Information processing system, information processing method, and program

By enabling users to play altered versions of completed quests and rewarding their completion, the system enhances user engagement and enjoyment in game systems.

JP7727206B2Active Publication Date: 2025-08-21CAPCOM CO LTD
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Patent Information

Application Number
JP2023049394
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-27
Publication Date
2025-08-21
Estimated Expiration
2043-03-27

AI Technical Summary

Technical Problem

Existing game systems lack the ability to provide a more engaging and interesting experience for users by repeatedly playing the same virtual missions.

Method used

A system that allows users to play a first game with multiple quests, and upon completing a predetermined condition, access a smaller number of second quests generated by altering elements of the first quests, along with rewarding users based on the completion status of these second quests.

Benefits of technology

This approach provides users with a more engaging and enjoyable experience by allowing them to play the same quests from different perspectives and develop an attachment to game elements, enhancing user interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique that can provide a user with a more interesting experience.SOLUTION: According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a processor capable of executing a program so that each of the following steps is performed. In a game control step, a game is progressed according to a user's operation. The game includes a first game consisting of multiple quests. In the first game, when multiple cleared first quests satisfy a predetermined condition, the user is allowed to play multiple second quests consisting of a quest group. The second quests are fewer in number than the first quests included in the first game and are quests generated by changing some elements of the first quests. In an imparting step, a reward is imparted according to the clearing status of the second quests included in the quest group.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to an information processing system, an information processing method, and a program. [Background technology]

[0002] Patent Document 1 discloses that a game program or the like is provided that provides users with the enjoyment of playing over a long period of time, rather than just repeating the same simple task, even when playing the same virtual mission.

[0003] This program sets a main mission and a sub-mission for each quest, and changes the currently set sub-mission each time the quest ends by achieving the main mission. The sub-mission is selected at random from a number of candidates, for example. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-111048 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in the functions of the above-mentioned known techniques.

[0006] In view of the above circumstances, the present disclosure provides a technology that can provide a more interesting experience to a user. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a processor capable of executing a program to perform the following steps: In the game control step, the game is progressed in accordance with a user's operation; the game includes a first game consisting of multiple quests; and, when multiple cleared first quests in the first game satisfy a predetermined condition, the user is allowed to play multiple second quests that make up a quest group. The second quests are fewer in number than the first quests included in the first game and are generated by changing some elements of the first quests. In the awarding step, a reward is awarded according to the completion status of the second quests included in the quest group.

[0008] According to the present disclosure, a more interesting experience can be provided to the user. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 2 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. FIG. [Figure 4] FIG. 1 is a schematic diagram showing an example of a top screen 5 in a game. [Figure 5] 10 is a schematic diagram of a game screen 6a showing a list of one or more executable first quests among the game screens 6. FIG. [Figure 6] 10 is a schematic diagram of a game screen 6b, which depicts the first quest to be executed, among the game screens 6. FIG. [Figure 7] 7A and 7B are schematic diagrams of game screens 7a and 7b showing aspects of a town (an example of a game space) including a set mission. [Figure 8] 10A and 10B are schematic diagrams of game screens 7c and 7d, which include a state in which the second quest can be displayed, among the game screens 7. FIG. [Figure 9] 10A and 10B are schematic diagrams showing town selection screens 8a and 8b, which are examples of the town selection screen 8. FIG. [Figure 10] 10A and 10B are schematic diagrams of game screens 9a and 9b showing a list of one or more executable second quests among the game screens 9. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0012] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values ​​of signal values ​​representing voltages and currents, high and low signal values ​​as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0014] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.

[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space (or game space), which is a virtual space, and causes the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.

[0016] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.

[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0027] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0028] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.

[0031] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.

[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0035] 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a game control unit 231, a reception unit 232, a calculation unit 233, a display control unit 234, and an assignment unit 235. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The game control unit 231 is configured to control the progress of the game. That is, the game control unit 231 progresses the game in accordance with the user's operations. Preferably, the game control unit 231 executes a quest made up of multiple parts. Details will be described later.

[0037] The reception unit 232 is configured to receive various data. For example, the reception unit 232 receives user account information, game data, input from the user, and the like from the storage unit 22 of the information processing device 2 or the game device 3. In this embodiment, the description will be given assuming that the various information received by the reception unit 232 is stored in the storage unit 22.

[0038] The calculation unit 233 is configured to execute various information processing calculations related to the information processing device 2.

[0039] The display control unit 234 displays various pieces of information stored in the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game device 3. Specifically, the display control unit 234 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit the information.

[0040] The granting unit 235 is configured to grant a reward to the user when the quest is completed based on the user's operation, as a granting step. Details will be described later.

[0041] 3. Information Processing Method 3.1 Terminology This section describes the flow of operations of the above-mentioned information processing system 1. Incidentally, the games provided by the information processing system 1 are configured to include a first game made up of a plurality of quests and a second game made up of a plurality of missions.

[0042] A "quest" is an example of a game part constituting the first game, and is an in-game part that must be cleared within the game. A quest is cleared by satisfying the clearing criteria set for that quest as the user progresses through the game in response to user operations. On the other hand, a quest fails to be cleared if the end condition is satisfied without satisfying the clearing criteria. Examples of clearing criteria include reaching a predetermined goal point, defeating a specific enemy character such as a boss, or winning a battle between characters. End conditions include, for example, the player's character's vitality falling below a predetermined value and becoming unable to fight, or the time limit or the number of specified action turns having elapsed. In this embodiment, the quest is assumed to be a puzzle game. In this case, examples of clearing criteria include clearing a predetermined number of specific puzzle pieces or accumulating a predetermined number of points earned by clearing any puzzle piece. Examples of end conditions include the time limit having elapsed or manipulating puzzle pieces a set number of times. The multiple quests in the first game include a "first quest" that must be played first to progress through the game, and a "second quest" that can be played separately from the first quest under certain conditions.

[0043] On the other hand, a "mission" refers to various challenges imposed in the game story, which are progressed in in-game parts such as quests and out-of-game parts where character development and the like are performed. Missions are set separately from the clearing criteria for quests, and a predetermined reward is awarded to the user by completing the set challenges. In this embodiment, a mission is an example of a game part constituting the second game, and the second game is composed of multiple missions associated with an out-of-game virtual space that is different from the in-game virtual space in which the quests are performed. The out-of-game virtual space is a game space in which game content such as buildings and characters associated with the user can be placed on a virtual island or town associated with the user. Hereinafter, the out-of-game virtual space may be referred to as a "town." Examples of missions associated with the town include placing various game content in the virtual space in the town, such as "building a building on a vacant lot," "building a bridge over a river," or "developing wasteland," and the user performing game actions specified by the character in the in-game part or out-of-game part. The latter includes, for example, completing a specific quest requested by a character placed in the town, developing a specific character, or customizing the character's appearance.

[0044] In this embodiment, the first quest is a quest that allows the user to progress through multiple quests in sequence by selecting a quest they want to play regardless of the progress of missions in the town. If the town is composed of multiple areas, the first quest may be associated with the town so that a story corresponding to each area unfolds. The second quest is a quest that can be played depending on the progress of the first quest or missions in the town. The second quest may be a quest generated by changing some elements of the first quest. For example, the second quest may be a quest that uses the same virtual space and characters as the first quest but has a higher level of difficulty. Furthermore, the number of second quests may be fewer than the number of first quests, and may be generated based on quests selected from the first quests, but second quests may not be generated corresponding to all first quests. Furthermore, unlike the first quests, the second quests may be provided as a group of sub-quests (an example of a quest group) associated with sub-characters (an example of game content) that appear in the town. In other words, the game control unit 231 associates quest groups with sub-characters (an example of game content) that appear in the game and progresses the first game. According to this aspect, by playing the game by associating quests with game media exemplified by sub-characters, the user can develop an attachment to the game media, providing the user with a more enjoyable experience.

[0045] 3.2 Overview of Information Processing 3 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. Below, the flow of information processing will be outlined along this activity diagram.

[0046] First, the display control unit 234 displays on the display 4a of the game device 3 a top screen 5 (see FIG. 4) that allows a user to input a selection related to the game through a user operation (activity A001). Next, the reception unit 232 receives an input from the user (for example, a click operation, a tap operation, a swipe operation, a selection operation, etc.), and the display control unit 234 displays a screen according to the input. Specifically, when the reception unit 232 receives an input of "execute quest," the display control unit 234 displays a game screen 6a (see FIG. 5) that includes a list of first quests that the user can execute. When the reception unit 232 receives an input of "town," the display control unit 234 displays a town selection screen 8 (see FIG. 9) that allows a user to select a town, which is a game space. Below, the transition to the game screen 6a and the transition to the town selection screen 8 will be described, respectively.

[0047] (When transitioning to game screen 6a) In this case, the game screen 6a is displayed containing a list of one or more executable first quests (activity A002). When the user selects one of the listed first quests, the selected quest is executed (activity A003). In other words, the game control unit 231 executes the selected first quest in a playable manner in response to the user's operation on the game screen 6a. Thereafter, the calculation unit 233 determines whether the played first quest satisfies the clearing criteria (activity A004), and information processing is executed according to the determination result.

[0048] Specifically, if the end condition is met without satisfying the clear criteria, there is no reward to be given to the user, and information processing returns to activity A001, and the display control unit 234 displays the top screen 5 again. On the other hand, if the clear criteria are met, the display control unit 234 displays the content of the reward so that it can be seen by the user, and the granting unit 235 grants the reward to the user (activity A005). Furthermore, information about the completed first quest is stored in the storage unit 22, thereby updating the progress of the first quest (activity A006). Thereafter, information processing returns to activity A001, and the display control unit 234 displays the top screen 5 again. Here, the reward for the first quest is an item or the like (an example of game media) that can be used in the game, and preferably, a progress item, a specified number of which is required to complete a set mission. Below, further explanation will be given using an example in which the reward is a progress item.

[0049] (If you move to Town Selection Screen 8) In this case, a town selection screen 8 is displayed, which allows the user to select a town, which is the game space. The user can select one of the open towns on the town selection screen 8. In other words, the reception unit 232 receives input from the user, and the display control unit 234 displays a screen according to the input. Specifically, the display control unit 234 displays a game screen 7 (see FIGS. 7 and 8) depicting the selected town (activity A008).

[0050] Here, if the progress of the first quest has reached a predetermined level, a second quest may be unlocked. In the following, the predetermined level of progress will be assumed to be the completion of all first quests corresponding to the selected town. Specifically, the calculation unit 233 refers to the storage unit 22 and determines whether all first quests corresponding to the selected town have been completed (activity A009). If all first quests have been completed, the calculation unit 233 switches to a setting that allows a list of second quests to be displayed in the town (activity A010); if not, this process is skipped.

[0051] Regardless of the result of the determination in activity A009, the user can complete various missions set in the town by consuming a specified number of progress items (the second game described above). In other words, the reception unit 232 receives a request to complete a mission in response to a user's operation. Next, the calculation unit 233 determines whether the specified number of progress items set for the requested mission are available (activity A011). If the specified number of progress items are available, the mission is completed in response to a user operation instructing the user to consume them (activity A012). For example, if the user possesses 10 progress items and a certain mission requires the consumption of three progress items, the user can complete the mission by consuming three of the ten progress items. After completing the mission, the number of progress items possessed by the user will be seven.

[0052] Thereafter, the game control unit 231 executes a mission completion effect, and the display control unit 234 displays this so that it can be viewed by the user. In this way, the game control unit 231 is configured to enable the second game to progress in accordance with the progress of the first quest. According to this embodiment, by enabling the user to play quests and missions, it is possible to provide the user with a more engaging experience. Thereafter, information processing returns to activity A001, and the display control unit 234 displays the top screen 5 again.

[0053] When information processing related to activity A010 is executed and the setting is switched to one that allows the list of second quests to be displayed, and the reception unit 232 receives input of a request to view the second quests, the display control unit 234 displays a game screen 9 (see Figure 10) including a list of second quests (activity A013).

[0054] When the user selects a second quest from a list of second quests associated with the sub-character as a quest group, the quest corresponding to the selected second quest is executed (activity A014). In other words, the game control unit 231 executes the selected second quest so that it can be played in response to the user's operation on the game screen 9. Thereafter, the calculation unit 233 determines whether the played second quest satisfies the clearing criteria (activity A015), and executes information processing according to the determination result.

[0055] Specifically, if the end condition is met without satisfying the clearing criteria, there is no reward to be given to the user, and information processing returns to activity A001, and the display control unit 234 displays the top screen 5 again. On the other hand, if the clearing criteria are met, the display control unit 234 displays the content of the reward so that it can be seen by the user, and the granting unit 235 grants the reward to the user (activity A016). Furthermore, information about the cleared second quest is stored in the storage unit 22, and the progress of the second quest is updated (activity A017). Thereafter, information processing returns to activity A001, and the display control unit 234 displays the top screen 5 again. Thereafter, when the user selects the sub-character in town, for example, and specifies a quest group including the second quest, a reward is granted in accordance with the progress of the second quest satisfying a predetermined condition. The reward granted when the progress level meets a specified condition is an item corresponding to the sub-character with which the quest group is associated (for example, an outfit or equipment item that has the same or similar appearance as the outfit worn by the sub-character and can be worn by the player character), separate from the reward granted when the second quest is cleared.

[0056] In this way, the information processing related to the activities A001 to A017 is performed, allowing the user to play the game.

[0057] To summarize the above, the information processing system 1 according to this embodiment includes a processor capable of executing a program to perform the following steps. In the game control step, the game progresses in accordance with a user's operation. The game includes a first game consisting of multiple quests. In the game control step, when multiple cleared first quests in the first game satisfy a predetermined condition, the user is allowed to play multiple second quests that make up a quest group. The second quests are fewer in number than the first quests included in the first game and are generated by changing some elements of the first quests. In the awarding step, a reward is awarded according to the completion status of the second quests included in the quest group. Furthermore, an information processing method according to this embodiment includes each of the steps of the information processing system 1. Furthermore, this program causes at least one computer to execute each of the steps of the information processing system 1.

[0058] According to such a method or aspect, it is possible to provide a user with a more interesting experience. In particular, by providing a smaller number of second quests, each of which has some elements of the first quest changed, than the number of first quests, it is possible to provide the user with an opportunity to repeatedly play the same quest from different perspectives.

[0059] 4. Details of data processing In this section, the details of the information processing method outlined in the previous section will be explained using figures.

[0060] FIG. 4 is a schematic diagram showing an example of a top screen 5 in a game. As shown in FIG. 4, the top screen 5 has an area 501 and buttons 502 to 505. An avatar AB is depicted in the area 501. A user can use an avatar AB of their choice to be used in the game. At the time of initial setting, for example, one of a plurality of avatars AB set in advance may be set at random.

[0061] The button 502 labeled "Gacha" is a button for conducting a lottery called Gacha, as explained in

[0023] above, and when pressed, the top screen 5 transitions to another screen. The button 503 labeled "Execute Quest" is a button for playing various quests, and when pressed, the top screen 5 transitions to a game screen 6. The game screen 6 will be described in detail separately using Figures 5 and 6. The button 504 labeled "Town" is a button for selecting a game space called a town, and when pressed, the top screen 5 transitions to a town selection screen 8. The town selection screen 8 will be described in detail separately using Figure 9. The button 505 labeled "Settings" is a button for determining or changing various settings related to the game, and when pressed, the top screen 5 transitions to another screen.

[0062] FIG. 5 is a schematic diagram of a game screen 6a of the game screen 6, which shows a list of one or more executable first quests. The game screen 6a includes an area 601 and rectangular buttons 602-604. The words "Quest List" are displayed in the area 601, and buttons 602-604 indicating the quests are located below the words. The buttons 602-604 display the quest names "1-1 First Errand," "1-2 Deliver Items to the Desert," and "1-3 Pursue the Phantom Buddha," along with indicators 606 and 607 indicating whether or not the quests have been completed. Pressing a button 602-604 executes the corresponding quest. It should be noted that the buttons 602 and 603 marked with the completed indicator 606 can also be pressed, allowing players to repeatedly play a quest that has already been completed. An area 605 below the button 604 is an area where new rectangular buttons may be displayed. For example, when the quest "1-3 Chase the Phantom Buddha" is cleared, a new button may be displayed in area 605.

[0063] FIG. 6 is a schematic diagram of a game screen 6b of the game screen 6 that depicts the first quest to be executed. The game screen 6b has areas 608 to 611. The quest name is depicted in area 608, in this case the words "1-3 Chase the Phantom Great Buddha." A plurality of panels Pn of the puzzle game quest are depicted in area 609. That is, the user will perform inputs to operate each panel Pn included in area 609. Furthermore, illustrations of different elements are depicted on each panel Pn. Here, this puzzle game will be further described.

[0064] The puzzle game here is a so-called match-3 type puzzle game in which adjacent panels Pn are swapped to remove panels Pn that satisfy certain conditions. Each panel Pn contains multiple elements, which can be classified as a first element, a second element, and a third element. The first element is an element whose position can be swapped based on user input. When, for example, three or more adjacent panels Pn containing the same image are swapped, those panels Pn are deleted. Unlike the first element, the second element is an element whose position cannot be swapped. When a panel Pn adjacent to a first element panel Pn is deleted, the panel Pn containing the second element is also deleted. Like the second element, the third element is an element whose position cannot be swapped, but is never deleted. As an example, Table 1 summarizes the classification of elements corresponding to Figure 6. [Table 1]

[0065] When a panel Pn including the first element or the second element is deleted, the existing panel Pn is moved from top to bottom, and a new panel Pn is added to the area before the movement.

[0066] In area 610, the number of inputs made by the user and the maximum allowable number are displayed in text. Here, "0 / 18" is displayed, indicating that the number of inputs made by the user up to now is 0 and that the maximum allowable number is 18. Furthermore, in area 611, an illustration of the second element and the number of elements to be deleted (for example, "32") are displayed. In other words, if the user deletes 32 second elements within 18 inputs, the quest is determined to be completed.

[0067] 7A and 7B are schematic diagrams of game screens 7a and 7b showing a town (an example of a game space) including a set mission. The town, which is the game space, and a character C1, which is the game content, are depicted on the game screen 7a. The game screen 7a has displays 701 to 703 and an area 704.

[0068] Display 701 has a rectangular shape with filleted corners, and inside it is drawn an icon of an apple, which is a progress item, and the number of apples owned, "10." Display 702 is located above character C1, includes the character "!", and is configured to be pressable by the user. When display 702 is pressed, information processing regarding the mission related to character C1 progresses. Specifically, a story explanation regarding the mission may be played. Display 703 includes an icon of character C1, the character's name, "Messi," and the character's comment, "I'm in trouble." This allows the user to infer that the assigned mission is to solve a problem that character C1 is struggling with. Area 704 depicts trash and documents scattered by character C1. Hereinafter, it is assumed that the assigned mission is to clean up this trash and documents.

[0069] Furthermore, the game screen 7b has displays 701, 705 to 707 and an area 704.

[0070] Display 701 is as described above for game screen 7a, and shows that apples, which are progress items, have been consumed to complete the mission, reducing the number of apples owned to "3." Also, the trash and papers that were scattered in area 704 on game screen 7a have been cleaned up in area 704 on game screen 7b. In other words, the display shows that the "mission to clean up the area around character C1" has been carried out.

[0071] Display 705 includes an illustration of a hammer and is configured to be pressed by the user. Pressing display 705 further advances information processing related to the mission associated with character C1. Specifically, a story commentary about the mission may be played. Display 706 includes an icon of character C1, the character C1's name "Messi," and character C1's comment "I want a restaurant." This allows the user to infer that the assigned mission is to build a restaurant for character C1. The mission continues by consuming a predetermined number of progress items. Display 707 indicates the progress of the mission and includes an icon of character C1 corresponding to the mission, a gauge visualizing the progress, and the progress value "10%." The progress indicates the ratio of the number of missions the user has already completed to the number of missions required to unlock the next area of ​​the town. This allows the user to intuitively grasp the progress of the second game being played in the area.

[0072] FIG. 8 is a schematic diagram of game screens 7c and 7d of the game screen 7, including a state in which the second quest can be displayed. Game screen 7c depicts a town, which is a game space, and characters C1 and C2, which are game media. That is, character C1 and character C2 belong to the same town (game space). In other words, the game control unit 231 associates game media, such as characters, with a game space, such as a town, and progresses the game. Display 708 is located at the bottom left of game screen 7c, includes the words "Subquest" and an icon reminiscent of a list, and is configured to be pressable by the user. When display 708 is pressed, information processing regarding the second quest proceeds. It is particularly preferable that when display 708 is pressed, the user can visually view a list of quest groups consisting of the second quests, regardless of the characters (game media).

[0073] Furthermore, the quest group formed by the second quests includes a first quest group corresponding to character C1 and a second quest group corresponding to character C2. That is, the game media includes at least a first game medium corresponding to the first quest group and a second game medium corresponding to the second quest group. According to this aspect, by associating a second quest with each of the characters (game media) arranged in the game space, the user develops an attachment to each of the characters arranged in the game space, which in turn allows the user to develop an attachment to the game space itself, thereby providing the user with a more enjoyable experience.

[0074] Furthermore, as in game screen 7d, display 708 may be displayed near character C1. In this case, when display 708 is pressed, a quest group consisting of second quests associated with character C1, which is the game medium, may be visible to the user in a list. Alternatively, it may be configured to execute one of the second quests.

[0075] FIG. 9 is a schematic diagram showing town selection screens 8a and 8b, which are examples of the town selection screen 8. The town selection screens 8a and 8b have areas 801 to 804. In the town selection screens 8a and 8b, towns T1 and T2 are depicted in areas 801 and 802, respectively. When the user presses the icons of towns T1 and T2, the town selection screens 8a and 8b may transition to screens showing details of towns T1 and T2 (e.g., game screens 7a and 7b). No towns are depicted in area 803 of the town selection screen 8a, but town T3 is depicted in area 803 of the town selection screen 8b. Specifically, the conditions for unlocking town T3 are not met in the town selection screen 8a, and the user cannot select town T3. On the other hand, the conditions for unlocking town T3 are met in the town selection screen 8b, and the user can select town T3. As described above, the condition for unlocking each area is that the mission progress in the previous area meets the conditions. For example, different areas may be unlocked depending on the progress level, or areas may be unlocked in response to the completion of a specific mission. Also, although no towns are depicted in area 804 on either of town selection screens 8a and 8b, a cloud-like effect is added to allow the user to understand that the next town will be unlocked in the future.

[0076] Furthermore, it is preferable that a plurality of first games correspond to each of the game spaces exemplified as towns T1 to T3. For example, a story corresponding to each area corresponds to a plurality of first quests, and the user can enjoy the story corresponding to that area by playing a predetermined number of first quests. In other words, the game control unit 231 associates a plurality of first quests formed by a first combination with a first game space (e.g., town T1). The game control unit 231 associates a plurality of first quests formed by a second combination, which is a combination different from the first combination, with a second game space (e.g., town T2). According to this embodiment, a different combination of first quests is associated with each of the plurality of game spaces, so that the game can progress in accordance with the development of the user's playing skill, and a more interesting experience can be provided to the user.

[0077] Furthermore, each of the game spaces exemplified as towns T1 to T3 may be associated with game media such as characters C1 and C2 shown in FIG. 8. For example, characters C1 and C2 may be placed in town T1, and other characters (e.g., three characters) may be placed in town T2. ​​In other words, the game space is configured to include a first game space and a second game space different from the first game space. In particular, the first game media and second game media (e.g., characters C1 and C2) are configured to be associated with the first game space (e.g., town T1).

[0078] FIG. 10 is a schematic diagram of game screens 9a and 9b of the game screen 9, each showing a list of one or more executable second quests. Game screens 9a and 9b include displays 91 to 93. Display 91 displays the words "Sub-quest list," and displays 92 and 93 indicating the quests are located below the words. Displays 92 and 93 include the quest names "Find the Ultimate Ingredients!" and "Items Lost at the Florist." Furthermore, displays 921 and 931 included in displays 92 and 93 display information about characters C1 and C2 (examples of game media) associated with these second quests in a comprehensible manner. Displays 92 and 93 also include buttons 922 and 932. The words "Take Challenge" are written on buttons 922 and 932, and pressing buttons 922 and 932 executes the corresponding quests, respectively.

[0079] Game screens 9a and 9b are example screens transitioned to by, for example, pressing display 708 drawn in the lower left corner of game screen 7c. Game screens 9a and 9b depict information about second quests associated with characters C1 and C2, respectively. This allows the user to understand that characters C1 and C2 belong to the same town. In other words, game screens 9a and 9b do not display sub-quests corresponding to characters not located in the town. According to this embodiment, by associating second quests with each character (game content) located in the game space, the user develops an attachment to each character located in the game space, which in turn allows the user to develop an attachment to the game space itself, thereby providing the user with a more enjoyable experience.

[0080] The displays 92 and 93 also include displays 923 and 933. The displays 923 and 933 depict the identification numbers of the quest groups. For example, the display 923 on the game screen 9a depicts "001," while the display 923 on the game screen 9b depicts "002," indicating that the two quest groups are different. The former corresponds to the first quest group, and the latter corresponds to the third quest group, which will be described in more detail later. The displays 92 and 93 also include displays 924 and 934. The displays 924 and 934 each include a plurality of cards Cd, and the number of cards Cd indicates the number of second quests included in the quest group. When a corresponding second quest is cleared, a mark Mk is attached to the card Cd. For example, referring to the display 924 on the game screen 9a, the user can intuitively understand that the quest group "001" (an example of a first quest group) is made up of five second quests, and that four of the second quests have been cleared. For example, by referring to display 934 on game screen 9a, the user can intuitively understand that the quest group "001" (an example of a second quest group) is made up of five second quests, and that one of the second quests has been cleared.

[0081] Furthermore, when all second quests included in a quest group are cleared, a reward may be granted to the user on a quest group basis. For example, when all second quests included in the quest group "001" (an example of a first quest group) corresponding to character C1 shown in display 92 are cleared, an item related to character C1 associated with the quest group may be granted. Furthermore, when all second quests included in the quest group "001" (an example of a second quest group) corresponding to character C2 shown in display 93 are cleared, a different reward (e.g., an item related to character C2) may be granted. In other words, a quest group includes at least a first quest group and a second quest group. The granting unit 235 grants a first reward according to the completion status of the second quests included in the first quest group, and grants a second reward according to the completion status of the second quests included in the second quest group. According to this aspect, granting different rewards for each quest group makes it possible to provide the user with a more interesting experience.

[0082] Furthermore, when all second quests included in a quest group (an example of a first quest group) for a certain game medium (e.g., character C1) are cleared, the next quest group (an example of a third quest group) associated with the same game medium may be unlocked. Here, the quest group "002" on game screen 9b is a quest group that is newly unlocked when all second quests included in the quest group "001" on game screen 9a are cleared. When a new quest group is unlocked, a display 94 indicating that the quest group has been newly unlocked may be added, for example, to the upper left of display 92, as in game screen 9b.

[0083] Furthermore, when all second quests included in a quest group are cleared, a reward may be awarded to the user on a quest group basis. For example, when all second quests included in quest group "001" are cleared, a reward may be awarded. Furthermore, when all second quests included in quest group "002" are cleared, another reward related to the character associated with that quest group may be awarded. In other words, the quest groups are configured to further include a third quest group. When a first quest group is cleared and a first reward is awarded, the game control unit 231 associates the third quest group with the game content associated with the first quest group (e.g., character C1). The awarding unit 235 awards a third reward depending on the completion status of the second quests included in the third quest group. According to this aspect, by updating the game associated with the game content, the user may develop a greater attachment to the game content, providing the user with a more enjoyable experience. Furthermore, the first reward and the third reward are rewards associated with the game content associated with the first quest group and the third quest group (e.g., character C1). According to this embodiment, by providing a reward related to the game content exemplified by character C1, the user can develop a greater attachment to the game content and provide a more engaging experience. The reward may be, for example, an item related to the character that is different from the reward for the quest group "001" corresponding to the character. The item may be, for example, a matching outfit or equipment item that can be equipped on the player character by clearing the quest groups "001" and "002," and that has the same or similar appearance as the outfit worn by the character associated with the quest group. For example, by providing the user with an item that has an appearance corresponding to the "clothes" or "hat" worn by the character, the user can deepen their attachment to the character associated with the quest group by equipping the item on the character they control and progressing through the game.

[0084] It should be noted that when a predetermined number of quest groups associated with characters C1 and C2 have been cleared, a quest group associated with a new character (not shown) may be opened.

[0085] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0086] In the above-described embodiment, various conditions are exemplified as when all first quests are cleared, when all second quests are cleared, etc., but such conditions may be changed as appropriate. For example, exceeding a predetermined progress level may be set as various conditions. The predetermined progress level may be, for example, 10 to 100%, preferably 30 to 100%, and more preferably 50 to 100%, and specifically, for example, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, or 100%, or may be within a range between any two of the numerical values ​​exemplified here.

[0087] Alternatively, the first game may progress based on the user's selection of one of a plurality of first quests, and first quests not selected by the user may not be executed. In this case, the second quest may be generated by changing some elements of a first quest identified from among the first quests selected by the user. In other words, the game control unit 231 may identify the selected first quest as the first quest for generating a second quest when the user selects and plays one of the first quests, and may not identify the unselected first quest as the first quest for generating a second quest.

[0088] Generating the second quest based on the first quest may be performed by changing the clearing criteria or ending conditions of the puzzle game. For example, the clearing criteria may be changed by changing the type or number of specific panels to be removed, or the score to be obtained. Furthermore, the ending conditions may be changed by changing the maximum number of inputs allowed, the time limit for input, or the like. Furthermore, the difficulty of the puzzle game may be adjusted by changing the type of first element to be added to the puzzle, the number of second elements, the type of second elements, the strength of the removal of the second elements (the number of times that first elements are removed while adjacent to each other (e.g., two, three, etc.)), the number of third elements, the arrangement of the third elements, the number of panels Pn, the arrangement shape of the panels Pn, and the like.

[0089] In the above embodiment, the rewards awarded for clearing the first and second quests are progress items, but other rewards may also be awarded. For example, the rewards may be game elements such as items or in-game currency that can be used in the game, or game media that can be placed in the town.

[0090] In the above embodiment, the quest is a puzzle game, but the present invention is not limited to this. For example, games in which progress is made by clearing quests may be fighting games, action games, shooting games, simulation games, board games, racing games, music games, etc., or may be a combination of multiple quests of different genres, including puzzle games.

[0091] In the above embodiment, as illustrated in Fig. 9, the town selection screen 8 has been described as including town T3, which cannot be selected by the user, but this is not limited to this. For example, the town selection screen 8 may be configured to initially depict all towns selectable by the user. This allows the user to select the desired game space (town), providing the user with a more enjoyable experience.

[0092] In the above embodiment, as illustrated in Fig. 7, the mission of the second game is described as being associated with the character C1 as the game medium, but this is not limited thereto. For example, the mission may be associated with a character other than the character C1, an item (e.g., a building), a part of the game space, an object, or a combination thereof.

[0093] In the above embodiment, as illustrated in Figure 10, the quest group is described as being composed of five second quests, but this is not limited to this. For example, it may be 2 to 20, preferably 2 to 10, and more preferably 2 to 5, specifically, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, or 20, or may be within a range between any two of the numbers exemplified here.

[0094] In the above embodiment, the reward is a game medium. However, the reward is not limited to an object or medium, and may be an advantageous effect or right granted to the user. For example, the reward may include digital assets issued as NFTs, virtual currency, game medium usable in the game, or items usable in the virtual space. The advantageous effect granted to the user also includes an effect that enhances the user's interest in the virtual space compared to normal times. In other words, the advantageous effect includes an effect that enhances the user's interest in the virtual space through the user's five senses, such as displaying special visual effects on the display 4a, enhancing the image display, generating special background music or sound effects, or adding vibrations to the input device 4c. The right also includes at least advantageous rights in the real world, such as the right to enter a predetermined lottery, the right to hold a predetermined lottery, the right to pre-order, or the right to a special discount.

[0095] At least one of the devices included in the information processing system 1 may be installed outside Japan. For example, the information processing device 2 may be installed outside Japan and a user in Japan may access the information processing device 2 using his or her own game device 3, or the information processing device 2 may be installed in Japan and a user outside Japan may access the information processing device 2 using his or her own game device 3. According to such an embodiment, a more interesting experience can be provided to the user through various management modes.

[0096] In this embodiment, the game control unit 231, the reception unit 232, the calculation unit 233, the display control unit 234, and the granting unit 235 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of them may be implemented as functional units realized by the control unit 33 of the game device 3. Furthermore, the various information described in the above example may be stored in a distributed manner not only in the storage unit 22 of the information processing device 2 but also in other external devices. In such a case, distributed ledger management based on a blockchain or the like may be performed.

[0097] Furthermore, it may be provided in the following aspects.

[0098] (1) An information processing system comprising a processor capable of executing a program to perform each of the following steps: in a game control step, the game is progressed in accordance with user operation, wherein the game includes a first game consisting of a plurality of quests, and when a plurality of cleared first quests in the first game satisfy predetermined conditions, the user is allowed to play a plurality of second quests that constitute a quest group, wherein the second quests are fewer in number than the first quests included in the first game and are quests generated by changing some elements of the first quests, and in an awarding step, a reward is awarded according to the completion status of the second quests included in the quest group.

[0099] According to this embodiment, it is possible to provide the user with a more interesting experience.

[0100] (2) In the information processing system described in (1) above, the quest group includes at least a first quest group and a second quest group, and in the granting step, a first reward is granted depending on the completion status of the second quest included in the first quest group, and a second reward is granted depending on the completion status of the second quest included in the second quest group.

[0101] According to this embodiment, different rewards are awarded for each quest group, thereby providing the user with a more interesting experience.

[0102] (3) In the information processing system described in (2) above, the game control step enables the second game to progress in accordance with the progress of the first quest.

[0103] According to this aspect, by allowing the user to play quests and missions, it is possible to provide the user with a more interesting experience.

[0104] (4) In the information processing system described in (3) above, the game control step associates the quest group with game content appearing in the game and progresses the first game.

[0105] According to this aspect, by associating a quest with a game medium and playing the game, the user can develop an attachment to the game medium, providing the user with a more enjoyable experience.

[0106] (5) In the information processing system described in (4) above, in the game control step, the game medium is associated with a game space to progress the game, wherein the game space is configured to include a first game space and a second game space different from the first game space, the game medium includes at least a first game medium associated with the first quest group and a second game medium associated with the second quest group, and the first game medium and the second game medium are configured to be associated with the first game space.

[0107] According to this aspect, by associating a second quest with each game content placed in the game space, the user will develop an attachment to the game space, and a more interesting experience can be provided to the user.

[0108] (6) In the information processing system described in (5) above, in the game control step, a plurality of the first quests constituted by a first combination are associated with the first game space, and a plurality of the first quests constituted by a second combination that is different from the first combination are associated with the second game space.

[0109] According to this aspect, a different combination of first quests is associated with each of the multiple game spaces, allowing the game to progress in accordance with the growth of the user's playing skills, thereby providing the user with a more interesting experience.

[0110] (7) In the information processing system described in any one of (4) to (6) above, the quest group further includes a third quest group, and in the game control step, when the first reward is awarded, the third quest group is associated with the game medium to which the first quest group was associated, and in the awarding step, the third reward is awarded according to the completion status of the second quest included in the third quest group.

[0111] According to this aspect, by updating the game associated with the game medium, the user can develop a greater attachment to the game medium, and a more enjoyable experience can be provided to the user.

[0112] (8) In the information processing system described in (7) above, the first reward and the third reward are rewards associated with the game medium to which the first quest group and the third quest group are associated.

[0113] According to this aspect, by providing a reward related to the game medium, the user can develop a greater attachment to the game medium, providing the user with a more enjoyable experience.

[0114] (9) In the information processing system described in any one of (1) to (8) above, in the game control step, when the user selects and plays one of the first quests, the selected first quest is identified as the first quest for generating the second quest, and the first quest that was not selected is not identified as the first quest for generating the second quest.

[0115] According to this embodiment, it is possible to provide the user with a more interesting experience.

[0116] (10) An information processing method, comprising the steps of the information processing system according to any one of (1) to (9) above.

[0117] This method can provide a more interesting experience to the user.

[0118] (11) A program that causes at least one computer to execute each step of the information processing system according to any one of (1) to (9) above.

[0119] According to this embodiment, it is possible to provide the user with a more interesting experience. Of course, this is not the case.

[0120] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0121] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Game control unit 232: Reception 233: Arithmetic section 234: Display control unit 235: Granting section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Top screen 501 :Area 502: Button 503: Button 504: Button 505: Button 6: Game screen 6a: Game screen 6b: Game screen 601 :Area 602: Button 603: Button 604: Button 605 :Area 606 :Display 607 :Display 608 :Area 609 :Area 610: area 611 :Area 7: Game screen 7a: Game screen 7b: Game screen 7c: Game screen 7d: Game screen 701 :Display 702 :Display 703 :Display 704 :Area 705 :Display 706 :Display 707 :Display 708 :Display 8: Town selection screen 8a: Town selection screen 8b: Town selection screen 801: area 802: area 803: area 804: area 9: Game screen 9a: Game screen 9b: Game screen 91:Display 92 :Display 921 :Display 922: Button 923 :Display 924 :Display 93:Display 931 :Display 932: Button 933 :Display 934 :display 94 :Display AB:Avatar C1: Character C2: Character CD: Card Mk: Mark Pn: Panel T1: Town T2: Town T3: Town

Claims

1. An information processing system, A processor capable of executing a program to perform the following steps: In the game control step, progressing a game in response to a user's operation, wherein the game includes a first game consisting of a plurality of quests; In the first game, when a plurality of cleared first quests satisfy a predetermined condition, a plurality of second quests constituting a quest group are made playable to the user, wherein the number of the second quests is less than the number of the first quests included in the first game and are quests generated by changing some elements of the first quests; the quest group includes at least a first quest group and a second quest group; the granting step grants a first reward according to a completion status of the second quest included in the first quest group, and grants a second reward according to a completion status of the second quest included in the second quest group, wherein the first reward and the second reward include a progress reward; The game control step enables a second game to be progressed using the progress reward.

2. An information processing system, A processor capable of executing a program to perform the following steps: In the game control step, a game is progressed in response to a user's operation, the game including a first game consisting of a plurality of quests; In the first game, when a plurality of cleared first quests satisfy a predetermined condition, a plurality of second quests constituting a quest group are made playable to the user, wherein the number of the second quests is less than the number of the first quests included in the first game and are quests generated by changing some elements of the first quests; In the granting step, a reward is granted according to a completion status of the second quest included in the quest group; the quest group includes at least a first quest group and a second quest group; In the game control step, the quest group is associated with game content appearing in the game, and the first game is progressed; In the game control step, the game content is associated with a game space and the game is progressed, the game space is configured to include a first game space and a second game space different from the first game space, The game medium is The game includes at least a first game medium associated with the first quest group and a second game medium associated with the second quest group; A system configured so that the first game medium and the second game medium are associated with the first game space.

3. 3. The information processing system according to claim 2, In the game control step, associate a plurality of first quests configured by a first combination with the first game space; The system associates a plurality of the first quests, each of which is configured with a second combination that is different from the first combination, with the second game space.

4. An information processing system, A processor capable of executing a program to perform the following steps: In the game control step, progressing a game in response to a user's operation, wherein the game includes a first game consisting of a plurality of quests; In the first game, when a plurality of cleared first quests satisfy a predetermined condition, a plurality of second quests constituting a quest group are made playable to the user, wherein the number of the second quests is less than the number of the first quests included in the first game and are quests generated by changing some elements of the first quests; the quest group includes at least a first quest group and a second quest group; In the granting step, a first reward is granted according to a completion status of the second quest included in the first quest group; In the game control step, the quest group is associated with game content appearing in the game, and the first game is progressed; The quest group further includes a third quest group; In the game control step, when the first reward is awarded, the third quest group is associated with the game medium to which the first quest group was associated; In the granting step, a third reward is granted according to the completion status of the second quest included in the third quest group.

5. 5. The information processing system according to claim 4, A system in which the first reward and the third reward are rewards associated with the game medium to which the first quest group and the third quest group are associated.

6. An information processing system, A processor capable of executing a program to perform the following steps: In the game control step, a game is progressed in response to a user's operation, the game including a first game consisting of a plurality of quests; In the first game, when a plurality of cleared first quests satisfy a predetermined condition, a plurality of second quests constituting a quest group are made playable to the user, wherein the number of the second quests is less than the number of the first quests included in the first game and are quests generated by changing some elements of the first quests; In the granting step, a reward is granted according to a completion status of the second quest included in the quest group; In the game control step, the system specifies the selected first quest as the first quest for generating the second quest by the user selecting and playing one of the first quests, and does not specify the unselected first quest as the first quest for generating the second quest.

7. An information processing method, comprising: A method comprising the steps of the information processing system according to any one of claims 1 to 6.

8. A program, A program that causes at least one computer to execute each step of the information processing system according to any one of claims 1 to 6.

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