Information processing device, information processing method, and program
The information processing device enhances cooperative gameplay motivation by allowing players to select quests with effects, increasing joint play frequency through continuous game advantages.
Patent Information
- Application Number
- JP2021122367
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-27
- Publication Date
- 2024-12-11
- Estimated Expiration
- 2040-09-14
AI Technical Summary
Existing systems provide insufficient motivation for players to engage in cooperative gameplay, leading to a low frequency of joint play in online games.
An information processing device that allows players to select a first quest with an effect and a second quest without an effect, granting the effect when played alone or with a second player, enhancing motivation for cooperative play.
Increases the frequency of cooperative play by providing continuous game advantages for players who select and play quests together, regardless of the number of times played.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Conventionally, there have been known games such as online games in which a player (user) selects an arbitrary quest from among various quests and progresses through the game by completing the selected quest (hereinafter, referred to as "play"). In such games, it is also possible for a plurality of players to operate their own terminals to play a common game simultaneously (hereinafter, also referred to as "cooperative play"), as in so-called multiplay. For game providers, encouraging players to play cooperatively is important in order to popularize the game and increase the number of times it is played. For this reason, players who play cooperatively may be given special effects.
[0003] For example, Patent Document 1 discloses that in a game in which a player battles an opponent, when a player other than the player joins the battle, an effect that increases the attack power of the other player is set for the battle, and information related to the effect set for the battle is displayed on the terminal used by the other player who can participate in the battle. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-148782 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in Patent Document 1, although the players who play together can increase their sense of camaraderie and cooperation, the incentive for playing together is insufficient and does not provide much value. Therefore, there is a risk that the number of times the players play together will not increase.
[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can stimulate players' desire to play cooperatively and increase the frequency of cooperative play. [Means for solving the problem]
[0007] An information processing device according to one embodiment of the present invention has an effect granting unit that grants an effect advantageous to a game to a player, and a receiving unit that receives from the player a first selection that selects a first quest from a plurality of quests on which the effect will be exerted, a second selection that selects a second quest other than the first quest, and a designation of a quest to play, wherein the granting unit grants the effect to the first player if the first player who made the first selection designates and plays the first quest, does not grant the effect to the first player if the first player designates and plays the second quest alone, and grants the effect to the first player if the second player who made the second selection plays the second quest together with the first player. Effect of the Invention
[0008] According to one aspect of the present invention, players can be motivated to play cooperatively, and the frequency of cooperative play can be increased. [Brief description of the drawings]
[0009] [Figure 1] 1 is a schematic configuration diagram of a game system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a quest play screen displayed during a game. [Diagram 3]FIG. 13 is a diagram showing an example of a quest specification screen displayed during a game. [Figure 4] FIG. 13 is a diagram showing an example of a quest selection screen displayed during a game. [Diagram 5] FIG. 13 is a diagram showing an example of a quest selection completion screen displayed during the game. [Figure 6] FIG. 13 is a diagram showing an example of a play type selection screen displayed during a game. [Figure 7] FIG. 13 is a diagram showing an example of a quest specification screen displayed during a game. [Figure 8] FIG. 13 is a diagram showing an example of a screen for recruiting co-players that is displayed during a game. [Figure 9] FIG. 13 is a diagram showing an example of a friend information screen displayed during a game. [Figure 10] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing an example of player information. [Figure 12] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 13] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiment described below is merely an example given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes equivalents thereof.
[0011] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and the preferences of the player, and can also be changed as appropriate.
[0012] <About the game according to this embodiment> The communication system (hereinafter referred to as information processing system S) shown in FIG. 1 is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a player P (including a first player P1 and a second player P2; the same applies below).
[0013] The game is content that a player P plays by operating the user terminal 12 while viewing a game screen on the game play terminal (user terminal 12), and in this embodiment, is an online game provided using the information processing system S. Here, the online game includes, for example, a social game that can be used with only a web browser and an SNS (Social Networking Service) account.
[0014] In the game, the player P plays game units called quests. A quest is played with the objective of clearing it (satisfying the achievement conditions), and in this embodiment, multiple quests are set, with the content (e.g., difficulty level, enemy characters that appear, etc.) varying for each quest. Quests also include quests that are always held, quests that are held according to a schedule that is set in advance for each day of the week or time, and quests for which special conditions are set for playing. The player P specifies a quest to be played from among these multiple quests. In this embodiment, when playing a quest, the player P can also select from among the multiple quests a quest that can be played in a situation that is advantageous to the player P. Details regarding the specification and selection of quests will be described later.
[0015] Furthermore, player P can obtain and possess objects in the game, and can use the possessed objects. An "object" is a game medium such as characters and items that appear in the game. Examples of a "character" include living things such as people, animals, and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as monsters, or other characters similar to these. An "item" is a material item that is used by player P in the game to help or hinder player P, and also includes items that are used as currency in the game and can be exchanged for other items or characters (in-game currency).
[0016] Objects possessed by player P (possessed objects) can be used by player P. Using possessed objects means playing quests using possessed objects, and consuming possessed objects to improve the parameters of one possessed object, such as strengthening or evolving, which will be described later.
[0017] Characters as possessed objects (possessed characters) are used by the player P when playing a quest. For example, as shown in FIG. 2, on a quest play screen G1 displayed on the user terminal 12 operated by the player P during game play, the player P edits a deck using the possessed characters, operates the objects in the deck to play each quest, and more specifically, defeats enemy characters that appear in each quest. A "deck" is a character group formed by selecting a predetermined number of characters (three in the case shown in FIG. 2) from the characters possessed by the player P. In addition, the player P can possess multiple possessed characters of the same type, and in that case, when editing the deck to play a quest, the player P can select possessed characters of the same type.
[0018] When the player P clears a quest he or she has played, the player P can obtain a reward. The reward is an object that the player P can use in the game, such as a character and an item. The character given as the reward includes, with a certain probability, a character corresponding to the cleared quest, such as an enemy character that appears in the quest (more specifically, a boss character that appears at the end of the quest). The item given as the reward includes in-game currency, which includes in-game currency necessary to carry out a specified event in the game, and the events that can be carried out using the in-game currency include lottery events in which characters and the like can be obtained.
[0019] Furthermore, parameters indicating abilities and attributes, such as level, skill value, power (stamina), and luck value, are set for each possessed character. These parameters increase or decrease as player P progresses through the game, and can be changed, for example, by strengthening. Strengthening is an in-game effect in which multiple possessed characters are combined to increase the parameters of one possessed character (hereinafter referred to as a "base character"), and is usually performed based on instructions from player P. Through strengthening, the parameters of the base character increase according to the parameters of the other possessed characters (hereinafter referred to as material characters) combined with the base character.
[0020] In this embodiment, characters that can be combined for strengthening 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 possessed characters used for strengthening, the material characters combined with the base character lose their use authority after strengthening is performed. The use authority is the authority to use possessed characters in the game, and only possessed characters with the use authority can be used to play quests (i.e., added to the deck), and can be used as material characters when strengthening.
[0021] Furthermore, some of the possessed characters may change into a different type of character through effects such as evolution. The changed character, i.e., a character derived from the possessed character before the change (hereinafter referred to as a "derived character"), has different parameters from the time before the change, and its appearance also changes from its appearance before the change. The change of a possessed character into a derived character (i.e., effects such as evolution) is usually carried out based on instructions from player P, and the derived character is newly added as one of the possessed characters of player P. When a derived character is used as a base character to be strengthened, a character of the same type as the derived character, or the character before the change of the derived character, is used as a material character.
[0022] Furthermore, among the above parameters, the higher the luck value of the possessed character, the easier it is to receive benefits in the game. Specifically, as described above, a reward is given to a player P who clears a quest, and the number of rewards given (amount given) is determined according to the luck value of the possessed character that constitutes the deck used to clear the quest, and while it is usually a prescribed number (for example, 1), the higher the luck value, the easier it is to obtain a number of rewards (for example, 2) greater than the prescribed value. Furthermore, the higher the luck value, the easier it may be to obtain a special reward in addition to the normal reward. In this embodiment, when the luck value reaches an upper limit, a reward of more than twice the prescribed value is obtained.
[0023] The number of rewards may depend on factors other than the luck value of the possessed characters that compose the deck, for example, the number of rewards may be determined depending on whether an item that increases the number of rewards is used, the clearing speed of the quest (the time required to clear the quest), and whether it is the first time the quest is cleared. Also, even for the same quest, the number of normal rewards may be different depending on whether the quest is cleared by one player P alone or by multiple players P (described later) playing and clearing the quest together.
[0024] The game of this embodiment is a cooperative play-compatible game (a so-called multiplayer game) in which a plurality of players P can play cooperatively by operating their respective user terminals 12. That is, a player P can of course play alone (solo play), but can also play a common quest simultaneously with other players P in so-called multiplay (hereinafter referred to as cooperative play). In this cooperative play, a cooperative relationship is formed between a player P (hereinafter referred to as a host) who hosts a cooperative play for a specific quest and recruits companions, and a player P (hereinafter referred to as a guest) who responds to the recruitment and participates in the cooperative play, and the progress of the play is synchronized between the players playing cooperatively.
[0025] The cooperative play is carried out through the communication function of the user terminal 12 of each player P. Specifically, when a player P applies to participate in a cooperative play invited by a host and the host accepts the application, the player P becomes a guest and a communication path for the cooperative play is established between the player P and the host. The qualifications for applying for cooperative play are not particularly limited and can be set arbitrarily. For example, an application may be made in response to an invitation from a player P who is within a predetermined distance from the player P making the application, or an application may be made by another player P who has a friendship with the player P and who has been mutually approved by the players P.
[0026] After that, various data required for the cooperative play is transmitted and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 10, or in a peer-to-peer (P2P) manner without the server 10. The cooperative play style is classified into a fully synchronous type and an asynchronous type, and either style may be adopted. The fully synchronous type includes a key input synchronous type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.
[0027] The cooperative play-compatible game includes a cooperative play game in which multiple players P cooperate with each other, and a battle game in which players P battle each other, but either type may be used. The upper limit (maximum number of players) of the number of players P in one cooperative play is not particularly limited and may be set to any number, but it is preferable to set it to a maximum of about four people, for example.
[0028] Next, with reference to Fig. 3 to Fig. 9, a description will be given of transitions of screens displayed on the user terminal 12 when the player P specifies and selects a quest. Fig. 3 to Fig. 9 are examples of screens displayed on the user terminal 12 operated by the player P during game play. In the following description, a first player P1 and a second player P2 will be introduced as the players P.
[0029] Here, "selection" means that the player P arbitrarily selects one or a predetermined number of quests from among a plurality of quests, and includes a first selection and a second selection. The "first selection" means that the player P (the first player P1) selects a first quest that will generate at least an advantageous effect for the first player P1 when the player P (the first player P1) plays that quest. The "second selection" means that the player P (the second player P2) selects a quest that is different from the first selection of the first player. That is, in the second selection, the remaining quests (second quests) other than the first quest selected by the first player P1 are selected from among the plurality of quests. Note that, in this embodiment, an example is given in which one quest is selected from two quests, but one or more quests may be selected from three or more quests. For example, if one quest is selected from three quests, a second selection is made from the remaining two quests.
[0030] Moreover, the "effect" is, for example, increasing the luck value of the possessed characters constituting the deck when the player P plays a quest (for example, setting the luck value to the upper limit). That is, by increasing the luck value of the possessed characters constituting the deck, the player P can obtain a number of rewards greater than the specified value when the quest is cleared (for example, if the luck value is set to the upper limit, the reward is more than twice the specified value). Furthermore, this effect does not disappear once the player P plays the first quest or the second quest, but continues to be exerted regardless of the number of times the player P plays the first quest or the second quest. That is, the effect generated by the selection is not limited to one time, but the effect continues as long as the selection remains valid. Note that the effect is not limited to the above, and may be any effect that creates an advantageous situation for the player P when playing a quest. For example, the effect may be an effect that improves the level, skill value, power, or other parameters of the possessed characters constituting the deck, or an effect that grants or lends an advantageous item to the player P to clear the quest. Also, the difficulty of the quest may be changed (for example, by weakening the enemy character, i.e., lowering the enemy character's parameters, etc.) to make the quest easier to complete.
[0031] Returning to the explanation of screen transitions, first, when the first player P1 taps a quest play button displayed on a home screen (not shown) on the user terminal 12, a quest designation screen G2 is displayed on the user terminal 12 of the first player P1. 3, the quest specification screen G2 displays a number of quests (in this embodiment, two quests, Quest A and Quest B) along with an overview of each quest (title, duration, boss character name, boss character design). In this embodiment, a difficulty level is also set for each quest, and after a quest is specified, a screen (not shown) for specifying the difficulty level is displayed.
[0032] When the first player P1 selects a quest (including the difficulty level) to play from among the multiple quests displayed on the quest specification screen G2 and taps or otherwise selects the quest, the screen transitions and a quest selection screen G3 is displayed on the user terminal 12 of the first player P1. The quest selection screen G3 is a dialog box displayed in a part of the quest specification screen G2 (for example, in the center of the screen). As shown in FIG. 4, the quest selection screen G3 displays selection buttons 71, 72 and an OK button 73 along with an explanation of the effect (indicated as a bonus in the drawing) that occurs when a quest is selected. The selection buttons 71, 72 display the name (or a design) of a character associated with quest A or quest B, respectively. That is, the selection button 71 displays the character α associated with quest A, and the selection button 72 displays the character β associated with quest B. The first player P1 first selects a desired quest for which the effect is to be exerted from quests A and B, and taps or otherwise performs the corresponding selection button 71, 72. For example, when the selection button 71 is tapped or otherwise performed, quest A is selected as the first quest, and the remaining quest B can become the second quest.
[0033] On the other hand, the OK button 73 is a button to be selected when neither quest A nor B is selected. When the first player P1 taps the OK button 73, the selection of neither quest (first selection) is accepted and the hold is selected, and the quest selection screen G3 closes and returns to the quest designation screen G2. In this way, even before the first selection of the first quest, it is possible to play the specified quest by tapping the OK button 73 or the like to select hold (both solo play and cooperative play are possible). In the hold state, for example, after playing both quest A and quest B, the quest selection screen G3 is displayed again by re-designating the quest on the quest designation screen G2, and the first player P1 can make the first selection again at that timing.
[0034] When the first selection is completed on the quest selection screen G3, a quest selection confirmation screen (not shown) is displayed, and then a quest selection completion screen G4 is displayed on the user terminal 12 of the first player P1. The quest selection completion screen G4 is a dialog box displayed in place of the quest selection screen G3 in a partial area on the quest specification screen G2, and as shown in Fig. 5, the quest selection completion screen G4 displays a message about which quest was first selected and the effect that will result from it. That is, in this embodiment, it is clearly stated that quest A (character α) has been selected, and that playing quest A will result in a bonus (luck value will be maximized). Then, when the first player P1 taps the OK button 74, the quest selection completion screen G4 is closed, and a play type selection screen G5 is displayed on the user terminal 12 of the first player P1.
[0035] 6, the play type selection screen G5 displays a solo button 75 for playing the specified quest alone, and a multi button 76 for playing the specified quest together. The first player P1 starts playing the quest by tapping, for example, either the solo button 75 or the multi button 76, depending on the desired play style.
[0036] In this embodiment, when the quest to be played is the first quest related to the first selection (for example, when playing quest A with quest A selected), the first player P1 can play the quest with the above-mentioned effect being exerted whether playing alone or in a cooperative play. Furthermore, when playing quest A as a host in a cooperative play, the second player P2 who participates in the cooperative play as a guest can also play quest A with the effect being exerted. In other words, if a guest is participating in a cooperative play, regardless of which quest the player P (second player P2) first selects, the effect will be exerted on all guests including the second player P2 as long as it is the first quest that the first player P1, who is the host, first selects.
[0037] On the other hand, if the first player P1 plays quest B, which was not selected as the first quest, or if the first player P1 plays quest B on hold without selecting either quest A or B, he or she can play quest B, but the effect will not be applied and the quest will be played as a normal quest. However, as described above, if the first player P1 is in the position of a guest participating in joint play, the effect will be applied based on the second selection of the second player P2, who will be the host. Therefore, for example, even if the first player P1 did not select quest B as the first quest, the effect will be applied if the first player P1 participates as a guest in joint play of quest B hosted by the second player P2, who has selected quest B as the second quest. The effect will also be applied if the first player P1 participates as a guest while the quest is on hold.
[0038] In the above example, if a quest is selected while the quest is in a pending state, the effect is not applied and the quest is played as a normal quest. However, when a quest is selected, the quest may be automatically set as the first quest by treating it as the first selection.
[0039] Furthermore, even after making the first selection, the first player P1 can play both quests A and B, but once the first selection is confirmed, in principle, the first selection cannot be changed during the period in which the event related to quests A and B is being held, and the first selection state remains as is. Therefore, the next time a quest is specified, the first quest that has been selected as the first quest, i.e., the quest on which the effect will be exerted, may be identifiably displayed. For example, as shown in Fig. 7, the quest specification screen G2 displays a message "Select a quest to generate a bonus!" in association with the first quest (quest A), indicating that the quest in question is a quest for which an effect is occurring. In this case, even if a quest to play is specified on the quest specification screen G2, the quest selection screen G3 is not displayed because the first selection has already been completed, and the selected quest (first quest) that has already been set is automatically carried over. Note that if the specified quest corresponds to the first quest, a screen with the same content as the quest selection completion screen G4 may be displayed to notify the first player P1 that an effect will occur.
[0040] In the above, once the first or second selection is confirmed, in principle, the first or second selection cannot be changed. However, the first or second selection may be changed when a predetermined condition is satisfied. The predetermined condition may include, for example, when a parameter such as a luck value reaches an upper limit by combining characters provided as a reward for clearing the first quest based on the first selection, or when a predetermined item such as in-game currency is consumed.
[0041] In addition, even if a quest has a set period (a time-limited quest) and the period has passed, it may be possible to stock the quest in advance to play it later or to revive it and play it later. In that case, the first or second selection can be made after the quest has been stocked or revived, as described above. In this case, the quest may be stocked or revived regardless of whether the first or second selection is made before or after the quest has been stocked or revived. Note that "stocking" refers to making the quest available for play at any time after the quest period has passed, by using an item or the like during the quest period. Also, "reviving" refers to making a quest that is no longer available for play available again by using an item or the like after the quest period has passed.
[0042] Furthermore, as described above, even if the first player P1 plays a second quest that was not selected as the first quest, or plays a quest in a pending state, if he or she participates in the joint play as a guest, he or she may be able to play the quest with the effect being exerted. For this reason, it is beneficial for the first player P1 to obtain information on which quest to participate in the joint play (who is hosting the joint play) to cause the effect to be exerted, which quest the second player P2, who is hosting the joint play, has second selected as the second quest, and whether or not any quest has been selected in the first place (whether it is unselected, i.e., pending or not). Such information may be provided to the first player P1, or may not be provided in order to avoid lowering the difficulty level of the game.
[0043] When providing the above information to the first player P1, for example, the quest for which the effect will be exerted may be identifiably displayed on a joint player recruiting screen G6 which is a list of quests for which guests are being recruited, as shown in Fig. 8. Also, the first player P1 can check information about his / her friends on a friend information screen G7 as shown in Fig. 9, and the friend information screen G7 may identifiably display which quest each friend has second selected as the second quest, or whether or not they have selected any quest at all (whether or not it is unselected, i.e., on hold).
[0044] Thus, in this embodiment, in a game in which an advantageous effect is given to a player P (first player P1) when the player P specifies and plays a quest selected by the player P (first selected first quest), even if the player P plays a quest other than the first selected first quest (second selected second quest by the second player P2) from among a plurality of quests in order to obtain an advantageous effect to the game, the player P (first player P1) can obtain an advantageous effect to the game by playing cooperatively with the other player P (second player P2). This can arouse the desire to play cooperatively in both the first player P1 and the second player P2, and can increase the frequency of playing cooperatively.
[0045] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device and a user terminal 12 according to a first embodiment of the present invention will be described. The information processing device according to the first embodiment is configured by a computer for distributing game data, more precisely a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to the user terminal 12 via a network 14, and together with the user terminal 12, constitutes an information processing system S for games. The user terminals 12 may communicate with each other via the network 14, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like, without going through the network 14.
[0046] In the information processing system S of this embodiment, the server 10 and the user terminal 12 cooperate with each other to progress the game. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing and the like is executed on the user terminal 12 side. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 side synchronizes with the server 10 and generates various quests according to the same rules, logic, and algorithms as the program executed on the server 10 to progress the game.
[0047] The server 10 may be composed of one computer or may be composed of multiple computers distributed in parallel. The 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, a series of steps in the information processing flow described below (excluding input and display of information) are executed by the server computer, so that the user terminal 12 only needs to input information to be handed over to the server computer and display information distributed from the server computer.
[0048] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed therein, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "programs" of the present invention. When the processor 21 operates in accordance with the above programs, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.
[0049] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.
[0050] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).
[0051] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by 3G to 5G or later generation mobile communication systems, and communication based on LTE (Long Term Evolution).
[0052] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.
[0053] The server 10 distributes information necessary for the progress of the game to each player P, and also collects and stores information from each player P. The information stored by the server 10 includes identification information of each player P, information related to the play history of the game of each player P, information related to the quest selected by each player P, etc. The server 10 also executes various information processes related to the progress of the game, including a process of granting advantageous effects to the player P in the game.
[0054] The user terminal 12 is a client terminal operated by the player P to play the game, and may be, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of inputting information, a wearable terminal, etc. For convenience of illustration, only two user terminals 12 are shown in Fig. 1, but of course, in reality, the number of user terminals 12 will correspond to the number of players P.
[0055] The user terminal 12 receives data for progressing the game from the server 10, displays images (video) indicated by the data on the display of the user terminal 12 or on a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, when the player P performs a predetermined operation while playing the game, a quest specification screen G2 or a quest selection screen G3 or the like is rendered on the user terminal 12, and quest information and the like are displayed on these screens.
[0056] In addition, the user terminal 12 accepts operations performed by the player P while playing the game, and transmits information corresponding to the operation content to the server 10. For example, when the player P specifies a quest to play in the game, the player P performs a quest specification operation on the user terminal 12. The player P also performs a quest selection operation on the user terminal 12 to select a first quest that will have an effect from among a plurality of quests, and a second quest other than the first quest. In addition to these, the user terminal 12 also performs an operation to instruct the strengthening of a possessed character, an operation to instruct the use of a possessed item, an operation to instruct the sale of a possessed character, an operation to request a change in the display screen, an operation to register a quest to be reserved for play, and the like.
[0057] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional aspect. As shown in Fig. 10, the server 10 has a reception unit 30, a storage unit 40, an information presentation unit 50, and an information processing unit 60. Of these, the storage unit 40 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.
[0058] (Reception Department) The reception unit 30 receives operations performed by the player P on the user terminal 12 while playing the game by communicating with the user terminal 12, and more precisely, receives data indicating the operation contents from the user terminal 12. The operations of the player P received by the reception unit 30 include operations performed while playing a quest (i.e., operations to advance the quest with the aim of clearing it), as well as various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the player P at each stage of the game. The operations of the player P received by the reception unit 30 also include operations related to cooperative play, such as solicitation for cooperative play, applications for cooperative play, and operations related to the acceptance or refusal of the application. For example, the reception unit 30 receives various operations related to the game from the player P, such as a quest designation operation for designating a quest to be played, a quest selection operation including a first selection for selecting a first quest and a second selection for selecting a second quest, and operations related to cooperative play.
[0059] If the reception unit 30 receives a quest designation operation when a quest selection operation has not yet been received from the player P, the reception unit 30 may automatically set the designated quest as the first selected first quest. If the reception unit 30 receives a quest designation operation when a quest selection operation has not yet been received from the player P, the reception unit 30 may display a screen (quest selection screen G3) that can accept a quest selection operation on the user terminal 12 after playing either the first quest or the second quest designated by the player P, or both the first quest and the second quest. In addition, the reception unit 30 may, in principle, not accept a quest selection operation that changes the selection once once it has accepted a quest selection operation, but as an exception, may be able to accept a quest selection operation (an operation that changes a quest that has once been selected) again when a predetermined condition is met, for example, when the luck value of a character that can be obtained in the first quest reaches an upper limit value.
[0060] (Storage part) The memory unit 40 stores information necessary for the progress of the game and various information necessary for playing the game, and includes a player information memory unit 41, a character information memory unit 42, an item information memory unit 43, a possessed character information memory unit 44, and a quest information memory unit 45, as shown in FIG. 11.
[0061] The player information storage unit 41 stores player information on each player P for each player P. As shown in FIG. 11, the player information is linked to an identification ID (or a game account name) that identifies each player P, and various information is stored. For example, the player information includes various information such as the first quest related to the first selection or the second quest related to the second selection (selected quest), information on the deck edited to play the quest (identification ID of the selected possessed character), information on other players P registered as friends (friend identification ID, etc.), identification information of possessed characters, identification information and number of possessed items, and game progress such as status. Note that the player information may include information other than the above, such as personal information of the player P such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), payment history, and total amount charged.
[0062] The character information storage unit 42 stores, for each character that can be obtained by clearing a quest, the name, appearance (image), initial and upper limit values of parameters, and if the character changes into a derived character through evolution, etc., the appearance and initial and upper limit values of parameters of the derived character, as well as the probability of acquisition, etc., linked to the character's identification information.
[0063] The item information storage unit 43 stores, for each item in the game, the item name, the effect when used, the probability of obtaining, etc., in association with the item's identification information.
[0064] The owned character information storage unit 44 stores, for each of the owned characters of each player P, the current values of parameters including the luck value, whether the luck value has reached the upper limit value, whether the character has been changed into a derived character through evolution, etc., and whether or not the user has the authority to use the character, in association with the player P's identification ID and the character's identification information.
[0065] The quest information storage unit 45 stores, for each quest that can be played in the game, the characteristics of the quest when played (for example, enemy characters that appear, difficulty level, etc.), the characters or items that are given as a reward (normal reward) when the quest is cleared, and the number of players P who have cleared the quest, in association with the quest identification information. Also, for quests for which a playable period is set, in addition to the above information, a prescribed time period during which the quest can be played is stored for each quest.
[0066] (Information presentation department) The information presentation unit 50 distributes information necessary for the progress of the game to the user terminal 12 of each player P, and has a first information presentation unit 51 and a second information presentation unit 52, as shown in FIG.
[0067] The first information presenter 51 distributes information about the quest to the user terminal 12 of each player P. The information about the quest here includes information such as the quest title, period, difficulty level, reward, and enemy characters (including boss characters) that appear, as well as information about whether the quest will give an effect to the player P when playing cooperatively.
[0068] The second information presenter 52 delivers information about the player P to the user terminal 12 of each player P. The information about the player P here includes an identification ID for identifying the player P, information about other players P registered as friends, information about possessed characters, possessed items, and game progress such as status, as well as information about the second quest related to the second selection or the first quest related to the first selection.
[0069] (Information Processing Department) The information processing unit 60 executes information processing necessary for the progress of the game, and as shown in FIG. 10, has a game progression unit 61, a screen display unit 62, an effect setting unit 63, a reward granting unit 64, and a parameter changing unit 65.
[0070] The game progression unit 61 executes information processing to progress the game in accordance with operations of the player P accepted by the acceptance unit 30. For example, the game progression unit 61 has the player P specify a quest to play, has the player P select a first quest or a second quest (first selection or second selection), and has the player P play the quest specified by the player P.
[0071] The screen display unit 62 displays a screen (game screen) reflecting the results of information processing by the game progression unit 61 on the user terminal 12 of the player P. In this embodiment, the screens that the screen display unit 62 displays on the user terminal 12 of the player P include, in addition to the quest play screen G1 (FIG. 2), a quest specification screen G2 (FIGS. 3 and 7), a quest selection screen G3 (FIG. 4), a quest selection completion screen G4 (FIG. 5), a play type selection screen G5 (FIG. 6), a co-player recruitment screen G6 (FIG. 8), and a friend information screen G7 (FIG. 9).
[0072] The effect setting unit 63 corresponds to the "imparting unit" of the present invention, and sets (imparts) the above-mentioned effects to the player P who plays the quest. Specifically, when the first player P1 who made the first selection and selected the first quest plays by designating the first quest, the effect setting unit 63 sets the effect to the first player P1 regardless of whether the player is playing alone or in a cooperative play. On the other hand, when the first player P1 who made the first selection and selected the first quest plays alone by designating the second quest instead of the first quest, the effect setting unit 63 does not set the effect to the first player P1. Also, when the first player P1 who made the first selection and selected the first quest plays the second quest in cooperation with the second player P2 who made the second selection of the second quest (a quest not first selected by the first player), that is, when the first player P1 participates as a guest in a cooperative play (a cooperative play in which an effect is to be generated) hosted by the second player P2 who selected the second quest as a host, the effect setting unit 63 sets the effect to both the first player P1 and the second player P2. At this time, the effect setting unit 63 continues to maintain the effect once it has been set, regardless of the number of times the first player P1 has played the first quest or the second quest.
[0073] Furthermore, when the first player P1 does not make a first selection for the first quest and plays the quest on hold, the effect setting unit 63 does not set an effect for the first player P1. However, when the first player P1 participates as a guest in a joint play that is a target for effect generation even in a hold state, the effect setting unit 63 sets an effect for both the first player P1 and the second player P2, as described above.
[0074] When the player P clears a quest in the game and satisfies the reward granting conditions, the reward granting unit 64 grants the player P a predetermined reward associated with the quest. In this embodiment, when an effect is set, the reward granting unit 64 grants the player P a number (amount) of rewards greater than a specified value, for example, a number (amount) of rewards twice the normal reward. Also, when an effect is set, a special reward may be granted to the player P in addition to the normal reward.
[0075] When the reception unit 30 receives an enhancing operation for a possessed character from the player P, the parameter modification unit 65 modifies the parameters of the possessed character selected as the base character. Then, the parameter modification unit 65 updates the parameters of the base character to the increased (enhanced) parameters among the information on the possessed characters of the target player stored in the possessed character information storage unit 54 of the storage unit 40. Note that parameters that have already reached the upper limit value will not increase even if the parameter is enhanced, and will remain at the upper limit value.
[0076] The above describes the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that provide the operational effect in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.
[0077] <Information processing flow according to one embodiment of the present invention> Next, a flow relating to the specification and selection of a quest (hereinafter referred to as a quest selection flow) among the information processing flows by the information processing system S configured as described above will be described with reference to Figures 12 and 13. The quest selection flow employs the information processing method of the present invention, in other words, each step in the quest selection flow corresponds to a component of the information processing method of the present invention.
[0078] In the following, a specific case will be presented to explain the quest selection flow in an easy-to-understand manner. That is, assuming that there are a first player P1 and a second player P2 as players P, the first player P1 specifies one quest to play from two quests (quests A and B), and selects the first quest from the two quests.
[0079] In executing the quest selection flow, the first player P1 logs into the game and starts playing. In the game, the first player P1 also edits a deck for playing quests using the characters he owns.
[0080] The quest selection flow progresses, for example, along the flow shown in FIG. 12, first, the server 10 (more specifically, the reception unit 30), which is a computer, receives a quest designation operation (designation instruction) for designating a quest to be played from the user terminal 12 of the first player P1 via the network 14 (S101). Specifically, the content designated by the quest designation operation on the quest designation screen G2, i.e., data designating the quest to be played from either quest A or quest B, is obtained.
[0081] Next, when the server 10 (more specifically, the reception unit 30) receives a quest selection operation (selection instruction) including a first selection to select a first quest from the user terminal 12 of the first player P1 via the network 14 (S102: YES), the server 10 sets the first quest based on the selection instruction (S103). For example, when quest A is selected as the first quest on the quest selection screen G3, quest A is set as the first quest. Specifically, the player information stored in the storage unit 40 in association with the first player P1 is read from the storage unit 40, and quest A is entered into the first quest among the items included in the player information, and stored in the storage unit 40.
[0082] Next, the server 10 (more specifically, the effect setting unit 63) compares the quest designated by the first player P1 to play with the first quest set above, and when it is determined that the quest designated and played by the first player P1 is the first quest (S104: YES), it sets an effect for the first player P1 (S105). For example, when quest A is selected as the first quest and the quest A is played regardless of whether it is a solo play or a cooperative play, the luck value of the possessed character constituting the deck edited to play quest A is set to the upper limit value. Specifically, the player information stored in the storage unit 40 in association with the first player P1 is read from the storage unit 40, and the luck value, which is one of the parameters of the possessed character constituting the deck edited by the first player P1 to play quest A among the items included in the player information, is rewritten to the upper limit value (if the upper limit value is 99, the numerical value of the luck value at that time is rewritten to 99).
[0083] On the other hand, if the server 10 (more specifically, the reception unit 30) does not accept a quest selection operation (selection instruction) from the user terminal 12 of the first player P1 (S102: NO), that is, if the first selection of selecting the first quest on the quest selection screen G3 is not accepted and "on hold" is essentially selected, or if the server 10 (more specifically, the effect setting unit 63) determines that the quest specified and played by the first player P1 is not the first quest (S104: NO), the server 10 (more specifically, the effect setting unit 63) determines the play type of the first player P1, that is, whether it is a solo play or a play in which the second player P2 participates as a guest in a cooperative play hosted by the second player P2 as the host, and determines that it is the latter cooperative play (S106: YES) and determines that the quest that is the subject of the cooperative play is the second quest that the second player P2 second selected to generate an effect (S107: YES), then the server 10 sets an effect for the first player P1 as described above (S105). For example, if a first player P1 first selects quest A as the first quest and plays quest B collaboratively with a second player P2, and the second player P2, who is the host, secondly selects quest B as the second quest in which an effect will occur, then the collaborative play of quest B is the collaborative play in which the effect will occur, and the effect will also occur to the first player P1, who participates in the collaborative play of quest B as a guest.
[0084] In addition, if the server 10 (more specifically, the effect setting unit 63) determines that the play type of the first player P1 is solo play and not cooperative play (S106: NO), or if it determines that the quest that is the subject of cooperative play is not the second quest that the second player P2 selected second to generate an effect (S107: NO), it proceeds to subsequent processing without setting an effect for the first player P1.
[0085] After the above processing, the server 10 (more specifically, the game progression unit 61 and the screen display unit 62) causes the first player P1 to start playing the specified quest (S108). Specifically, the quest play screen G1 (FIG. 2) of the specified quest is displayed on the user terminal 12 of the first player P1. Then, the processing ends.
[0086] In the above process, the quest is designated (S101) and then selected (S102), but the present invention is not limited to this. In other words, the quest to be played may be designated after the quest that generates an effect is selected.
[0087] In the above process, if the first selection of the first quest is not accepted and the hold is selected, no effect is generated for the first player P1 unless a cooperative play that satisfies a predetermined condition is performed. However, if a designation of a quest to be played is accepted from the first player P1 during the hold state, it may be set as if the selection of the quest (the first selection of the first quest) has been accepted.
[0088] Specifically, as shown in FIG. 13, first, the server 10 (more specifically, the reception unit 30), which is a computer, receives a quest designation operation (designation instruction) that designates a quest to be played from the user terminal 12 of the first player P1 via the network 14 (S201).
[0089] Next, when the server 10 (more specifically, the reception unit 30) receives a quest selection operation (selection instruction) including a first selection to select a first quest from the user terminal 12 of the first player P1 via the network 14 (S202: YES), it sets the first quest based on the selection instruction (S203).
[0090] Next, the server 10 (more specifically, the effect setting unit 63) compares the quest specified by the first player P1 to play with the first quest set above, and if it determines that the quest specified and played by the first player P1 is the first quest (S204: YES), it sets an effect for the first player P1 (S205).
[0091] In addition, if the server 10 (more precisely, the effect setting unit 63) determines that the quest specified and played by the first player P1 is not the first quest (S204: NO), and if the server 10 (more precisely, the effect setting unit 63) determines that the play type of the first player P1 is cooperative play (S206: YES) and that the quest that is the subject of the cooperative play is a quest that is the subject of an effect (S207: YES), it sets an effect for the first player P1 (S205) as described above.
[0092] In addition, if the server 10 (more specifically, the effect setting unit 63) determines that the play type of the first player P1 is solo play and not cooperative play (S206: NO), or if it determines that the quest that is the subject of cooperative play is not a quest that is the subject of an effect (S207: NO), it proceeds to subsequent processing without setting an effect for the first player P1.
[0093] On the other hand, if the server 10 (more specifically, the reception unit 30) has not received a quest selection operation (selection instruction) from the user terminal 12 of the first player P1 (S202: NO), that is, if the first selection is not received on the quest selection screen G3 and "hold" is essentially selected, the quest specified by the quest specification operation (the quest to be played) is set as the first quest (S208), and an effect is set for the first player P1 as described above (S205). For example, if quest A is specified as the quest to be played, then quest A is set as the first quest.
[0094] After the above processing, the server 10 (more specifically, the game progression unit 61 and the screen display unit 62) causes the first player P1 to start playing the specified quest (S209). Specifically, the quest play screen G1 (FIG. 2) of the specified quest is displayed on the user terminal 12 of the first player P1. Then, the processing ends.
[0095] The quest selection process ends when the series of steps shown in Figure 12 or Figure 13 is completed. Thereafter, while the player P (first player P1) is playing the game, or more precisely, whenever the first player P1 specifies a quest to play, the series of steps described above is repeatedly performed. The above is an example of the quest selection process.
[0096] <Other embodiments> Up to this point, specific examples have been given of the information processing device, information processing method, and program of the present invention, but the above-described embodiments are merely examples, and the present invention is not limited to the above-described embodiments, and other embodiments may be considered.
[0097] In the above embodiment, the server computer for distributing game data (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited thereto, and some of the functions of the server 10 may be provided in the user terminal 12. For example, the functions of the effect setting unit 63, etc. may be provided in the user terminal 12.
[0098] In addition, in this embodiment, player information, etc. is stored and possessed in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store all of the information in that database server, or to store the information on the user terminal 12 side.
[0099] In this embodiment, the player P can enjoy all the functions free of charge in principle, but some functions may be limited and the player P may use the limited functions by paying a certain fee. In addition, for the player P who has paid the certain fee, various conditions may be set to give the player P an advantage in playing, such as being able to change the first or second selection, or being set with more advantageous effects when playing a quest. In addition, this fee may be a pay-per-use system, or may be effective for the player P for a certain period of time (for example, one month or one year) once it is paid (subscription).
[0100] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.
[0101] [1] The information processing device of this embodiment has an effect granting unit that grants an effect advantageous to the game to a player, and a receiving unit that receives from the player a first selection that selects a first quest from a plurality of quests on which the effect will be exerted, a second selection that selects a second quest other than the first quest, and a designation of a quest to play, and the granting unit grants the effect to the first player if the first player who made the first selection designates and plays the first quest, does not grant the effect to the first player if the first player designates and plays the second quest alone, and grants the effect to the first player if the second player who made the second selection plays the second quest together with the first player. According to the information processing device described above, even if a player (first player) plays a quest other than the first quest selected from among a plurality of quests in order to obtain an advantageous effect in the game, the player can obtain an advantageous effect in the game by playing a second quest selected by the second player in cooperation with the second player. This can arouse the desire to play in cooperation in both the first player and the second player, and can increase the frequency of playing in cooperation.
[0102] [2] In the above information processing device, the granting unit continuously grants the effect to the player regardless of the number of times the first quest or the second quest is played. As a result, unlike items that are granted temporarily, the advantageous effects on the game continue to be effective as long as the selection remains valid, which can further stimulate the desire of both the first player and the second player to play cooperatively, further increasing the frequency of cooperative play.
[0103] [3] In the above information processing device, when the reception unit receives a designation of a first quest from a first player when the first selection and the second selection have not been received, the reception unit sets the first selection as having been received. As a result, even if the first quest or second quest is not selected, when a quest to be played is specified, the first quest to which the effect is applied is automatically selected, thereby increasing convenience for the player and increasing the frequency with which the quest itself is played. In turn, this can further stimulate the desire of both the first player and the second player to play cooperatively, further increasing the frequency with which cooperative play is played.
[0104] [4] In the above-mentioned information processing device, when the reception unit receives a designation of a first quest or a second quest from a first player when neither a first selection nor a second selection has been received from the first player, the granting unit does not grant an effect to the first player in the designated first quest or second quest, and after the reception unit plays the first quest or second quest designated by the first player, displays a screen allowing the first selection or the second selection to be made. This allows each quest to be played once without selecting the first quest and putting it on hold, and after checking the difficulty of each quest and its suitability (fit) for the player's own play style, the player can carefully select the first quest that will trigger the effect again. This increases convenience for the player and increases the frequency with which the quests are played, which in turn further stimulates the desire of both the first player and the second player to play together, thereby further increasing the frequency with which the players play together.
[0105] [5] In the above information processing device, when the first player specifies a quest to be played collaboratively, a first information providing unit is provided to the first player with information as to whether or not the quest will have an effect when played collaboratively. This makes it easier for the first player to decide which quest to specify when playing cooperatively, which can further stimulate the desire of both the first player and the second player to play cooperatively, thereby further increasing the frequency of cooperative play.
[0106] [6] In the above-mentioned information processing device, when the first player and the second player are in a predetermined relationship before the first player selects the first selection or the second selection, a second information providing unit is provided to the first player with information capable of identifying the second selection selected by the second player. Cooperative play often occurs when a first player and a second player have a specified relationship, such as a friend relationship, and by being able to check the selection status of the second player with whom the first player has a specified relationship, the first player can easily determine which quest to specify when playing cooperatively, which can further stimulate the desire of both the first player and the second player to play cooperatively and further increase the frequency of cooperative play.
[0107] [7] In the above information processing device, the reception unit can accept a change from the first selection to a second selection by the first player when the object obtainable in the first quest reaches a predetermined state. As a result, the number of times the first quest is played will ultimately result in the object obtainable in the first quest reaching a predetermined state, thereby increasing the frequency with which the quest itself is played, which in turn can further stimulate the desire of both the first player and the second player to play cooperatively, further increasing the frequency with which cooperative play is performed.
[0108] [8] Furthermore, according to the information processing method of this embodiment, a computer grants a player an effect advantageous to the game, and receives from the player a first selection of selecting a first quest on which the effect will be exerted from among a plurality of quests, a second selection of selecting a second quest other than the first quest, and a designation of a quest to be played, and the computer grants the effect to the first player if the first player who made the first selection designates and plays the first quest, does not grant the effect to the first player if the first player designates and plays the second quest alone, and grants the effect to the first player if the second player who made the second selection plays the second quest together with the first player. According to the above information processing method, even if a player (first player) plays a quest other than the first quest selected from among multiple quests in order to obtain an advantageous effect in the game, the player can obtain an advantageous effect in the game by playing a second quest selected by another player, a second player, together with the second player. This can arouse the desire to play together in both the first player and the second player, and can increase the frequency of playing together.
[0109] [9] Furthermore, according to the program of this embodiment, a computer causes a player to be granted an effect advantageous to the game, and receives from the player a first selection of selecting a first quest from a plurality of quests on which the effect will be exerted, a second selection of selecting a second quest other than the first quest, and a designation of a quest to be played, and if the first player who made the first selection designates and plays the first quest, the effect is granted to the first player, if the first player designates and plays the second quest alone, the effect is not granted to the first player, and if the second player who made the second selection plays the second quest together with the first player, the effect is granted to the first player. According to the above program, even if a player (first player) plays a quest other than the first quest selected from among multiple quests in order to obtain an advantageous effect in the game, the player can obtain an advantageous effect in the game by playing a second quest selected by another player, a second player, together with the second player. This can arouse the desire to play together in both the first player and the second player, and can increase the frequency of playing together. [Explanation of symbols]
[0110] 10 Server 12 User terminal 14 Network 21 Processors 22 Memory 23 Communication Interface 24. Storage 25 Bus 30 Reception 40 Storage section 41 Player information storage unit 42 Character information storage unit 43 Item information storage unit 44 Character information storage unit 45 Quest information storage unit 50 Information presentation section 51 1st information presentation section 52 2nd information presentation section 60 Information Processing Section 61 Game Progression Section 62 Screen display section 63 Effect Settings 64 Reward Department 65 Parameter change section 71 Selection button 72 Selection button 73 OK button 74 OK button 75 Solo button 76 Multi-Button G1 Quest play screen G2 Quest Selection Screen G3 Quest Selection Screen G4 Quest selection completion screen G5 Play Type Selection Screen G6 Joint player recruitment screen G7 Friend Info Screen P1 First player P2 Second player S Information Processing System
Claims
1. a processor, the processor comprising: Give the player advantageous effects in the game, displaying a screen allowing a player to select, from among a plurality of quests, a first selection for selecting a first quest for which the effect will be exerted, and a second selection for selecting a second quest other than the first quest; when a first player who has made the first selection specifies and plays the first quest, the effect is imparted to the first player; When the first player specifies the second quest and plays alone, the effect is not given to the first player; when a second player who has made the second selection and the first player play the second quest together, the effect is granted to the first player; Even if the first player jointly plays the second quest with the effect applied thereto, the effect is continuously applied when the first player plays the first quest, regardless of the number of times the first quest or the second quest has been played. Information processing device.
2. The processor grants an advantageous effect to the player in the game, the processor displays a screen allowing a player to select, from a plurality of quests, a first selection for selecting a first quest for which the effect will be exerted, and a second selection for selecting a second quest other than the first quest; the processor, when a first player who has made the first selection specifies and plays the first quest, grants the effect to the first player; the processor, when the first player specifies the second quest and plays alone, does not impart the effect to the first player; the processor grants the effect to the first player when the second player who made the second selection and the first player play the second quest together; the processor continues to impart the effect when the first player plays the first quest, even if the first player jointly plays the second quest with the effect imparted thereto, regardless of the number of times the first quest or the second quest has been played; Information processing methods.
3. causing the processor to give an advantageous effect to the player in the game; causing the processor to display a screen allowing a player to select, from a plurality of quests, a first selection for selecting a first quest for which the effect will be exerted, and a second selection for selecting a second quest other than the first quest; causing a processor to, when a first player who has made the first selection specifies and plays the first quest, impart the effect to the first player; a processor that, when the first player specifies the second quest and plays alone, does not cause the first player to impart the effect; causing the processor to grant the effect to the first player when a second player who has made the second selection and the first player play the second quest together; causing the processor to continue to impart the effect when the first player plays the first quest, even if the first player jointly plays the second quest with the effect imparted thereto, regardless of the number of times the first quest or the second quest has been played; A program that executes a process.
4. A system including a terminal and an information processing device that communicates with the terminal via a network, The information processing device, Give the player advantageous effects in the game, displaying on the terminal a screen allowing a player to select from a first selection of a first quest for which the effect is to be exerted, and a second selection of a second quest other than the first quest; when a first player who has made the first selection specifies and plays the first quest, the effect is imparted to the first player; When the first player specifies the second quest and plays alone, the effect is not given to the first player; when a second player who has made the second selection and the first player play the second quest together, the effect is granted to the first player; Even if the first player jointly plays the second quest with the effect applied thereto, the effect is continuously applied when the first player plays the first quest, regardless of the number of times the first quest or the second quest has been played. system.
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