program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2026-03-10
- Publication Date
- 2026-06-29
AI Technical Summary
Existing game methods restrict players from playing predetermined events until certain parameters are met, leading to decreased play motivation.
A computer program that allows players to play events when parameters are met and restricts play when they are not, using special items to raise parameters and grant privileges or rewards.
Enhances player motivation by enabling easy parameter achievement and rewarding steady effort without relying on special items.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] There is known a game program that increases a predetermined parameter (for example, level) associated with a player or a player character based on the play result of an event (for example, a quest) (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Generally, there is a case where a game method is adopted in which play of a predetermined event that has been restricted from being played until now is permitted on condition that a predetermined parameter of a player or a player character has reached a predetermined value. In this game method, when the predetermined parameter has not yet reached the predetermined value, the player's play of the predetermined event is restricted, which contributes to a decrease in the play motivation.
[0005] The present invention has been made in view of such circumstances, and an object thereof is to make it easier for a predetermined parameter to reach a predetermined value and suppress a decrease in the play motivation for a predetermined event.
Means for Solving the Problems
[0006] The main invention of the present invention for solving the above problems is a computer, An event control means that, when a predetermined parameter associated with at least one of the player and their player character reaches a predetermined value, allows the player to play a predetermined event, and when the predetermined parameter does not reach a predetermined value, restricts the player from playing the predetermined event. Parameter control means that controls the predetermined parameters so that they reach predetermined values when a player whose gameplay of the predetermined event is restricted uses a special item. This is a program that makes it function as such. Other features of the present invention will be made clearer by description in this specification and the accompanying drawings. [Brief explanation of the drawing]
[0007] [Figure 1] This is a diagram showing an example of the information processing system 1 according to this embodiment. [Figure 2] This is a hardware configuration diagram showing an example of the computer 50 according to this embodiment. [Figure 3] This is a functional block diagram showing an example of a server device 20 according to this embodiment. [Figure 4] This is a diagram showing an example of character information according to this embodiment. [Figure 5] This is a diagram showing an example of item information according to this embodiment. [Figure 6] This is a diagram showing an example of quest information according to this embodiment. [Figure 7] This is a configuration diagram showing an example of player information according to this embodiment. [Figure 8] This is a diagram showing an example of gameplay information according to this embodiment. [Figure 9] This is a functional block diagram showing an example of a client terminal 10 according to this embodiment. [Figure 10] This flowchart shows an example of the operation related to quest selection in Example 1. [Figure 11] This figure shows an example configuration of the quest selection screen 500 in this embodiment. [Figure 12] This figure shows an example configuration of the special item usage screen 550 in this embodiment. [Figure 13] This flowchart shows an example of the operation related to quest selection in Example 2. [Figure 14] This figure shows an example of the configuration of the character selection screen 600 in this embodiment. [Figure 15] This flowchart shows an example of the operation related to granting special quest rewards in this embodiment. [Modes for carrying out the invention]
[0008] The following matters become clear from this specification and the accompanying drawings: In other words, a computer, An event control means that, when a predetermined parameter associated with at least one of the player and their player character reaches a predetermined value, allows the player to play a predetermined event, and when the predetermined parameter does not reach a predetermined value, restricts the player from playing the predetermined event. Parameter control means that controls the predetermined parameters so that they reach predetermined values when a player whose gameplay of the predetermined event is restricted uses a special item. This is a program that makes it function as such. With such a program, even if a player has not yet reached a predetermined value, they can easily raise that parameter to the predetermined value by using a special item, thus preventing a decrease in motivation to play a predetermined event.
[0009] Furthermore, in such a program, The computer may also be made to function as privilege granting means for granting more privileges to a player who has been permitted to play the predetermined event because the predetermined parameter has reached a predetermined value without using the special item, than to a player who has been permitted to play the predetermined event because the predetermined parameter has reached the predetermined value by using the special item. According to such a program, when the predetermined parameter has not yet reached the predetermined value, the player will actively use the special item aiming to acquire many privileges.
[0010] Also, for such a program, the computer may also be made to function as reward granting means for granting a reward for reaching the predetermined value, to a player who has been permitted to play the predetermined event because the predetermined parameter has reached the predetermined value without using the special item. According to such a program, without relying on the special item, the steady effort until the predetermined parameter reaches the predetermined value will be rewarded.
[0011] Also, for such a program, the parameter control means may restrict the use of the special item so that when a player whose gameplay of the predetermined event is restricted uses the special item and a predetermined parameter associated with one of a plurality of player characters of the player reaches the predetermined value, the predetermined parameters associated with the remaining player characters do not reach the predetermined value. According to such a program, by restricting the use of the special item, it is possible to suppress a player whose predetermined parameter has not yet reached the predetermined value from using the special item excessively.
[0012] Also, for such a program, The computer may also function as an item granting means that grants the special item to the player when the player uses a paid item from among their paid and free items. According to such a program, if a predetermined parameter has not yet reached a predetermined value, the player will actively use paid items in order to acquire special items.
[0013] Furthermore, in such a program, The parameter control means may also control the predetermined parameter to reach a predetermined value based on the fact that a player whose gameplay of the predetermined event is restricted has performed a predetermined operation on an operation screen for using a special item. According to this type of program, players can use special items at any time they choose.
[0014] Furthermore, in such a program, The means for granting the reward may grant the reward at at least one of the following times: before the start of the game and after the end of the game for the predetermined event. According to this type of program, players can start a game in an advantageous position by receiving bonuses at the beginning of a designated event. Furthermore, they can gain an advantageous position depending on the game results by receiving bonuses at the end of a designated event.
[0015] Furthermore, in such a program, The means for granting the aforementioned benefits is, For a player who has been granted permission to play the predetermined event by using the aforementioned special item and reaching a predetermined value for the predetermined parameter, Until the predetermined conditions for restricting gameplay after permission are met, each time the gameplay of the aforementioned predetermined event occurs, Players who reach a predetermined value in the predetermined parameter without using the aforementioned special item may be granted more benefits than players who are permitted to play the predetermined event. According to such a program, players can continue playing a designated event until a predetermined condition is met, allowing them to repeatedly receive the benefits of using special items.
[0016] Furthermore, an event control unit that, when a predetermined parameter associated with at least one of the player and their player character reaches a predetermined value, allows the player to play a predetermined event, and restricts the player from playing the predetermined event if the predetermined parameter has not reached a predetermined value, A parameter control unit controls the predetermined parameters so that they reach predetermined values when a player whose gameplay of the predetermined event is restricted uses a special item, This is an information processing device equipped with [a specific feature / feature]. Such an information processing device makes it easier for predetermined parameters to reach predetermined values, thereby suppressing a decrease in the desire to play for predetermined events.
[0017] ===Implementation Method=== The following describes in detail an information processing device, program, information processing method, and information processing system according to an embodiment of the present invention. The present invention is broadly applicable to programs, information processing devices, information processing methods, and information processing systems that employ a mechanism that allows gameplay of a predetermined event, which was previously restricted, on the condition that predetermined parameters of the player or player character reach predetermined values. In this embodiment, the case where the "predetermined event" is a special quest will be used as an example. A quest is a game stage in which the player's tasks are predetermined.
[0018] <System Configuration> Figure 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Figure 1, in this embodiment, the information processing system 1 has one or more client terminals 10 and a server device 20 connected via a network N.
[0019] The client terminal 10 is a terminal device operated by the player, such as a smartphone, tablet, or PC, or a terminal device dedicated to home or commercial gaming. The server device 20 manages and controls the game played by the player on the client terminal 10, and handles in-game billing. The network N is the internet, etc., and includes mobile wireless base stations.
[0020] Furthermore, in addition to the client-server type information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device by separately providing a mechanism for processing in-game charges. The information processing system 1 in Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured by distributing it across multiple computers.
[0021] <Hardware Configuration> Client terminals and server devices Figure 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and server device 20 according to this embodiment are realized by a computer 50 with the hardware configuration shown in Figure 2, for example. Note that the computer 50 is an example of an information processing device.
[0022] As shown in Figure 2, the computer 50 is equipped with a CPU 51, RAM 52, ROM 53, communication interface 54, input device 55, display device 56, external interface 57, and HDD 58, and each is interconnected via bus line B. In the server device 20, the input device 55 and display device 56 may be connected and used only when necessary.
[0023] The CPU 51 is a computing unit that controls and implements the functions of the entire computer by reading programs and data from storage devices such as ROM 53 and HDD 58 onto RAM 52 and executing various processes based on the read programs and data.
[0024] RAM52 is an example of volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU51 performs various processes.
[0025] ROM53 is an example of non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. ROM53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.
[0026] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.
[0027] The input device 55 is a device used by the player or game operator (administrator) to input various data. In this embodiment, the input device 55 is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard or mouse.
[0028] The display device 56 is a device for displaying various information on a screen to the player or game operator (administrator). In this embodiment, the display device 56 is, for example, a display such as a liquid crystal or organic EL.
[0029] The external interface 57 is an interface for connecting to an external device in a data communication manner. This allows the computer 50 to read and / or write to a recording medium via the external interface 57. The external device is a recording medium such as a flexible disk, CD, DVD, SD memory card, or USB memory.
[0030] HDD58 is an example of a non-volatile storage device that stores programs and data. The programs and data stored include the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0031] Alternatively, instead of the HDD58, a drive device that uses flash memory as a storage medium (for example, a solid-state drive: SSD) may be used.
[0032] The client terminal 10 and server device 20 according to this embodiment can perform various processes as described later by executing a program on the computer 50 with the hardware configuration described above.
[0033] <Software Configuration> Server equipment Figure 3 is a functional block diagram showing an example of a server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in Figure 3.
[0034] In this embodiment, the server device 20 implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0035] The server control unit 200 has the function of executing various processes in the server device 20. The server control unit 200 according to this embodiment includes at least a quest control unit 201, a parameter control unit 202, a bonus granting unit 203, a reward granting unit 204, and an item granting unit 205.
[0036] The quest control unit 201 is an example of an event control unit and performs control over at least a special quest (a predetermined event). In this embodiment, the quest control unit 201 determines whether a predetermined parameter associated with at least one of the player and the player's character has reached a predetermined value. If the predetermined parameter has reached a predetermined value, the quest control unit 201 allows the player to play the special quest; if the predetermined parameter has not reached a predetermined value, the quest control unit 201 restricts the player from playing the special quest.
[0037] The parameter control unit 202 controls at least predetermined parameters. In this embodiment, the parameter control unit 202 controls the predetermined parameters so that they reach predetermined values when a player whose gameplay of a special quest is restricted uses a special item.
[0038] The reward granting unit 203 controls the granting of rewards for using special items. In this embodiment, the reward granting unit 203 grants more rewards to players who are permitted to play a special quest because they have used a special item and reached a predetermined value for a predetermined parameter, than to players who are permitted to play a special quest because they have reached a predetermined value for a predetermined parameter without using a special item.
[0039] The reward distribution unit 204 controls the distribution of rewards for not using special items. In this embodiment, the reward distribution unit 204 grants a reward to players who have been granted permission to play a special quest because a predetermined parameter has reached a predetermined value without using a special item, for reaching that predetermined value.
[0040] The item granting unit 205 controls the granting of special items. In this embodiment, the item granting unit 205 grants a special item to a player when the player uses a paid item from among their paid and free items.
[0041] The server storage unit 220 has the function of storing various information in the server device 20. In this embodiment, as shown in Figure 3, the server storage unit 220 includes a character information storage unit 221, an item information storage unit 222, a quest information storage unit 223, and a player information storage unit 224.
[0042] The character information storage unit 221 is an example of a content information storage unit, and stores character information (content information) related to a character as an example of content. The character information stored in the character information storage unit 221 includes various characters used in quests. The character information stored in the character information storage unit 221 consists of the following types of data.
[0043] Figure 4 is a diagram showing an example of character information according to this embodiment. The character information shown in Figure 4 includes items such as character ID, name, rarity, and ability parameters.
[0044] The character ID is information used to uniquely identify a character. The name is information indicating the character's name. The rarity is information indicating the character's rarity. The ability parameters are information indicating the character's ability values. Here, the initial values for parameters such as the character's attack power, defense power, HP (health points), and level are set.
[0045] The item information storage unit 222 stores item information about items. The item information stored by the item information storage unit 222 consists of the following types of data.
[0046] Figure 5 is a diagram showing an example of item information according to this embodiment. The item information shown in Figure 5 includes items such as item ID, name, type, function / effect, and price.
[0047] The Item ID is information used to uniquely identify an item. The Name is information indicating the item's name. The Type is information used to identify the type of item. Here, one of two types is set: a regular item or a special item.
[0048] The "Functions and Effects" section contains information about the functions and effects of each item. The "Price" section indicates the price set for items available to the player. Here, both paid items (items requiring payment) and free items (items without payment) are priced at zero.
[0049] The quest information storage unit 223 is an example of an event information storage unit, and stores quest information (event information) related to quests as an example of an event. The quest information stored by the quest information storage unit 223 consists of the following types of data.
[0050] Figure 6 is a diagram showing an example of quest information. The quest information shown in Figure 6 includes items such as quest ID, name, enemy characters, clear conditions, play conditions, bonuses, rewards, and playable period.
[0051] The Quest ID is information used to uniquely identify a quest. The Name is information indicating the name of the quest. The Enemy Character is information indicating one or more characters from the character information that may appear as opponents for the player who selected the quest.
[0052] The clear conditions are information that indicates the requirements for the player to complete a quest. For example, clear conditions might include defeating all appearing enemy characters, or defeating all enemy characters using the highest rarity character the player possesses.
[0053] Play conditions are information indicating the requirements that a player must meet in order to play a quest. Here, quests with associated play conditions are set as "special quests," and quests without associated play conditions are set as "regular quests." Play conditions may include, for example, the player reaching a certain rank or the player character reaching a certain level.
[0054] Rewards are information about rewards given to players who meet the play conditions using special items. For example, rewards may include one or more characters from the characters listed in the character information, or one or more items from the items listed in the item information that are awarded as rewards.
[0055] The rewards section contains information about rewards given to players who meet the play conditions without using special items. Rewards may include, for example, one or more characters from the characters listed in the character information section, or one or more items from the items listed in the item information section. The playable period indicates the period during which players can play the quest.
[0056] The player information storage unit 224 stores player information about the player playing the quest. The player information stored by the player information storage unit 224 consists of the following types of data.
[0057] Figure 7 is a diagram showing an example of player information according to this embodiment. The player information shown in Figure 7 includes items such as player ID, name, rank, owned characters, owned items, number of paid items owned, number of free items owned, play status information, and friend information.
[0058] The Player ID is information used to uniquely identify a player. The Name is information indicating the player's name. The Rank is information indicating the player's rank. In this embodiment, the player's rank increases as the number of quests the player completes increases.
[0059] "Owned Characters" refers to the information indicating the one or more player characters (owned characters) that the player currently possesses from among the characters set in the character information. Here, as shown in parentheses in the diagram, various parameters of the player character at the time are also set.
[0060] The "possessed items" section indicates the one or more items that the player currently possesses from the items listed in the item information. Here, as shown in parentheses in the diagram, the number of items the player currently possesses is also included.
[0061] The number of paid items owned indicates the number of paid items (in-app purchase items) acquired by the player through purchase. The number of free items owned indicates the number of free items (non-in-app purchase items) acquired by the player through means other than purchase.
[0062] The play status information concerns the player's progress in completing quests. This play status information is composed of various data as follows:
[0063] Figure 8 is a diagram illustrating an example of gameplay information. The gameplay information shown in Figure 8 includes items such as play ID, play date and time, quest, completion status, and usage status of special items.
[0064] The Play ID is information used to uniquely identify quests that a player has already played. The Play Date and Time indicates the date and time the player played the quest. The Completion Status is flag information indicating whether or not the player completed the quest. The Special Item Usage Status is flag information indicating whether or not the player used a special item to play a special quest.
[0065] Friend information refers to information about other players (friend players) with whom the player has established a friend relationship. Players can play quests together with their friend players.
[0066] The server communication unit 240 has the function of communicating with the client terminal 10 via the network N.
[0067] As mentioned above, in the information processing system 1 according to this embodiment, the server device 20 performs control related to quests, etc., but the client terminal 10 may also perform various control and processing. Specifically, at least a part of the quest control unit, parameter control unit, bonus granting unit, reward granting unit, and item granting unit may be configured not to be provided in the server control unit 200 of the server device 20, while being provided in the client control unit 100 of the client terminal 10.
[0068] 《Client terminal》 Figure 9 is a functional block diagram showing an example of a client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is implemented, for example, by the functional blocks shown in Figure 9.
[0069] In this embodiment, the client terminal 10 implements a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input reception unit 150, and a screen display unit 160 by executing a program.
[0070] The client control unit 100 has the function of executing various processes on the client terminal 10. In this embodiment, the client control unit 100 includes at least an image generation unit 101 and a display control unit 102.
[0071] The image generation unit 101 generates image data for displaying various quest-related screens on the client terminal 10, based on the processing results from the quest control unit 201 of the server device 20.
[0072] The display control unit 102 controls the screen display on the client terminal 10 by outputting various screens related to the quest to the screen display unit 160 based on the image data generated by the image generation unit 101.
[0073] The operation input receiving unit 150 receives operation input from the player. In this embodiment, when the player performs a touch operation on the screen, the operation input receiving unit 150 receives the player's operation input via the touch panel.
[0074] The client memory unit 120 stores various programs and information necessary for the client terminal 10. The various programs include programs for players to play quests. The various information includes all or part of character information, item information, event information, and player information, similar to the server memory unit 220. In other words, the client memory unit 120 also functions as a character information memory unit, item information memory unit, event information memory unit, and player information memory unit.
[0075] The client communication unit 140 communicates with the server device 20 via the network N. The screen display unit 160 displays information on the client terminal 10's screen by receiving control signals from the display control unit 102.
[0076] As mentioned above, in the information processing system 1 according to this embodiment, the client terminal 10 performs image generation, display control, etc., but the server device 20 may perform various control and processing. Specifically, at least a part of the image generation unit and the display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, while they may be provided in the server control unit 200 of the server device 20.
[0077] <System Overview> An overview of the information processing system 1 in this embodiment will now be described. In the information processing system 1 in this embodiment, multiple playable quests are provided. When a player selects one of the multiple quests and starts the game, they can battle against enemy characters set to correspond to the selected quest.
[0078] In this embodiment, battles against enemy characters in quests can be undertaken either by the player who selected the quest alone, or in cooperation with other players, such as friends, who have also selected the quest.
[0079] In this embodiment, the multiple quests include not only regular quests but also special quests. Special quests are permitted to be played by players who meet the play conditions, while players who do not meet the play conditions are restricted from playing them.
[0080] As an example of a play condition, if the condition for playing is that the player must reach a certain rank, then only players who have reached that rank will be allowed to play the special quest.
[0081] Another example of a play condition is that if the player character's level must reach a certain value, then only players who use a player character that has reached that level will be allowed to play the special quest.
[0082] On the other hand, players who do not meet the play requirements will not be able to play special quests and will only be able to play regular quests, which may decrease their motivation to play.
[0083] Therefore, in the information processing system 1 of this embodiment, even if the play conditions are not met, it is possible to meet the play conditions by using a special item, and consequently, to play a special quest.
[0084] For example, if a player's rank must reach a certain level to play, a player who hasn't reached that rank can use a special item to instantly raise their rank to that level, making it easy to play the special quest.
[0085] For example, if a play condition requires the player character's level to reach a certain value, a player using a character whose level has not yet reached that value can use a special item to instantly raise their level to the required level, making it easy to play the special quest.
[0086] <System Operation> The operation of the information processing system 1 in this embodiment will now be described. Below, the operation related to the player's selection of quests and the operation related to the granting of rewards to players who have played special quests will be described in detail.
[0087] 《Quest Selection》 This section describes the player's quest selection process in this embodiment. Embodiment 1 specifically describes the case where the play condition for a special quest is that "the player's rank has reached a predetermined rank," and Embodiment 2 specifically describes the case where the play condition for a special quest is that "the player character's level has reached a predetermined level."
[0088] <Example 1> The operation related to quest selection in Example 1 will be explained using Figures 10 to 12. Figure 10 is a flowchart showing an example of the operation related to quest selection in Example 1. Figure 11 is a diagram showing an example of the configuration of the quest selection screen 500 in this embodiment. Figure 12 is a diagram showing an example of the configuration of the special item usage screen 550 in this embodiment.
[0089] First, as shown in Figure 10, when the player performs an operation to start a quest on a menu screen (not shown) and the operation input receiving unit 150 receives the player's operation input, the display control unit 102 of the client terminal 10 displays the quest selection screen 500 shown in Figure 11 on the screen display unit 160 based on the image data generated by the image generation unit 101 (step S11).
[0090] As shown in Figure 11, the quest selection screen 500 displays a scroll button 501 and a list 502 of potential quests. On the quest selection screen 500, when the player operates the scroll button 501, the potential quests are moved up and down within the list 502 and displayed sequentially.
[0091] Next, the quest control unit 201 of the server device 20 receives player operation information from the client terminal 10 and determines whether the player has performed an operation to select one of the multiple types of quests in the list 502 on the quest selection screen 500 shown in Figure 11 (step S12).
[0092] Next, the quest control unit 201 of the server device 20 determines whether the player has selected a special quest (step S13) when the player performs an operation to select any quest (step S12: YES).
[0093] In other words, the quest control unit 201 of the server device 20 refers to the quest information shown in Figure 6 and determines that the player has selected a special quest if the quest selected by the player is a quest with play conditions, and determines that the player has selected a normal quest if the quest is a quest without play conditions.
[0094] If this determination determines that the player has selected a regular quest and not a special quest (step S13: NO), the process proceeds to step S19. In step S19, the quest control unit 201 of the server device 20 permits the player to play the regular quest they selected. If, however, it is determined that the player has selected a special quest (step S13: YES), the process proceeds to the next step S14.
[0095] Next, the quest control unit 201 of the server device 20, when a player selects a special quest (step S13: YES), refers to the player information shown in Figure 7 and determines whether the player's rank has reached a predetermined rank (for example, rank 50) (step S14).
[0096] If this determination determines that the player's rank has reached a predetermined rank (step S14: YES), the process proceeds to step S19. In step S19, the quest control unit 201 of the server device 20 permits the player who has reached the predetermined rank to play the special quest they have selected. Conversely, if it is determined that the player's rank has not reached a predetermined rank (step S14: NO), the process proceeds to the next step S15.
[0097] Next, the quest control unit 201 of the server device 20 determines whether the player possesses a special item (step S15) if the player's rank has not reached a predetermined rank (step S14: NO).
[0098] In other words, the quest control unit 201 of the server device 20 refers to the item information shown in Figure 5 and the player information shown in Figure 7, and determines that a player possesses a special item if such an item exists among the items the player possesses. Conversely, if a player does not possess a special item, it determines that the player does not possess a special item.
[0099] Based on this determination, if the quest control unit 201 of the server device 20 determines that the player does not possess the special item (step S15: NO), it restricts the player from playing the special quest selected by the player and terminates this flowchart. On the other hand, if it determines that the player possesses the special item (step S15: YES), the process proceeds to the next step S16.
[0100] Next, the quest control unit 201 of the server device 20, if a player possesses a special item (step S15: YES), controls players who have not reached a predetermined rank to use the special item they possess (step S16).
[0101] In other words, the quest control unit 201 of the server device 20 requests the display control unit 102 of the client terminal 10 to display an operation screen with a message prompting the user to use a special item. Subsequently, the display control unit 102 of the client terminal 10 displays the special item usage screen 550 shown in Figure 12 on the screen display unit 160 based on the image data generated by the image generation unit 101, in accordance with the request from the quest control unit 201.
[0102] As shown in Figure 12, the special item usage screen 550 is an operation screen for using a special item, and displays a scroll button 501, a list of candidate quests 502, an operation button 503 for playing a special quest using a special item, a cancel button 504 for giving up on playing a special quest, and a message 505 prompting the user to use a special item to play a special quest.
[0103] Here, a special quest called "Quest C (Special)" has been selected by the player, and the screen notifies the player that a special item must be used to play the selected "Quest C (Special)". When the player presses the operation button 503, gameplay of "Quest C (Special)" is permitted by using the special item, and when the player presses the cancel button 504, gameplay of "Quest C (Special)" is restricted.
[0104] Next, the quest control unit 201 of the server device 20 receives player operation information from the client terminal 10 and determines whether the player pressed the operation button 503 or the cancel button 504 on the special item usage screen 550 shown in Figure 12 (step S17).
[0105] As a result of this determination, if the quest control unit 201 of the server device 20 determines that the player has pressed the cancel button 504, that is, that the player has decided to give up playing the special quest without using a special item (step S17: NO), it restricts the special quest selected by the player so that it cannot be played, and terminates this flowchart.
[0106] In response, the quest control unit 201 of the server device 20 determines that the player has pressed the operation button 503, that is, that the player has used a special item to play a special quest (step S17: YES), and requests the parameter control unit 202 to raise the player's rank to a predetermined rank (for example, rank 50) (step S18).
[0107] In other words, when the parameter control unit 202 of the server device 20 determines that a special item is to be used to play a special quest, it refers to the player information shown in Figure 7, removes one special item from the player's inventory, and obtains the player's current rank. Then, it performs a control to instantly raise the obtained current rank to a predetermined rank. Accordingly, the parameter control unit 202 updates the player's player information (including the special item usage status in the play status information).
[0108] Next, the quest control unit 201 of the server device 20 determines that when a player reaches a predetermined rank, the player has fulfilled the play conditions and therefore allows the player to play the special quest they selected (step S19).
[0109] As described above, with the information processing system 1 in this embodiment, even if a player's current rank (predetermined parameters) has not yet reached a predetermined rank (predetermined value), they can easily raise their rank to the predetermined rank by using a special item, allowing them to immediately play special quests that were previously restricted. Therefore, it is possible to suppress the decline in motivation to play special quests.
[0110] <Example 2> The operation related to quest selection in Example 2 will be explained using Figures 13 and 14. Figure 13 is a flowchart showing an example of the operation related to quest selection in Example 2. Figure 14 is a diagram showing an example of the configuration of the character selection screen 600 in this embodiment.
[0111] First, as shown in Figure 13, when the player performs an operation to start a quest on a menu screen (not shown) and the operation input receiving unit 150 receives the player's operation input, the display control unit 102 of the client terminal 10 displays the character selection screen 600 shown in Figure 14 on the screen display unit 160 based on the image data generated by the image generation unit 101 (step S21).
[0112] As shown in Figure 14, the character selection screen 600 displays a list 601 of the player's available characters, an operation button 602 for confirming the selection of a player character, and a cancel button 603 for canceling the selection of a player character. On the character selection screen 600, the player can select their player character to use in the quest from the list 601.
[0113] Next, the quest control unit 201 of the server device 20 receives player operation information from the client terminal 10 and determines whether the player has performed an operation to select one of the multiple player characters in the list 601 on the character selection screen 600 shown in Figure 14 (step S22).
[0114] Next, when a player selects a player character (step S22: YES), the quest control unit 201 of the server device 20 requests the display control unit 102 of the client terminal 10 to display a quest selection screen for the player to challenge using that player character. Subsequently, the display control unit 102 of the client terminal 10 displays the quest selection screen 500 shown in Figure 11 on the screen display unit 160 based on the image data generated by the image generation unit 101, in accordance with the request from the quest control unit 201 (step S23).
[0115] Next, the quest control unit 201 of the server device 20 receives player operation information from the client terminal 10 and determines whether the player has performed an operation to select one of the multiple types of quests in the list 502 on the quest selection screen 500 shown in Figure 11 (step S24).
[0116] Next, the quest control unit 201 of the server device 20 determines whether the player has selected a special quest (step S25) when the player performs an operation to select any quest (step S24: YES).
[0117] In other words, the quest control unit 201 of the server device 20 refers to the quest information shown in Figure 6 and determines that the player has selected a special quest if the quest selected by the player is a quest with play conditions, and determines that the player has selected a normal quest if the quest is a quest without play conditions.
[0118] If this determination determines that the player has selected a regular quest and not a special quest (step S25: NO), the process proceeds to step S31. In step S31, the quest control unit 201 of the server device 20 permits the player to play the regular quest they selected. If, however, it is determined that the player has selected a special quest (step S25: YES), the process proceeds to the next step, S26.
[0119] Next, the quest control unit 201 of the server device 20 determines, if a player selects a special quest (step S25: YES), whether the player character selected on the character selection screen 600 has reached a predetermined level (step S26).
[0120] In other words, the quest control unit 201 of the server device 20 refers to the player information shown in Figure 7 to identify the player character selected on the character selection screen 600 from among the characters owned by the player. It then determines whether the level of the identified player character has reached a predetermined level (for example, level 50).
[0121] If this determination determines that the player character's level has reached a predetermined level (step S26: YES), the process proceeds to step S31. In step S31, the quest control unit 201 of the server device 20 permits the player to play the special quest selected by the player. Conversely, if it is determined that the player character's level has not reached a predetermined level (step S26: NO), the process proceeds to the next step S27.
[0122] Next, the quest control unit 201 of the server device 20 determines whether the player possesses a special item if the player character's level has not reached a predetermined level (step S26: NO).
[0123] In other words, the quest control unit 201 of the server device 20 refers to the item information shown in Figure 5 and the player information shown in Figure 7, and determines that a player possesses a special item if such an item exists among the items the player possesses. Conversely, if a player does not possess a special item, it determines that the player does not possess a special item.
[0124] Based on this determination, if the quest control unit 201 of the server device 20 determines that the player does not possess the special item (step S27: NO), it restricts the player from playing the special quest selected by the player and terminates this flowchart. On the other hand, if it determines that the player possesses the special item (step S27: YES), the process proceeds to the next step S28.
[0125] Next, the quest control unit 201 of the server device 20, if the player possesses a special item (step S27: YES), controls the player to use the special item they possess (step S28).
[0126] In other words, the quest control unit 201 of the server device 20 requests the display control unit 102 of the client terminal 10 to display an operation screen with a message prompting the user to use a special item. Subsequently, the display control unit 102 of the client terminal 10 displays the special item usage screen 550 shown in Figure 12 on the screen display unit 160 based on the image data generated by the image generation unit 101, in accordance with the request from the quest control unit 201.
[0127] Next, the quest control unit 201 of the server device 20 receives player operation information from the client terminal 10 and determines whether the player pressed the operation button 503 or the cancel button 504 on the special item usage screen 550 shown in Figure 12 (step S29).
[0128] As a result of this determination, if the quest control unit 201 of the server device 20 determines that the player has pressed the cancel button 504, that is, that the player has decided to give up playing the special quest without using a special item (step S29: NO), it restricts the special quest selected by the player so that it cannot be played, and terminates this flowchart.
[0129] In response, the quest control unit 201 of the server device 20 determines that the player has pressed the operation button 503, that is, that the player has used a special item to play a special quest (step S29: YES), and requests the parameter control unit 202 to raise the level of the player character selected by the player on the character selection screen 600 to a predetermined level (for example, level 50) (step S30).
[0130] In other words, when the parameter control unit 202 of the server device 20 determines that a special item is to be used to play a special quest, it refers to the player information shown in Figure 7, removes one special item from the player's possessions, and then identifies the player character selected on the character selection screen 600 from the player's possessions. It then controls the identified player character to instantly raise its current level to a predetermined level. Accordingly, the parameter control unit 202 updates the player's player information (including the special item usage status in the play status information).
[0131] Next, the quest control unit 201 of the server device 20 determines that when the level of the player character selected by the player reaches a predetermined level, the player will have fulfilled the play conditions, and therefore allows the player to play the special quest selected by that player (step S31).
[0132] As described above, according to the information processing system 1 of this embodiment, even if the player's character's current level (predetermined parameters) has not yet reached a predetermined level (predetermined value), the player can easily raise their character's level to the predetermined level by using a special item, thereby enabling them to immediately play special quests that were previously restricted. This makes it possible to suppress a decline in the desire to play special quests.
[0133] 《Special quest bonuses will be granted》 The operation regarding the granting of rewards to players who complete a special quest in this embodiment will be explained using Figure 15. Figure 15 is a flowchart showing an example of the operation regarding the granting of rewards for completing a special quest in this embodiment.
[0134] First, as shown in Figure 15, the reward granting unit 203 of the server device 20 determines whether a player who has been permitted to play a special quest has completed that special quest as a result of playing the game (step S41).
[0135] Specifically, the reward granting unit 203 of the server device 20 refers to the player information shown in Figure 7 to identify the player's play status information, and then refers to the play status information shown in Figure 8 to identify the completion status of the special quest that the player played. Based on the flag information set for the identified completion status, it determines whether or not the special quest has been completed.
[0136] Next, the reward granting unit 203 of the server device 20 determines that a player who was permitted to play a special quest did not complete that special quest (step S41: NO), and terminates this flowchart without granting any rewards. Conversely, if the player who was permitted to play a special quest determines that they did complete that special quest (step S41: YES), it determines whether or not the player used a special item to play the special quest (step S42).
[0137] Specifically, the reward granting unit 203 of the server device 20 refers to the player information shown in Figure 7 to identify the player's play status information, and then refers to the play status information shown in Figure 8 to identify the usage status of special items in the special quest that the player played. Based on the flag information set for the identified usage status of the special item, it is determined whether or not the player used the special item to play the special quest.
[0138] Next, the reward granting unit 203 of the server device 20 determines that a player who has been permitted to play a special quest has played the special quest without using any special items (step S42: NO), and grants that player the normal rewards (step S43).
[0139] In this embodiment, the reward granting unit 203 grants, for example, one special character as a regular reward to a player who has played a special quest without using a special item, based on the quest information shown in Figure 6.
[0140] In response, the reward granting unit 203 of the server device 20 determines that a player who has been permitted to play a special quest has used a special item to play the special quest (step S42: YES), and grants that player a special reward (step S44).
[0141] In this embodiment, the reward granting unit 203 grants, for example, multiple special characters as special rewards to players who have played a special quest using a special item, based on the quest information shown in Figure 6.
[0142] Thus, in this embodiment, players who are permitted to play a special quest using a special item will be granted more benefits than players who are permitted to play the same special quest without using a special item.
[0143] ===Other Embodiments=== The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention can be modified and improved without departing from its spirit, and equivalents thereof are also included. In particular, embodiments described below are also included in the present invention. That is, the present invention can also be constructed by appropriately combining the embodiments described above and the embodiments described below.
[0144] Furthermore, it is possible to construct various inventions by appropriately combining the multiple inventive features disclosed in the above-described embodiments. For example, an invention may be constructed by deleting some of the inventive features disclosed in the above-described embodiments, or an invention may be constructed by appropriately combining the inventive features disclosed in the above-described embodiments with the inventive features disclosed in the embodiments described below.
[0145] <Benefits will be provided> In the embodiment described above, the reward granting unit 203 of the server device 20 may grant more rewards to players who are permitted to play the special quest using special items than to players who are permitted to play the special quest without using special items, at at least one of the following timings: before the start of the special quest game and after the end of the special quest game.
[0146] For example, if a special item is granted before the start of a special quest, players who are permitted to play the special quest using the special item may be given a special quest with a lower difficulty level (for example, enemy character HP is temporarily reduced, or player character attack power is temporarily increased) than players who are permitted to play the special quest without using the special item.
[0147] For example, if the reward is granted at the end of a special quest, players who were granted permission to play the special quest using a special item may be allowed to continue the special quest for a predetermined number of more times for free than players who were granted permission to play the special quest without using a special item.
[0148] Furthermore, in the embodiment described above, the reward granting unit 203 of the server device 20 may grant more rewards to a player who was granted permission to play a special quest by using a special item than a player who was granted permission to play the special quest without using a special item, each time the player who was granted permission to play a special quest by using a special item plays the special quest, until predetermined conditions for restricting the play of that special quest again are met. In this case, the predetermined conditions may include a player who has reached a predetermined rank (e.g., rank 50) by using a special item reaching an even higher rank (e.g., rank 100), or a predetermined period of time (e.g., one week) having elapsed since the special item was used.
[0149] Furthermore, while the above-described embodiment explained the case of granting a special character as an example of a reward, the present invention is not limited to this. For example, special items, equipment items for player characters, free items, etc., may be granted as rewards. Also, as an example of a reward, it is not limited to granting items or other physical goods, but may also be preferential treatment within the game.
[0150] <Reward Granting> In the embodiment described above, the reward-granting means 204 of the server device 20 may grant a reward to players who have been granted permission to play a special quest by reaching a predetermined rank without using special items. This ensures that players who did not rely on special items are rewarded for their diligent efforts to reach the predetermined rank. Furthermore, the reward-granting means 204 of the server device 20 may grant a reward for reaching a predetermined rank at at least one of the following times: before the start of the special quest and after the end of the special quest.
[0151] <Purchase of special items> In the embodiments described above, in the process of step S15 in Example 1 and the process of step S27 in Example 2, if a player who has selected a special quest does not possess a special item, it is also possible to transition to a purchase screen for purchasing a special item. When the player performs a purchase operation to buy a special item on this purchase screen, the item granting unit 205 of the server device 20 may grant the special item to the player by consuming a predetermined amount of paid items from the paid and free items that the player possesses. Furthermore, the parameter control unit 202 of the server device 20 may control the player to automatically use the special item as a result of the item granting unit 205 granting the special item, thereby raising the player's current rank to a predetermined rank, or raising the player character's current level to a predetermined level.
[0152] <Specified parameters> In the embodiments described above, the player's "rank" and the player character's "level" were explained as examples of predetermined parameters, but the present invention is not limited thereto. For example, the player's experience points, the number of times the player has played and completed quests, the number of times the player has used a predetermined character or predetermined item, the player character's attack power, defense power, HP, etc., can also be adopted as predetermined parameters.
[0153] Furthermore, in the above-described embodiment, if a player uses a special item to raise the level of one of the player characters owned by that player to a predetermined level, the parameter control unit 202 of the server device 20 may restrict the use of the special item itself so as not to raise the levels of the remaining player characters to a predetermined level, even if the special item is used afterward. Alternatively, if a player uses a special item to raise the level of one of the player characters owned by that player to a predetermined level, the parameter control unit 202 of the server device 20 may restrict the use of the special item itself so as not to raise the levels of the remaining player characters to a predetermined level.
[0154] <Conditions for playing special quests> In the embodiments described above, examples of play conditions for special quests included cases where "the player's rank has reached a predetermined rank" and "the player character's level has reached a predetermined level," but the present invention is not limited to these.
[0155] For example, it's possible to set both "the player's rank reaching a predetermined rank" and "the player character's level reaching a predetermined level" as play conditions for a special quest. In this case, when the player uses a special item, their rank will increase to the predetermined rank, and their character's level will also increase to the predetermined level.
[0156] For example, when a special quest is undertaken using multiple player characters, the play condition for the special quest may be that each of those multiple player characters reaches a predetermined level, or that the overall level (e.g., the average level) calculated based on the levels of each of those multiple player characters reaches a predetermined level. In this case, the player uses a special item to raise the levels of each of the multiple player characters to the predetermined level, and also to raise the overall level to the predetermined level.
[0157] In the embodiment described above, in the case of a special quest that can be played in cooperation with other players such as friends, it is also possible for players who participate in the special quest by fulfilling the play conditions using special items and players who participate in the special quest by fulfilling the play conditions without using special items to play together.
[0158] However, if the play condition is "the player's rank must reach a predetermined rank," then while all players participating in the special quest will have reached the predetermined rank, in reality, beginners with skills not yet at the predetermined rank (players who use special items to participate in the special quest) and advanced players with skills already at the predetermined rank (players who participate in the special quest without using special items) will be playing the special quest together. As a result, there is a high possibility that the skill gap between beginners and advanced players will widen significantly, placing a heavy burden on advanced players in the special quest.
[0159] Therefore, if players who use special items to participate in a special quest (beginners) and players who participate in a special quest without using special items (advanced players) play the special quest together, the bonus may be granted only to the players who participate in the special quest without using special items (advanced players).
[0160] This means that players who participate in special quests without using special items (advanced players) will be more likely to actively participate in special quests in order to acquire rewards, even if the battle burden in special quests becomes greater. On the other hand, players who participate in special quests using special items (beginners) will not receive rewards, but they can learn skills by playing with players who participate in special quests without using special items (advanced players).
[0161] In this case, the reward could be, for example, game points as the first reward. Then, by accumulating a predetermined amount of the first reward, it would be possible to award a voucher for a special character or the like as a second reward, which is different from the first reward.
[0162] <System Configuration> In the above-described embodiment, instead of a centralized network system equipped with server devices, a decentralized network system using blockchain technology (distributed ledger technology) may be adopted. In a decentralized network system, various types of information stored in the server devices of a centralized network system are distributed and stored on each terminal connected via peer-to-peer (P2P) networks. By using blockchain technology, various types of information are managed in a mutually monitoring manner, making it possible to avoid unauthorized data tampering, etc. Furthermore, content (characters, items, etc.) utilizing blockchain technology may be issued and circulated as non-fungible tokens (NFTs), which can increase the asset value of the content.
[0163] <Content> In the embodiments described above, characters were used as an example of content, but the present invention is not limited to this. For example, the content may be various types of data such as items, cards, figures, avatars, images, music, scenarios, quests, or programs such as applications. [Explanation of symbols]
[0164] 1. Information Processing System 10 client terminals 20 Server Devices 50 Computers 51 CPU 52 RAM 53 ROM 54 Communication Interfaces 55 Input device 56 Display device 57 External Interfaces 58 HDD 100 Client Control Unit 101 Image generation unit 102 Display Control Unit 120 Client Storage Unit 140 Client Communications Department 150 Operation Input Reception Unit 160 Screen display section 200 Server Control Unit 201 Quest Control Unit 202 Parameter Control Unit 203 Special Offer Department 204 Reward Distribution Department 205 Item Granting Section 220 Server Storage Units 221 Character Information Storage Unit 222 Item Information Storage Unit 223 Quest Information Storage Unit 224 Player Information Storage Unit 240 Server Communications Department 500 Quest Selection Screen 501 Scroll Button 502 List 503 Operation Buttons 504 Cancel button 505 Message 550 Special Item Usage Screen 600 Character Selection Screen 601 List 602 Operation Buttons 603 Cancel button B Bus Line N Network
Claims
[Claim 1] A computer, An event control means that, when a predetermined parameter associated with at least one of the player and their player character reaches a predetermined value, allows the player to play a predetermined event, and when the predetermined parameter does not reach a predetermined value, restricts the player from playing the predetermined event. Parameter control means that controls the predetermined parameters so that they reach predetermined values when a player whose gameplay of the predetermined event is restricted uses a special item. A program that makes it function as such.