Information processing device, information processing method, and program

The information processing device enhances player engagement by granting objects and rewards for completing specific quests, addressing boredom in limited-time events by offering extended playtime and special incentives.

JP2026099966APending Publication Date: 2026-06-18MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-04-07
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Players in video games may become bored from repeatedly playing the same quests, especially those with limited-time events, leading to a decrease in motivation to continue playing.

Method used

An information processing device and method that grants players objects and rewards for completing specific quests within a predetermined period, with increased rewards for cumulative luck values of characters, allowing for extended playtime and special rewards upon reaching certain conditions.

Benefits of technology

Maintains player motivation by providing multiple quests with varying content and incentives, such as extended playtime and special rewards, encouraging repeated play.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides an information processing device, an information processing method, and a program that enable players to repeatedly play multiple quests that are available for a limited time. [Solution] The information processing device of the present invention includes a first granting unit that grants the target player objects corresponding to specific quests cleared by the target player from among a plurality of specific quests whose playable time period is set within a predetermined period, and a second granting unit that grants the target player a reward when the sum of predetermined parameters of the objects granted to the target player for each cleared specific quest reaches a condition value within the predetermined period.
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.

Background Art

[0002] In games played using a computer such as video games, in order to grow a character operated by oneself or for other purposes, a player may repeatedly play a predetermined stage (quest) (see, for example, Patent Document 1). However, if the same quest is repeatedly played, it takes time and effort, so there is a risk of boring the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Also, as a game plan that can add or update quests that can be played like online games by version upgrades or the like, there are cases where a specific quest can be played for a limited period.

[0005] During the event period described above, it is desirable for players to repeatedly play specific quests. However, as mentioned earlier, there is a risk that players will become bored if they repeatedly play the same quest. Therefore, it is necessary to maintain players' motivation to repeatedly play specific quests. One solution is to provide multiple specific quests that can be played within a set period, and enrich the content of the quests by changing the characters that appear in each quest. In addition to taking such measures, there is a need for means and methods to more effectively encourage players to repeatedly play specific quests.

[0006] Therefore, the object of the present invention is to provide an information processing device, an information processing method, and a program that can allow a player to repeatedly play multiple quests that are playable for a limited time. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present inventor is characterized by having: a first granting unit that grants to a target player objects corresponding to specific quests cleared by the target player from among a plurality of specific quests whose playable time period is set within a predetermined period, each time a specific quest is cleared; and a second granting unit that grants to the target player a reward when the sum of predetermined parameters of the objects granted to the target player each time a specific quest is cleared reaches a condition value within the predetermined period. [Effects of the Invention]

[0008] According to one aspect of the present invention, it is possible to provide an information processing device, an information processing method, and a program that can effectively maintain the motivation of players to repeatedly play multiple specific quests that are playable for a limited time. [Brief explanation of the drawing]

[0009] [Figure 1] This figure shows an example of a screen displaying a quest being played within the game. [Figure 2] This is a diagram explaining the objects that are awarded upon completing specific quests. [Figure 3] This diagram shows the aggregated and total values ​​of the object's luck value, which is awarded upon completing specific quests. [Figure 4] This diagram shows the playable time slots for each of several specific quests during the quest's duration. [Figure 5] This is an explanatory diagram regarding the addition and extension of playable time slots. [Figure 6] This is a conceptual diagram showing an information processing device and peripheral devices according to one embodiment of the present invention. [Figure 7] This is an explanatory diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 8] This figure shows a home screen as an example of a game screen. [Figure 9] This figure shows an example of a game screen, specifically a quest progress screen. [Figure 10] This figure shows an example of a game screen, specifically the special rewards list screen. [Figure 11] This is a diagram showing some of the player information. [Figure 12] This diagram illustrates a situation where a new object of the same type is assigned after a predetermined parameter of that type of object has reached its upper limit. [Figure 13] This figure (Part 1) shows an example of an information processing flow according to one embodiment of the present invention. [Figure 14] This figure (part 2) shows an example of an information processing flow according to one embodiment of the present invention. [Figure 15] This diagram shows the flow of the decision-making process. [Modes for carrying out the invention]

[0010] The information processing apparatus, information processing method, and program of the present invention will be described below with reference to a preferred embodiment shown in the attached drawings (hereinafter referred to as this embodiment). Note that the embodiments described below are merely one of the specific examples given to facilitate the understanding of the present invention, and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from its gist. Also, of course, the present invention includes its equivalents. Also, the screen examples shown in the drawings referred to in the following description are merely examples, and the configuration examples of the screen, the content of the displayed information, the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications, the user's preferences, etc., and can be changed as appropriate.

[0011] [Regarding the game according to this embodiment] Prior to the description of the information processing apparatus according to this embodiment, a specific game (hereinafter simply referred to as "game") that can be played through the information processing apparatus will be described.

[0012] The game is content that a player plays by operating a terminal for game play while viewing a game screen on the terminal, and in this embodiment, it is an online game that uses data communication. Here, the online game may include, for example, a social game that can be used only with a Web browser and an SNS (Social Networking Service) account.

[0013] In this embodiment, a player can play the game alone or can play the game jointly with other players. That is, the game is a co-play compatible game (so-called multi-player game) in which a plurality of players can play jointly by operating their respective terminals.

[0014] In the game, players play a game component called a quest. Quests are played with the aim of clearing (meeting the achievement conditions), and a plurality of quests are set in this embodiment, and the content (for example, difficulty level, enemy characters that appear, etc.) changes for each quest. In the case of single play, one player plays the quest, and in the case of co-op play, multiple players play the same quest together.

[0015] Also, players can obtain and possess objects in the game and use the possessed objects. An "object" is a game medium such as characters and items that appear in the game. Examples of "characters" include living things such as humans, animals, and plants, machines such as vehicles and robots, objects other than machines, fictional characters such as monsters, or other characters similar to these. An "item" is a material that is used by players in the game to assist or interfere with players, and items include those that can be used as currency in the game and exchanged with other items or characters (in-game currency).

[0016] The objects possessed by the player (possessed objects) are the targets for the player to use. The use of a possessed object includes playing a quest using the possessed object and consuming other possessed objects to improve the parameters of one possessed object, such as enhancement and evolution described later.

[0017] Characters as owned objects (owned characters) are used by the player when playing quests. Specifically, as shown in Figure 1, the player edits a deck using owned characters, manipulates the objects in the deck to play each quest, and more specifically, defeats the enemy characters that appear in each quest. A "deck" is a group of characters formed by selecting a predetermined number of characters (3 in the case shown in Figure 1) from the player's owned characters. Furthermore, a player can own multiple owned characters of the same type, and in that case, when editing the deck to play a quest, they can select owned characters of the same type.

[0018] Furthermore, players can sell their owned characters within the game. Selling means losing the right to use that owned character in exchange for obtaining in-game currency. The right to use the owned character is the right to use the owned character within the game, and only owned characters with the right to use can be used to play quests (i.e., added to the deck), and can also be used as material characters during the enhancement process described later.

[0019] Furthermore, each owned character has parameters that indicate their abilities and attributes, such as level, skill value, power (stamina), and luck value. These parameters increase or decrease as the player progresses through the game and can be changed, for example, through enhancement. Enhancement is an in-game feature that increases the parameters of one owned character (hereinafter referred to as the "base character") by combining multiple owned characters, and is usually performed based on the player's instructions. Through enhancement, the parameters of the base character increase according to the parameters of the other owned characters (hereinafter referred to as "material characters") that are combined with the base character.

[0020] In this embodiment, the characters that can be synthesized for enhancement are characters that are associated with each other, for example, a base character and a character of the same type as the base character. Of the multiple owned characters used for enhancement, the material character synthesized with the base character will lose its usage rights after the enhancement is performed.

[0021] Furthermore, some owned characters can transform into different types of characters through evolution or other animations. The transformed character, that is, the character derived from the owned character before the transformation (hereinafter referred to as the "derived character"), will have different parameters and a different appearance from the original character. The transformation of an owned character into a derived character (i.e., through evolution or other animations) is usually carried out based on the player's instructions, and the derived character is newly added to the player's owned characters.

[0022] In this embodiment, the luck value of the character before transformation is carried over to the derived character after transformation. In other words, the luck value does not change due to the evolution of the character, and the luck value of the derived character immediately after transformation is the same as the luck value of the character before transformation. Furthermore, when strengthening a derived character as a base character, a character of the same type as the derived character, or the character before transformation of the derived character, is used as a material character.

[0023] Furthermore, among the parameters mentioned above, the Luck value corresponds to an example of the "predetermined parameters" of the present invention, and the higher the Luck value of a character, the easier it is to receive benefits in the game. To explain in more detail, in the game, rewards are given to players who complete quests. Rewards are objects that players can use in the game, such as characters and items. The items given as rewards include in-game currency, and the in-game currency includes the currency necessary to carry out predetermined events in the game. Events that can be carried out using in-game currency include lottery events in which players can obtain characters, etc.

[0024] In this embodiment, rewards include regular rewards and special rewards. Regular rewards are those normally obtained by clearing a quest, and with a certain probability, the characters corresponding to the cleared quest, specifically enemy characters that appeared in the quest (more specifically, boss characters that appear at the end of the quest, etc.), are included in the regular rewards. Furthermore, the number of regular rewards awarded is determined by the luck value of the characters you possess that make up the deck used to clear the quest. Normally, you receive a set number of rewards (for example, 1), but the higher your luck value, the easier it becomes to receive more regular rewards than the set number (for example, 2).

[0025] Furthermore, the number of regular rewards may depend on factors other than the luck value of the characters that make up the deck. For example, the number of regular rewards may be determined based on whether or not an item that increases the number of regular rewards is used, the speed at which the quest is cleared (the time taken to clear the quest), and whether or not it is the first time the quest has been cleared. In addition, even for the same quest, the number of regular rewards may differ depending on whether it is cleared by one player in solo play or by multiple players in cooperative play.

[0026] Special rewards are an example of the "rewards" of the present invention, and include, for example, characters or items with a lower acquisition probability than regular rewards. Specifically, these include items necessary to carry out the aforementioned lottery event that are of higher value than usual (for example, items for which the number required to carry out the lottery event once is set to be less than usual).

[0027] In this embodiment, a special reward is obtained when the sum of the luck values ​​of a specific character reaches a certain value. The specific character is an object corresponding to a specific quest (for example, an enemy character that appears in a specific quest), and is given as a normal reward when the specific quest is cleared. The specific quest is a quest that can be played for a limited time, and is added as a quest in the game through a game version update, etc., during a period set to promote play of the specific quest (hereinafter referred to as the "quest period"). In this embodiment, multiple specific quests are provided, and the content of each quest differs, and in particular, the type of specific character given as a normal reward when cleared differs.

[0028] There is no particular limit to the number of specific quests, but below, as an example, we will explain a case where three specific quests (hereinafter referred to as "Specific Quests A, B, and C") are playable for a limited time. Incidentally, in the following explanation, characters that are granted to the player when they complete quests other than the specific quests, that is, characters other than the specific characters (corresponding to other objects), will be referred to as "general characters."

[0029] By clearing specific quests A, B, and C, players can obtain specific characters (hereinafter referred to as "specific characters a, b, and c") corresponding to each quest as a regular reward, as shown in Figure 2. Furthermore, by repeatedly playing and clearing each specific quest, players can increase the number of specific characters a, b, and c they possess. In other words, players who clear a particular quest multiple times will be granted an object corresponding to that quest each time they clear it.

[0030] Furthermore, as mentioned above, players can possess multiple copies of each of the specific characters a, b, and c, and can also sell the specific characters a, b, and c they possess. In addition, players can transform each of the multiple specific characters a, b, and c into derived characters through evolution or other means.

[0031] Furthermore, players can increase the luck value of a base character by performing enhancements on one of their specific characters (corresponding to "one object"), or a derivative character derived from that specific character, as the base character.

[0032] In this embodiment, there is an upper limit to the luck value of owned characters, and once a character's luck value reaches the upper limit, its luck value will not increase even if further enhancements are performed. Also, in this embodiment, it is possible to own multiple characters of the same type as a character whose luck value has reached the upper limit (see Figure 12). There are no particular limitations on the upper limit of the rack value, but in the following explanation, we will use the case where "99" is the upper limit of the rack value as an example.

[0033] Furthermore, during the quest period (more precisely, during the quest playable period described below), clearing a specific quest using a specific character or derivative character whose luck value has reached its maximum will grant the player a greater number of regular rewards than clearing the same specific quest using a regular character whose luck value has reached its maximum.

[0034] Then, when the sum of the luck values ​​of specific characters a, b, and c (more precisely, derivative characters derived from each of these specific characters) owned by the player reaches a certain value, the player is granted a special reward. Here, the sum of the luck values ​​is the sum of all the luck values ​​of the specific characters given to the player each time a specific quest is cleared, and it increases as the number of times the specific quest is cleared increases (in other words, as the number of specific characters owned increases). In the case shown in Figure 3, the sum of the luck values ​​is 30.

[0035] In this embodiment, the term "all specific characters assigned to the player" that are included in the aggregation includes specific characters that the player previously owned but whose usage rights have now been lost due to sale or enhancement.

[0036] In this embodiment, multiple different condition values ​​are set, and a special reward is set for each condition value (see Figure 10). When the sum of the luck values ​​of specific characters a, b, and c owned by the player reaches each condition value, the player is granted the special reward corresponding to the reached condition value.

[0037] Based on the above points, it is preferable that the quest period be set to a sufficient duration for players to repeatedly play each of the specific quests A, B, and C. For example, it could be set to 1 to several days, 1 to several weeks, 1 to several months, or 1 to several years.

[0038] In this embodiment, each of the multiple specific quests A, B, and C has a predetermined number of playable time slots (hereinafter referred to as "specified time slots") within the quest period, and the specified time slots for each specific quest differ from those for each other.

[0039] Referring to Figure 4, each of the multiple designated time slots set for each specific quest lasts from one hour to several hours. As shown in Figure 4, the specific quests whose designated time slots occur vary throughout the day, for example, switching periodically in the order of specific quests A, B, and C. Also, as shown in Figure 4, the designated time slots for each of the multiple specific quests A, B, and C are set so that they do not overlap. In other words, during the designated time slot for a particular quest (for example, specific quest A), in principle, only that specific quest can be played, and it is not possible to play other specific quests (for example, specific quests B and C).

[0040] In this embodiment, a player can register any or all of a plurality of specific quests A, B, and C as quests to reserve for play. When a specific quest is registered as a quest to reserve for play, the player who made the reservation will be notified that the registered specific quest is now playable when the specified time slot for that quest arrives.

[0041] On the other hand, in this embodiment, the playable time period for each specific quest can be changed from its prescribed time period by two exceptional measures. The first measure is an additional measure that adds a playable time period for a specific quest outside of the prescribed time period. According to the additional measure, as shown in the upper diagram of Figure 5, a specific quest (for example, Quest A) can be made playable for an additional 1 to several hours within a certain period (for example, within 24 hours) from the end of its prescribed time period. The second measure is an extension measure that extends the playable time period for a specific quest. According to the extension measure, as shown in the lower diagram of Figure 5, the playable time period for a specific quest (for example, Quest A) can be extended by a range of 1 to 24 hours from the end of its prescribed time period.

[0042] Both of the above exceptional measures (i.e., additional measures and extension measures) are implemented at the player's instruction. Specifically, the player uses a designated instruction item within the game to instruct the additional or extension measures and selects a specific quest to which the instructed measures apply. This results in an additional or extended playable time for the specific quest selected by the player.

[0043] As described above, in this embodiment, multiple specific quests A, B, and C can be played not only during the prescribed time period during the quest period, but also during the additional or extended time period due to the exceptional measures described above. Hereinafter, the period that includes the additional or extended playable time period in addition to the quest period, that is, the entire period during which multiple specific quests A, B, and C can be played, will be referred to as the "quest playable period." This quest playable period corresponds to the "predetermined period" of the present invention. The start of the quest playable period coincides with the start of the quest period, and the end of the quest playable period is delayed by the amount of the additional time period due to the aforementioned additional measures compared to the end of the quest period.

[0044] In this embodiment, the player can repeatedly play multiple specific quests A, B, and C during the quest playable period, and each time they clear a specific quest, they can acquire a specific character corresponding to the cleared quest. Furthermore, if the sum of the luck values ​​of the specific characters a, b, and c owned by the player reaches a certain value during the quest playable period, the player will be granted a special reward.

[0045] [Regarding the information processing device and peripheral devices of this embodiment] Next, the information processing device and its peripheral devices according to this embodiment will be described with reference to Figure 6. For the sake of explanation, in the following description, we will focus on one of the game's players and refer to that player as the "target player."

[0046] Each player possesses a game terminal (hereinafter referred to as "operating terminal 12"). While Figure 6 only shows the operating terminal 12 of a single player, in reality, there are, of course, a number of operating terminals 12 corresponding to the number of players in the game.

[0047] The operating terminal 12 is a client terminal, and specifically consists of a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of information input, or wearable device. As shown in Figure 6, the operating terminal 12 is connected to the server 10 via a communication network 14 so as to be able to communicate. The communication network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).

[0048] Server 10 is an example of the "information processing device" of the present invention, and is a computer that performs various information processing related to game progression, such as generating and sending / receiving data necessary for game progression, and more specifically, is an SNS server in this embodiment. Server 10 may consist of a single computer, or it may consist of multiple computers arranged in parallel and distributed. Furthermore, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since a series of information processes related to game progression (excluding information input and display) are performed by Server 10, the operation terminal 12 only needs to input information to be handed over to Server 10 and display information distributed from Server 10.

[0049] As hardware components, the server 10 includes a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 6, which are electrically connected via a bus 25. The processor 21 may be composed of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0050] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory). The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0051] Storage 24 includes flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), and CD. The storage device may consist of a Compact Disc, DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Furthermore, the storage device 24 may be built into the server 10 or attached to the server body as an external device. Additionally, the storage device 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. As a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering.

[0052] Furthermore, the server 10 has software installed, including an operating system (OS) program and an information processing program for game progression. These programs correspond to the "programs" of the present invention, and are executed by the processor 21, allowing the server 10 to function as an information processing device of the present invention.

[0053] To explain in more detail, when the above program is executed, server 10 receives the target player's operations via the target player's operation terminal 12, generates data to advance the game according to the received operations, and transmits the generated data to the target player's operation terminal 12. In addition, server 10 manages the target player's game play history, and especially during the period when quests are playable, it manages the number of times each of several specific quests A, B, and C has been cleared, the number of specific characters a, b, and c that have been granted by clearing specific quests, and the total value of the luck values ​​of the granted specific characters a, b, and c.

[0054] The above program may be obtained by reading it from a computer-readable recording medium, or it may be obtained (downloaded) via a network such as the Internet or an intranet.

[0055] [About the functions of the information processing device of this embodiment] To explain the configuration of server 10 from a functional standpoint, as shown in Figure 7, server 10 has a reception unit 31, a game progress unit 32, a screen display unit 33, a memory unit 34, a parameter determination unit 35, a parameter change unit 36, a privilege management unit 37, a recommendation unit 38, a reward granting unit 39, and a time zone change unit 40. Of these functional units, the memory unit 34 is realized by memory 22 or storage 24, while the other functional units are realized by the cooperation of various hardware devices constituting server 10 and programs installed on server 10. Each functional unit will be explained in detail below.

[0056] (Reception Department) The reception unit 31 receives game progression operations performed by the target player through the operation terminal 12 by communicating with the operation terminal 12, and more specifically, receives data indicating the content of the operations from the operation terminal 12. The operations of the target player that the reception unit 31 receives include not only operations performed during quest play (i.e., operations to advance the quest with the aim of clearing it), but also various selections, specifications, instructions, requests, commands, permission or denial, registration and other input operations performed by the target player at various points in the game.

[0057] In this embodiment, the reception unit 31 receives, for example, operations to select a quest to play, operations to instruct the strengthening of owned characters, operations to instruct the use of owned items, operations to instruct the sale of owned characters, operations to request a change in the display screen, and operations to register a quest to play.

[0058] (Game progression section and screen display section) The game progress unit 32 performs information processing to advance the game in response to the target player's operations received by the reception unit 31. The screen display unit 33 displays a screen (game screen) reflecting the results of the information processing by the game progress unit 32 on the target player's operation terminal 12. In this embodiment, the screens that the screen display unit 33 displays on the target player's operation terminal 12 include, in addition to the quest play screen shown in Figure 1, the home screen G1 shown in Figure 8, the specific quest progress screen G2 shown in Figure 9, and the special reward list screen G3 shown in Figure 10. Each display screen will be explained in detail later.

[0059] (Storage part) The memory unit 34 stores various information necessary for playing the game and includes a player information memory unit 51, a character information memory unit 52, an item information memory unit 53, a owned character information memory unit 54, a quest information memory unit 55, and a time zone information memory unit 56, as shown in Figure 7.

[0060] The player information storage unit 51 stores information about the target player's game play history. The information stored in the player information storage unit 51 includes, for each player in the game, including the target player, the player name or identification information (ID), login password, last login date and time, total game play time, average time of day the player plays the game, identification information of characters assigned to the player so far, and identification information and number of items the player possesses.

[0061] Furthermore, during the quest playable period, in addition to the above information, as shown in Figure 11, the player information storage unit 51 stores for each of the multiple specific quests A, B, and C for each player the number of plays, play time, number of clears, the number of specific characters granted so far and the luck value of each specific character, the average and shortest time required to clear, the characters that made up the deck used when clearing in the shortest time, and the total luck value. In addition, as shown in Figure 11, the player information storage unit 51 also stores for each player whether or not each special reward set for each condition value has been granted (i.e., whether or not it has been acquired).

[0062] The character information storage unit 52 stores, for each character obtainable by clearing a quest, the name, appearance (image), initial and upper limits of parameters, the appearance and initial and upper limits of parameters of the derived character if it evolves into a derived character, and the acquisition probability, etc., linked to the character's identification information. The item information storage unit 53 stores, for each item in the game, the item name, the effect when used, and the acquisition probability, etc., linked to the item's identification information.

[0063] The owned character information storage unit 54 stores, for each character owned by each player, the current values ​​of parameters including the luck value, whether the luck value has reached its upper limit, whether the character has been transformed into a derived character through evolution, etc., and whether or not the player has usage rights, linked to the player's identification ID and the character's identification information.

[0064] The quest information memory unit 55 stores information about playable quests in the game, including characteristics of the quest (for example, enemy characters that appear and the difficulty level), characters or items given as rewards (normal rewards) upon completion, and players who have completed the quest and the number of players who have done so, linked to the quest's identification information. Furthermore, during the period when quests can be played, in addition to the above information, a predetermined time period for each of the multiple specific quests A, B, and C is stored in the quest information storage unit 55 for each specific quest.

[0065] The time zone information storage unit 56 stores, in the case of quests with restricted playable time zones, such as specific quests, the playable time zones that have been changed due to additions, extensions, etc., linked to the identification information of the player to whom the changed time zone applies.

[0066] (Parameter determination unit) The parameter determination unit 35 determines the parameters of the character that are normally given as a reward to the player who clears the quest, and in this embodiment, it determines the luck value of a specific character that is given to the player who clears the special quest.

[0067] In this embodiment, the parameter determination unit 35 determines the luck value of a specific character within a predetermined numerical range (for example, a range of 1 to 5). The luck value determined by the parameter determination unit 35 may be varied for each specific character, or it may be a constant value. When the luck value is varied for each specific character, the parameter determination unit 35 may determine the luck value assigned to the specific character based on information stored in the storage unit 34, in particular player information stored in the player information storage unit 51 (for example, information regarding the play history of the target player).

[0068] To explain in more detail, the parameter determination unit 35 can determine the luck value of a specific character to be awarded when a target player clears a specific quest, within a predetermined numerical range, according to the number of times the target player has cleared that specific quest. For example, the luck value may be set to a larger value the more times the quest is cleared. Here, the number of times a quest is cleared may be the number of times it is cleared within one of several predetermined time periods (for example, 1 hour to several hours) set during the quest period for each specific quest. In other words, the parameter determination unit 35 can determine the luck value of a specific character to be awarded when a target player clears a specific quest, within a predetermined numerical range, according to the number of times the target player has cleared that specific quest within a single predetermined time period. For example, the luck value may be set to a larger value the more times the quest is cleared.

[0069] Other procedures for determining the luck value are also possible. The parameter determination unit 35 sets a weight for each specific quest based on the time of day when the target player plays a specific quest and the prescribed time of day defined for each of the multiple specific quests A, B, and C. Here, the time of day when the target player plays a specific quest can be the average time of day statistically determined from the target player's past performance of playing specific quests. The weight can be determined based on the degree of agreement between the prescribed time of day for the specific quest and the time of day when the target player plays the specific quest. For example, the smaller the degree of agreement, the larger the weight may be. The parameter determination unit 35 can determine the luck value of a specific character to be awarded when the target player clears a specific quest, within a predetermined numerical range, according to the weight of that specific quest. For example, the luck value may be determined to be larger the greater the weight.

[0070] Alternatively, the parameter determination unit 35 may determine the luck value of a specific character to be awarded when a target player clears a specific quest, within a predetermined numerical range, according to the time of day the specific quest is played. For example, the parameter determination unit may determine a higher luck value when the same specific quest is played during a time period changed from the prescribed time period due to the aforementioned additional measures or extension measures, compared to the luck value when the specific quest is played within its prescribed time period.

[0071] Alternatively, the parameter determination unit 35 may determine the luck value of a specific character to be awarded when the target player clears a specific quest, within a predetermined numerical range, depending on the relationship between the target player's last login and the quest period. For example, suppose the target player's last login was before the quest period, and the target player logs in again after a long time, near the end of the quest period (specifically, on the last day of the period). In this case, it becomes difficult for the target player to repeatedly clear the specific quest until the total luck value of the specific character reaches the upper limit. Taking this into consideration, in the above situation, the parameter determination unit 35 may determine that the luck value of a specific character awarded when the target player clears a certain quest is a larger value than the luck value of a specific character awarded when another player clears the same quest.

[0072] (Parameter change section) The parameter modification unit 36 ​​modifies the parameters of the character selected as the base character when the target player instructs the player to perform enhancement on the character they own. For example, if the target player selects a specific character (corresponding to a single object) or a derived character (corresponding to a derived object) derived from that specific character as the base character, and selects material characters of the same type as the specific character, the parameter modification unit 36 ​​will combine these characters and increase the luck value of the base character according to the luck value of the material characters. At this time, parameters other than the luck value of the base character will also be increased in the same way. Parameters that have already reached their upper limit will not increase even if enhancement is performed and will remain at their upper limit. The parameter modification unit 36 ​​then updates the parameters of the base character from the information about the target player's owned characters stored in the owned character information storage unit 54 of the storage unit 34 to the increased (enhanced) parameters.

[0073] (Authority Management Department) The authorization management unit 37, based on the instructions of the target player, revoks the usage rights of the target player's owned characters, including specific characters assigned to the target player. Specifically, if the target player instructs to sell their owned characters, the authorization management unit 37 revoks the usage rights of the characters to be sold. Also, if the target player instructs to enhance their owned characters, the authorization management unit 37 revoks the usage rights of the owned characters used as materials in that enhancement. Furthermore, the authorization management unit 37 updates the status of the authorized character stored in the owned character information storage unit 54 from "authorized" to "not authorized" for owned characters whose usage rights have been lost.

[0074] (Recommended section) The recommendation unit 38 selects a recommended quest from among several specific quests at each point in time during the quest period and recommends the selected recommended quest to the target player. In this embodiment, the recommendation unit 38 aggregates the luck values ​​of specific characters assigned to the target player by character type at each point in time during the quest period. For example, in the case shown in Figure 3, the aggregated luck value of specific character a is 8, the aggregated luck value of specific character b is 7, and the aggregated luck value of specific character c is 15.

[0075] The recommendation unit 38 then sets the specific character with the smallest aggregate value at that time, specifically the type of character with the minimum aggregate value and the corresponding specific quest, as the recommended quest. In the case of Figure 3, specific character b and corresponding specific quest B are set as the recommended quest.

[0076] Other procedures for setting recommended quests are also possible. For example, the recommendation unit 38 reads the player information of the target player stored in the player information storage unit 51 and identifies the time it took the target player to complete each of several specific quests, specifically the shortest time required (shortest completion time). In this case, the recommendation unit 38 can set the specific quest with the shortest completion time, specifically the specific quest with the shortest completion time, as the recommended quest. In such a setting procedure, the recommendation unit 38 may also identify the deck used by the target player when they completed the quest set as the recommended quest (i.e., the specific quest with the shortest completion time) from the target player's player information, and recommend the identified deck as a recommended deck along with the recommended quest.

[0077] Alternatively, the recommendation unit 38 reads player information for multiple players, including the target player, from the player information storage unit 51, and aggregates the number of times each of the multiple players has cleared each of the multiple specific quests for each specific quest. In this case, the recommendation unit 38 can set the specific quest with the highest aggregate value, for example, the specific quest with the highest aggregate value (i.e., the specific quest that multiple players have cleared the most times), as the recommended quest.

[0078] Alternatively, the recommendation unit 38 reads information about the target player's owned characters stored in the owned character information storage unit 54 and identifies whether there are any characters whose luck value has reached its upper limit for each of the multiple specific characters a, b, and c assigned to the target player. In this case, the recommendation unit 38 can set a specific character whose luck value has not yet reached its upper limit and the corresponding specific quest as a recommended quest.

[0079] (Reward Distribution Department) The reward distribution unit 39 distributes a predetermined reward to the target player when the target player meets the reward distribution conditions within the game. As shown in Figure 7, the reward distribution unit 39 in this embodiment includes a first distribution unit 61 and a second distribution unit 62.

[0080] <First Granting Department> The first reward unit 61 grants the target player the normal reward when the target player clears a quest. Furthermore, if the target player repeatedly plays and clears each of multiple specific quests A, B, and C during the quest playable period, the first reward unit 61 grants the target player the normal reward for each specific quest cleared, which includes at least the specific character corresponding to the specific quest cleared.

[0081] In this embodiment, the first reward unit 61 determines the number of normal rewards to be given to the target player who has cleared the quest, according to the luck value of the character used to play the quest (specifically, the owned character added to the deck). To illustrate with an example, suppose the target player clears a specific quest using a specific character or a derivative character derived from that specific character during the quest playable period. In this case, the first reward unit 61 increases the number of normal rewards according to a probability corresponding to the luck value of the specific character or derivative character, and gives that number of normal rewards to the target player.

[0082] Furthermore, in this embodiment, if the target player clears a specific quest corresponding to the specific character after the luck value of one specific character or a derived character derived from that specific character has reached its upper limit, the first granting unit 61 grants the target player a new specific character of the same type as the specific character. To explain using the case shown in Figure 12 as an example, if the target player clears a new specific quest A after the luck value of one of the specific characters a owned by the target player has reached its upper limit, a new specific character a (specific character a enclosed in a dashed rectangle in Figure 12) is granted to the target player.

[0083] Furthermore, in this embodiment, during the period in which a quest can be played, the number of normal rewards obtained by clearing a specific quest using one specific character or its derivative character whose luck value has reached its maximum value will be greater than the number of normal rewards obtained by clearing the specific quest using a general character other than the specific character whose luck value has reached its maximum value. However, this is not limited to this, and the number of normal rewards obtained when clearing a specific quest using a specific character (including its derivative character) with its luck value at its maximum value may be the same for both the specific character (including its derivative character) and the general character.

[0084] <Second Granting Department> The second granting unit 62 grants a special reward to the target player if the total value of the luck values ​​of the specific characters granted to the target player by the first granting unit 61 each time a specific quest is cleared reaches a condition value during the quest playable period. In this embodiment, if the target player clears a specific quest during the quest playable period (in other words, if the cleared specific quest and the corresponding specific character are newly granted to the target player), the second granting unit 62 calculates the total value of the luck values ​​of the specific characters granted to the target player each time a specific quest is cleared during the quest playable period.

[0085] To explain in more detail, the second reward unit 62 calculates the total value of the player's luck each time they complete a specific quest. The second reward unit 62 then determines whether the calculated total value has reached a certain threshold, and if it has, it grants the player a special reward corresponding to that threshold.

[0086] Furthermore, in this embodiment, the second granting unit 62 sums up all the luck values ​​of the specific characters granted to the target player, regardless of whether or not they have usage rights. For example, in the case shown in Figure 3, if the target player sells one or more of the specific characters they possess (specific character b, enclosed in a dashed rectangle in Figure 3), the usage rights of the sold specific character are lost. In this case, the second granting unit 62 calculates the total luck value of all the specific characters granted to the target player during the quest playable period, including the sold specific character (in the case shown in Figure 3, the total luck value is 30). If the total value calculated in the manner described above reaches a condition value, the second granting unit 62 grants a special reward to the target player.

[0087] Furthermore, in this embodiment, when the second assignment unit 62 calculates the sum of the luck values ​​of specific characters, after the luck value of one specific character or its derivative character has reached the upper limit, it calculates the sum of the luck values ​​of all specific characters assigned to the target player, including specific characters of the same type as the above-mentioned specific character whose luck value has not yet reached the upper limit. For example, if the specific characters assigned to the target player up to a certain point in time are the four specific characters a shown in the right-hand figure of Figure 12, and the luck values ​​of each specific character at that time are the values ​​shown in the same figure, the sum of the luck values ​​will be 104 (=99+2+2+1). Then, the second rewarding unit 62 grants a special reward to the target player if the total value obtained in the manner described above reaches the required value during the quest play period.

[0088] However, the above is not the only way to do this. After the luck value of one specific character or its derivative character reaches its upper limit, the second granting unit 62 may calculate the sum of the luck values ​​of the specific characters granted to the target player, excluding specific characters of the same type as the above-mentioned specific character whose luck value has not yet reached its upper limit. For example, if the specific characters granted to the target player up to a certain point in time are the four specific characters a shown in the right diagram of Figure 12, and the luck value of one of them has reached its upper limit, the sum of the luck values ​​at that point in time may be the luck value of the specific character a that has reached its upper limit, i.e., 99.

[0089] (Time zone change section) The time zone change unit 40 changes the playable time zone for a specific quest from a predetermined time zone within the quest playable period. Specifically, if a target player uses a designated instruction item in the game to instruct the addition or extension of the playable time zone for a particular quest, the time zone change unit 40 changes the playable time zone for that quest from the predetermined time zone, specifically adding or extending the time zone.

[0090] Furthermore, in this embodiment, the time zone change unit 40 can prompt the target player to change the playable time zone for a specific quest, specifically by adding such time zones. To explain in more detail, suppose at some point during the quest period (for example, when there are one or several days remaining until the end of the period), the total value of the luck value has not reached the required value, that is, the target player has not obtained the special reward. In this case, the time zone change unit 40 determines whether the target player possesses an item to add playable time zones for the specific quest, and if the target player possesses such an item, it prompts the target player to use the item, that is, to add playable time zones.

[0091] Furthermore, for specific quests whose playable time slots have been increased by the time slot change unit 40, it is preferable that the luck value of a specific character awarded as a normal reward when a target player clears the quest within the added time slot is more likely to be higher than when the quest is cleared within the standard time slot. This would encourage target players to repeatedly play multiple specific quests A, B, and C during the quest period (especially in the later stages of the period), and prevent situations where players miss out on special rewards because their total luck value does not reach the required value within the quest period.

[0092] [Regarding the information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing method using the information processing device (i.e., server 10) according to this embodiment will be described. In the following description of the information processing method according to this embodiment, we will mainly explain the flow of information processing for game progression executed by the server 10.

[0093] The information processing for game progression according to this embodiment is divided into two stages: the stage from when the target player logs into the game until they play a specific quest, and the stage when the target player plays the specific quest. Regarding the former, the transitions of the game screen displayed on the target player's operation terminal 12 will be explained from a GUI perspective, referring to the screen examples shown in Figures 8 to 10. Regarding the latter, the flowcharts shown in Figures 13 and 14 will be explained.

[0094] When a target player logs into the game, the server 10 (specifically, the screen display unit 33) sends home screen display data to the target player's control terminal 12. As a result, the home screen G1 shown in Figure 8 is displayed on the target player's control terminal 12. Various operation buttons are located at the bottom of the home screen G1, for example, a button to request switching to the quest selection screen, a button to instruct strengthening owned characters, a button to instruct selling owned characters, and a button to request using owned items.

[0095] When the target player touches any of the operation buttons on the screen, the operation terminal 12 generates data corresponding to that operation button, that is, data indicating the content of the terminal operation performed by the target player, and sends it to the server 10. The server 10 (specifically the reception unit 31) accepts the target player's operation by receiving the above data sent from the operation terminal 12.

[0096] Furthermore, during the period when the quest is playable, a progress confirmation button B1 is placed in a designated position on the home screen G1 (the upper left corner in Figure 8). When the target player touches the progress confirmation button B1, data corresponding to that touch operation is generated and sent to the server 10. Upon receiving this data, the server 10 (specifically, the screen display unit 33) reads the target player's player information stored in the player information storage unit 51, particularly player information related to the specific quest, and generates display data for the specific quest progress screen based on the read player information. The display data for the specific quest progress screen is sent from the server 10 to the target player's operation terminal 12. When the operation terminal 12 receives this data, the specific quest progress screen G2 shown in Figure 9 is displayed on the operation terminal 12.

[0097] The Specific Quest Progress Screen G2 displays the progress of the target player for multiple specific quests A, B, and C. Specifically, as shown in Figure 9, the Specific Quest Progress Screen G2 displays the total value of the luck points of specific characters that the target player has been awarded by clearing specific quests so far, the luck points required to receive the next special reward, and the aggregated luck points for each type of specific character.

[0098] Furthermore, as shown in Figure 9, the specific quest progress screen G2 displays the luck value of a specific character that will be awarded if the specific quest is cleared next (more specifically, the luck value determined by the parameter determination unit 35) for each quest. In other words, in this embodiment, the server 10 (more specifically, the screen display unit 33) can display a screen on the target player's terminal showing the luck value of a specific character that will be awarded if the target player clears the specific quest next. The luck value displayed at this time is determined, for example, according to the number of times each specific quest has been cleared so far, in other words, according to the number of each specific character that has been awarded to the target player so far.

[0099] Furthermore, as shown in Figure 9, the specific quest progress screen G2 displays a quest selected from among several specific quests A, B, and C (specifically, the recommended quest set by the recommendation section 38). The recommended quest is set according to the target player's progress on the multiple specific quests A, B, and C, and is specifically set so that the target player can obtain special rewards more efficiently by clearing the recommended quest.

[0100] Furthermore, a reward confirmation button B2 is placed on the specific quest progress screen G2. When the target player touches the reward confirmation button B2, data corresponding to that touch operation is generated and sent to the server 10. Upon receiving this data, the server 10 (specifically, the screen display unit 33) generates display data for the special reward list screen. The display data for the special reward list screen is sent from the server 10 to the target player's operation terminal 12. When this data is received by the operation terminal 12, the special reward list screen G3 shown in Figure 10 is displayed on the operation terminal 12.

[0101] As shown in Figure 10, the Special Rewards List screen G3 displays the types and quantities of special rewards set for each condition value in a list format. Furthermore, the Special Rewards List screen G3 indicates whether or not each special reward has been awarded to the target player (in other words, whether or not the target player has acquired it). The target player can check the acquisition status of each special reward through the Special Rewards List screen G3.

[0102] When a target player performs a predetermined operation during the quest's playable period, such as touching the play button for a specific quest displayed at the bottom of the G2 progress screen for that quest, an information processing flow related to playing that specific quest (hereinafter referred to as the "specific quest flow") is executed. Through the execution of the specific quest flow, the target player plays the specific quest.

[0103] Furthermore, if the player touches the play button for a specific quest, and the time of the touch operation falls within the time frame in which that quest is playable, the specific quest flow will be executed. On the other hand, if the time of the touch operation falls outside the time frame in which the specific quest is playable, the specific quest flow will not be executed. In this case, it is advisable to request the player to perform the operation again, for example, by displaying an error screen on the operation terminal 12.

[0104] In the flow for a specific quest, server 10 first identifies the quest selected by the target player from among several specific quests A, B, and C (S001). Next, server 10 (specifically, the screen display unit 33) generates display data for the play screen of the target quest and transmits the generated display data to the target player's operation terminal 12 (S002). This makes the target quest playable.

[0105] The target player operates the control terminal 12 to select a character to use from their owned characters, edit their deck, and play the specific quest. While playing the specific quest, the server 10 accepts input from the target player through the control terminal 12 and advances the game according to the input received (S003). The server 10 then displays the game screen corresponding to the progress on the target player's control terminal 12, and more specifically generates display data for the game screen and sends it to the target player's control terminal 12. (S004).

[0106] As the game progresses and the target player clears a specific quest (S005), Server 10 (specifically, the first reward unit 61) grants the target player a set of regular rewards that include at least the specific character corresponding to the cleared quest (S006). At this time, Server 10 determines the number of regular rewards to grant to the target player based on the luck value of the characters owned by the target player that make up the deck used in the cleared quest, and more precisely, increases the number of regular rewards according to a probability corresponding to the luck value.

[0107] Furthermore, upon completion of a specific quest and distribution of normal rewards, Server 10 updates the player information of the target player stored in the player information storage unit 51 of the memory unit 34, and the information regarding the target player's owned characters stored in the owned character information storage unit 54 (S007).

[0108] Furthermore, Server 10 (specifically, the second assignment unit 62) calculates the total value of the luck values ​​of specific characters assigned to the target player up to the present time, based on the updated player information of the target player and the updated information regarding the characters owned by the target player (S008).

[0109] In step S008, server 10 sums up the luck values ​​of all specific characters assigned to the target player, regardless of whether or not there are characters among the specific characters assigned to the target player that the player does not have usage rights for due to being sold or other reasons. Furthermore, in step S008, even after the luck value of one specific character or its derivative character has reached its upper limit, server 10 sums up the luck values ​​of all specific characters assigned to the target player, including specific characters of the same type as the above-mentioned specific character whose luck value has not yet reached its upper limit.

[0110] Then, the server 10 (specifically, the second awarding unit 62) determines whether the total value of the calculated rack values ​​has reached a condition value (S009), and if the total value has reached the condition value, it awards a special reward to the target player (S010). In this embodiment, multiple condition values ​​are set, and the server 10 performs the determination process in step S009 for each condition value, and if the total value has reached multiple condition values, it awards the target player any special rewards that have not yet been acquired from among the special rewards corresponding to each condition value.

[0111] In addition, when a special reward is awarded, the server 10 updates the player information of the target player stored in the player information storage unit 51 of the storage unit 34 (S011). On the other hand, if the total value of the calculated rack values ​​does not reach the condition value, the special reward is not awarded to the target player, and steps S010 and S011 are omitted.

[0112] Once the above steps are completed, the specific quest flow for a single playthrough of that quest is finished. Furthermore, the series of steps S001 to S011 of the specific quest flow described above will be repeated each time the target player plays the specific quest during the period in which the quest is playable.

[0113] Furthermore, from a predetermined point in time during the event period, for example, when there are one or a few days remaining until the end of the period, the judgment flow shown in Figure 15 is performed prior to the specific quest flow. The judgment flow determines whether the total value of the luck value reaches the condition value at a predetermined point in time during the event period, in other words, whether the target player has obtained a special reward (S021). Here, the determination of whether a special reward has been obtained may be a determination of whether at least one special reward has been obtained, or a determination of whether all of the multiple special rewards obtainable for each condition value have been obtained.

[0114] If the target player has not obtained any special rewards (or has not obtained all of the multiple special rewards obtainable for each condition value), it is determined whether the target player possesses an item to add playable time slots for a specific quest (S022). If the target player who has not obtained any special rewards possesses an item to add playable time slots, Server 10 (specifically, Time Slot Change Unit 40) prompts the target player to use the item, i.e., to add playable time slots (S023). As a result, it is possible to stimulate the motivation of target players to repeatedly play multiple specific quests A, B, and C during the quest period (especially in the later stages of the period), and it is possible to avoid situations where the target player misses out on special rewards because their total luck value does not reach the condition value within the quest period.

[0115] When a target player uses an item to add a time slot, the server (see Time Slot Change Section 40 for details) adds a playable time slot outside of the standard time slot for the specific item that was used. In this case, as mentioned above, the luck value of a specific character granted when the target player clears a specific quest playable within the added time slot should be more likely to be higher than when the same quest is cleared within the standard time slot.

[0116] [Other embodiments] To date, we have described the information processing apparatus, information processing method, and program of the present invention with specific examples. However, the embodiments described above are merely examples, and other embodiments may also be conceivable.

[0117] In the above-described embodiment, a server computer (server 10) that performs information processing for game progression functions as the information processing device of the present invention, but the invention is not limited to this. Some of the functions of server 10 may be provided on the target player's terminal, i.e., the operation terminal 12. For example, one or both of the first rewarding unit 61 and the second rewarding unit 62 included in the rewarding unit 39 may be provided on the operation terminal 12, in which case the operation terminal 12 will function as the information processing device of the present invention.

[0118] Furthermore, in the above-described embodiment, when multiple players play the game together, the method by which each player's operation terminal 12 communicates may be a method via the server 10 (client-server method), or a P2P (peer-to-peer) method that does not involve the server 10. In the case of the P2P method, multiple operation terminals 12 that communicate with each other will cooperate to constitute the information processing device of the present invention.

[0119] Furthermore, in the above-described embodiment, the server 10 (specifically the time zone change unit 40) can change the time period during which a particular quest can be played from a predetermined time period, in accordance with the instructions of the target player. Specifically, in the above-described embodiment, the time zone change unit 40 allows the target player to use a predetermined item to add time periods other than the predetermined time period, or to extend the predetermined time period, for which a particular quest can be played. However, the methods for changing the playable time slots for specific quests are not limited to the cases described above; other methods are possible. For example, information could be obtained regarding the time slots when the target player plays a specific quest, and based on this information, the playable time slots for each specific quest could be changed. To explain in more detail, among several specific quests A, B, and C, the specific quest that has been played for the shortest time by the target player is designated as the 1st quest, and the specific quest that has been played for the longer time is designated as the 2nd quest. Here, the 1st and 2nd quests are determined to reflect the target player's lifestyle (daily activities). For example, a specific quest that the target player usually cannot play will be designated as the 1st quest, and a specific quest that the target player usually plays will be designated as the 2nd quest. The time zone change unit 40 of server 10 may, if certain conditions are met, change the playable time zone for the 1st quest based on the prescribed time zone for the 2nd quest, for example, to the same time zone as the prescribed time zone for the 2nd quest. In this way, it is possible to prevent the target player from playing a biased number of specific quests, and to ensure that the target player plays all of the multiple specific quests A, B, and C evenly.

[0120] Alternatively, if a specific quest in which none of the luck values ​​of any of the specific characters assigned to the target player have yet reached the maximum value is designated as the 1st quest, and a specific quest in which at least one of the luck values ​​of any of the specific characters assigned to the target player has reached the maximum value is designated as the 2nd quest, the time zone change unit 40 may change the playable time zone for the 1st quest to the same time zone as the designated time zone for the 2nd quest. In this case as well, it is possible to have the target player play multiple specific quests A, B, and C evenly.

[0121] [summary] The information processing device of the present invention comprises a first granting unit and a second granting unit. The first granting unit grants the target player objects (specifically, specific characters) corresponding to specific quests cleared by the target player from among a plurality of specific quests whose playable time periods are set within a predetermined period, each time a specific quest is cleared. The second granting unit grants the target player a reward (specifically, a special reward) if the total value of predetermined parameters (specifically, luck values) of the objects granted to the target player each time a specific quest is cleared reaches a condition value within the predetermined period. According to the above configuration, when a target player repeatedly plays and completes multiple specific quests within a predetermined period, the total value of predetermined parameters of the objects awarded as rewards increases, and when the total value reaches a certain value, a special reward can be obtained. As a result, the motivation of the target player to repeatedly play the specific quests can be maintained in a good manner for the predetermined period.

[0122] Furthermore, the information processing device of the present invention may further include a parameter modification unit. The parameter modification unit increases a predetermined parameter of one of the objects assigned to the target player, or a predetermined parameter of a derived object (derived character) derived from that object, using an object of the same type as the original object. In this case, the first assignment unit may assign a target player who has cleared a specific quest a normal reward that includes at least an object, and if the target player clears the specific quest using one object or a derived object, it may assign a number of normal rewards determined based on the predetermined parameter of the one object or derived object. Furthermore, in the above configuration, it is preferable that, during a predetermined period, the number of normal rewards obtained by clearing a specific quest using one object or derived object whose predetermined parameters have reached their upper limit is greater than the number of normal rewards obtained by clearing the specific quest using other objects (general characters) other than the object granted upon clearing the specific quest, whose predetermined parameters have reached their upper limit. In this case, the effect of maintaining the motivation of target players to repeatedly play the specific quest becomes more meaningful. In other words, with the above configuration, in addition to obtaining special rewards by repeatedly playing a specific quest during a predetermined period, there is also the advantage of an increased number of regular rewards received upon clearing that specific quest. Under the above configuration, which offers such advantages, the effect of the present invention—maintaining the motivation of target players to repeatedly play the specific quest—becomes even more meaningful.

[0123] Furthermore, the information processing device of the present invention may further include a recommendation unit that recommends a recommended quest from among a plurality of specific quests to the target player. In this case, the recommendation unit may aggregate predetermined parameters of objects assigned to the target player by type of object, and set the specific quest corresponding to the type of object with the smaller aggregate value as the recommended quest. This makes it possible to set recommended quests with the view that the target player will play each of the plurality of specific quests evenly, and it is possible to make it less likely for the target player to get bored compared to when they are made to play a single specific quest repeatedly.

[0124] Alternatively, the recommendation section above could identify the time it took the target player to complete each of several specific quests and set the quest with the shortest completion time as the recommended quest. In this case, the recommended quest can be set from the perspective of efficiently increasing the total luck value, so the target player can acquire special rewards more efficiently by repeatedly playing the recommended quest.

[0125] Alternatively, the recommendation section above may tally the number of times each of several specific quests has been cleared by multiple players, including the target player, and set the specific quest with the highest total value as the recommended quest. In this case, since the specific quest that more players have cleared is set as the recommended quest, the target player can efficiently increase their total luck value and efficiently obtain special rewards by repeatedly playing the recommended quest.

[0126] Furthermore, the information processing device of the present invention may further include a parameter determination unit. The parameter determination unit can determine predetermined parameters of an object that the first granting unit grants to the target player each time a specific quest is completed, within a predetermined numerical range. In this case, the predetermined parameters of the object granted to the target player each time a specific quest is completed can be determined to an appropriate value within the predetermined numerical range (more specifically, a value suitable for encouraging the target player to repeatedly play the specific quest).

[0127] Furthermore, in the above configuration, the parameter determination unit can determine predetermined parameters of an object to be given to a target player within a predetermined numerical range, according to the number of times the target player has cleared the specific quest corresponding to the object. In this case, the predetermined parameters of the object given when each specific quest is cleared can be changed according to the number of times each specific quest has been cleared. This makes it possible to effectively motivate the target player to repeatedly play a specific quest by, for example, increasing the predetermined parameters of an object given when a specific quest is cleared many times.

[0128] Furthermore, in the above configuration, each of the multiple specific quests may have a predetermined number of playable time slots (specifically, designated time slots) within a set period. In this case, the parameter determination unit can determine the predetermined parameters of the object to be given to the target player within a predetermined numerical range, based on the number of times the target player clears the specific quest corresponding to the object within a single time slot (designated time slot). This allows for the objective to effectively motivate the target player to repeatedly play a specific quest by increasing the predetermined parameters of the object given when a specific quest is cleared many times within a single time slot (designated time slot).

[0129] Furthermore, in the above configuration, the parameter determination unit may set weights for each of the multiple specific quests based on the time period during which the target player plays a specific quest and the time periods during which each of the multiple specific quests is playable. In this case, the parameter determination unit can determine predetermined parameters of an object to be assigned to the target player within a predetermined numerical range, according to the weight of the object and the corresponding specific quest. By setting weights for each specific quest in this way, the priority given to each specific quest when the target player is asked to play it repeatedly during a predetermined period can be adjusted. As a result, for example, if the weights of each specific quest are set equally, the target player can be made to play each of the multiple specific quests evenly, or if a larger weight is set for one specific quest, that specific quest can be given priority to the target player.

[0130] Furthermore, the information processing device of the present invention may further include a screen display unit. In this case, the screen display unit can display a screen on the target player's terminal showing predetermined parameters of an object that will be awarded to the target player when the target player next clears a specific quest. In this way, if the predetermined parameters of the object that will be awarded when the target player next clears a specific quest can be confirmed, the target player's motivation to repeatedly play the specific quest can be maintained more effectively.

[0131] Furthermore, the information processing device of the present invention may further include a rights management unit that, based on the instructions of the target player, revokes the usage rights of objects granted to the target player. In this case, it is preferable that the second granting unit grants a reward to the target player if, regardless of whether or not usage rights exist, the sum of all predetermined parameters of the objects granted to the target player reaches a condition value within a predetermined period. This prevents the target player from being treated unfavorably when determining whether or not to grant a reward, even if they have lost usage rights to an object, for example, by selling it.

[0132] Furthermore, in the information processing device of the present invention, if a target player clears a specific quest corresponding to an object after a predetermined parameter of an object or a derived object derived from such object has reached an upper limit, the first granting unit may grant the target player an object of the same type as the object in question. In the above configuration, the second granting unit may, after a predetermined parameter of one object or its derivative object reaches its upper limit, calculate the sum of the predetermined parameters of all objects granted to the target player, including objects of the same type as the said object, and grant a reward to the target player if the sum reaches a condition value within a predetermined period. In such a case, even after a predetermined parameter of one object or its derivative object has reached its upper limit, if the target player clears a specific quest corresponding to that object, the sum of the luck value will increase according to the number of times the quest is cleared, thus better maintaining the target player's motivation to repeatedly play the specific quest.

[0133] Alternatively, in the above configuration, the second granting unit may, after a predetermined parameter of one object or its derivative object reaches its upper limit, calculate the sum of the predetermined parameters of the objects granted to the target player, excluding objects of the same type as the aforementioned object whose predetermined parameters have not reached their upper limit, and grant a reward to the target player if the sum reaches a condition value within a predetermined period. In this case, after a predetermined parameter of one object or its derivative object reaches its upper limit, objects of the same type as the aforementioned object whose predetermined parameters have not reached their upper limit will no longer be included in the calculation of the luck value. This way, the target player can be evenly distributed among multiple specific quests.

[0134] Furthermore, the information processing device of the present invention may further include a time-of-day change unit that changes the playable time period for a specific quest from a predetermined time period. In this case, the predetermined time periods for each of the multiple specific quests may differ from one another. The time-of-day change unit can also designate the specific quest that has been played by the target player for a shorter time as the first quest, and the specific quest that has been played by the target player for a longer time as the second quest, and change the playable time period for the first quest based on the predetermined time period for the second quest. This allows, for example, the playable time period for a specific quest that the target player normally cannot play (the first quest) to be changed to the playable time period for a specific quest that the target player normally plays (the second quest). As a result, the target player can be made to play each of the multiple specific quests evenly.

[0135] Furthermore, the information processing method of the present invention is characterized in that, for each specific quest that a target player has cleared, the computer grants the target player an object corresponding to that specific quest, from among a plurality of specific quests whose playable time period is set within a predetermined period, and if the sum of predetermined parameters of the objects granted to the target player for each specific quest cleared reaches a condition value within the predetermined period, the computer grants the target player a reward. By such an information processing method, it is possible to effectively maintain the motivation of players to repeatedly play multiple specific quests that are playable for a limited time.

[0136] Furthermore, the present invention is a program that causes a computer to grant a target player objects corresponding to specific quests that the target player has cleared, from among a plurality of specific quests set to be playable within a predetermined period. If the sum of predetermined parameters of the objects granted to the target player for each cleared specific quest reaches a condition value within the predetermined period, the program grants the target player a reward. By having the computer run this program, it is possible to effectively maintain the motivation of players to repeatedly play multiple specific quests that are playable for a limited time. [Explanation of symbols]

[0137] 10. Server (information processing device, computer) 12. Operating terminal (terminal) 14. Communications Network 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 31 Reception Department 32 Game Processing Unit 33 Screen display section 34 Storage section 35 Parameter Determination Unit 36 Parameter Change Section 37 Authority Management Department 38 Recommended Section 39. Reward Distribution Department 40 Time Slot Change Section 51 Player Information Storage Unit 52 Character Information Storage Unit 53 Item Information Storage Unit 54. Character Information Storage Unit 55 Quest Information Storage Unit 56 Time zone information storage unit 61 First Granting Section 62 Second Granting Section G1 Home Screen G2 Specific Quest Progress Confirmation Screen G3 Special Reward List Screen B1 Progress Check Button B2 Reward Confirmation Button

Claims

[Claim 1] A first granting unit grants the target player objects corresponding to the specific quests they have cleared, from among several specific quests whose playable time slots are set within a predetermined period, each time the target player clears a specific quest. A second rewarding unit grants a reward to the target player if the total value of predetermined parameters of the object granted to the target player each time the specified quest is completed reaches a condition value during the predetermined period. An information processing device having