Information processing device, information processing method, and program
By increasing countermeasure levels through regular quests to enhance gameplay advantages, the system addresses repetitive quest boredom, maintaining player engagement and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2026-02-17
- Publication Date
- 2026-05-26
AI Technical Summary
Repetitive gameplay in quests leads to a decrease in enjoyment due to a 'work feeling', necessitating a method to maintain player motivation.
Implementing a system where players increase a countermeasure level by completing regular quests, which grants advantages in specific quests, providing a clear objective and sense of progression.
Enhances player motivation by linking regular quests to the goal of completing more challenging specific quests, reducing the monotony and increasing engagement.
Smart Images

Figure 2026086786000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] In a computer game (hereinafter simply referred to as "game"), players are often presented with opportunities to challenge tasks (missions) called quests. During a quest, the player battles enemy characters that appear and defeats them to receive rewards such as characters and items that become allies. Also, through quests, the characters held by the player grow.
[0003] Players can receive rewards multiple times by clearing the same quest multiple times. Also, players may repeatedly play the same quest to raise the characters they hold (see Patent Documents 1 and 2).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, repeatedly playing the same quest tends to lead to a so-called "work feeling." The work feeling is a factor that reduces the enjoyment of the game. In order to prevent the work feeling, it is necessary to keep the player aware of the purpose even when the same quest is repeated.
[0006] This invention was completed based on the inventor's recognition of the above-mentioned problem, and its main purpose is to propose a new method for maintaining motivation to play games during repeated play. [Means for solving the problem]
[0007] An information processing device in one aspect of the present invention includes a first game in which a first play condition is set, a second game in which a second play condition is set, and a game control unit that controls the progress of a specific game including a first mission and a second mission. The game control unit, when the first play conditions are met in the first game, activates a first game effect that is advantageous for achieving the first mission, and when the second play conditions are met in the second game, activates a second game effect that is advantageous for achieving the second mission. [Effects of the Invention]
[0008] According to the present invention, it becomes easier to maintain the motivation to play the game during repeated play sessions. [Brief explanation of the drawing]
[0009] [Figure 1] This is a hardware configuration diagram of the game system. [Figure 2] This is a hardware configuration diagram for the game server. [Figure 3] This is a functional block diagram of the game system. [Figure 4] This is a schematic diagram illustrating the relationship between regular quests and specific quests. [Figure 5] This is a data structure diagram of level definition information. [Figure 6] This is a data structure diagram of player countermeasure information. [Figure 7] This is a screenshot of the countermeasure progress screen, specifically the countermeasure progress screen for player (P02). [Figure 8] This is a flowchart showing the processing steps for a normal quest. [Figure 9] This is a flowchart showing the processing steps for a specific quest. [Figure 10] This is a time chart to explain the recommended method for completing normal quests in modified versions. [Modes for carrying out the invention]
[0010] [overview] After briefly describing the outline of the computer game assumed in this embodiment (hereinafter referred to as "Game X"), the specific configuration and control method of the game system will be described. Game X is a free-to-play (F2P) game that runs on smartphones and other devices and can be played by multiple people.
[0011] Players possess multiple characters (hereinafter, the characters owned by the player will be referred to as "P-characters"). Players use their P-characters to complete games called "quests." In quests, P-characters battle against enemy characters. P-characters grow stronger through quests. P-characters are also strengthened by equipping weapons and armor. Furthermore, P-characters are strengthened by various items. The stronger a P-character is, the easier it becomes to defeat stronger enemy characters.
[0012] In Game X, multiple normal quests and special quests are available. In normal quests, special enemy characters called boss characters appear, and if the player defeats the boss character, the normal quest is successful (cleared). Hereafter, the boss characters that appear in normal quests will be referred to as "normal bosses." In special quests, not only boss characters unique to that quest (hereinafter referred to as "super bosses") but also normal bosses reappear. If the player defeats multiple normal bosses and super bosses, the special quest will be cleared.
[0013] The normal bosses that appear in specific quests are of the same type as those that appear in regular quests, but the normal bosses that appear in specific quests are stronger than when they appeared in regular quests. Therefore, specific quests are significantly more difficult than regular quests.
[0014] In Game X, a parameter called "countermeasure level" is set for each normal boss. By defeating the normal boss in a regular quest, the player can increase the countermeasure level for this normal boss. The higher the countermeasure level for a normal boss, the easier it is to defeat this normal boss in a specific quest. The player repeats playing regular quests to increase the countermeasure level for normal bosses and攻略 high-difficulty specific quests.
[0015] Figure 1 is a hardware configuration diagram of the game system 200. In the game system 200, the game server 100 and a plurality of game terminals 102a, 102b, 102c ··· 102n (hereinafter, collectively referred to as "game terminal 102" when speaking collectively or not particularly distinguishing) are connected via the Internet 106. The game terminal 102 in this embodiment assumes a smartphone. The game terminal 102 may be a portable dedicated game machine or a general-purpose computer such as a laptop PC. The game terminal 102 and the Internet 106 are wirelessly connected, but may also be wired connected. A unique ID called a player ID is assigned to each game player in advance. The game server 100 provides Game X to each game terminal 102.
[0016] Figure 2 is a hardware configuration diagram 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 deploying programs and data, registers, arithmetic units, instruction decoders, etc., and a processor 300 (CPU: Central Processing Unit) that reads and executes programs from the memory 304. The processor 300 is connected to a relatively fast first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is connected to the first bus 302. Other devices such as a GPU (Graphics Processing Unit) may also be connected to the first bus 302.
[0017] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to the storage 312, an output device 316 such as a monitor or a speaker is connected to the second bus 310. Also, an input device 314 such as a mouse or a keyboard and a peripheral device 318 such as a printer may 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 arithmetic units such as a CPU and various co-processors, storage devices such as memories and storages, and wired or wireless communication lines connecting them, and software stored in the storage device and supplying processing instructions to the arithmetic unit. The computer program may be composed of a device driver, an operating system, various application programs located in the upper layers thereof, and a library providing common functions to these programs. Each block described below represents a functional unit block rather than a hardware unit configuration. The game server 100 may include a web server, and the game terminal 102 may include a portable communication terminal and 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 types of data. The data processing unit 110 performs 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 for the communication unit 112 and the data storage unit 114.
[0020] The data storage unit 114 includes a game data storage unit 130 and a player data storage unit 132. The game data storage unit 130 stores the game program as well as setting information for game X. The player data storage unit 132 manages various information related to the player.
[0021] The data processing unit 110 includes a player registration unit 116, a game control unit 124, and a recommendation unit 126. The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When a player registration request is received, the player registration unit 116 assigns a player ID to the player.
[0022] The game control unit 124 controls the basic progress of game X. The game control unit 124 includes a normal game control unit 120 and a specific game control unit 122. The normal game control unit 120 controls the progress of normal quests. The specific game control unit 122 controls the progress of specific quests. The recommendation unit 126 recommends that the player play normal quests and specific quests.
[0023] (Game terminal 102) The 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 performs image display and sound output. 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 performs various processes based on the data acquired by the user interface processing unit 136 and the communication unit 134, and the data stored in the data storage unit 140. The data processing unit 138 also functions as an interface for the user interface processing unit 136, the communication unit 134, and the data storage unit 140.
[0024] The data processing unit 138 includes the 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 the game screen on the game terminal 102. The input unit 142 detects various inputs from 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, in particular the game execution unit 146, controls the progress of the game.
[0026] Figure 4 is a schematic diagram illustrating the relationship between regular quests and specific quests. In Game X, three types of regular quests (Q1-Q3) and one specific quest (specific game) are pre-configured. Players can choose any of the regular quests to play. In the regular quests, a battle game takes place between the player character and an enemy character.
[0027] In Normal Quest Q1 (the first game), Normal Boss B1 appears. The player controls the P character to confront Normal Boss B1. If Normal Boss B1 is defeated, Normal Quest Q1 is cleared (the first play condition is met). In Normal Quest Q2 (the second game), Normal Boss B2 appears, and if Normal Boss B2 is defeated, Normal Quest Q2 is cleared (the second play condition is met). Similarly, in Normal Quest Q3, Normal Boss B3 appears.
[0028] In certain quests, normal bosses B1-B3 and super boss BX will appear. When undertaking a specific quest, the player will first fight normal boss B1 (the first game medium) (the first mission). As mentioned above, normal boss B1 that appears in specific quests is stronger than when it appears in regular quest Q1. More specifically, various attribute values of normal boss B1, such as attack power, defense power, agility (attack evasion ability), and attack hit rate, are enhanced. The same applies to normal bosses B2 and B3.
[0029] When the player defeats Normal Boss B1 in a specific quest, the specific game control unit 122 will then bring up Normal Boss B2 (the second game medium). The player then battles Normal Boss B2 (the second mission).
[0030] When the player defeats Normal Boss B2, the specific game control unit 122 will make Normal Boss B3 appear. When the player defeats Normal Boss B3, the specific game control unit 122 will make Super Boss BX appear. When the player defeats Super Boss BX, the specific quest will be cleared. Once the specific quest is cleared, the specific game control unit 122 will grant Super Boss BX to the player as a new P character.
[0031] In certain quests, the enhanced Normal Bosses B1-B3 pose a formidable challenge. If a player can defeat all three Normal Bosses B1-B3, they can relatively easily defeat Super Boss BX. Therefore, in certain quests, the biggest challenge is whether or not the player can defeat Normal Bosses B1-B3 and reach Super Boss BX.
[0032] In the following, Normal Boss B1 that appears in the regular quest Q1 will be referred to as Normal Boss B1(N), and Normal Boss B1 that appears in specific quests will be referred to as Normal Boss B1(S). Normal Boss B1(S) and Normal Boss B1(N) look identical, but as mentioned above, Normal Boss B1(S) is significantly stronger than Normal Boss B1(N).
[0033] When a player defeats Normal Boss B1(N) in Normal Quest Q1, or in other words, when a player clears Normal Quest Q1, the Normal Game Control Unit 120 increases the countermeasure value against Normal Boss B1(S). When this countermeasure value exceeds a threshold, the countermeasure level (first parameter) against Normal Boss B1(S) increases. When the countermeasure value against Normal Boss B2(S) exceeds a threshold, the countermeasure level (second parameter) against Normal Boss B2(S) increases. The same applies to Normal Boss B3(S).
[0034] In the following, when indicating the countermeasure value and countermeasure level for Normal Boss B1(S), they will be written as "Countermeasure Value (B1)" and "Countermeasure Level (B1)," respectively. The same applies to Normal Bosses B2(S) and B3(S).
[0035] In this embodiment, increasing the countermeasure level (B1) improves the attack power of the P character against the normal boss B1(S) in a specific quest (first game effect). However, even if the countermeasure level (B1) is increased, the attack power of the P character against other characters, such as normal boss B2(S) and normal boss B1(N), does not change. The countermeasure level (B1) is a parameter that is only effective against normal boss B1(S).
[0036] Similarly, as the countermeasure level (B2) increases, the attack power of the P character against the normal boss B2(S) increases (second game effect). As the countermeasure level (B3) increases, the attack power of the P character against the normal boss B3(S) increases.
[0037] Players can obtain three types of normal bosses by playing the regular quests Q1-Q3. The countermeasure level for each of (S) to B3(S) can be increased. Increasing the countermeasure level makes it easier to complete specific quests, allowing players to approach normal quests with a strong sense of purpose and anticipation.
[0038] Figure 5 is a data structure diagram of level definition information 160. The level definition information 160 is stored in the game data storage unit 130. The level definition information 160 defines the relationship between the normal boss, the countermeasure value, the countermeasure level, and the countermeasure effect. Level definition information 160 is set for each normal boss. Figure 5 shows the level definition information 160 for normal boss B1(S).
[0039] When a player clears Normal Quest Q1, that is, when they defeat Normal Boss B1(N), the Normal Game Control Unit 120 adds "10" to the Countermeasure Value (B1). Players can increase their Countermeasure Value (B1) by clearing Normal Quest Q1 multiple times. When the Countermeasure Value reaches the threshold of "20" or higher, the Normal Game Control Unit 120 changes the Countermeasure Level (B1) from "0" to "1". When the Countermeasure Level is "1", the Specific Game Control Unit 122 enhances the attack power of the P character against Normal Boss B1(S) to "1.2 times" the normal amount.
[0040] When the countermeasure value (B1) exceeds "40 (first threshold)", the normal game control unit 120 changes the countermeasure level (B1) from "1" to "2". When the countermeasure level is "2", the specific game control unit 122 strengthens the attack power of the P character against the normal boss (S) by "1.5 times". In this way, by repeatedly defeating the normal boss B1 (N) in the normal quest Q1, the player can more easily clear the specific quest.
[0041] Similarly, when the player clears the normal quest Q2, the normal game control unit 120 increases the countermeasure value (B2). When the countermeasure value (B2) exceeds the threshold, the normal game control unit 120 increases the countermeasure level (B2). The specific game control unit 122 strengthens the attack power of the P character against the normal boss B2(S) according to the countermeasure level (B2). The same applies to the countermeasure level (B3).
[0042] Figure 6 is a data structure diagram of player countermeasure information 170. The player countermeasure information 170 is stored in the player data storage unit 132. The player countermeasure information 170 shows the countermeasure value and countermeasure level for each player. The countermeasure value (B1) for player ID=P01 (hereinafter referred to as "Player (P01)") is "20" and the countermeasure level (B1) is "1". Therefore, when player (P01)'s P character fights normal boss B1(S), its attack power is strengthened by "1.2 times" (see Figure 5).
[0043] Player (P01)'s countermeasure level (B2) is "2". From this, we can see that Player (P01) has cleared more Normal Quest Q2 than Normal Quest Q1, and that the P character's attack power is higher when facing Normal Boss B2(S) than when facing Normal Boss B1(S).
[0044] Player (P02) has a countermeasure level (B1) of "5" and a countermeasure level (B2) of "6". Since their overall countermeasure levels are higher than Player (P01), Player (P02) is in a position to progress through certain quests more easily than Player (P01).
[0045] Figure 7 is a screenshot of the countermeasure progress screen 180. When the player instructs the system to play a specific quest, the display unit 150 displays the countermeasure progress screen 180 before the quest begins. The countermeasure level area 182 in the center of the screen displays the countermeasure level and its effect for each of the three types of normal bosses. Figure 7 shows the countermeasure progress screen 180 for player (P02).
[0046] Before playing a specific quest, the player (P02) checks the countermeasure progress screen 180 to confirm the countermeasure level for each of the normal bosses B1(S) to B3(S). According to Figure 7, the player (P02)'s countermeasure level (B1) is "5", and the P character's attack power during battle is "3 times" (see Figures 5 and 6).
[0047] After checking the countermeasure progress screen 180, the player (P02) touches the challenge button 184 if they wish to play a specific quest. When the challenge button 184 is touched, the specific game control unit 122 starts the specific quest. If the player (P02) touches the cancel button 186, the specific quest will not be executed. By checking the countermeasure level on the countermeasure progress screen 180, the player can decide whether to actually challenge a specific quest or aim to improve their countermeasure level by playing a normal quest.
[0048] Figure 8 is a flowchart showing the processing steps for a normal quest. On the normal quest selection screen (not shown), the player selects one of the normal quests Q1 to Q3. The normal game control unit 120 then executes the selected normal quest. This explanation assumes that the player (P01) is playing normal quest Q1.
[0049] When the player (P01) defeats the normal boss B1 (N) and clears the normal quest Q1 (Y in S10), the normal game control unit 120 increases the countermeasure value (B1) (S12). In this embodiment, the normal game control unit 120 adds "10" to the countermeasure value (B1). At this time, the normal game control unit 120 updates the player countermeasure information 170.
[0050] Normally, the game control unit 120 refers to the level definition information 160 and determines whether the countermeasure level (B1) increases (S14). If the countermeasure level (B1) increases, the game control unit 120 further updates the player countermeasure information 170 (S16). After the countermeasure level increases, the recommendation unit 126 recommends that the player (P01) play a specific quest. (S18). This is because the increased level of countermeasures has made it more likely for the player (P01) to clear a specific quest than before. The recommendation unit 126 instructs the game terminal 102 to display a recommendation screen (not shown) that includes phrases such as "Try challenging a specific quest."
[0051] When player (P01) fails normal quest Q1, that is, when normal boss B1 If the hit points of the P character reach zero before the hit points of (N) reach zero (N in S10), the processing from S12 onwards is skipped. Also, if the countermeasure level (B1) does not increase (N in S14), the processing from S16 onwards is skipped.
[0052] Figure 9 is a flowchart showing the processing steps for a specific quest. When the player selects a specific quest (not shown) and instructs to play that quest, the display unit 150 displays the countermeasure progress screen 180, as described above. When the player touches the challenge button 184 on the countermeasure progress screen 180, the specific game control unit 122 starts the specific quest. This explanation assumes that the player (P01) is playing the specific quest.
[0053] When the player (P01) defeats the normal bosses B1(S)~B3(S) and the super boss BX, and clears a specific quest (Y in S20) (the first condition is met), the specific game control unit 122 grants the player (P01) the super boss BX (S34). Thereafter, the player (P01) can use Super Boss BX as a P character. However, in the case of clearing a specific quest for the second time or later, the specific game control unit 122 may choose not to grant Super Boss BX.
[0054] If a specific quest is not cleared (N in S20) (the second condition is met), and the player (P01) is defeated by the normal boss B1(S), then recommendation section 126 recommends that the player play normal quest Q1 (S24). This is because playing normal quest Q1 will increase the countermeasure level (B1), making it easier for the player to defeat the normal boss B1(S) on their next attempt.
[0055] If the player is defeated by Normal Boss B2(S) (N in S22, Y in S26), Recommendation section 126 recommends Normal Quest Q2 to the player (S28). If the player is defeated by Normal Boss B3(S) (N in S26, Y in S30), Recommendation section 126 recommends Normal Quest Q3 to the player (S32). If the player is defeated by Super Boss (N in S30), no special processing is performed.
[0056] [Summary] The game system 200 has been described above based on the embodiments. In Game X, certain quests are significantly more difficult than regular quests. In these quests, the normal bosses B1(N) to B3(N) that appeared in regular quests reappear in an enhanced form, and the player must defeat the enhanced normal bosses B1(S) to B3(S) three times in a row.
[0057] Players can increase their proficiency in dealing with Normal Bosses B1(S) to B3(S) by playing regular quests. In other words, playing regular quests increases the likelihood of successfully completing specific quests. This system encourages players to play regular quests with a strong sense of purpose, as it motivates them to work towards the larger goal of completing specific quests.
[0058] Instead of having players aimlessly play regular quests to collect rewards, the game design gives players a sense of purpose by having them complete specific quests, making it less likely for regular quests to feel like a chore even when played repeatedly. In other words, when players clear regular quests multiple times and raise their skill level, they can feel that they are building a foundation for completing specific quests.
[0059] In Game X, there are three types of normal bosses B1(S) to B3 that appear in specific quests. (S) Each corresponds to a normal quest Q1-Q3. When a player fails a specific quest, they can take countermeasures for each normal boss that caused the failure. For example, if a player fails to defeat normal boss B2(S), they can play normal quest Q2 to increase their countermeasure level (B2), making it easier to defeat normal boss B2(S).
[0060] The game's basic design involves playing regular quests as preparation for specific quests, but when a player fails a specific quest, they are prompted to consider which regular quest to play based on the reason for their failure. More specifically, instead of having players play regular quests with the vague intention of "gaining an advantage in the specific quest," they are prompted to play regular quest Q2 with a clear objective, such as "to defeat the normal boss B2(S) that is currently an obstacle in the specific quest," making it easier to maintain and improve immersion in regular quests.
[0061] If a player focuses on playing Normal Quest Q1, they can increase their countermeasure level (B1). In this case, the player will find it easier to defeat Normal Boss B1(S), but they may struggle with Normal Boss B2(S), which appears after Normal Boss B1(S). Therefore, players need to play not only Normal Quest Q1 but also Normal Quest Q2. As a result, players can be guided to play multiple Normal Quests Q1-Q3 without bias.
[0062] Before attempting a specific quest, players can check their preparation level (B1) to preparation level (B3) on the preparation progress screen 180. The preparation progress screen 180 gives players an opportunity to decide whether they should attempt a specific quest or if they should raise their preparation level a bit more before attempting it.
[0063] Recommendation section 126 recommends that players attempt specific quests when they have cleared a regular quest and their countermeasure level has increased. Since the likelihood of clearing a specific quest increases when the countermeasure level rises, it is possible to recommend that players attempt specific quests at a reasonable time.
[0064] Furthermore, recommendation section 126 recommends that players attempt a normal quest if they fail a specific quest. By recommending a normal quest that corresponds to the normal boss that caused the failure, the player can be appropriately supported.
[0065] As mentioned above, in Game X, playing regular quests increases the countermeasure level, so it is possible to encourage players to play regular quests with the goal of clearing specific quests. Furthermore, playing regular quests can also be used as a trigger, particularly the increase in the countermeasure level achieved by clearing regular quests, to encourage players to play specific quests. In this way, a chain reaction can be created between the two types of quests (games).
[0066] Making the rewards for completing specific quests generous or attractive can increase the motivation to play those quests. And since completing specific quests requires playing regular quests, the more appealing the specific quest, the more its existence encourages players to play the regular quests.
[0067] It should be noted that the present invention is not limited to the embodiments and modifications described above, and the components can be modified and implemented without departing from the spirit of the invention. Various inventions may be formed by appropriately combining the multiple components disclosed in the embodiments and modifications described above. In addition, some components may be deleted from all the components shown in the embodiments and modifications described above.
[0068] Although the game system 200 is described as being composed of multiple game terminals 102 and one game server 100, some of the functions of the game terminals 102 may be implemented by the game server 100, and some of the functions of the game server 100 may be assigned to the game terminals 102. Furthermore, a third device other than the game terminals 102 and game server 100 may perform some of the functions of the game server 100 or the game terminals 102. The collection of each function of the game terminals 102 and each function of the game server 100 described in Figure 3 can also be broadly understood as a single "information processing device (game device)". How to distribute the multiple functions necessary to realize the present invention to one or more hardware devices should be determined in consideration of the processing capacity of each hardware device and the specifications required for the game system 200.
[0069] [Differentiation] In this embodiment, it has been explained that the attack power of the P character against the normal boss increases as the countermeasure level increases, but the specific game control unit 122 may change the battle against the normal boss to the player's advantage by means other than attack power. For example, by increasing the countermeasure level B1, the specific game control unit 122 may change the P character's attack power against the normal boss B1 The player's defense during battles against (S) may be increased, or their attack evasion (agility) and attack hit rate may be increased. The specific game control unit 122 may change the battle against the normal boss to be more advantageous to the player by making an NPC (non-player character) appear to support the P character.
[0070] The specific game control unit 122 may change the attribute values of the normal boss to the player's advantage, rather than changing the attribute values of the P character (e.g., attack power). For example, in response to an increase in the countermeasure level (B1), the specific game control unit 122 may decrease the attack power, defense power, attack evasion power, and attack hit rate of the normal boss B1(S). The specific game control unit 122 may also change the battle against the normal boss to the player's advantage by reducing the number of enemy characters supporting the normal boss B1(S).
[0071] Instead of changing the attribute values of the normal boss or P character according to the countermeasure level, the specific game control unit 122 may change the battle situation. For example, if the normal boss B1(S) is invisible and is a character that appears intermittently at regular intervals, controlling the appearance time of the normal boss B1(S) to be longer according to the countermeasure level (B1) will make it easier for the player to defeat the normal boss B1(S).
[0072] Depending on the countermeasure level, the structures protecting the normal boss may be changed. For example, suppose the normal boss B1(S) is an enemy character that snipes the player character from behind multiple structures on the battlefield. By increasing the countermeasure level (B1), the specific game control unit 122 may reduce the number of structures protecting the normal boss B1(S), or reduce the durability of the structures to make them easier to destroy or remove, making it easier for the player to defeat the normal boss B1(S).
[0073] In this embodiment, it was explained that when a player clears a normal quest, the normal game control unit 120 adds "10" to the countermeasure value. As a modification, the added countermeasure value may be a variable value. For example, when a player clears normal quest Q1, the normal game control unit 120 adds "10" to the countermeasure value, and then adds "20" to the countermeasure value with a 20% probability. The normal game control unit 120 also adds "100" to the countermeasure value with a 1% probability. With such a control method, when a player clears a normal quest, they can have expectations about the countermeasure value that will be awarded.
[0074] The countermeasure level may be increased according to the number of times a normal quest is played. For example, the normal game control unit 120 may increase the countermeasure level (B1) by one level every 10 times a player plays normal quest Q1, regardless of the outcome of the normal quest. With this control method, the countermeasure level can be reliably increased simply by playing normal quests, so even players who are not familiar with Game X can steadily approach clearing a specific quest.
[0075] The normal game control unit 120 may change the amount added to the countermeasure value depending on the result of playing the normal quest. For example, the normal game control unit 120 may add a randomly selected number within the range of "10 to 100" to the countermeasure value (B1) when the player clears the normal quest Q1, and add a randomly selected number within the range of "1 to 30" to the countermeasure value (B1) when the player fails to clear the normal quest Q1. With this control method, the countermeasure value can be reliably increased by playing the normal quest, and it is easier to increase the countermeasure value when the normal quest is cleared, so it is possible to effectively increase not only the player's motivation to play the normal quest but also their motivation to clear it.
[0076] In this embodiment, the display unit 150 was described as displaying the countermeasure progress screen 180 before the start of a specific quest when the player instructs the player to play that quest. As a variation, the player may instruct the display of the countermeasure progress screen 180 at any time. Also, when the player touches the area corresponding to Normal Boss B1 in the countermeasure level area 182 of the countermeasure progress screen 180, the normal game control unit 120 may start the normal quest Q1. With this control method, the player can check the countermeasure level for each normal boss on the countermeasure progress screen 180 and immediately play the normal quest necessary to increase the countermeasure level.
[0077] The recommendation unit 126 may, when displaying the countermeasure progress screen 180, recommend to the player that they play a normal quest with a countermeasure level below a predetermined value. Alternatively, the recommendation unit 126 may, on the countermeasure progress screen 180, recommend to the player the normal quest corresponding to the normal boss with the lowest countermeasure level among the three normal bosses B1 to B3. For example, if 126 recommends normal quest Q3 on the recommendation screen (not shown), and the player touches the accept button (not shown) on the recommendation screen (not shown), the normal game control unit 120 may start normal quest Q1.
[0078] The countermeasure progress screen 180 may not show the countermeasure level, but simply indicate whether or not there is a beneficial effect against the normal boss. For example, the countermeasure progress screen 180 may simply indicate whether or not an effect that doubles or more the attack power has occurred against each normal boss.
[0079] In this embodiment, it was explained that when a normal quest is cleared and the countermeasure level increases, the recommendation unit 126 recommends playing a specific quest (see Figure 8). As a variation, when a normal quest is cleared, the recommendation unit 126 may recommend a specific quest to the player even if the countermeasure level has not increased.
[0080] If a player fails a specific quest, the recommendation section 126 may recommend that the player retry the specific quest, provided that the player has cleared a regular quest. For example, if a player fails a specific quest because they lost to Normal Boss B3(S), and then clears Regular Quest Q3, the recommendation section 126 may recommend that the player retry the specific quest. Alternatively, if a player fails a specific quest because they lost to Normal Boss B3(S), and then clears Regular Quest Q3 and their countermeasure level (B3) has increased, the recommendation section 126 may recommend that the player retry the specific quest.
[0081] The recommendation section 126 may recommend playing a regular quest not only when a specific quest is failed, but also when other conditions (second condition) are met. For example, it may recommend a regular quest when the player is instructed to continue a specific quest. Alternatively, regardless of the success or failure of the specific quest, the recommendation section 126 may recommend a regular quest to the player after the specific quest is completed.
[0082] The recommendation section 126 may select a recommended regular quest based on the countermeasure level (B1) to countermeasure level (B3) when the player fails a specific quest. For example, if the countermeasure level (B2) is the lowest among the countermeasure levels (B1) to countermeasure level (B3), the recommendation section 126 may recommend regular quest Q2 to the player. By recommending the regular quest where countermeasures are least advanced, the player can be guided to play multiple regular quests without bias.
[0083] In this embodiment, it was explained under the premise that when the countermeasure level (B1) increases by clearing the normal quest Q1, a favorable effect occurs against the normal boss B1(S) in a specific quest, but no particular favorable effect occurs against the other normal bosses B2(S) and B2(S). As a variation, the countermeasure level (B1) may also have some effect on the normal bosses B2(S) and B3(S).
[0084] For example, when the countermeasure level (B1) is "4", a favorable effect of "2.5 times attack power" is applied against normal boss B1(S), while a slightly favorable effect of "1.25 times attack power" is applied against normal bosses B2(S) and B3(S), or a slightly unfavorable effect of "0.75 times attack power" is applied against normal bosses B2(S) and B3(S).
[0085] Instead of setting counter values and counter levels for each of the multiple characters, it is also possible to set counter values and counter levels for each of the multiple attribute values of a character. For example, suppose a boss character BY appears in a specific quest, and the boss character BY is pre-assigned attribute values W1 (e.g., attack power), W2 (e.g., defense power), and W3 (e.g., hit points).
[0086] Normally, when a player clears Normal Quest Q1, the Game Control Unit 120 increases the Countermeasure Value (W1) corresponding to the attribute value W1. When the Countermeasure Value (W1) exceeds a threshold, the Game Control Unit 120 increases the Countermeasure Level (W1). Similarly, Normal Quest Q2 is associated with Countermeasure Value (W2) and Countermeasure Level (W2), and Normal Quest Q3 is associated with Countermeasure Value (W3) and Countermeasure Level (W3).
[0087] The more the player increases the countermeasure level (W1), the more the specific game control unit 122 decreases the attribute value W1 (attack power) of the boss character BY. Similarly, the more the player increases the countermeasure level (W2), the more the specific game control unit 122 decreases the attribute value W2 (defense power) of the boss character BY, and the more the player increases the countermeasure level (W3), the more the specific game control unit 122 decreases the attribute value W3 (hit points) of the boss character BY.
[0088] When the player (P character) is struggling against the high attack power of the boss character BY, the player can counter the attack power by playing normal quest Q1. Similarly, when the player is unable to land effective attacks due to the high defense of the boss character BY, the player can counter the defense power by playing normal quest Q2. In this way, the game could be designed to have multiple types of normal quests that correspond to the various attribute values of the boss character BY.
[0089] In this embodiment, it has been explained under the assumption that the normal boss B1(N) that appears in the regular quest Q1 and the normal boss B1(S) that appears in the specific quest are of the same type, but they do not have to be of the same type. For example, a similar or different type of normal boss C1(S) that is pre-associated with the normal boss B1(N) that appears in the regular quest Q1 may appear in the specific quest.
[0090] The normal game control unit 120 may increase the countermeasure level (C1) when the player defeats the normal boss B1(N) and clears the normal quest Q1. The specific game control unit 122 may control the game so that the increased countermeasure level (C1) makes it easier for the player to defeat the normal boss C1(S) in a specific quest.
[0091] Instead of setting counter values and counter levels for each of the multiple boss characters (enemy characters), it may be better to set counter values and counter levels for each of the multiple deck slots. For example, in a specific quest, the player may assemble a deck with three P-characters and use these three P-characters to battle normal bosses, etc.
[0092] The deck has three slots, D1 to D3. The player sets P character (E1) in deck slot D1, P character (E2) in deck slot D2, and P character (E3) in deck slot D3.
[0093] Normally, when a player clears Normal Quest Q1, the Game Control Unit 120 increases the countermeasure value (D1) corresponding to Deck Slot D1. When the countermeasure value (D1) exceeds a threshold, the Game Control Unit 120 increases the countermeasure level (D1). Similarly, Normal Quest Q2 is associated with a countermeasure value (D2) and a countermeasure level (D2), and Normal Quest Q3 is associated with a countermeasure value (D3) and a countermeasure level (D3).
[0094] The more the player increases their countermeasure level (D1), the stronger the P character (E1) set in deck slot D1 becomes. For example, the specific game control unit 122 temporarily increases the defense power of the P character (E1) set in deck slot (D1) during a specific game. Similarly, the more the player increases their countermeasure level (D2), the stronger the P character (E2) set in deck slot D2 becomes, and the more the player increases their countermeasure level (D3), the stronger the P character (E3) set in deck slot D3 becomes.
[0095] When a P-character (E1) is weak, the player can strengthen it by playing the regular quest Q1, which allows them to strengthen the P-character (E1) through the deck slot (D1) during a specific quest. The same applies to P-characters (E2) and P-characters (E3). For example, P-character (E1) is an important character that heals the hit points of other P-characters, but its low defense makes it easily incapacitated when targeted by a boss character. In such cases, the player should play the regular quest Q1 to increase its countermeasure level (D1). By setting P-character (E1) in this strengthened deck slot D1, it becomes easier to utilize P-character (E1), allowing the player to gain an advantage in specific games.
[0096] Figure 10 is a time chart illustrating the recommended method for completing a typical quest in a modified example. Normal quests Q1 to Q3 may not be playable at all times, but rather time-limited quests that can only be played during a specified period (hereinafter referred to as the "event period"). The event period (first period) for normal quest Q1 is set to "8:00 to 16:00" within a day. The normal game control unit 120 sets the event period (second period) for normal quest Q2 to "12:00 to 20:00" and the event period for normal quest Q3 to "16:00 to 24:00". On the other hand, certain quests are playable at all times.
[0097] In this modified version, the recommendation section 126 recommends that the player play a regular quest when the player fails a specific quest. Suppose the player plays a specific quest and fails at time t1 (for example, 10:00). At time t1, the only regular quest available to play is regular quest Q1. In this case, the recommendation section 126 recommends that the player play regular quest Q1.
[0098] Suppose a player fails a specific quest at time t2 (for example, 18:00). At time t2, regular quests Q2 and Q3 are available, but regular quest Q1 is unavailable. In this case, recommendation section 126 recommends either or both of regular quests Q2 and Q3. Recommendation section 126 may randomly select either regular quest Q2 or Q3, or it may select the regular quest with the lower difficulty level. Alternatively, if the player loses to normal boss B2(S) in a specific quest, regular quest Q2 may be recommended, and if the player loses to normal boss B3(S), regular quest Q3 may be recommended.
[0099] Suppose a player fails a specific quest at time t3 (for example, 6:00). At time t3, all regular quests Q1-Q3 are suspended. In this case, recommendation section 126 recommends regular quest Q1, which is scheduled to be held as soon as possible.
[0100] With this control method, the recommendation unit 126 selects a recommended regular quest in consideration of the duration of multiple regular quests, so that players can smoothly transition to playing regular quests after playing a specific quest.
[0101] Certain quests may be quests that are compatible with multiplayer. Multiplayer for certain quests means that one player acts as the host and the other players act as guests, allowing multiple players to cooperate in playing the quest.
[0102] For example, if player (P01) becomes the host of a specific quest, and the multiplayer guests... (Participants) are recruited. The communications unit 112 notifies each game terminal 102 of the recruitment of guests for a specific quest. Here, let's assume that player (P02) has applied to participate as a guest. At this time, the specific game control unit 122 executes the specific quest as a joint operation between player (P01)'s P character and player (P02)'s P character. It is also possible for three or more players to participate in multiplayer.
[0103] The specific game control unit 122 sets the countermeasure level of the guest player (P02) to be temporarily the same as that of the host player (P01) when playing multiplayer. With this control method, by playing multiplayer with a strong host, the guest player can progress through certain quests more easily.
[0104] Alternatively, the specific game control unit 122 may compare the countermeasure level of player (P01) and the countermeasure level of player (P02), and set the higher countermeasure level as the countermeasure level for each player. In this case, based on the player countermeasure information 170 in Figure 6, the specific game control unit 122 sets the countermeasure levels (B1) to countermeasure levels of player (P01) and player (P02). Set (B3) to "5", "6", and "5" respectively. With this control method, when a strong guest joins multiplayer, other participants can also progress through specific quests more easily.
[0105] In multiplayer, each player's countermeasure level may be carried over. For example, suppose Player PA has a high countermeasure level (B1) and Player PB has a high countermeasure level (B2). When Player (PA) and Player (PB) play multiplayer, Player PA will take the lead in fighting Normal Boss B1(S), and Player PB will take the lead in fighting Normal Boss B2(S), allowing each player to enjoy teamwork that utilizes their strengths.
[0106] The specific game control unit 122 may set conditions for guest participation. For example, only players whose average countermeasure level (B1) to countermeasure level (B3) is above a predetermined level may be allowed to participate as guests in a specific quest. Similarly, conditions for hosting a multiplayer game may be set.
[0107] In this embodiment, the normal quests Q1 to Q3 and the specific quests were described as battle games between the player character and enemy characters. The concept of countermeasure levels can also be applied to games other than battle games. For example, consider a case where the normal game control unit 120 executes a history quiz game (hereinafter referred to as "normal history quiz") and a music quiz game (hereinafter referred to as "normal music quiz"), and the specific game control unit 122 executes a comprehensive quiz game.
[0108] The comprehensive quiz game features quizzes from various genres, including history and music. When the player clears a regular history quiz, the specific game control unit 122 provides hints for the history quiz in the comprehensive quiz game. Alternatively, depending on the progress of the regular history quiz, the specific game control unit 122 may increase the time limit for answering the history quiz in the comprehensive quiz game, or reduce the number of answer choices to make it easier to answer correctly. Similarly, when the player clears a regular music quiz, the specific game control unit 122 controls the music quiz in the comprehensive quiz game to make it easier to answer.
[0109] This control method allows players to gain an advantage in the general quiz game by participating in regular history quizzes or regular music quizzes. For example, by repeatedly participating in regular history quizzes, players can not only accumulate historical knowledge but also gain the right to receive hints in the history quiz of the general quiz game, making it easier to conquer the history quiz in the general quiz game.
[0110] The game corresponding to the normal quest may be a quiz game, or other types of games such as puzzle games or action games. By clearing the action game executed by the normal game control unit 120, the specific game control unit 122 may provide the player with support such as hints in the general quiz game. Alternatively, by clearing the quiz game executed by the normal game control unit 120, the specific game control unit 122 may control the action game executed by the specific game control unit 122 so that the player can progress to an advantage.
[0111] From the above description of embodiments and modifications, the following invention can be understood. A1. A game control unit that controls the progress of a specific game including a first game in which a first play condition is set, a second game in which a second play condition is set, and a first mission and a second mission. The game control unit, When the first play conditions are met in the first game, a first game effect that is advantageous for achieving the first mission is activated. An information processing device that, when the second play conditions are met in the second game, activates a second game effect that is advantageous for achieving the second mission.
[0112] According to the invention described in A1, by achieving the first play conditions in the first game, the player can more easily achieve the first mission in a particular game. Similarly, by achieving the second play conditions in the second game, the player can more easily achieve the second mission in a particular game. The player can choose from the first and second missions included in a particular game to be their immediate goal, and take measures in the first or second game according to the chosen mission. In other words, because the player can more easily take measures that suit their situation according to their progress in a particular game, the player can engage in the first or second game with a strong sense of purpose.
[0113] A2. The game control unit is: When the first play condition is met in the first game, the first parameter corresponding to the first mission is increased. The information processing device according to A1, wherein when the first parameter is greater than or equal to a first threshold, the first game effect is set to be more favorable than when it is less than the first threshold.
[0114] According to the invention described in A2, a player can expect to gain an advantage in a particular game by increasing a first parameter through playing the first game. This control method makes it easier for the player to recognize countermeasures and their effects regarding the results of playing the first game.
[0115] A3. The game control unit is: In the first mission, the specific game is played using the first game medium. In the second mission, the specific game is played using the second game medium, and An information processing apparatus according to A1 or A2, which applies the first game effect to the first game medium and the second game effect to the second game medium.
[0116] According to the invention described in A3, it becomes easier for players to clearly recognize the relationship between a first game effect for a first game medium and a second game effect for a second game medium. The first game medium referred to here may be an object in which the player interacts, or an avatar (a representation of the player) that interacts with this object. The same applies to the second game medium.
[0117] A4. The information processing apparatus according to A3, wherein the game control unit sets the attribute values of the first game medium to be advantageous to the player as the first game effect.
[0118] According to the invention described in A4, by changing the attribute values of the first game medium in which the player is involved in the first mission, it becomes easier for the player to experience the first game effect.
[0119] A5. The information processing apparatus according to A3 or A4, wherein the game control unit applies the first game effect to the first game medium and does not apply the first game effect to the second game medium.
[0120] According to the invention described in A5, it is clarified that the first game effect is an effect specific to the first game medium, thus further clarifying the concept of the first game as a countermeasure for the first mission and the second game as a countermeasure for the second mission.
[0121] A6. The information processing device according to A1, further comprising a display unit that, when a player selects the specified game, displays a screen indicating whether the first game effect and the second game effect exist before the start of the specified game.
[0122] According to the invention described in A6, since the status of preparations for a mission can be checked before starting a particular game, players can more easily decide whether or not they should prepare further before playing that particular game.
[0123] A7. The game control unit is: When the first play condition is met in the first game, a first parameter indicating the magnitude of the first game effect corresponding to the first mission is increased. When the second play condition is met in the second game, a second parameter indicating the magnitude of the second game effect corresponding to the second mission is increased. The aforementioned display unit further, The information processing device described in A6, which displays the first parameter and the second parameter.
[0124] According to the invention described in A7, the status of countermeasures against a mission can be quantitatively indicated by the first and second parameters, making it easier for players to rationally decide whether or not to attempt a particular quest.
[0125] A8. An information processing device according to any one of A1 to A7, further comprising a recommendation unit that recommends to a player to play a specific game when the first play conditions are met in the first game.
[0126] According to the invention described in A8, when the first play conditions are met in the first game, it becomes easier to proceed advantageously in that particular game, and the timing for the player to play that particular game can be effectively communicated. Furthermore, such a recommendation can effectively encourage the player to play that particular game.
[0127] A9. The information processing device according to A2, further comprising a recommendation unit that recommends playing the specific game when, after the player has failed to achieve the first condition in the specific game, the first play condition in the first game is met and the first parameter has increased.
[0128] According to the invention described in A9, after failing a particular game, the player can be encouraged to try the game again at a time when the first parameter has increased, giving the player an advantage.
[0129] A10. An information processing device according to any one of A1 to A9, further comprising a recommendation unit that recommends playing the first game or the second game when a second condition different from the first condition in the specific game is met.
[0130] According to the invention described in A10, it is possible to prompt a player to play a first game or the like by triggering them to play a specific game.
[0131] A11. The information processing device according to A10, wherein the recommendation unit recommends playing the first game when the player fails to complete the first mission, and recommends playing the second game when the player fails to complete the second mission.
[0132] According to the invention described in A11, when the first mission fails, it becomes easier to make the player aware of the countermeasure that recommends playing the first game in order to achieve the first mission. The same applies to the second mission.
[0133] A12. The game control unit sets the first game to be playable during a first period, and sets the second game to be playable during a second period that is at least partially different from the first period. The information processing device according to A10, wherein the recommendation unit recommends the first game or the second game based on the play time of the specific game, including the time when the second condition is met.
[0134] According to the invention described in A12, by recommending the play of the first game or the second game depending on the play time of a specific game, it becomes easier to smoothly transition to the first game or the other after playing a specific game.
[0135] A13. Further includes a recommendation section that encourages players to play the game, The game control unit, When the first play condition is met in the first game, the first parameter corresponding to the first mission is increased. When the second play condition is met in the second game, the second parameter corresponding to the second mission is increased. The information processing device according to A2, wherein the recommendation unit recommends the first game or the second game based on a comparison of the first parameter and the second parameter when the player fails to achieve the first condition in the specific game.
[0136] According to the invention described in A13, it is possible to recommend a game that will serve as a countermeasure for whichever of the first and second missions has not yet been addressed, thereby correctly guiding the player to conquer a specific game.
[0137] A14. The computer controls the progress of the first game in which the first play conditions are set. The computer controls the progress of the second game, in which the second set of play conditions is established. The computer controls the progress of certain games, including the first and second missions. When the first play conditions are met in the first game, the computer activates a first game effect that is advantageous for achieving the first mission. An information processing method in which, when the second play conditions are met in the second game, the computer activates a second game effect that is advantageous for achieving the second mission.
[0138] According to the invention described in A14, the same effects as the invention described in A1 can be achieved.
[0139] A15. A function that controls the progress of the first game in which the first play conditions are set, A function to control the progress of the second game in which the second set of play conditions is established, Features that control the progress of specific games, including the first and second missions, In the first game, when the first play conditions are met, the computer has a function to activate a first game effect that is advantageous for achieving the first mission, A function that causes the computer to activate a second game effect that is advantageous for achieving the second mission when the second play condition is met in the second game, and a program that causes the computer to activate such a function.
[0140] According to the invention described in A15, the same effects as the invention described in A1 can be achieved. [Explanation of Symbols]
[0141] 100 Game Server, 102 Game Terminal, 106 Internet, 110 Data Processing Unit, 112 Communication Unit, 114 Data Storage Unit, 116 Player Registration Unit, 120 Normal Game Control Unit, 122 Specific Game Control Unit, 124 Game Control Unit, 126 Recommendation 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 Level Definition Information, 170 Player Countermeasure Information, 180 Countermeasure Progress Screen, 182 Countermeasure Level Area, 184 Challenge Button, 186 Cancel Button, 200 Game System, 300 Processor, 302 First Bus, 304 Memory, 308 Bridge, 310 Second Bus, 312 Storage, 314 Input devices, 316 Output devices, 318 Peripherals
Claims
1. The system includes a first game in which a first set of play conditions is established, a second game in which a second set of play conditions is established, and a game control unit that controls the progress of a specific game including the first mission and the second mission. The game control unit, When the first play conditions are met in the first game, a first game effect that is advantageous for achieving the first mission is activated. An information processing device that, when the second play conditions are met in the second game, activates a second game effect that is advantageous for achieving the second mission.
2. The game control unit, When the first play condition is met in the first game, the first parameter corresponding to the first mission is increased. The information processing apparatus according to claim 1, wherein when the first parameter is greater than or equal to a first threshold, the first game effect is set to be more favorable than when it is less than the first threshold.
3. The game control unit, In the first mission, the specific game is played using the first game medium. In the second mission, the specific game is played using the second game medium, and The information processing apparatus according to claim 1 or 2, wherein the first game effect is applied to the first game medium and the second game effect is applied to the second game medium.
4. The information processing apparatus according to claim 3, wherein the game control unit sets the attribute values of the first game medium to be advantageous to the player as the first game effect.
5. The information processing apparatus according to claim 3 or 4, wherein the game control unit applies the first game effect to the first game medium and does not apply the first game effect to the second game medium.
6. The information processing device according to claim 1, further comprising a display unit that, when a player selects the specific game, displays a screen indicating the existence or non-existence of the first game effect and the second game effect before the start of the specific game.
7. The game control unit, When the first play condition is met in the first game, a first parameter indicating the magnitude of the first game effect corresponding to the first mission is increased. When the second play condition is met in the second game, a second parameter indicating the magnitude of the second game effect corresponding to the second mission is increased. The aforementioned display unit further, The information processing apparatus according to claim 6, which displays the first parameter and the second parameter.
8. The information processing device according to any one of claims 1 to 7, further comprising a recommendation unit that recommends to a player to play a specific game when the first play conditions are met in the first game.
9. The information processing device according to claim 2, further comprising: a recommendation unit that recommends playing the specific game when, after the player fails to achieve the first condition in the specific game, the first play condition is met in the first game and the first parameter increases.
10. The information processing apparatus according to any one of claims 1 to 9, further comprising a recommendation unit that recommends playing the first game or the second game when a second condition different from the first condition in the specified game is met.
11. The information processing device according to claim 10, wherein the recommendation unit recommends playing the first game when the player fails to complete the first mission, and recommends playing the second game when the player fails to complete the second mission.
12. The game control unit sets the first game to be playable during a first period, and sets the second game to be playable during a second period that is at least partially different from the first period. The information processing apparatus according to claim 10, wherein the recommendation unit recommends the first game or the second game based on the play time of the specific game, including the time when the second condition is met.
13. It also includes a recommendation section that encourages players to play the game, The game control unit, When the first play condition is met in the first game, the first parameter corresponding to the first mission is increased. When the second play condition is met in the second game, the second parameter corresponding to the second mission is increased. The information processing apparatus according to claim 2, wherein the recommendation unit recommends the first game or the second game based on a comparison of the first parameter and the second parameter when the player fails to achieve the first condition in the specific game.
14. The computer controls the progress of the first game in which the first play conditions are set. The computer controls the progress of the second game in which the second set of play conditions is established. The computer controls the progress of certain games, including the first and second missions. When the first play conditions are met in the first game, the computer activates a first game effect that is advantageous for achieving the first mission. An information processing method in which, when the second play conditions are met in the second game, the computer activates a second game effect that is advantageous for achieving the second mission.
15. A function that controls the progress of the first game in which the first play conditions are set, A function to control the progress of the second game in which the second set of play conditions is established, Functions to control the progress of specific games, including the first and second missions, In the first game, when the first play conditions are met, the computer has a function to activate a first game effect that is advantageous for achieving the first mission, A function that causes the computer to activate a second game effect that is advantageous for achieving the second mission when the second play condition is met in the second game, and a program that causes the computer to activate such a function.