Program, information processing method, and information processing system

JP2026126751APending Publication Date: 2026-08-05CAPCOM CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2025-01-24
Publication Date
2026-08-05

AI Technical Summary

Benefits of technology

【0016】 本開示によれば、プレイヤが、より効率的に楽しめるゲーム環境を提供する

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026126751000001_ABST
    Figure 2026126751000001_ABST
Patent Text Reader

Abstract

To provide players with a more efficient and enjoyable gaming environment. [Solution] The game information management means 64 acquires game progress information transmitted from the game server 2. The target determination means 80 refers to the game progress information acquired by the game information management means 64 and determines a character that can be recommended to the player as a character to be trained. The quest determination means 82 refers to the game progress information acquired by the game information management means 64, checks the contents of the material items necessary for training the character to be trained determined by the target determination means 80 and the status of the material items held by the player, and determines a quest that can be recommended for efficient acquisition of material items. The quest presentation means 68 presents the quest determined by the quest determination means 82 to the player in a predetermined manner.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to a program, an information processing method, and an information processing system.

Background Art

[0002] Conventionally, games in which predetermined items in a game are collected and characters held by a player are grown are known. However, in many such games, a large number of different items are required for each character, and when a player wants to grow a specific character, it has been difficult to understand how to collect the items. In this regard, for example, according to the technique described in Patent Document 1, a technique for presenting a player with a method of acquiring a target item in a game or the like in which a character can be grown using an item is disclosed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the conventional techniques including the technique described in Patent Document 1 above only present an acquisition method for the item selected by the player. That is, in order for the player to know the acquisition method, a plurality of input operations or the like are required, and it is necessary to select a character or an item for which the acquisition method is to be disclosed, and some players have felt inconvenient.

[0005] This disclosure has been made in view of such a situation, and an object thereof is to provide a game environment in which a player can enjoy more efficiently.

[0006] To achieve the above object, a first aspect of the present disclosure is The information processing device used in games A selection means that allows the player to select one or more quests from among several playable quests, depending on the ownership status of the first object associated with the player, Presentation means that performs a process to present one or more quests selected by the selection means in an identifiable state. This is a program that makes it function as such.

[0007] In the first aspect, the selection means may select one or more quests that make the second object relating to the first object obtainable.

[0008] Furthermore, in the first aspect, the second object may be a game medium that can contribute to the development of the first object.

[0009] In the first aspect, the selection means may select one or more quests in which the second object relating to the first object associated with the player in a predetermined period of time in the past can be obtained.

[0010] In the first aspect, the selection means may select one or more quests that allow the acquisition of the second object relating to the first object, which is not currently associated with the player and will become available within a predetermined period of time.

[0011] In the first aspect, the selection means may select one or more quests in which the player can obtain the second object relating to the first object that was used in a predetermined period of time in the past.

[0012] In the first aspect, the selection means may select one or more quests in which the second object relating to the first object can be obtained, based on the player's usage rate of the character within a predetermined period.

[0013] Furthermore, the second aspect of this disclosure is, An information processing method executed by an information processing device related to a game, A selection step in which the player selects one or more quests from among several playable quests, depending on the ownership status of the first object associated with the player, A presentation step is performed to present one or more quests selected in the selection step in an identifiable state, This is an information processing method that includes [something].

[0014] Furthermore, the third aspect of this disclosure is, An information processing system related to games, A selection means that allows the player to select one or more quests from among several playable quests, depending on the ownership status of the first object associated with the player, Presentation means that performs a process to present one or more quests selected by the selection means in an identifiable state. It is an information processing system equipped with [the following features].

[0015] An information processing method and information processing system according to one aspect of this disclosure are also provided as an information processing method or information processing system corresponding to a program according to one aspect of this disclosure. [Effects of the Invention]

[0016] According to this disclosure, the aim is to provide players with a more efficient and enjoyable gaming environment. [Brief explanation of the drawing]

[0017] [Figure 1] This figure shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. [Figure 2] This figure shows an example of the hardware configuration of a player terminal constituting an information processing system according to one embodiment of the present disclosure. [Figure 3] This figure shows an example of the functional configuration of a player terminal and a game server that constitute an information processing system according to one embodiment of the present disclosure. [Figure 4]It is a diagram showing an example of an image displayed on a player terminal of an information processing system according to an embodiment of the present disclosure. [Figure 5] It is a diagram showing an example of an image displayed on a player terminal of an information processing system according to an embodiment of the present disclosure, and shows an example different from the example of FIG. 4. [Figure 6] It is a diagram showing an example of the flow of various processes executed on a player terminal constituting an information processing system according to an embodiment of the present disclosure.

Mode for Carrying Out the Invention

[0018] [Embodiment] First, prior to describing the embodiments of the present disclosure, the meaning of terms related to a game to which an information processing system according to an embodiment of the present invention (hereinafter referred to as "this system") is applicable will be briefly described.

[0019] An item is a type of game medium and is managed in association with each player in the game. By equipping or using an item, a player can cause various effects in the game. Items include not only equipment items such as weapons and armor but also material items that can be used for character growth in the game. In the game, a player can advantageously progress the game by appropriately using various items.

[0020] A quest is a type of content that a player can experience in a game and includes, for example, specific tasks or challenges provided to the player, conditions for obtaining rewards, and the like. For example, a player can play a quest by consuming stamina, which will be described later, and can obtain an item associated with the quest with a predetermined probability. Therefore, a player can advantageously progress the game by repeatedly playing quests that can obtain desired material items and the like, collecting the material items, and growing the character.

[0021] Stamina is an in-game parameter that increases or decreases when playing various in-game content such as quests. Players can play various in-game content by consuming stamina. Generally, stamina can be restored over time or by using certain items.

[0022] Gacha is an in-game feature that allows players to randomly obtain valuable items or characters in exchange for in-game currency or other means. In this disclosure, as an example, players can obtain characters usable in the game through gacha.

[0023] Figure 1 shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. As shown in Figure 1, this system consists of player terminals 1-1 to 1-n (where n is any integer value greater than or equal to 1) and a game server 2. The player terminals 1-1 to 1-n and the game server 2 are interconnected via a predetermined network N, such as the Internet. However, network N is not a mandatory component; for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc., may be used. In the following description, when it is not necessary to distinguish between player terminals 1-1 to 1-n individually, they will be collectively referred to as "player terminal 1". In the following, the term "image" will include both "moving images" and "still images."

[0024] Player Terminal 1 is used by players who wish to apply the services provided by this system. Player Terminal 1 consists of a smartphone, tablet, general-purpose home game console, PC (Personal Computer), etc. Player Terminal 1 performs various processes necessary for the progress of this game.

[0025] Game Server 2 is managed by the system administrator, etc. Game Server 2 is composed of a general-purpose PC, etc. Game Server 2 communicates with Player Terminal 1, etc., and saves and manages various information necessary for the progress of this game.

[0026] Figure 2 shows an example of the hardware configuration of a player terminal that constitutes an information processing system according to one embodiment of the present disclosure.

[0027] As shown in Figure 2, the player terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0028] The control unit 11 is composed of a microcomputer including a CPU, GPU, and semiconductor memory. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0029] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0030] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0031] The input unit 17 consists of various buttons, a touch panel, and other components, and inputs various information in response to the player's input operations.

[0032] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0033] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0034] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0035] Here, the hardware configuration of the game server 2 includes the control unit 100 and communication unit 110 shown in Figure 3, which will be described later, and the other configurations can be basically the same as the hardware configuration of the player terminal 1.

[0036] Figure 3 shows an example of the functional configuration of a player terminal and a game server that constitute an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of the player terminal 1 functions as a game processing execution means 60, an input operation receiving means 62, a game information management means 64, a quest selection means 66, a quest presentation means 68, and an output control means 70 by executing various programs.

[0037] The game processing execution means 60 of the player terminal 1 performs various processes related to the game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on input operations and the position and angle of the virtual camera.

[0038] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") may include, for example, information regarding the location, time, and number of times a touch was pressed on the touch panel, as well as the type of operation (such as a tap operation or a swipe operation).

[0039] The game information management means 64 receives information regarding the game progress of the player terminal 1 (hereinafter referred to as "game progress information") transmitted from the game server 2 via the communication unit 19. The game information management means 64 also transmits information regarding the results of game processing (hereinafter referred to as "processing result information") to the game server 2 as appropriate. Game progress information may include, for example, information about the player's owned characters, items owned by the player, stamina owned by the player, material items needed to develop characters in the game, and information about the player's game progress (such as playable quests).

[0040] The quest selection means 66 selects one or more quests from among several quests that the player can play, depending on the ownership status of the first object associated with the player. In other words, the quest selection means 66 selects one or more quests that can be presented to the player, depending on the status of the character owned by the player. Here, the quest selection means 66 is provided with a target determination means 80 and a quest determination means 82. The target determination means 80 refers to the game progress information obtained by the game information management means 64 and determines a character that can be recommended to the player as a character to be trained. Here, the target determination means 80 determines, for example, a character that has been used recently (in a predetermined period in the past) as a character to be trained. Here, using a character includes, for example, having that character participate in battle or selecting that character to play a quest. The quest determination means 82 refers to the game progress information obtained by the game information management means 64, compares the contents of the material items required to train the target character determined by the target determination means 80 with the player's possession status of material items, and determines a recommended quest for efficient acquisition of material items. While the criteria used by the quest determination means 82 to determine a quest are arbitrary, the quest determination means 82 may, for example, determine a quest that can be recommended to the player by comprehensively considering factors such as the probability of obtaining the necessary material items, the number of necessary material items that can be obtained simultaneously, whether or not there is a possibility of obtaining multiple necessary material items simultaneously, whether or not the quest is currently playable by the player, and the required stamina value.

[0041] The quest presentation means 68 performs a process to present one or more quests selected by the selection means in an identifiable state. Specifically, the quest presentation means 68 presents the quests determined by the quest determination means 82 to the player in a predetermined manner. An example of a specific method by which the quest presentation means 68 presents quests will be described later with reference to Figure 5.

[0042] The output control means 70 performs various processes to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0043] As shown in Figure 3, the game information management means 140 functions when the control unit 100 of the game server 2 executes various programs. Here, one area of ​​the memory unit 120 of the game server 2 contains the character DB 300 and Quest DB400 and Player DB500 are provided. The Character DB300 stores various information about each character in the game, such as information about each character's name, their strength, their skills, and the materials needed to develop them. The Quest DB400 stores various information about quests, such as information about the name of each quest set in the game, information about the stamina required to play the quest, information about the items that can be obtained, and information about the probability of obtaining each item. The Player DB500 stores various information about each player, such as information about each player (ID, name, etc.), information about each player's game progress (playable quests, etc.), information about each player's characters, information about each player's items, and information about each player's stamina, in-game currency, etc.

[0044] The game information management means 140 of the game server 2 manages various information necessary for the progress of the game by the player terminal 1 and executes various processes. Specifically, the game information management means 140 transmits necessary information from the information stored in the aforementioned DBs and other game-related information to the player terminal 1 as appropriate. The game information management means 140 also acquires and manages processing result information transmitted from the player terminal 1 via the communication unit 110. Furthermore, the game information management means 140 also performs tasks such as authentication of account information transmitted from the player terminal 1 and distribution of game information in response to download requests for various game information from the player terminal 1.

[0045] Next, with reference to Figure 4, an example of a method for developing characters in a game using this system will be explained. Figure 4 is a diagram showing an example of an image displayed on a player terminal of an information processing system according to one embodiment of this disclosure. Specifically, Figure 4 shows an example of increasing a character's maximum level using material items. In Figure 4, the character's image, name, level, and maximum level are displayed in the game. Furthermore, in the example in Figure 4, it is shown that 12 of Item A, 8 of Item B, 2 of Item C, and 2 of Item D are required as material items to increase the current character's maximum level, i.e., to break the limit. In the example in Figure 4, it is also shown that the player currently possesses 4 of Item A, 8 of Item B, 4 of Item C, and 0 of Item D. Therefore, in the example in Figure 4, the player is short 8 of Item A and 2 of Item D in order to use the material items to increase the character's maximum level. By playing the designated quests and collecting these missing material items, the player can increase the character's maximum level and gain an advantage in the game.

[0046] For players in this situation, the game image shown in Figure 5 is an example. In the example in Figure 5, a list of recommended quests for a player in the situation shown in Figure 4 is displayed. Specifically, in the example shown in Figure 5, the following items are displayed: "Recommended Order," "Quest Name," "Reason," "Character to Train," "Items Obtainable," and "Stamina Used." "Recommended order" refers to the order in which this system recommends each quest. In the example in Figure 5, this system determines the recommended order for the player from multiple quests based on predetermined criteria, and displays the recommended quests in that order. "Quest Name" refers to the name of the quest in question. Specifically, in the example in Figure 5, Quest X is displayed as the first recommended quest. The "Reason" indicates why a particular quest is recommended to the player. Specifically, in the example shown in the diagram, the reason given for recommending quest X is, "You may be able to efficiently acquire items A and D, which are lacking in the development of character C1." "Training Character" refers to the name of a character that can be trained by playing the target quest. Specifically, in the example in Figure 5, the training character item for Quest X displays "Character C1". "Obtainable Items" refers to the names of material items that can potentially be obtained by playing the target quest. Specifically, in the example in Figure 5, items A and D are displayed as obtainable items for quest X. "Stamina Used" refers to the amount of stamina required to play the quest in question. Specifically, in the example in Figure 5, the value of 15 is displayed as the stamina required for quest X.

[0047] One important point here is that, in this system, the game images shown in Figure 5 are not necessarily displayed to the player as a result of player input, but are automatically presented by the system as the game progresses or a predetermined amount of time has passed. In other words, this system can automatically present quests suitable for the player based on the characters and items the player possesses and the status of unlocked quests, without the player having to select characters or items. As a result, the player can efficiently progress through the game according to their game situation without having to perform cumbersome input operations.

[0048] Figure 6 shows an example of the processing flow executed in a player terminal that constitutes an information processing system according to one embodiment of the present disclosure.

[0049] In step S1, the game information management means 64 acquires game progress information transmitted from the game server 2 via the communication unit 19.

[0050] In step S2, the target determination means 80 refers to the game progress information obtained by the game information management means 64 and determines a character that can be recommended to the player as a character to train.

[0051] In step S3, the quest determination means 82 refers to the game progress information obtained by the game information management means 64, checks the contents of the material items required to train the target character determined by the target determination means 80 and the player's possession status of material items, and determines a recommended quest for efficient acquisition of material items.

[0052] In step S4, the quest presentation means 68 presents the quest determined by the quest determination means 82 to the player in a predetermined manner. This completes the various processes performed on the player terminal 1.

[0053] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0054] [Other embodiments] Furthermore, although not explained in the above embodiment, items related to this system may be used not only for personal use but also for interaction with other players. Additionally, this system may include a function to combine multiple items to obtain other items.

[0055] Furthermore, in the embodiments described above, the term "item" was explained as being an equipment item or a material item, but this is merely illustrative and not limited to such items. An item may be any game medium.

[0056] Furthermore, while the above-described embodiment explained that the system determines the character to be trained based on the character recently used, it is not limited to this. The criteria and methods by which the system determines the character to be trained are arbitrary. For example, the system may determine the character to be trained based on arbitrary criteria such as a character recently acquired by the player through gacha or an event, a character currently in the player's party, or a character with a high usage rate. Furthermore, this system could, for example, determine which characters to train are those obtainable in the next gacha or event. By collecting material items in advance, players can immediately train the target character as soon as they acquire a new one. Here, the characters that can be obtained in the next gacha or event are, in other words, characters that players cannot currently obtain but will be able to obtain in the near future. In many games, characters cannot unleash their full potential simply by being acquired; they require training. Therefore, if you can obtain training materials in advance in this way, you can immediately train the new characters you acquire, and thus bring out their full potential right away.

[0057] Furthermore, although the above-described embodiment explained that the system determines the quest to be presented to the player after determining the character to be trained, it is not limited to this. The system may not necessarily determine the character to be trained, but may comprehensively determine the quest to be presented to the player based on the character and item possession status, etc.

[0058] Furthermore, although the above embodiment described the target of training as a character, it is not limited to that. This system may, for example, determine equipment items such as weapons and armor as the target of training.

[0059] Furthermore, although not explained in the above embodiment, if there are characters whose training has already been completed (for example, whose maximum level has reached its limit), this system may exclude those characters from being selected as candidates for training.

[0060] Furthermore, while the above embodiments described material items as being used to increase the character's maximum level, this is not limited to that. The system may also have specifications that allow material items to be used to enhance any other enhancement items, such as character enhancement elements other than level (e.g., rank), status improvements, or skill acquisition.

[0061] Furthermore, although the above embodiment is only a simplified explanation, the system may also set criteria for determining which characters to train. For example, the system may use whether or not a character was recently acquired as a first criterion, and whether or not the training stage is advanced as a second criterion, and then determine the priority for determining which characters to train by comprehensively considering the first and second criteria.

[0062] Furthermore, although not explained in the embodiments described above, the system may also include a function to warn the player if they attempt to perform an input operation indicating that they no longer need the material item (for example, sell, discard, delete, etc.). Specifically, for example, the system may include a function to warn the player if the item in question can be used to train a character already owned, or if it can be used to train a character to be obtained in the next gacha. In addition, the system may also include a function to warn the player if they attempt to use the item in question for purposes other than training.

[0063] Furthermore, while the above-described embodiment (particularly the embodiment in Figure 5) illustrates an example where the system presents multiple quests to the player in a recommended order, it is not limited to this. The method and manner in which the system presents recommended quests to the player are arbitrary. For example, the system may present recommended quests by displaying them in no particular order, or by highlighting only the particularly recommended quests. The system may also rearrange the recommended quests to the player based on other arbitrary criteria, such as order of stamina used, order of the number of material items that can be obtained, or order of the character's current level, and present the recommended quests to the player. The system may also include a function to switch these criteria and rearrange the quests.

[0064] Furthermore, although the above-described embodiment is only a simplified explanation, the games related to this system may be run on any hardware, such as electronic devices like smartphones, tablets, and PCs, home game consoles like PlayStation®, portable game consoles like Nintendo Switch®, and various game consoles designed for commercial use.

[0065] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0066] Furthermore, although the above embodiment has only been briefly described, the game relating to this system may be a game intended for single-player gameplay, or it may be a so-called multiplayer game in which multiple players participate simultaneously.

[0067] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Specifically in this system, for example, all or part of the processes executed by the player terminal 1 in the above embodiment may be executed by other hardware, including the game server 2. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0068] Specifically, for example, this system may involve multiple player terminals connected via methods such as P2P (Peer to Peer), and various processes executed by the game server 2 of the above embodiment may be performed by other player terminals 1. In this system, the game server 2 is not an essential component, and similar processes may be performed using a so-called cloud environment.

[0069] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0070] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.

[0071] Furthermore, the computer may be a computer built into dedicated hardware. Also, the computer may be a computer capable of performing various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0072] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0073] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0074] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0075] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.

[0076] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. The information processing device used in games A selection means (e.g., quest selection means 66) that selects one or more quests from among several playable quests depending on the ownership status of a first object associated with the player, A presentation means (for example, a quest presentation means 68) that performs a process to present one or more quests selected by the selection means in an identifiable state. Any program that functions as such will suffice.

[0077] In other words, for example, the quest selection means 66 functions as a selection means. For example, the quest presentation means 68 functions as a presentation means.

[0078] This allows players to see quests appropriate to their game progress and advance through the game more efficiently. [Explanation of Symbols]

[0079] 1 Player terminal 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64. Game Information Management Methods 66 Quest Selection Methods 80 Target determination means 82 Quest Determination Methods 68 Quest Presentation Methods 70 Output control means 2 Game Servers 100 Control Unit 140 Game Information Management Methods 300 Character Database 400 Quest DB 500 Player Database

Claims

1. The information processing device used in games A selection means that allows a player to select one or more quests from among several playable quests, depending on the ownership status of a first object associated with the player. Presentation means that performs a process to present one or more quests selected by the selection means in an identifiable state. A program that makes it function as such.

2. The selection means selects one or more quests that make the second object related to the first object obtainable. The program according to claim 1.

3. The second object is a game medium that can contribute to the development of the first object. The program according to claim 2.

4. The selection means selects one or more quests in which the player can obtain the second object relating to the first object associated with a predetermined period in the past. The program according to claim 2.

5. The selection means selects one or more quests that allow the acquisition of the second object relating to the first object, which is not currently associated with the player and will become available within a predetermined period. The program according to claim 2.

6. The selection means selects one or more quests in which the player can obtain the second object relating to the first object that was used in a predetermined period of time in the past. The program according to claim 2.

7. The selection means selects one or more quests in which the second object related to the first object can be obtained, based on the player's character usage rate within a predetermined period. The program according to claim 2.

8. An information processing method executed by an information processing device related to a game, A selection step in which the player selects one or more quests from among several playable quests, depending on the ownership status of the first object associated with the player, A presentation step is performed to present one or more quests selected in the selection step in an identifiable state, Information processing methods including

9. An information processing system related to games, A selection means that allows a player to select one or more quests from among several playable quests, depending on the ownership status of a first object associated with the player. Presentation means that performs a process to present one or more quests selected by the selection means in an identifiable state. An information processing system equipped with the following features.