Information processing device, information processing method, program, and information processing system
The information processing device enhances player engagement by providing game effects and increased reward probabilities for specific game media, addressing the challenge of acquiring these media within a set period, thus maintaining player motivation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2024-10-15
- Publication Date
- 2026-04-27
AI Technical Summary
Players face challenges in acquiring a predetermined number of specific game media within a set period, making it difficult to achieve game effects and maintain motivation, as cultivating such media requires significant effort and time.
An information processing device that provides game effects in quests based on ownership of specific game media, regardless of the number owned, and enhances the probability of obtaining specific characters as rewards, even if the player has fewer than the required number, by strategically using characters in the first slot during the set period.
This approach effectively stimulates player desire to acquire specific game media by offering immediate rewards and increased chances of obtaining them, thereby maintaining player engagement and motivation.
Smart Images

Figure 2026069966000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, a program, and an information processing system.
Background Art
[0002] In a game in which a game medium such as a character is nurtured to change parameters of the game medium, for a player who owns a predetermined number or more of game media that satisfy a predetermined condition (for example, reaching the upper limit value of the parameter), a game effect such as a reward may be given (see, for example, Patent Document 1). This game effect is given for the purpose of arousing the motivation of a player who tries to own a predetermined number or more of game media that satisfy a predetermined condition.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In addition, for a certain set period, a predetermined game medium (hereinafter referred to as a set game medium) may be associated, such as "the character attracting attention this week". For the purpose of promoting the nurturing of such a set game medium and actively using the set game medium in the game, it is conceivable to give a predetermined game effect to a player who owns a predetermined number or more of set game media (hereinafter referred to as specific game media) that satisfy a predetermined condition.
[0005] However, cultivating a designated game medium until it becomes a specific game medium requires considerable effort and time, and acquiring a predetermined number of such specific game mediums is even more time-consuming. As a result, in conventional games, the objective of providing game effects such as rewards is difficult to achieve, and consequently, it has been difficult to motivate players to play the game until they possess a predetermined number of specific game mediums.
[0006] Therefore, the object of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that can effectively stimulate a player's desire to acquire a specific game medium in which predetermined parameters of the set game medium satisfy predetermined conditions during the period in which the set game medium is associated. [Means for solving the problem]
[0007] An information processing device according to one aspect of the present invention includes a game control unit that controls a game in which a player can play quests using a group of game media including multiple game media, and is characterized in that, if the first player owns a predetermined number or more of specific game media from among a group of set game media associated with a set period in which predetermined parameters satisfy predetermined conditions, the game control unit will exert a predetermined game effect in the quest played by the first player during the set period, regardless of whether the group of game media used by the first player includes the specific game media, and if the second player owns fewer than the predetermined number of specific game media, the game control unit will exert a predetermined game effect in the quest played by the second player during the set period using a group of game media including the specific game media. [Effects of the Invention]
[0008] According to one aspect of the present invention, it is possible to provide an information processing device, an information processing method, a program, and an information processing system that can effectively stimulate a player's desire to acquire a specific game medium in which predetermined parameters of the set game medium satisfy predetermined conditions during the period in which the set game medium is associated. [Brief explanation of the drawing]
[0009] [Figure 1] This is a diagram showing an example of a gameplay screen. [Figure 2] This diagram shows the relationship between the set period and the set game medium. [Figure 3] This figure shows the configuration of an information processing device and a user terminal according to one embodiment of the present invention. [Figure 4] This figure shows an example of player information. [Figure 5] This figure shows an example of quest information. [Figure 6] This figure shows an example of owned character information. [Figure 7] This figure shows an example of setting character information. [Figure 8] This figure shows an example of game effect information. [Figure 9] This is an explanatory diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 10] This figure shows an information processing flow according to one embodiment of the present invention. [Figure 11] This is an explanatory diagram of a first modified example of the present invention. [Figure 12] This is an explanatory diagram of a second modified example of the present invention. [Modes for carrying out the invention]
[0010] Hereinafter, one embodiment of the present invention (hereinafter referred to as "this embodiment") will be described in detail with reference to the accompanying drawings. However, the embodiment described below is merely an example given to facilitate understanding of the present invention and does not limit the present invention. That is, the present invention can be modified or improved from the embodiment described below without departing from its spirit. Naturally, the present invention includes equivalents thereof.
[0011] Furthermore, the screen examples shown in the diagrams referenced in the following explanation are merely examples, and the screen configuration, the content of the displayed information, and the GUI (Graphical User Interface) can be freely designed and modified according to the system design specifications and the player's preferences.
[0012] [Regarding games playable in this embodiment] This disclosure relates to information processing technology related to game play, and more specifically, to games playable through a player's terminal (hereinafter referred to as a user terminal). In this embodiment, the game is, for example, an online game, and the player can obtain a game play account and log in with that account to play the game. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading a dedicated application program such as mobile games, and regularly updated online games such as play-by-web (PBW).
[0013] In the game of this embodiment, two or more quests are playable, and the player can select a quest to play and play the selected quest. A quest is an in-game event set up with the objective of completion, and is an element of the game that makes up the game. The player progresses through the game by playing each quest, and can complete a quest by fulfilling the predetermined completion conditions for each quest (for example, by defeating a predetermined enemy).
[0014] Each quest can be played by a single player alone, or multiple players can play the same quest simultaneously together (so-called multiplayer). When multiple players play the same quest together (multiplayer), each player can operate their own user terminal and play while sharing (synchronizing) the progress of the game among players through data communication over the network.
[0015] In this embodiment, the player plays the quest using a game medium. The game medium is an object or the like that is operated by the player during the play of the game (specifically, a quest), and specifically, it is a character that appears in the game screen and performs actions according to the player's operations. Note that the appearance of the character as the game medium is not particularly limited, and it may be a simple figure such as a circle or a star as shown in FIG. 1, or it may be a person, an animal, a vehicle, a monster, a robot, or the like.
[0016] When playing each quest, the player selects one or more characters from the characters they own, organizes a game medium group (hereinafter also referred to as a deck) consisting of multiple characters, and plays the quest using the organized deck. A player who plays a quest alone selects the characters to be included in the deck from the characters they own. When playing a quest with multiple players, each player selects one or more characters to be included in the deck from the characters they own. Note that the number of characters included in the deck is not particularly limited, but FIG. 1 shows a case where the deck includes four characters.
[0017] In this embodiment, as shown in FIG. 1, during the play of each quest, the player operates each character in the deck to move it within the game field, thereby attacking enemies on the game field or obtaining items on the game field.
[0018] To explain in more detail, when playing a quest, the player sets the order of operation for each of the four characters in the deck. Specifically, there are four slots corresponding to the order of operation (i.e., slot 1, slot 2, slot 3, and slot 4), and each of the four characters is assigned one of these slots. In the following, assigning slot 1 to a character will be referred to as "assigning slot 1," and the character assigned slot 1 will be called the slot 1 character. Also, in the case shown in Figure 1, the character on the far left of the four characters C1 to C4 in the displayed deck is the slot 1 character.
[0019] During quest gameplay, the character in slot 1, the character in slot 2, the character in slot 3, and the character in slot 4 are given turns in that order. After each of the four characters has been given one turn in the first round, turns are given to each character in the same order in subsequent rounds. Once a character has been given a turn, they can move around the game field by being controlled by the player during that turn. During quest gameplay, the display area of the user terminal 12 may be divided into an area for displaying the game field and an area for displaying the deck, or the deck display area may be superimposed on the game field display area.
[0020] Furthermore, in this embodiment, when a player completes a quest, they are granted a reward (hereinafter also referred to as a "completion reward") within the game. In some cases, the completion reward may include a character corresponding to the completed quest. In other words, when a player plays and completes a quest corresponding to a certain character, that character is granted as a completion reward with a predetermined probability. The granted character can then be added to the player's deck to be used in subsequent quests. Furthermore, there are no particular restrictions on how characters can be obtained; they can be acquired through means other than as rewards for completing quests. For example, they can be obtained through a lottery in an in-game event, purchased from an in-game shop, or as an in-game bonus given when certain conditions for receiving a bonus are met. In addition, each character is assigned an ID for identification, and by linking the player's account information with the character's ID, the player will be in a state of having acquired or owning the character.
[0021] Furthermore, in this embodiment, the player can train the characters they own through enhancement, evolution, etc. Specifically, the training procedure involves the player designating a character to be trained from among the characters they own, and then performing a process of consuming characters of the same type as the designated character for training, a process known as character synthesis. As a result, the parameters (ability values, performance values, etc.) of the character to be trained change, and in most cases, the various parameters that the character possesses increase. As described above, in this embodiment, if the player owns multiple characters of the same type, they can train the character to be trained by designating one of them as the character to be trained and consuming at least one of the remaining characters for training. Furthermore, characters that have undergone training, including enhancement and evolution, will be considered the same type as the character before training, even if their appearance or performance changes as a result.
[0022] Among the character parameters is a predetermined parameter called "Luck." Luck is set within the range of 1 to N (where N is a natural number greater than or equal to 2, for example, 99). The higher a character's Luck, the higher the probability of obtaining advantageous effects in the game when owning that character. For example, the probability of advantageous items appearing on the game field increases. Furthermore, Luck can be increased through the above-mentioned training (specifically, character synthesis). The more characters used for synthesis, i.e., the more characters of the same type as the character being trained are consumed for training, the greater the increase in Luck. In this embodiment, the predetermined parameter is assumed to be rack, but it is not limited to this, and the predetermined parameter may be other status values or ability values (for example, level).
[0023] A character whose luck reaches the upper limit of N will be referred to as a "maximum luck character" below. Reaching the upper limit of N luck corresponds to "a predetermined parameter meeting a predetermined condition" in this disclosure. Furthermore, if you play and clear a quest using a deck that includes a maximum luck character, you may receive preferential treatment in the distribution of clear rewards, and the details of this will be described later.
[0024] Furthermore, in this embodiment, a character is selected from among multiple characters available in the game. The selected character is associated with a period set by the game operator (setting period), and multiple characters are selected. The setting period, and the number and types of selected characters are not particularly limited, but below we will explain using the case where the setting period is two weeks and eight selected characters are selected as an example.
[0025] As mentioned above, the eight character models are associated with a two-week setting period, and in this embodiment, half of the character models (i.e., four characters) are updated every week. In other words, the eight character models include four characters that were featured last week and four characters that are featured this week. Hereafter, the characters featured last week will be referred to as "early-period character models," and the characters featured this week will be referred to as "late-period character models."
[0026] In this embodiment, the first week of the set period corresponds to the "first period," and the latter week of the set period corresponds to the "second period." The second period can be any period later than the first period, and there are no particular limitations on how the first and second periods are determined or the number of days they represent.
[0027] To explain the concept of designated characters using the example shown in Figure 2, let's say that in the first week of July 2024, among the designated characters C1-C8, characters C1-C4 are designated as early-stage designated characters, and characters C5-C8 are designated as late-stage designated characters. In this case, in the second week of July, new characters C9-C12 are added to the designated characters, making characters C5-C8 early-stage designated characters and characters C9-C12 late-stage designated characters. On the other hand, in the second week of July, characters C1-C4 are removed from the designated characters.
[0028] Furthermore, in this embodiment, if a player owns a designated character during the designated period, in other words, if a character owned by the player corresponds to a designated character during the designated period, and the player plays a quest while fulfilling predetermined conditions (hereinafter referred to as effect activation conditions), a predetermined game effect will be activated in that quest. The predetermined game effect is, for example, an effect that gives preferential treatment to the clear rewards given when a quest is cleared, specifically an effect that increases the number of clear rewards given. The predetermined game effect is not particularly limited and may be an effect other than increasing the number of clear rewards, for example, an effect that increases the probability of obtaining a predetermined character as a clear reward. Alternatively, the predetermined game effect may be an effect that increases the rate at which the character's status values or ability values (e.g., level) increase.
[0029] The conditions for the effect to be activated include a first condition and a second condition, and the above game effect is activated when either of these conditions is met. The first condition relates to the value of a predetermined parameter of a character. In this embodiment, the first condition is that the player possesses a predetermined number or more of setting characters whose luck has reached the upper limit value N (i.e., setting characters that correspond to the maximum luck character). Here, the predetermined number is 3. However, the predetermined number is not particularly limited as long as it is a natural number of 2 or more, and may be arbitrarily determined. In the following, a character whose Luck reaches the upper limit value N will be referred to as a "specific character." Furthermore, a player who satisfies the first condition corresponds to the "first player" in this disclosure.
[0030] The second condition relates to the order of character operation (opportunity to operate) set by the player. In this embodiment, the second condition is that, when the number of a specific character owned is one or more but less than a predetermined number, the owned specific character is included in the deck, and the first slot is assigned to that specific character, and the quest is played during the set period. In other words, in this embodiment, even if the number of a specific character owned is less than the predetermined number, if one or more characters are owned and the specific character is used as the character in the first slot while playing the quest during the set period, the same game effect as when the predetermined number or more of the specific character are owned can be enjoyed. A player who satisfies the second condition corresponds to the "second player" in this disclosure.
[0031] Furthermore, in this embodiment, "the number of specific characters owned is less than a predetermined number" means that the number owned is any natural number less than the predetermined number. For example, if the predetermined number is 3, then it means either 2 or 1. In this case, there are multiple cases in which the number of specific characters owned is less than the predetermined number (specifically, there are two cases: one where the number owned is 1, and one where the number owned is 2). On the other hand, "the number of a specific character owned is less than a predetermined number" may also mean that the number owned falls within a range of 1 or more and less than the predetermined number. For example, if the predetermined number is 3 and the value less than the predetermined number is set to 2, then owning 2 characters may be considered as the number of a specific character owned being less than the predetermined number. In this case, there is only one case in which the number of a specific character owned is less than the predetermined number (i.e., the case in which the number owned is 2).
[0032] Furthermore, in this embodiment, for players who own a designated character during the designated period but do not own a specific character (hereinafter referred to as the "third player"), it is possible to perform a process that makes it easier to raise their designated character to become the specific character. Specifically, if the third player clears a quest corresponding to the designated character they own during the designated period associated with that character, the probability of obtaining that designated character as a clear reward becomes higher than usual. This will be explained using the case shown in Figure 2 as an example.
[0033] In the case shown in Figure 2, characters C1 to C8 are designated as the target characters in the first week of July. Player A owns character C5 in the first week of July, but character C5's luck is less than N. In this case, if player A plays and completes the quest corresponding to character C5 in the first or second week of July, character C5 may be awarded to player A as a reward for completing the quest. At this time, the probability of obtaining character C5 as a reward is higher during the first and second weeks of July, which are the designated period associated with character C5, than during normal times (specifically, weeks other than the designated period of the first and second weeks of July). This makes it easier for player A to raise character C5 so that its luck reaches the upper limit of N during the designated period, that is, so that character C5 becomes the designated character.
[0034] [About an information processing device and peripheral equipment of one embodiment of the present invention] Next, the information processing device and its peripheral device, the user terminal 12, according to this embodiment will be described with reference to Figure 3. Note that in Figure 3, for illustrative purposes, only one user terminal 12 is shown; however, in reality, there are a number of user terminals corresponding to the number of players who use the functions of the information processing device to play the game.
[0035] In this embodiment, the information processing device is comprised of a server computer (hereinafter referred to as server 10), and server 10 can communicate with user terminal 12 via a communication network 14. Server 10 and user terminal 12 constitute an information processing system 100, and players can use the services provided by server 10 through this information processing system 100. In other words, players can play the game by communicating with server 10 via the communication network 14. The communication network 14 is, for example, a communication network consisting of the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).
[0036] While the player is playing the game, the server 10 performs a series of information processing related to the game's progress (excluding information input and display), and the user terminal 12 inputs and transmits information to be handed over to the server 10, and receives and outputs information distributed from the server 10.
[0037] The user terminal 12 is a terminal (client terminal) used by the player to play the game, and can be, for example, a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of inputting information, or wearable device. The user terminal 12 has a game application program (hereinafter referred to as the game app) installed on it, and the game app is launched when the player initiates a startup operation, thereby starting the game. Once the game starts, the player selects a quest to play and aims to complete the selected quest.
[0038] The user terminal 12, as a hardware device, has one or more processors, memory, a communication interface including a transmitter and receiver, storage, input devices (touch panel, touchpad, buttons, microphone, and various sensors, etc.), and output devices (display and speaker, etc.), which are electrically connected via a bus. The above-mentioned game application is installed in the storage of the user terminal 12, and the game application is executed by one or more processors. During gameplay, the user terminal 12 is operated by the player, generates data in response to operations on the input devices, and transmits the generated data to the server 10 via the communication interface. The user terminal 12 also has a display (equivalent to a display device) for displaying information. During gameplay, the user terminal 12 displays the game screen, which is the display screen of the game, on its display, and also displays display data sent from the server 10 as needed, and displays the images and text information indicated by that display data on the game screen.
[0039] Server 10 is a computer that generates and sends / receives data necessary for game progression, and performs various information processing related to game progression. For example, it can be an SNS server or a server computer for cloud services. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). Server 10 may be a single computer or multiple computers arranged in parallel and distributed.
[0040] As hardware, the server 10 includes one or more processors 10A, memory 10B, a communication interface 10C, and storage 10D, as shown in Figure 3, and these are electrically connected via a bus.
[0041] The processor 10A may consist of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc. Furthermore, the hardware constituting the processor 10A may consist of one or more components, and this hardware may include electrical circuits (Circuitry) that combine circuit elements such as semiconductor elements.
[0042] The memory 10B may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).
[0043] The communication interface 10C may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 10C is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G-5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).
[0044] Storage 10D may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Storage 10D may be built into the server 10, attached to the server body as an external device, or may be a NAS (Network Attached Storage), etc.
[0045] Furthermore, the storage 10D may consist of a third computer, such as a database server or online storage, that is connected to the server 10 in a communicative manner. In this case, the server 10, together with the third computer that constitutes the storage 10D, constitutes the information processing device of the present invention. Moreover, as a technology for recording and managing electronic data relating to value, a distributed ledger technology such as blockchain may be used to avoid unauthorized data tampering.
[0046] Storage 10D stores and accumulates various types of information related to game progress control. This information includes player information, quest information, owned character information, configured character information, and game effect information.
[0047] Player information is stored in storage 10D for each player, and includes, for example, the player's name and ID, play history such as game play time, and owned characters, as shown in Figure 4. In addition, for players who are currently playing the game, the ID of the quest they are currently playing and the deck they are using to play that quest (more specifically, the types of characters included in the deck) are added to the player information, as shown in Figure 4.
[0048] Quest information is information about playable quests in the game and is stored in storage 10D for each quest. Quest information includes, for example, the quest ID, quest characteristics (e.g., game field configuration, enemy and item spawn locations, etc.), the character associated with the quest, and the content of the completion reward, as shown in Figure 5. Furthermore, as shown in Figure 5, the quest information also includes the probability of obtaining the character associated with the quest as a completion reward. If the character associated with the quest is a designated character, the probability of obtaining it is higher than usual during the designated period associated with that character, as mentioned above. Therefore, as shown in Figure 5, the quest information includes both the normal probability and the probability during the designated period when the character is a designated character.
[0049] Owned character information is information about the characters owned by each player, and is stored in storage 10D for each character owned by each player. Owned character information includes, for example, the player's ID, the ID and type of the character owned by that player, the parameters of the character, flag information indicating whether or not it is a maximum rack character, and flag information indicating whether or not it is a set character, as shown in Figure 6. Also, as shown in Figure 6, for characters that are set characters, the set period associated with that set character (i.e., the period during which it is a set character) is included in the owned character information.
[0050] The character setting information is, for example, information about the current character setting, and in this embodiment, it is updated every half-year (i.e., every week) of the setting period. As shown in Figure 7, the character setting information includes the setting period associated with the current character setting, and the types of characters that correspond to the early setting character and the types of characters that correspond to the later setting character among the current character setting. Although not shown in Figure 7, information regarding past character settings and information regarding future character settings (for example, next week) may be included in the character setting information.
[0051] Game effect information refers to predetermined game effects that are applied to players in the game, specifically, information regarding rewards (clear rewards) given to players who complete quests. As shown in Figure 8, the game effect information defines clear rewards for each player's play status. Specifically, for players who own a predetermined number or more of characters that qualify as designated characters and have a luck value of the upper limit N (i.e., specific characters) during a certain period, the number of clear rewards will be set to P. Also, for players who own fewer than the predetermined number of specific characters associated with a certain period during that period, but include those specific characters in their deck and assign them the first slot, the number of clear rewards will be set to P. For all other players, the number of clear rewards will be set to Q, which is less than P. Furthermore, for players who, during a certain set period, own a predetermined number or more of specific characters associated with that period, include at least one of those specific characters in their deck, and assign the first slot to that specific character, the number of clear rewards may be set to a number greater than P.
[0052] Returning to the description of the server 10's configuration, the server 10 has programs for the operating system (OS) and information processing programs for game progression installed. These programs correspond to the "programs" in this disclosure and are programs that control the server 10, which is a computer. In other words, the server 10 performs its function as an information processing device of the present invention by being executed by the processor 10A described above.
[0053] The aforementioned game progression program may be obtained by reading it from a computer-readable storage medium (media), or it may be obtained (downloaded) via a network such as the Internet or an intranet.
[0054] [Functions of the information processing device according to this embodiment] Next, the functions of the information processing device according to this embodiment will be described with reference to Figure 9. As mentioned above, the information processing device according to this embodiment is composed of a server 10, and the server 10 has the functions shown in Figure 9 as an information processing device, and specifically has an operation reception unit 21 and a game control unit 22. These functional units are realized through the cooperation of various hardware devices that constitute the server 10 and programs installed on the server 10. Each functional unit will be described in detail below.
[0055] (Operation reception desk) The operation reception unit 21 receives player input while the player is playing the game. Specifically, when a player operating the input device of the user terminal 12 operates while playing the game, data indicating the content of that operation is generated by the user terminal 12 and transmitted from the transmitter of the user terminal 12 to the server 10. The operation reception unit 21 receives the data indicating the content of the user operation via the communication network 14 and accepts the user operation.
[0056] The user operations accepted by the operation reception unit 21 include player selection, designation, instruction, request, command, permission or denial, registration, and other input operations during gameplay. Specifically, the operation reception unit 21 accepts operations such as selecting a quest to play, deck formation operations to select characters to include in a deck, and training operations to select characters to be trained and characters to be consumed for training.
[0057] (Game Control Unit) The game control unit 22 controls the game to make it playable, specifically by progressing the game in response to the player's actions during gameplay. For example, it moves the character on the game field of the quest being played, and ends the quest when the quest's completion conditions are met. In this embodiment, as shown in Figure 9, the game control unit 22 also includes a parameter change unit 23, a reward granting unit 24, and a probability change unit 25.
[0058] The parameter modification unit 23 modifies the parameters of the character being trained when character training (specifically, character synthesis) is performed in response to the player's training operations. The amount of parameter change is determined according to the number of characters consumed for training, etc. In addition, the parameter modification unit 23 removes the characters consumed for training from the player's owned characters upon completion of the training.
[0059] Here, we assume a case where a player who owns multiple setting characters of the same type, each associated with a certain period as a setting period, selects one of these same type of setting characters as the character to be trained, and selects at least one of the remaining setting game media as a character for training. In such a case, the parameter modification unit 23 increases the luck of the setting character selected as the character to be trained, in other words, changes it to approach the upper limit value N of luck (a value that satisfies a predetermined condition).
[0060] The reward distribution unit 24 distributes a clear reward to a player when the player completes a quest. At this time, the reward distribution unit 24 includes the character corresponding to the quest completed by the player in the clear reward, at a predetermined probability (acquisition probability) for that character. The acquisition probability of the character is defined in the quest information as described above.
[0061] Furthermore, in this embodiment, suppose a player who owns a certain character plays and completes a quest during the period associated with that character. In this case, if the player meets the conditions for the effect to be activated, the reward granting unit 24 will activate a game effect in which the number of completion rewards granted for that quest increases to P. To explain in more detail, for example, suppose the first player owns a predetermined number or more of a specific character whose luck has reached its upper limit of N, out of a set of eight characters associated with a certain period. In this case, the reward distribution unit 24 will activate a game effect that increases the number of clear rewards to P units in quests played by the first player during the above-mentioned set period, regardless of whether the specific character is included in the deck used by the first player.
[0062] Furthermore, during the above-mentioned period, the number of specific characters owned by the second player is less than a predetermined number. In this case, the reward distribution unit 24 will activate a game effect in which, if the second player forms a deck that includes the specific character and assigns slot 1 to that specific character, the clear reward for quests played by the second player using that deck during the above-mentioned period will be increased to P units.
[0063] The probability modification unit 25 changes the probability (acquisition probability) of obtaining the character corresponding to a quest as a clear reward when a player plays and clears the quest, according to the player's situation. Specifically, suppose that during a certain set period, a third player owns the set character associated with that set period, but does not own a specific character. In this case, the probability modification unit 25 changes the probability of obtaining the target character as a clear reward when the third player plays and clears the target quest during the set period to a higher probability than when the target quest is cleared under normal circumstances (i.e., outside the set period). Here, the target quest is the quest corresponding to the target character, and the target character is a character owned by the third player whose luck is above a predetermined value, specifically the character with the highest luck among the set characters owned by the third player. The target character corresponds to the target game medium.
[0064] Then, the probability modification unit 25 changes the acquisition probability of the target character as described above, so that if the third player clears the target quest during the above-mentioned period, the reward distribution unit 24 will grant the target character to the third player as a clear reward at a higher probability than usual.
[0065] [Information processing method according to this embodiment] Next, the information processing flow of this embodiment, specifically the information processing flow related to game play, will be described. The information processing flow of this embodiment employs the information processing method of the present invention and proceeds according to the flow shown in Figure 10. In other words, each step in the information processing flow, specifically each step shown in Figure 10, corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps changed, without departing from the spirit of the present invention.
[0066] In the information processing flow, the processor 10A of the server 10, which constitutes the information processing device, and the processor (not shown) on the user terminal 12, which the player operates while playing the game, cooperate with each other to execute the processes corresponding to each step in Figure 10. In addition, data communication takes place between the server 10 and the user terminal 12 in each step. When multiple players play the game together (multiplayer) and each player operates their own user terminal 12, the server 10 communicates data with each of the multiple user terminals 12. In the following explanation, we will assume that a single player is playing the game alone.
[0067] The information processing flow begins when the player starts playing the game (S001). More specifically, when the player specifies the quest to play, the processor 10A of the server 10 executes the processing related to playing the specified quest. Also, when the player starts playing the quest, they perform an operation to assemble a deck on the user terminal 12, and the processor 10A assembles the deck based on that operation (S002).
[0068] Subsequently, the quest begins, and the player plays the quest by operating the input device of the user terminal 12, and the processor 10A advances the game according to the player's actions (S003). Specifically, the processor 10A displays the game field on the user terminal 12's display, where each character included in the assembled deck and enemies are placed, and moves each character on the game field according to the player's input. The processor 10A also controls the game so that attacks on enemies on the game field, acquisition of items on the game field, and damage to each character from enemies and traps occur according to the movement path of each character.
[0069] Then, when the player completes the quest (S004), the processor 10A determines whether the player possesses a predetermined number or more of a specific character at that time (S005). The specific character at that time is a character whose luck has reached the upper limit value N, among multiple character settings associated with a set period including the time when gameplay started (the present time).
[0070] If a player who has completed a quest is the first player to possess a predetermined number or more of a specific character at that time, the processor 10A activates a game effect that increases the number of completion rewards to P, and grants P completion rewards to that first player (S006). At this time, the processor 10A includes the character corresponding to the quest completed by the player in the completion rewards at a predetermined probability (acquisition probability) for that character. The processor 10A transmits information about the completion rewards acquired by the player to the user terminal 12, and an image showing the completion rewards is displayed on the display of the user terminal 12.
[0071] On the other hand, if the number of specific characters owned by a player who has cleared a quest is one or more, but less than a predetermined number, processor 10A determines whether the specific character is included in the deck used by the player when playing the quest (S007). More precisely, in step S007, it is determined whether any of the specific characters owned by the player are included in the deck and whether they correspond to the character in slot 1.
[0072] If a player who has cleared a quest is the second player who played the quest using a deck containing a specific character (more precisely, the second player who played the quest using the specific character as the first character in the deck), the processor 10A activates a game effect that increases the number of clear rewards to P for that second player, and grants P clear rewards (S006). At this time, the processor 10A includes the character corresponding to the quest cleared by the player in the clear rewards at a predetermined probability (acquisition probability) for that character. The processor 10A transmits information about the clear rewards acquired by the player to the user terminal 12, and an image showing the clear rewards is displayed on the display of the user terminal 12.
[0073] On the other hand, if the deck used to play the quest does not include a specific character, or if the deck includes a specific character but that character is not assigned slot 1, processor 10A grants the player the normal number of clear rewards (i.e., Q items) (S008).
[0074] Furthermore, in step S008, processor 10A determines whether the player who cleared the quest does not own the specific character and is a third player who owns the target character at that time (S009). The target character at that time is the character with the highest luck among the characters owned by the third player, out of the multiple setting characters associated with the setting period including that time.
[0075] If the player who cleared the quest is the third player, processor 10A further determines whether the quest cleared by the third player is the target quest corresponding to the target character at that time (S010). If the quest cleared by the third player is the target quest, processor 10A grants the target character to the third player as a clear reward with a higher probability than usual (more specifically, during periods other than the set period associated with the target character) (S011).
[0076] On the other hand, if the player who cleared the quest is not the third player, or if the quest cleared by the player is not the target quest, the processor 10A grants the player the character corresponding to the cleared quest at the normal probability (S012). The processor 10A transmits information about the clear reward obtained by the player to the user terminal 12, and an image showing the clear reward is displayed on the display of the user terminal 12.
[0077] Once the series of steps described above are completed and a quest is finished, the information processing flow for that quest is complete. Furthermore, in step S001 of the information processing flow, the display of the list of quests shown on the user terminal 12's screen may include a process that distinguishes the display of the target character and the corresponding target quest from other quests, so that the player can identify which quests offer the potential for higher clear rewards. Additionally, in step S002, if a specific character is included in the deck but that character is not assigned slot 1, the system may include a process that displays the specific character included in the deck on the user terminal 12's screen in an identifiable manner, or a process that displays a message before the quest starts, to support the player in creating a deck that offers the potential for higher clear rewards.
[0078] [Other embodiments] The embodiments described above are merely examples, and other embodiments are conceivable. For example, in the above embodiments, the server 10 constitutes the information processing device of the present invention, but at least some of the functions of the server 10 as an information processing device may be provided by the user terminal 12. In that case, the user terminal 12 would constitute the information processing device of the present invention either in cooperation with the server 10 or by itself.
[0079] Furthermore, in the above embodiment, the modes of displaying images, etc., on the user terminal 12 include modes of displaying on a display device (display) built into the terminal itself, and modes of displaying on a display device connected to the terminal by wire or wireless means. The display device connected to the user terminal 12 may include not only a general stationary display, but also an HMD (Head Mounted Display) such as VR goggles.
[0080] Furthermore, in the above embodiment, the game effect (predetermined game effect) that is activated when a player owns a predetermined number or more of a specific character, or when a player includes a specific character in their deck and assigns the first slot to that specific character, is that the number of clear rewards obtained when clearing a quest within the set period increases. However, the above game effect is not particularly limited and may be an effect that leads to the acquisition of a specific character within the set period, for example, an effect in which one or more of the specified characters are assigned to the player.
[0081] Furthermore, several other embodiments (modified versions) of the present invention that differ from the embodiments described above are conceivable. The following describes each of these modified versions. Note that the following will primarily describe the differences from the embodiments described above, and common points will be omitted from the explanation. Furthermore, the elements and features of the various embodiments (modifications) described below may be combined as appropriate. In other words, the configuration of any one embodiment among the various embodiments (modifications) described later can be applied to other embodiments, and the effects resulting from that configuration may be similar.
[0082] (First variation) In the above embodiment, if a second player plays and clears a quest using a deck containing a specific character within a set period, the game control unit 22 (more specifically, the reward granting unit 24) activates a game effect that increases the clear reward, regardless of the type of quest. In contrast, in the first modified example, the quests in which the above game effect is activated are limited to predetermined quests.
[0083] To explain in more detail, in the first modified example, the quest that the second player plays during the set period using a deck containing a specific character is a target quest that corresponds to one of several set characters associated with that set period. In this case, as shown in Figure 11, when the second player clears the target quest, the game control unit 22 activates a game effect that increases the clear reward for that target quest.
[0084] On the other hand, suppose that the quest played by the second player using a deck containing a specific character during the specified period is a quest other than the target quest (hereinafter referred to as a non-target quest). In this case, as shown in Figure 11, even if the second player plays and clears a non-target quest, the game control unit 22 will not activate the game effect of increasing the clear reward for that non-target quest.
[0085] (Second variation) In the above embodiment, when a second player plays a quest using a deck containing a specific character during the set period, the game control unit 22 (specifically, the reward granting unit 24) activates a game effect that increases the clear reward. In contrast, in the second modified example, the period during which the above game effect is activated is limited to a portion of the set period.
[0086] To explain the second variation in detail, we will use an example where the set period is, for example, two weeks, and includes a first period corresponding to the first week and a second period corresponding to the second week. In the second variation, suppose the second player plays and clears a quest in the first period using a deck that includes a specific character from the previous period. In this case, as shown in Figure 12, the game control unit 22 does not activate the game effect of increasing the clear reward for the quest cleared by the second player. The previously designated characters are those who, in the first period, met the criteria for previously designated characters and whose luck reached the upper limit of N (the characters with the highest luck).
[0087] On the other hand, in the second modified example, suppose the second player plays and clears the second period using a deck that includes a specific character from the later stages. In this case, as shown in Figure 12, the game control unit 22 activates a game effect that increases the clear reward to P units for the quest cleared by the second player. Furthermore, late-stage specific characters are those that, in the second period, fall under the aforementioned late-stage setting characters and whose luck reaches the upper limit value N (maximum luck characters).
[0088] (Third variation) In the above embodiment, if a third player who does not own a specific character but owns a designated character plays and clears a target quest during the designated period associated with that designated character, the probability of obtaining the target quest and the corresponding target character as a clear reward (acquisition probability) will be higher than usual. In contrast, in the third variation, the probability of obtaining the target character changes depending on the type of target quest that the third player plays during the specified period.
[0089] To explain in more detail, in the third modified example, if the third player plays and completes the first target quest corresponding to the first set character during the set period associated with that first set character, the game control unit 22 grants the first set character to the third player as a clear reward with a first probability. The first set character corresponds to the first set game medium and is a character owned by the third player whose luck is below a predetermined value; more specifically, it is a character owned by the third player other than the character with the highest luck.
[0090] Furthermore, in the third variation, if the third player plays and clears the second target quest corresponding to the second setting character during the setting period associated with the second setting character, the game control unit 22 grants the second setting character to the third player as a clear reward with a second probability higher than the first probability described above. The second setting character corresponds to the second setting game medium and is a character owned by the third player whose luck is above a predetermined value; more specifically, it is the character with the highest luck among the setting characters owned by the third player.
[0091] [summary] One of the objectives of the present invention is to provide game players with an incentive to actively utilize multiple setting game media associated with a set period within the game. More specifically, the objective is to solve the problems corresponding to [Appendix 1] to [Appendix 8] shown below.
[0092] [Note 1] One of the purposes of this disclosure is to solve the problems described in Appendix 1, and specifically, to effectively stimulate the desire of players to acquire a specific game medium in which the predetermined parameters of the game medium meet predetermined conditions during the setting period associated with the game medium. To solve the above problems, [Appendix 1] has the following configuration. Information processing device comprising a game control unit that controls a game in which a player can play quests using a group of game media including multiple game media, wherein if the first player owns a predetermined number or more of specific game media from among multiple set game media associated with a set period, whose predetermined parameters meet predetermined conditions, the game control unit will activate predetermined game effects in quests played by the first player during the set period, regardless of whether the group of game media used by the first player includes the specific game media, and if the second player owns fewer than the predetermined number of specific game media, the game control unit will activate predetermined game effects in quests played by the second player during the set period using a group of game media including the specific game media. According to the above configuration, during the setting period associated with a specific game medium, a player (second player) who owns fewer than a predetermined number of specific game mediums can obtain the same game effect as if they owned more than the predetermined number of specific game mediums by playing quests using a group of game mediums that include those specific game mediums. Here, owning fewer than the predetermined number of specific game mediums is easier for a player than owning more than the predetermined number of specific game mediums during the setting period, and even in that case, the same game effect as owning more than the predetermined number of specific game mediums can be obtained. This effectively stimulates the motivation of players to acquire specific game mediums during the setting period.
[0093] [Note 2] One of the purposes of this disclosure is to solve the problems described in Appendix 2, specifically to more effectively stimulate players' motivation to acquire specific game media during the specified period. To solve the above problems, [Appendix 2] has the following configuration. The game control unit, if the quest played by the second player using a group of game media including a specific game medium during a set period is a target quest corresponding to one of the multiple set game media, will activate a predetermined game effect in the target quest, and if the quest played by the second player using a group of game media including a specific game medium during a set period is a quest other than the target quest, will not activate a predetermined game effect in the quest other than the target quest, as described in [Appendix 1]. According to the above configuration, the target quest is more likely to be selected by the second player as a quest to play using a set of game media (deck) that includes the specific game media, compared to other quests. By playing the target quest using the above set of game media, the second player can obtain predetermined game effects, for example, by acquiring more of the target quest and the corresponding set game media as a clear reward. As a result, the second player can more easily increase the number of set game media they own, and this can more effectively stimulate the motivation of players (specifically, the second player) to acquire the specific game media during the set period.
[0094] [Note 3] One of the purposes of this disclosure is to solve the problems described in Appendix 3, specifically to effectively encourage players to acquire specific game media during the specified period. To solve the above problems, [Appendix 3] has the following configuration. If the setting period includes a first period and a second period that follows the first period, the game control unit shall not activate a predetermined game effect in quests played by the second player using a group of game media including a specific game medium during the first period, and shall activate a predetermined game effect in quests played by the second player using a group of game media including a specific game medium during the second period, as described in [Appendix 1] or [Appendix 2]. According to the above configuration, the benefit of the second player obtaining a predetermined game effect by playing a quest using a group of game media, including a specific game media, is not given during the first period of the set period, but is given during the second period, which follows the first period. This encourages the second player to acquire the specific game media during the first period. Furthermore, in the second period, it is possible to effectively encourage the second player to play quests using the specific game media acquired during the first period. And, since the predetermined game effect is activated when the second player completes a quest using the specific game media, the above benefit can be enjoyed even if the second player does not acquire a predetermined number of specific game media during the first period.
[0095] [Note 4] One of the purposes of this disclosure is to solve the problems described in Appendix 4, specifically to help players who do not own a specific game medium acquire it during the specified period. To solve the above problems, [Appendix 4] has the following configuration. The game control unit modifies a predetermined parameter of one of the multiple identical game media owned by a player to approach a value that satisfies a predetermined condition by consuming at least one of the remaining game media. If a third player who does not own a specific game media clears a first target quest corresponding to a first game media owned by the third player in which the predetermined parameter is less than a predetermined value, the game control unit grants the third player the first game media with a first probability. If the third player clears a second target quest corresponding to a second game media owned by the third player in which the predetermined parameter is greater than or equal to a predetermined value, the game control unit grants the third player the second game media with a second probability higher than the first probability. This is an information processing device as described in any of [Appendix 1] to [Appendix 3]. According to the above configuration, the probability of a third player who does not own a specific game medium obtaining a second-setting game medium, whose predetermined parameters are above a predetermined value, as a clear reward is higher than that of a first-setting game medium, whose predetermined parameters are below a predetermined value. This makes it easier to change the predetermined parameters of the second-setting game medium to meet the predetermined conditions, and as a result, it is possible to support the third player in obtaining the specific game medium during the setting period.
[0096] [Note 5] One of the purposes of this disclosure is to solve the problems described in Appendix 5, specifically to help players who do not own a specific game medium acquire it during the specified period. To solve the above problems, [Appendix 5] has the following configuration. The game control unit modifies a predetermined parameter of one of the multiple identical game media owned by a player to approach a value that satisfies a predetermined condition by consuming at least one of the remaining game media. If a third player who does not own the specific game media clears a target quest corresponding to a target game media owned by the third player, where the predetermined parameter is equal to or greater than a predetermined value, the game control unit grants the target game media to the third player with a higher probability than if the target quest were cleared outside of the set period. This is an information processing device as described in any of [Appendix 1] to [Appendix 4]. According to the above configuration, the probability of a third player who does not own a specific game medium obtaining a target game medium (a game medium with predetermined parameters above a predetermined value) as a clear reward is higher than usual. This makes it easier to change the predetermined parameters of the target game medium to meet the predetermined conditions, and as a result, it is possible to support the third player in obtaining the specific game medium during the set period.
[0097] [Note 6] One of the purposes of this disclosure is to solve the problems described in Appendix 6, and specifically, to provide an information processing method that effectively stimulates a player's desire to acquire a specific game medium in which predetermined parameters of the game medium meet predetermined conditions during the period to which the game medium is associated. To solve the above problems, [Appendix 6] has the following configuration. An information processing method comprising: one or more processors controlling a game in which a player can play quests using a group of game media including multiple game media; if a first player owns a predetermined number or more of specific game media from among multiple set game media whose predetermined parameters meet predetermined conditions during a set period, the first player is made to exhibit predetermined game effects in quests played during the set period, regardless of whether the group of game media used by the first player includes the specific game media; and if a second player owns fewer than the predetermined number of specific game media, the second player is made to exhibit predetermined game effects in quests played during the set period using a group of game media including the specific game media. According to the method described above, even if the number of players who own a specific game medium is less than a predetermined number, playing a quest using a group of game mediums that includes the specific game medium will produce the same game effect as if the number of players who own a specific game medium is greater than or equal to the predetermined number. Therefore, it is possible to effectively stimulate the motivation of players to acquire the specific game medium during the set period.
[0098] [Note 7] One of the purposes of this disclosure is to solve the problems described in Appendix 7, and specifically, to provide a program that effectively stimulates a player's desire to acquire a specific game medium in which predetermined parameters of the game medium meet predetermined conditions during the period in which the game medium is associated. To solve the above problems, [Appendix 7] has the following configuration. A program that causes one or more processors to control a game in which a player can play quests using a group of game media including multiple game media, and if the player owns a predetermined number or more of specific game media from among multiple set game media associated with a set period in which predetermined parameters meet predetermined conditions, the program will activate predetermined game effects in quests played during the set period, regardless of whether the group of game media includes the specific game media or not, and if the player owns fewer than the predetermined number of specific game media, the program will activate predetermined game effects in quests played during the set period using a group of game media including the specific game media. According to the program described above, even if the number of players who own a specific game medium is less than a predetermined number, playing a quest using a group of game mediums that includes the specific game medium will produce the same game effect as if the number of players who own the specific game medium is greater than or equal to the predetermined number. Therefore, it is possible to effectively stimulate players' motivation to acquire the specific game medium during the set period.
[0099] [Note 8] One of the purposes of this disclosure is to solve the problems described in Appendix 8, and specifically, to provide an information processing system that effectively stimulates a player's desire to acquire a specific game medium in which predetermined parameters of the game medium meet predetermined conditions during the period in which the game medium is associated. To solve the above problems, [Appendix 8] has the following configuration. An information processing system comprising a player's terminal and a server capable of communicating with the terminal, wherein the server includes a game control unit that controls a game in which a player can play quests using a group of game media including multiple game media, wherein if the first player owns a predetermined number or more of specific game media from among multiple set game media associated with a set period, whose predetermined parameters meet predetermined conditions, the game control unit will activate predetermined game effects in quests played by the first player during the set period, regardless of whether the group of game media used by the first player includes the specific game media, and if the second player owns fewer than the predetermined number of specific game media, the game control unit will activate predetermined game effects in quests played by the second player during the set period using a group of game media including the specific game media. According to the system described above, even if the number of players who own a specific game medium is less than a predetermined number, playing a quest using a group of game mediums that includes the specific game medium will yield the same game effect as if the number of players who own the specific game medium is greater than or equal to the predetermined number. Therefore, it is possible to effectively stimulate players' motivation to acquire the specific game medium during the set period. [Explanation of symbols]
[0100] 10. Server (Information Processing Device) 10A Processor 10B memory 10C communication interface 10D Storage 12 User terminals 14. Communications Network 21 Operation Reception Section 22 Game Control Unit 23 Parameter change section 24. Reward Distribution Department 25 Probability Change Section 100 Information Processing Systems
Claims
1. The system includes a game control unit that controls a game in which the player can play quests using a group of game media, including multiple game media. If the first player owns a predetermined number or more of a specific game medium from among multiple game mediums associated with a set period, in which a predetermined parameter satisfies a predetermined condition, the game control unit shall, regardless of whether the specific game medium is included in the group of game mediums used by the first player, cause a predetermined game effect to be activated in the quest played by the first player during the set period. If the second player owns fewer than the predetermined number of the specified game media, the game control unit provides an information processing device that causes the second player to perform the predetermined game effect in a quest played during the set period using the group of game media, including the specified game media.
2. The game control unit, If the quest played by the second player using the group of game media, including the specific game medium, during the set period is a target quest corresponding to one of the multiple set game media, then the predetermined game effect will be activated in the target quest. The information processing apparatus according to claim 1, wherein if the quest played by the second player using the group of game media including the specific game medium during the set period is a quest other than the target quest, the predetermined game effect is not activated in the quest other than the target quest.
3. If the setting period includes a first period and a second period that is later than the first period, the game control unit shall In a quest played by the second player during the first period using the group of game media including the specific game medium, the predetermined game effect is not activated. The information processing apparatus according to claim 1, which causes the predetermined game effect to be produced in a quest played by the second player during the second period using the group of game media including the specific game medium.
4. The game control unit modifies the predetermined parameter of one of the multiple identical game media owned by the player, by consuming at least one of the remaining game media, so as to approach a value that satisfies the predetermined condition. If a third player who does not own the specified game medium clears a first target quest corresponding to a first setting game medium owned by the third player, in which the predetermined parameters are less than a predetermined value, during the setting period, the game control unit grants the first setting game medium to the third player with a first probability. If the third player clears a second target quest during the setting period in which the third player clears a second setting game medium among the setting game mediums owned by the third player in which the predetermined parameters are equal to or greater than a predetermined value, the game control unit grants the third player the second setting game medium at a second probability higher than the first probability, the information processing device according to claim 1.
5. The game control unit modifies the predetermined parameter of one of the multiple identical game media owned by the player, by consuming at least one of the remaining game media, so as to approach a value that satisfies the predetermined condition. The information processing apparatus according to claim 1, wherein if a third player who does not own the specified game medium clears a target quest corresponding to a target game medium among the set game mediums owned by the third player, in which the predetermined parameters are equal to or greater than a predetermined value, during the set period, the game control unit grants the target game medium to the third player with a higher probability than if the target quest were cleared during a period other than the set period.
6. One or more processors, The player controls a game in which quests can be played using a group of game media, including multiple game media. If, during the specified period, the first player owns a predetermined number or more of specific game media from among multiple specified game media whose predetermined parameters meet predetermined conditions, then, regardless of whether the group of game media used by the first player includes the specific game media, the first player will be able to perform predetermined game effects in the quests they play during the specified period. An information processing method that, when a second player owns fewer than the predetermined number of the specified game media, causes the predetermined game effect to be activated in a quest played by the second player using the group of game media, including the specified game media, during the set period.
7. One or more processors, The player controls a game in which they can play quests using a group of game media, including multiple game media. If a player owns a predetermined number or more of a specific game medium among multiple game mediums associated with a set period, and that has predetermined parameters that meet predetermined conditions, then regardless of whether the specific game medium is included in the group of game mediums, a predetermined game effect will be activated in the quest played during the set period. A program that, if a player owns fewer than the predetermined number of the predetermined game media, causes the predetermined game effect to be activated in a quest played during the set period using the group of game media, including the predetermined game media.
8. The system comprises a player terminal and a server capable of communicating with the terminal. The aforementioned server, The system includes a game control unit that controls a game in which the player can play quests using a group of game media, including multiple game media. If the first player owns a predetermined number or more of a specific game medium from among multiple game mediums associated with a set period, in which a predetermined parameter satisfies a predetermined condition, the game control unit shall, regardless of whether the specific game medium is included in the group of game mediums used by the first player, cause a predetermined game effect to be activated in the quest played by the first player during the set period. If the second player owns fewer than the predetermined number of the specified game media, the game control unit is an information processing system that causes the second player to perform the predetermined game effect in a quest played during the set period using the group of game media, including the specified game media.
Citation Information
Patent Citations
Information processing device and program
JP2020174822A