 . 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.
[0022] The game control unit 124 controls the basic progress of the game X. The game control unit 124 includes a first game control unit 120, a second game control unit 122, a usage control unit 126, and a reward granting unit 128. The first game control unit 120 controls the progress of S quests. The second game control unit 122 controls the progress of N quests. The usage control unit 126 controls the availability of items (game media) (described below). The reward granting unit 128 grants various rewards to players depending on the results of their play.
[0023] (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 output unit 144 includes a display unit 150 that displays various screens. 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.
[0024] The data processing unit 138 includes a game execution unit 146 . The game execution unit 146 controls the progress of game X 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 functions of the game control unit 124.
[0025] The communication unit 134 acquires various game information from the game server 100, and the display unit 150 displays a game screen on the game terminal 102. The input unit 142 detects various inputs by the player, and some of the input information is notified to the game server 100. In response to the input information, the data processing unit 138, and in particular the game execution unit 146, controls the progress of the game.
[0026] FIG. 4 is a schematic diagram for explaining the relationship between N quests and S quests. In the N group, five types of N quests, N quests Q1 to Q5, are prepared in advance. The player can select any N quest to play. In the N quest, a battle game between the P character and an enemy character is executed.
[0027] Five types of S Quests, S Quests R1 to R5, are pre-prepared for the S Group. The player plays S Quests R1 to R5 in order. Specifically, the player can challenge S Quest R2 on the condition that they have cleared S Quest R1. After clearing S Quest R2, they are permitted to play S Quest R3. Details of how to progress through the S Quests will be described later. In the S Quests, a battle game is also played between the P character and an enemy character (boss).
[0028] As described above, the player can play N quests by consuming vitality points. The game control unit 124 recovers the vitality points over time. The game control unit 124 also recovers the vitality points when an item for recovering vitality points (hereinafter referred to as a "recovery item") is used. An upper limit value (hereinafter referred to as an "upper vitality value") is set in advance for the vitality points. The player attempts N quests after accumulating vitality points, and when the player plays an N quest, the second game control unit 122 reduces the vitality points.
[0029] On the other hand, when the N quest is played, the second game control unit 122 increases the magic power value. In this embodiment, the increase in magic power value is calculated as follows: (amount of consumed physical strength value) x (first increase rate). In this embodiment, the default setting for the first increase rate is "0.1". For example, when "50" physical strength value is consumed to play the N quest, the second game control unit 122 increases the magic power value by "5 (=50 x 0.1). The amount of stamina consumed varies for each N quest (hereafter referred to as "stamina consumption"). Therefore, when playing an N quest that consumes a large amount of stamina, the magic value also increases significantly. The first increase rate changes depending on the playing status of Game X, and details will be given later in relation to Figure 11.
[0030] Players can play S Quests by consuming their magic power. Magic power can only increase by playing N Quests. In other words, players must play N Quests in order to play S Quests. Magic power is harder to increase than stamina, so opportunities to play S Quests are more valuable than opportunities to play N Quests. For this reason, players perceive S Quests as more important than N Quests. There is no upper limit to the amount of magic power that can be accumulated.
[0031] As mentioned above, when a player plays an N Quest, they can increase their magic power instead of consuming their physical strength. Therefore, the more N Quests you play, the easier it becomes to play an S Quest.
[0032] Furthermore, when an S quest is played, the first game control unit 120 increases the stamina value. In this embodiment, this is calculated as: increase in stamina value = consumption of magic power value x second increase rate. In this embodiment, the second increase rate is "5.0". The amount of magic power value consumed differs for each S quest (hereinafter referred to as "magic power consumption"). When an S quest is played, the stamina value increases significantly. As described above, there is a circular / chain relationship between N Quests and S Quests, in that playing N Quests makes it easier to play S Quests, and playing S Quests makes it easier to play N Quests.
[0033] In Game X, players can also purchase items in exchange for magic power points. Hereinafter, items purchased in this way will be referred to as "magic items," and the price paid for magic items will be referred to as the "magic price." In other words, players can either consume their precious magic power points to challenge S quests, or purchase magic items in exchange for magic power points equal to the magic price.
[0034] Magic items can be used in S Quests, and players can progress through S Quests more advantageously by obtaining magic items. For example, a magic item may be a weapon that can effectively inflict damage on boss characters (enemy characters) that appear in S Quests. After accumulating magic points, players must consider whether to attempt an S Quest immediately or to obtain a magic item before attempting an S Quest.
[0035] The cumulative total of the magic power values acquired by the player is called the "total magic power value." The reward granting unit 128 grants a reward to the player each time the total magic power value exceeds one of multiple preset thresholds. The more N quests the player plays, the more the game control unit 124 increases the total magic power value. By increasing the total magic power value, the player can obtain various rewards. The rewards will be described later in relation to Figure 7. The magic power value decreases when the player plays an S quest or purchases a magic item, but the total magic power value does not decrease because it is a cumulative value.
[0036] FIG. 5 is a schematic diagram for explaining the schedule of S Quests. The operator of the game system 200 sets an event period TX (time t0-t2) for game X. In this embodiment, the event period TX is one month. The event period TX includes a first half period T1 (time t0-t1) and a second half period T2 (time t1-t2).
[0037] The player can play N Quest at any time, regardless of the event period TX. On the other hand, S Quest can only be played during the second half period T2 of the event period TX. First, after the start of the event period TX, the player can accumulate magical power values. After time t0, the second game control unit 122 increases the magical power value each time the player plays an N Quest. However, during the first half period T1, the operator does not notify the player that an S Quest will be held.
[0038] During the first half of the period T1, players can increase their magic power and total magic power by playing N quests, but cannot play S quests or purchase magic items. In other words, during the first half of the period T1, players do not consume magic power, but only expect to receive benefits that increase their total magic power.
[0039] At the start time t1 of the second half period T2, the game server 100 notifies each player (game terminal 102) that the ban on "S Quests" and "magic items" has been lifted. That is, during the second half period T2, players can not only accumulate but also consume magical power values.
[0040] Players who were active in the first half of the period T1 have accumulated a large amount of magical power at the start of the second half of the period T2, t1. Therefore, once the second half of the period T2 begins, these players can immediately enjoy S Quests. Playing S Quests increases physical strength, making it easier to play N Quests as well. Since play of S Quests and N Quests becomes active immediately after the start of the second half of the period T2, each player can quickly understand the chain relationship between N Quests and S Quests.
[0041] Magic power cannot be consumed once the event period TX ends. This means that S Quest play will be active even just before the end of the event period TX. In this way, by setting the first half period T1, when it is easy to accumulate magic power, before starting (unlocking) S Quests, you can effectively liven up S Quests and N Quests in the second half period T2 of the event period TX.
[0042] FIG. 6 is a data structure diagram of the magic price information 160. The magic price information 160 is stored in the game data storage unit 130 of the game server 100. The magic price information 160 defines magic items that a player can purchase by consuming magic points and the magic prices that are the compensation for those items. Magic items may be, for example, weapons or armor equipped by the P character, or may be various items such as items that restore stamina or magic points, or items that restore the P character's hit points.
[0043] Items are identified by an item ID (hereinafter also referred to as "CID"). The magic price of a magic item with CID=C1 (hereinafter referred to as "magic item (C1)") is "10". A player can acquire the magic item (C1) by consuming a magic value of "10". When a player selects the magic item (C1) as an acquisition target, the usage control unit 126 subtracts "10" from the magic value as payment and grants the magic item (C1) to the player (it can be used). The type and magic price of the magic item can be changed, but details will be given later.
[0044] FIG. 7 is a diagram showing the data structure of the benefit definition information 170. As shown in FIG. The bonus definition information 170 is also stored in the game data storage unit 130 of the game server 100. The bonus definition information 170 defines bonuses and the threshold value of the total magical power required to obtain the bonus (hereinafter referred to as the "bonus threshold value"). Bonuses may be weapons, armor, various items, or parameters such as experience points, stamina points, magical power points, and hit points. As described above, the bonus granting unit 128 grants a bonus to a player each time the total magical power value, i.e., the cumulative value of magical power points acquired by the player, reaches the bonus threshold value. Bonuses are identified by bonus IDs (hereinafter also referred to as "AIDs"). Hereinafter, the total magical power value reaching each threshold value will be referred to as "the satisfaction of a bonus condition."
[0045] For example, when the player's total magical power value reaches the bonus threshold "1500", the bonus condition for bonus (A1) is met, and the bonus granting unit 128 grants the player bonus (A1). Furthermore, when the total magical power value reaches the bonus threshold "2000", the bonus granting unit 128 grants the player bonus (A2). The player acquires a magical power value each time they play N quests, and can obtain various bonuses by increasing their total magical power value.
[0046] FIG. 8 is a screen diagram of the S quest selection screen 180. When the player instructs to play an S Quest, the display unit 150 displays an S Quest selection screen 180. A magic power display area 184 is located in the center of the S Quest selection screen 180, and the player's magic power value (remaining amount) and total magic power value (cumulative value) are displayed numerically in the magic power display area 184. In addition, by touching the benefit confirmation button 182, the player can display on the screen a list showing the relationship between the benefits and the benefit threshold values shown in FIG. 7 (not shown).
[0047] As described above, the S group includes five types of S quests, S quests R1 to R5. Five S quest areas 188 are displayed on the S quest selection screen 180 corresponding to the five types of S quests R1 to R5. A challenge button 186 is set in each S quest area 188. The player challenges the S quests in order from S quest R1 (first round) to S quest R5 (fifth round).
[0048] In the initial stage, the player can only play S Quest R1 (first round). When the player wants to play S Quest R1 (first round), the player touches the challenge button 186 in the S Quest area 188 (R1). When the challenge button 186 (R1) is touched, the first game control unit 120 starts S Quest R1. In FIG. 8, since S Quest R1 has been cleared, "CLEAR!" is displayed in the S Quest area 188 (R1). The player can also play the S Quest again after clearing it.
[0049] When S Quest R1 (first round) is cleared, the first game control unit 120 sets S Quest R2 (second round) to be playable. When the player touches the challenge button 186 in the S Quest area 188 (R2), the first game control unit 120 starts S Quest R2 (second round). In FIG. 8, S Quest R2 has not yet been cleared. Therefore, the player cannot play S Quests R3 to R5.
[0050] When the player instructs to play an N Quest, the display unit 150 displays an N Quest selection screen (not shown). On this selection screen, the player selects the N Quest they wish to play using the same operability.
[0051] FIG. 9 is a data structure diagram of the S quest definition information 190. The S quest definition information 190 is stored in the game data storage unit 130 of the game server 100. The S quest definition information 190 defines the N quest and the clear reward that are added when an S quest is cleared. As described above, N quests Q1 to Q5 are prepared in advance in the N group. In game X, when a player clears an S quest, the second game control unit 122 adds a new N quest to the N group.
[0052] When S Quest R1 (first round) (first game) is cleared, the second game control unit 122 adds N Quest Q6 (third game) to the N group. The stamina consumption amount of N Quest Q6 is "10". When S Quest R1 (first round) is cleared, the first game control unit 120 gives the player an item (C1) as a clearing reward. By clearing S Quest R1 (first round), S Quest R2 (second round) (second game) becomes playable. Also, at this stage, the player becomes able to play N Quests Q1 to Q6.
[0053] When S Quest R2 (second round) is cleared, the second game control unit 122 adds N Quest Q7 (fourth game) to the N group. In this way, by clearing an S Quest, the player not only gains the right to challenge the next S Quest, but also increases the variety of N Quests. The stamina consumed in N Quest Q7 is "15." Furthermore, when S Quest R2 (second round) is cleared, the first game control unit 120 grants the player an item (C3).
[0054] FIG. 10 is a flowchart showing the processing steps of the N Quest. The player selects the N quest they wish to play on an N quest selection screen (not shown). The amount of stamina consumed is predefined for each N quest. If the player's stamina value is equal to or greater than the stamina consumption amount of the selected N quest, the player can play the N quest.
[0055] First, the second game control unit 122 subtracts the stamina consumption amount set for the N quest from the player's stamina value (S10). After the subtraction, the second game control unit 122 executes the N quest (S12). In the N quest, a battle game between the P character and an enemy character is executed. After the N quest ends, the second game control unit 122 adds the magic value (S14). As described above, the added value of the magic value is calculated as the stamina consumption amount x the first increase rate (0.1).
[0056] At this time, the first game control unit 120 also calculates the total magic power value (S16). When the total magic power value reaches the bonus threshold, that is, when the bonus condition is met (Y in S16), the bonus granting unit 128 grants a bonus to the player (S18). When the bonus condition is not met, If the total magical power value is equal to or greater than the predetermined threshold value T (Y in S20), the second game control unit 122 increases the first increase rate (S22). That is, if the number of N quests played is large, the first increase rate increases, making it easier to acquire magical power values.
[0057] FIG. 11 is a flowchart showing the process of S Quest. The player selects the S Quest they wish to play on the S Quest selection screen 180 (Figure 8). The amount of magic power consumption is predefined for each S Quest. As mentioned above, the more S Quests you clear, the more S Quests you can select to play. If the player's magic power value is equal to or greater than the magic power consumption of the selected S Quest, the player can play the S Quest.
[0058] First, the first game control unit 120 subtracts the magic power consumption amount set in the S quest from the player's magic power value (S30). After the subtraction, the first game control unit 120 executes the S quest (S32). As described above, in the S quest, a battle game between the P character and an enemy character (boss) is also executed. When the enemy characters appearing in the S quest are defeated (predetermined conditions are met), the S quest is cleared (successful). If the P character's hit points (life force) reach zero before defeating the enemy characters appearing in the S quest, the S quest is failed.
[0059] When an S quest is cleared (Y in S34), the first game control unit 120 randomly selects one item from the multiple items and registers the selected item as a magic item in the magic price information 160 (S36). In other words, by clearing the S quest, the player becomes able to purchase a new magic item. The second game control unit 122 refers to the S quest definition information 190 and adds an N quest corresponding to the cleared S quest to the N group (S38).
[0060] The first game control unit 120 further increases the stamina upper limit value by a predetermined amount (S40). This makes it easier for the player to accumulate stamina by clearing S quests. The first game control unit 120 also refers to the S quest definition information 190 and awards the player a clearing reward corresponding to the cleared S quest (S42).
[0061] When the S quest fails (N in S34), the first game control unit 120 reduces the magic price, which is the price paid for the magic item (S44). Specifically, the first game control unit 120 may refer to the magic price information 160 and reduce the magic prices of all magic items by a predetermined amount (e.g., "2"), or may randomly select one of the magic items registered in the magic price information 160 and reduce the magic price of the selected magic item by half.
[0062] After the S quest is completed, the first game control unit 120 increases the stamina value (S46). As described above, the additional value of the stamina value is calculated as the amount of magical power consumed x the second increase rate (5.0).
[0063] [Summary] The game system 200 has been described above based on the embodiment. In Game X, playing N Quests increases the magic power value, so playing N Quests can be used as an opportunity to encourage playing S Quests. This type of game design allows for a link between the two types of quests (games).
[0064] If the rewards for completing an S Quest are luxurious or attractive, it will be easier to increase the desire to play the S Quest. In order to play an S Quest, you need to play an N Quest. Therefore, the more attractive the S Quest, the more the existence of the S Quest will encourage you to play the N Quest.
[0065] Even if a player cannot clear an N Quest, they can still earn magic points by simply playing the N Quest. You can say that magic points are awarded in exchange for physical strength points. Since magic points are earned regardless of whether the N Quest is successful or not, even low-level players who do not have strong P characters can earn the right to challenge an S Quest by continuing to play N Quests. The more N Quests are played, the more magic points increase, building anticipation for playing an S Quest.
[0066] Because stamina increases over time or through the use of recovery items, players can reliably play N Quests regularly. On the other hand, S Quests cannot be attempted unless the player makes the effort to play N Quests, so S Quests have a different value than N Quests. In this way, by making the play conditions for the two types of quests different, N Quests and S Quests can be given different presences.
[0067] Furthermore, the game's design allows players to increase their magic power even when they consume their stamina, giving them the feeling that they are converting their stamina into magic power, rather than consuming it. By giving players the feeling of "exchanging" rather than "consuming," it becomes easier to encourage players to consume stamina, and thus play N Quests.
[0068] Players can also purchase magic items by consuming magic points. By providing magic items that can be used in S Quests, players will need to decide whether to purchase a magic item before playing the S Quest, or whether to immediately attempt the S Quest without relying on the magic item. Magic points are a valuable parameter for players because they are the result of the effort of playing N Quests. Forcing players to carefully consider how to use their precious magic points can enhance the thinking required in Game X.
[0069] When an S quest is cleared, the usage control unit 126 adds a magic item that can be purchased. The more S quests are cleared, the more abundant the selection of magic items becomes. By notifying a player who has cleared an S quest that new magic items are available for purchase, the player will have to consider whether to purchase the new magic item or not. If the difficulty of S quests R1 to R5 is gradually increased, making it possible to purchase new, powerful magic items when an S quest is cleared can help the player take on the next S quest. Note that the "difficulty" here can be set based on the strength of the boss character, the number of enemy characters, differences in victory conditions, etc.
[0070] If the S Quest fails, the usage control unit 126 reduces the magic price of the magic item. If the player fails despite having consumed valuable magic points to play the S Quest, the player can be encouraged to try the S Quest again by making it easier to obtain the magic item.
[0071] When a player clears an S Quest, they can play a new S Quest. By unlocking S Quests in order, players can continually stimulate their desire to take on new S Quests. Furthermore, clearing an S Quest also adds an N Quest, so the more S Quests you clear, the more variety there is in the N Group.
[0072] By making it possible to play S Quests by playing N Quests, and by clearing S Quests, new S Quests and new N Quests can be played, giving the player the feeling that the freedom of Game X is gradually expanding.
[0073] A stamina upper limit is set for the stamina value. The first game control unit 120 increases the stamina upper limit when an S quest is cleared, so the more S quests are cleared, the easier it becomes for the player to accumulate stamina value. The more stamina value is accumulated, the easier it becomes to play N quests. As a result, after clearing an S quest, the player will be able to play N quests more frequently.
[0074] The reward granting unit 128 grants a reward to the player each time the total magic power value increases and a reward condition is met. The reward can increase the player's motivation to play the N quest.
[0075] Furthermore, when the total magical power exceeds the threshold T, the first increase rate, which is the exchange rate between physical strength and magical power, increases. The increase in the first increase rate makes it easier to accumulate magical power, which increases the motivation to play N Quest. Furthermore, players who have played N Quest many times can progress through Game X more efficiently due to the increase in the first increase rate.
[0076] In Game X, when an S Quest is cleared, a new N Quest is permitted to be played. For example, as explained in relation to the S Quest definition information 190 in FIG. 9, when S Quest R1 (first round) is cleared, N Quest Q6 becomes playable, and when S Quest R2 (second round) is cleared, N Quest Q7 becomes playable. The stamina consumed by N Quest Q6 is "10," and the stamina consumed by N Quest Q7 is "15." For this reason, it is easier to accumulate magical power by playing N Quest Q7 than by playing N Quest Q6.
[0077] Advanced players who have fully developed their P characters often have a large number of recovery items for restoring stamina. Furthermore, for the reasons mentioned above, the stamina limit tends to be large, so they often have a surplus of stamina. Therefore, it is desirable for advanced players to efficiently increase their opportunities to play S quests by consuming a large amount of stamina and increasing their magic power. Specifically, playing N quest Q7, which consumes a large amount of stamina, is easier than playing N quest Q6, which consumes a small amount of stamina, in order to increase their magic power more efficiently.
[0078] Advanced players may be able to clear S quests one after another. By clearing each S quest and adding N quests that require more stamina, the game can progress in a way that suits the play style of advanced players.
[0079] Also, as the end of the event period (TX) approaches, you will want to efficiently consume your stamina and increase your magical power by playing as many S quests as possible. By offering N quests that consume a lot of stamina, you can efficiently increase your magical power within the limited time period.
[0080] 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.
[0081] 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.
[0082] [Variations] The game media granted to the player in exchange for the consumption of magic power points is not limited to "items." The term "game media" as used herein refers collectively to items as well as digital content that allows the player to progress through the game to an advantage, such as characters, experience points, stamina values, magic power values, hit points, weapons and armor, and advice (information) on how to progress through Game X. Similarly, the benefits granted to the player may also be game media other than items. Additionally, the benefit granting unit 128 may set the attribute values of the P character to an advantage, such as an increase in the stamina upper limit, as a benefit.
[0083] In this embodiment, the magic items are described as being exclusive to S quests, but they may also be usable in N quests. Alternatively, the magic items may be exclusive to N quests.
[0084] In this embodiment, the second increase rate, which indicates the conversion rate when increasing the stamina value as the magical power value is consumed, is described as being constant, but the second increase rate may also be variable. For example, when the total magical power value reaches or exceeds a predetermined threshold, the second game control unit 122 may increase or decrease the second increase rate.
[0085] When a player clears an S quest, the first game control unit 120 may increase or decrease the second increase rate. The increase or decrease rate of the second increase rate may be set for each S quest. In this case, when a player clears an S quest, the first game control unit 120 may set a second increase rate associated with the cleared S quest.
[0086] The first game control unit 120 may change the second increase rate depending on the play content of S Quest. For example, the more enemy characters that the player defeats in S Quest, the more the first game control unit 120 may increase the second increase rate. Note that, without being limited to the second increase rate, the first game control unit 120 or the second game control unit 122 may increase or decrease the first increase rate using a similar algorithm.
[0087] The bonus granting unit 128 may grant a bonus based on the total magical power value, or may grant a bonus when the cumulative amount of magical power consumed exceeds a threshold. Similarly, the game control unit 124 may increase or decrease both or one of the first and second increase rates based on the cumulative amount of magical power consumed. For example, if the game control unit 124 increases the first and second increase rates as more magical power value is consumed, this will encourage active consumption of magical power and stimulate play of N Quests and S Quests. Furthermore, if the first and second increase rates decrease as more magical power value is consumed, it will become increasingly difficult to challenge S Quests, making opportunities to play S Quests more valuable and increasing the player's sense of tension and immersion when playing S Quests.
[0088] The operator of the game system 200 may set the event period TX at any timing. Alternatively, the game server 100 may be provided with a "period control unit (not shown)", which may set the event period TX periodically. Any remaining magic power value at the end of the event period TX may be discarded (invalidated). This control method may encourage active consumption of magic power value just before the end of the event period TX. Alternatively, the game control unit 124 may carry over any remaining magic power value when the next event period TX is set.
[0089] In this embodiment, it has been described that when an S Quest is cleared, the usage control unit 126 adds a magic item that can be purchased. As a variation, when an S Quest is failed to be cleared, the usage control unit 126 may add a magic item. When an S Quest is failed, adding a magic item that supports playing the S Quest can stimulate the player's desire to try the S Quest again. Furthermore, since in order to try the S Quest again, it is necessary to play an N Quest and accumulate magic points, this is also effective in increasing the player's desire to play the N Quest.
[0090] The usage control unit 126 may add magic items as items to be purchased when various conditions are met, not limited to clearing (success) or failing an S Quest, such as clearing without continuing, clearing using continues, fighting until the boss character's hit points are halved, playing an S Quest in multiplayer, etc. Multiplayer play of an S Quest here means that one of multiple players acts as the S Quest host, and the other players act as guests and participate in the S Quest, so that multiple players cooperate to play the S Quest.
[0091] When adding a magic item, the usage control unit 126 may determine by lottery which magic item to add from multiple magic items. The first lottery table for selecting a magic item when an S quest is successful may be set to be more advantageous than the second lottery table for selecting a magic item when an S quest is unsuccessful. Specifically, the first lottery table may be set to have a higher probability of winning a predetermined magic item (C9) that significantly increases the attack power of the P character than the second lottery table. Since the player is more likely to obtain a more powerful magic item (C9) when clearing an S quest, this may more easily stimulate the player's desire to play S quests. Conversely, the second lottery table may be set to be more advantageous than the first lottery table.
[0092] When a predetermined condition is met in an S Quest, such as clearing (success), failing, or clearing without continuing, the usage control unit 126 may reduce the number of magic items available for purchase rather than adding more. For example, if the number of magic items available for purchase is reduced when an S Quest is failed, the more the S Quest is failed, the more difficult it becomes to complete the S Quest, which increases the sense of tension when playing the S Quest and encourages early purchase of magic items.
[0093] When a player purchases a predetermined magic item (C10), the usage control unit 126 may additionally grant (transfer free of charge) to the player a magic item (C11) that is pre-associated with the magic item (C10). Alternatively, when the magic item (C10) is purchased, the usage control unit 126 may select the additional magic item to be granted by lottery. According to this control method, the player can expect to be granted an additional magic item when purchasing a magic item.
[0094] When a predetermined condition related to the S quest is met, the usage control unit 126 may change the conditions for acquiring the magic item. For example, when the player clears the S quest, the usage control unit 126 may add the magic item (C12) as an item available for purchase. When the player fails the S quest, the usage control unit 126 may add the magic item (C12) as an item available for purchase if the player attempts the S quest again and is able to reduce the hit points of a predetermined enemy character by 500 or more.
[0095] When a predetermined condition related to an S quest is met, the use control unit 126 may change the effect of using a magic item possessed by the player. For example, a magic item (C13) may have a set usable time or number of uses. When the player clears an S quest, the use control unit 126 may increase the usable time or number of uses of the magic item (C14). In addition, when the player fails an S quest, the use control unit 126 may increase the effect of using the magic item (C15) (e.g., attack power, recovery power, etc.). According to this control method, when the player fails an S quest, the effect of the magic item (C15) changes to be advantageous to the player, thereby increasing the player's motivation to try the S quest again.
[0096] In the above description, when an S quest is unsuccessful, the usage control unit 126 reduces the magic price (value) of the magic item. As a variation, when an S quest is successful, the usage control unit 126 may reduce the magic price. In this case, after clearing an S quest, the player will be able to more easily obtain a magic item, allowing them to prepare for the next S quest.
[0097] When the S quest is failed, the usage control unit 126 may increase the magic power price. If the S quest is failed, it becomes more difficult to obtain a magic power item, which can increase the player's sense of tension as to whether the S quest will be successful or not. When the S quest is successful, the usage control unit 126 may increase the magic power price. In this case, the more successful the S quest is, the more difficult it becomes to obtain a magic power item, so the difficulty of the S quest can be increased. Also, since it is advantageous to clear the S quest and purchase a magic power item at a low price before the magic power price increases, it is possible to encourage the player to purchase a magic power item before attempting an S quest.
[0098] The usage control unit 126 may temporarily reduce the magic power price. The usage control unit 126 may reduce the magic power price during a predetermined period of the event period TX, for example, from 10:00 to 11:00. By providing such a "sale period," it is possible to effectively increase players' willingness to purchase magic power items.
[0099] The first game control unit 120 may temporarily set the second increase rate higher when an S Quest is cleared than when it is unsuccessful. In this case, the stamina value is more likely to increase when an S Quest is cleared than when it is unsuccessful. If the player succeeds in an S Quest, the stamina value can be increased significantly, making it easier to play N Quests. Furthermore, the more N Quests are played, the more magic value is accumulated, making it easier to play S Quests. In other words, the more S Quests are cleared, the more opportunities there are to play N Quests and S Quests, which can increase the sense of tension and anticipation regarding the success or failure of the S Quests.
[0100] The first game control unit 120 may increase the stamina value on the condition that the S quest is cleared.
[0101] The first game control unit 120 may fully restore the player's stamina to the stamina upper limit when the player plays an S quest. In this case, it is more efficient for the player to challenge the S quest with their stamina fully consumed, which makes it easier to stimulate the player's desire to play the N quest.
[0102] When the player plays an S quest, the first game control unit 120 may provide the player with a recovery item that recovers the player's physical strength.
[0103] The game server 100 may be equipped with an "increase rate control unit (not shown)." The increase rate control unit may increase or decrease both or either of the first increase rate and the second increase rate over time. For example, if the first increase rate gradually increases during the event period TX, magic power values will be more likely to accumulate toward the end of the event period TX, which will stimulate play of N quests and S quests in the final stage of the event period TX. A similar effect can be achieved by increasing the second increase rate over time.
[0104] On the other hand, if the increase rate control unit gradually decreases the first increase rate during the event period TX, it will be easier to stimulate interest in playing N quests and S quests in the early stages of the event period TX. The same applies to decreasing the second increase rate over time. The increase rate control unit may increase or decrease both or either of the first increase rate and the second increase rate in a predetermined pattern over time. For example, the increase rate control unit may increase or decrease both or either of the first increase rate and the second increase rate according to a sine curve.
[0105] A new N quest may be added when an S quest fails, rather than when an S quest succeeds. For example, when an S quest R1 fails, the second game control unit 122 may add N quest Q11 as a selectable item. A unique first increase rate may be set for N quest Q11. When the first increase rate of N quest Q11 is a high value, such as 0.5, a player can efficiently accumulate magical power points by playing N quest Q11. A player who fails S quest R1 can easily accumulate magical power points by playing a new N quest Q11, and thus can get an early opportunity to try S quest R1 again.
[0106] The stamina limit may be increased when an S quest fails, rather than when it succeeds. In this case, failing an S quest makes it easier to accumulate stamina, which can encourage players to challenge N quests and, ultimately, re-challenge S quests.
[0107] S Quests may be skippable. For example, in Game Y, S Quests R1 to R5 are played in order. In principle, the player cannot play S Quest R2 unless he or she clears S Quest R1, but as an exception, S Quest R2 may be played without clearing S Quest R1. Specifically, the player issues a skip command for S Quest R1.
[0108] When S Quest R1 is skipped, the first game control unit 120 permits playing of S Quest R2. However, the first game control unit 120 permits skipping on the condition that the player consumes a magical power value equal to or greater than the magical power consumption amount of S Quest R1. This control method allows the player to fulfill their wish to play S Quest R2 rather than S Quest R1, at the cost of consuming a large amount of magical power.
[0109] As described above, S Quest may allow multiplayer play. For example, player P1 becomes the host of S Quest R2 and invites guests (participants) for the multiplayer play. The communication unit 112 notifies each game terminal 102 of the invitation for guests for S Quest R2. Here, it is assumed that player P2 has applied to participate as a guest. At this time, the first game control unit 120 executes S Quest R2 as a joint operation between the P character of player P1 and the P character of player P2. Three or more players can also participate in the multiplayer play.
[0110] Player P2 may not be able to participate in the multiplayer mode of S Quest R2 unless he is qualified to play S Quest R2, in other words, unless he has already cleared S Quest R1. Alternatively, if player P2 (host) is qualified to play S Quest R2, other players may be able to freely participate as guests in S Quest R2.
[0111] The following inventions can be understood from the above description of the embodiments and modifications: A1. A first game control unit that controls the progress of games belonging to a first group; a second game control unit that controls the progress of games belonging to a second group, The first game control unit permits playing of the game belonging to the first group on the condition that a first parameter that increases as a result of playing the game belonging to the second group is consumed.
[0112] According to the invention described in A1, playing a game in the first group requires playing a game in the second group, which encourages players to play both the games in the first and second groups. Also, playing a game in the second group increases the first parameter, and playing a game in the first group consumes the first parameter, which creates a chain reaction between the first and second groups.
[0113] A2. The second game control unit permits playing of a game belonging to the second group on the condition that a second parameter is consumed; The information processing device according to A1, wherein the first parameter is increased in accordance with a consumption amount of the second parameter.
[0114] According to the invention described in A2, the second parameter is consumed when playing the games of the second group, but the first parameter increases in accordance with the amount of the second parameter consumed. This gives the player the feeling that they are gaining the first parameter even though they consume the second parameter, in other words, that they are exchanging rather than consuming. By providing such a feeling, the player's motivation to consume the second parameter, in other words, their motivation to play the games of the second group, can be increased. Furthermore, according to the invention described in A2, the first parameter increases in accordance with the amount of the second parameter consumed, making it easier for the player to grasp how much the first parameter will increase by playing the games of the second group.
[0115] A3. An information processing device according to A1 or A2, further comprising a usage control unit that makes a specified game medium available for use in a game by consuming an amount of the first parameter set for the specified game medium.
[0116] According to the invention described in A3, a player can use game content by consuming a first parameter. Increasing the ways in which the first parameter can be consumed can add variety to the gameplay.
[0117] A4. The information processing device described in A3, wherein the usage control unit further controls the specified game media available for use in the games belonging to the first group according to the results of playing the games belonging to the first group.
[0118] According to the invention described in A4, the game contents available to the player can be changed by consuming a first parameter depending on the results of the game played by the first group. For example, according to the invention described in A4, if the game contents available to the game of the first group are increased or decreased depending on the results of the game played by the first group, the game contents available by consuming the first parameter change depending on the results of the game played by the first group, thereby making it possible to vary the game effects obtained by using the first parameter. This makes it possible to adjust the difficulty level of the game that the player will subsequently play depending on the results of the game played by the first group. Note that the invention described in A4 is not limited to increasing or decreasing the game contents available by consuming the first parameter, and the effects, durability, ease of acquisition, etc. of the game contents may also be changed.
[0119] A5. The information processing device described in A4, wherein the usage control unit adds available game media in accordance with consumption of the first parameter when the play result of the game belonging to the first group does not satisfy a predetermined condition.
[0120] According to the invention described in A5, the number of game contents can be increased according to the play result of the game of the first group, thereby expanding the degree of freedom in the game through the game of the first group. That is, according to the invention described in A5, the number of available game contents increases in accordance with the consumption of the first parameter when the play result of the game of the first group does not satisfy a predetermined condition compared to when the play result satisfies the predetermined condition, thereby increasing game options and providing an advantageous situation for the player.
[0121] A6. An information processing device as described in A4, wherein the usage control unit reduces the amount of the first parameter consumed to use the specified game medium when the play result of the game belonging to the first group does not satisfy a specified condition.
[0122] According to the invention described in A6, when the play result of the game of the first group does not satisfy the predetermined condition, the first parameter makes it easier to use the game content than when the predetermined condition is satisfied, providing an advantageous situation for the player, which can further increase the player's interest in the play result of the game of the first group.
[0123] A7. The information processing device according to A2, wherein the first game control unit increases the second parameter according to the play results of the games belonging to the first group.
[0124] According to the invention described in A7, by increasing the second parameter according to the results of the game played by the first group, the chances of challenging the game for the second group can be changed according to the results of the game played by the first group. Also, the results of the game played by the first group can stimulate the second group's motivation to play the game. According to the invention described in A7, it becomes easier to continuously play both the games of the first group and the second group.
[0125] A8. An information processing device according to any one of A1 to A7, wherein the second game control unit sets a new game that can be played in the second group depending on the results of playing the game that belongs to the first group.
[0126] According to the invention described in A8, the number of games that can be played by the second group increases depending on the results of the game played by the first group, so the degree of freedom in games played by the second group can be expanded through the game played by the first group. According to the invention described in A8, the results of the game played by the first group can motivate players to play the game played by the second group, making it easier to continuously play both the games played by the first group and the second group.
[0127] A9. The first group includes the first game and the second game; the first game control unit permits a player to play the second game on the condition that the first game has been completed; the second game control unit sets a third game of the second group to be playable when the first game is cleared, and sets a fourth game of the second group to be playable when the second game is cleared; The information processing device according to A2, wherein a consumption amount of the second parameter for playing the fourth game is greater than a consumption amount of the second parameter for playing the third game.
[0128] According to the invention described in A9, when playing the game of the second group, it is easier to consume the second parameter when the second game is cleared than when the first game is cleared. If the greater the consumption of the second parameter, the easier it is for the first parameter to increase, the player can efficiently increase the first parameter.
[0129] A10. The information processing device described in A2, wherein an upper limit value is set for the accumulated amount of the second parameter, and the first game control unit increases the upper limit value when a game of the first group is cleared.
[0130] According to the invention described in A10, the upper limit value of the second parameter can be increased by the game of the first group, which can further increase the player's interest in the results of playing the game of the first group. By increasing the upper limit value, it becomes easier for the player to play the game of the second group, so that the game of the first group and the game of the second group can be played efficiently.
[0131] A11. The information processing device according to any one of A1 to A10, further comprising a bonus awarding unit that awards a bonus to a player when the cumulative value of the first parameter becomes equal to or greater than a first threshold value.
[0132] According to the invention described in A11, by accumulating the first parameter, in other words, by playing the games of the second group multiple times, the player can obtain benefits, thereby increasing the player's motivation to play the games of the second group.
[0133] A12. An information processing device described in A2, wherein the second game control unit increases the rate of increase of the first parameter relative to the consumption of the second parameter when the cumulative value of the first parameter is greater than or equal to a second threshold, compared to when the cumulative value is less than the second threshold.
[0134] According to the invention described in A12, if a player has played a certain number of games from the first group or for a certain period of time, playing games from the second group makes it easier to increase the first parameter, thereby increasing the player's motivation to play games from the second group.
[0135] A13. The computer controls the progress of the games belonging to the first group, The computer controls the progress of the games belonging to the second group, An information processing method in which a computer permits playing of a game belonging to the first group on the condition that a first parameter that increases as a result of playing a game belonging to the second group is consumed.
[0136] According to the invention described in A13, it is possible to achieve the same effect as the invention described in A1.
[0137] A14. The functions that control the progress of the game belong to the first group, The second group includes functions that control the progress of the game, and a program that causes a computer to perform a function of permitting the playing of a game belonging to the first group on the condition that a first parameter that increases as a result of playing a game belonging to the second group is consumed.
[0138] According to the invention described in A14, it is possible to achieve the same effect as the invention described in A1. [Explanation of symbols]
[0139] 100 game server, 102 game terminal, 102a game terminal, 106 Internet, 110 data processing unit, 112 communication unit, 114 data storage unit, 116 player registration unit, 120 first game control unit, 122 second game control unit, 124 game control unit, 126 usage control unit, 128 benefit granting 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, 150 display unit, 160 magic power price information, 170 bonus definition information, 180 S quest selection screen, 182 bonus confirmation button, 184 magic power display area, 186 challenge button, 188 S quest area, 190 S quest definition 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. a first game control unit that controls the progress of games belonging to a first group; a second game control unit that controls the progress of games belonging to a second group, The first game control unit permits playing of a game belonging to the first group on the condition that a first parameter that increases as a result of playing the game belonging to the second group is consumed.
2. the second game control unit permits playing of a game belonging to the second group on the condition that a second parameter is consumed; The information processing apparatus according to claim 1 , wherein the first parameter is increased in accordance with the consumption amount of the second parameter.
3. The information processing device according to claim 1 or 2, further comprising a usage control unit that makes a predetermined game medium available for use in a game by consuming an amount of the first parameter set for the predetermined game medium.
4. The information processing device according to claim 3 , wherein the usage control unit further controls the predetermined game media available for use in the games belonging to the first group, depending on the results of playing the games belonging to the first group.
5. The information processing device according to claim 4 , wherein the usage control unit adds available game media in accordance with consumption of the first parameter when a play result of a game belonging to the first group does not satisfy a predetermined condition.
6. The information processing device according to claim 4 , wherein the usage control unit reduces the amount of the first parameter consumed to use the specified game content when the play result of the game belonging to the first group does not satisfy a specified condition.
7. The information processing device according to claim 2 , wherein the first game control unit increases the second parameter in accordance with a play result of a game belonging to the first group.
8. The information processing device according to claim 1 , wherein the second game control unit sets a new game that can be played in the second group according to a play result of the game that belongs to the first group.
9. the first group includes a first game and a second game; the first game control unit permits a player to play the second game on condition that the first game has been cleared; the second game control unit sets a third game of the second group to be playable when the first game is cleared, and sets a fourth game of the second group to be playable when the second game is cleared; The information processing device according to claim 2 , wherein the consumption amount of the second parameter for playing the fourth game is greater than the consumption amount of the second parameter for playing the third game.
10. an upper limit is set for the accumulation amount of the second parameter, The information processing device according to claim 2 , wherein the first game control unit increases the upper limit value when the first group of games is cleared.
11. The information processing device according to claim 1 , further comprising: a bonus awarding unit that awards a bonus to a player when the cumulative value of the first parameter becomes equal to or greater than a first threshold value.
12. 3. The information processing device according to claim 2, wherein the second game control unit increases the rate of increase of the first parameter relative to the amount of consumption of the second parameter when the cumulative value of the first parameter is equal to or greater than a second threshold value, compared to when the cumulative value is less than the second threshold value.
13. The computer controls the progress of the games belonging to the first group, The computer controls the progress of the games belonging to the second group, An information processing method in which a computer permits playing of a game belonging to the first group on the condition that a first parameter that increases as a result of playing a game belonging to the second group is consumed.
14. a function for controlling the progress of games belonging to the first group; a function for controlling the progress of games belonging to the second group; a program that causes a computer to perform a function of permitting the playing of a game belonging to the first group on the condition that a first parameter that increases as a result of playing a game belonging to the second group is consumed;
Citation Information
Patent Citations
Game program, method, and information processing device
JP2020058668A