Information processing device, information processing method, and program

The information processing device enhances user satisfaction in computer games by adding missions to quests, linking quest completion with character development, thus clarifying quest selection and improving engagement.

JP7817616B2Active Publication Date: 2026-02-19MIXI INC
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Patent Information

Application Number
JP2024205643
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-26
Publication Date
2026-02-19
Estimated Expiration
2042-02-14

AI Technical Summary

Technical Problem

Existing computer games do not effectively associate events with quests, leading to user uncertainty in selecting quests to play and reduced satisfaction.

Method used

An information processing device that adds missions corresponding to game media to identified quests, allowing users to develop characters by completing these missions, thereby enhancing quest selection and satisfaction.

Benefits of technology

Facilitates easier quest selection and improves user satisfaction by associating quests with character development opportunities.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device, an information processing method, and a program capable of enhancing a user's satisfaction with a game by allowing the user to easily designate a quest to play.MEANS FOR SOLVING THE PROBLEM: An information processing device includes: a mission addition unit for adding one or more first missions corresponding to a first game medium to a first quest specified out of a plurality of quests that a user can play when the user obtains the first game medium; and a raising unit for controlling the first game medium so as to raise it when the user has attained the first mission by playing the first quest.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] Conventionally, in computer games such as online games, a user selects a quest from a variety of quests and progresses through the game (hereinafter referred to as "play") by completing the selected quest. In such games, various events occur during the game, and in some cases, events that occur are associated with each character.

[0003] For example, Patent Document 1 discloses that at least one character selected by the user from among multiple characters owned by the user is set as a first character for generating an event, and an event related to the first character is generated during the game depending on the first character. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2014-233323 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in Patent Document 1, although events are associated with each character, these events are not associated with the quests that make up the game. As a result, users often do not know which quest to specify and play in order to play an event associated with a character, which may reduce users' satisfaction with the game.

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that make it easier for a user to specify a quest to play and improve the user's game satisfaction. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention has a mission addition unit that, when a user acquires a first game medium, adds one or more first missions corresponding to the first game medium to a first quest identified from a plurality of quests that the user can play, and a development unit that controls the first game medium so that it can be developed when the user completes the first mission by playing the first quest. [Effects of the Invention]

[0008] According to one aspect of the present invention, it is possible to make it easier for the user to specify the quest to be played, thereby improving the user's level of satisfaction with the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a mission display screen. [Figure 3] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram illustrating an example of user information. [Figure 5] FIG. 10 is a diagram illustrating an example of game content information. [Figure 6] FIG. 10 is a diagram showing an example of quest information. [Figure 7] FIG. 10 is a diagram illustrating an example of mission information. [Figure 8] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram illustrating an information processing flow according to another embodiment of the present invention. [Figure 10]FIG. 10 is a diagram illustrating an information processing flow according to still another embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[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. It should be noted that 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. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that 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 user preferences, and can also be changed as appropriate.

[0012] <About the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as information processing system S) is a communication system that includes an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user (hereinafter referred to as user) who is a player of the game.

[0013] A game is content that a user plays by operating the user terminal 12 while viewing the screen of the user terminal 12 for gameplay, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of games is not particularly limited.

[0014] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing through the game distributed from a server computer of the game provider, i.e., the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits data for progressing through the game corresponding to the user's operation. This type of data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.

[0015] In the game, users play game units called quests. A quest is played with the goal of clearing it (in other words, meeting the clearing conditions). In this embodiment, multiple quests are set, each with different content (e.g., attributes, difficulty level, enemy characters that appear, clearing conditions, clearing rewards, etc.). Quests are categorized into multiple categories, such as quests that are always available, quests that are held according to a preset schedule for each day of the week or time (quests with a set playable period), and quests that have special play conditions (e.g., the user must be at least level XX). Each quest has one or more stages prepared according to the difficulty level. Therefore, when selecting a quest to play, a player selects an arbitrary quest from among multiple playable quests. Furthermore, if the selected quest has multiple stages prepared, the player selects a stage according to the desired difficulty level. When a player clears a quest, the player can obtain game content, etc. associated with the cleared quest as a clearing reward. In this embodiment, one or more missions may be added (set) to a quest; details of the missions will be described later.

[0016] In a game, a user can acquire (obtain) game media and own (possess) it as an asset, and can use or consume the game media they own. Game media are game objects that a user can use to progress through the game, including playing the game, such as characters, items, cards, and avatars used in the game. Game media also includes in-game currencies, such as coins, medals, tickets, gold, or stones, which have value as consideration that can be exchanged for other game media, such as items or characters, or consumed to play quests or lotteries. In-game currencies include paid in-game currencies that can be obtained by paying a fee and free in-game currencies that can be obtained without paying a fee. Users can obtain game media by purchasing them from an in-game shop, playing or completing quests, playing a lottery, which is a random item distribution system known as gacha, or by other means.

[0017] Characters include playing characters that can be controlled by the user, and sub-characters (e.g., enemy characters or auxiliary characters) that move automatically according to game settings without user control. The appearance of a character is not particularly limited, and may be, for example, a living thing such as a person, an animal, or a plant, a machine such as a vehicle or a robot, a non-machine object, a fictional character such as a monster, or other similar character. In the following, playing characters will be simply referred to as characters unless otherwise specified.

[0018] Each character (including enemy characters) has its own unique personality, and each character has a name, attributes, appearance, and various parameters that indicate their abilities (such as levels, stamina, attack power, or special abilities). These parameters are indicators that affect the progress of the game and include those expressed numerically, those expressed as ranks using letters such as "A, B, C, etc.", and those expressed by indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and unchanging regardless of the progress of the game. For example, a character's parameters increase or decrease depending on the type of quest cleared with that character, the number of times it is cleared, the time of day the quest is played, and the progress of missions associated with quest play. Hereinafter, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.

[0019] The user plays a quest using a specified character. When playing a quest, the user selects two or more characters from those available for quest play on a deck creation screen (not shown) and creates a deck that includes the selected characters. Here, characters that can be included in a deck, i.e., characters available for quest play, include characters owned by the player, characters that can be borrowed from other players, and characters that are available for a limited time. Note that other players here include players who have mutually recognized each other (hereinafter referred to as friends). For example, player A can borrow a character owned by friend player B when creating a deck. Note that a quest may be played using a single character without creating a deck.

[0020] A deck is a team or group consisting of n characters designated by the player before the start of quest play. The number of characters comprising a deck, n, is a natural number greater than or equal to two and is not particularly limited. A leader can also be designated from among the characters included in the deck. For example, if a newly acquired character is designated as the leader, recommended deck members can be automatically created. That is, a combination of characters that are compatible with the character designated as the leader based on the character's attributes, etc., can be automatically created and displayed on a deck organization screen (not shown). Alternatively, a deck can be automatically created based on the user's past deck organization history without the user designating characters. Decks created based on this past deck organization history can be displayed on a deck organization screen (not shown) as candidates for the user to use in quest play (the user can select a deck from these candidates).

[0021] Furthermore, the user can train a character in the game. Training refers to changing the character's abilities when the user completes a mission added to a quest or based on other user instructions. Training includes, for example, strengthening or evolving the character.

[0022] Strengthening is a type of development, and is an in-game effect that increases a character's parameters or adds special abilities to the character. Strengthening can be achieved not only when the user completes a mission, but also by using items or by combining a character with another character (hereinafter referred to as a material character). The parameters of the enhanced character increase according to the parameters of the item or material character used. In this case, the material characters that can be combined for strengthening may be limited to characters that are associated with the character to be strengthened (e.g., characters with the same attributes). Furthermore, of the multiple characters used for strengthening, the combined material characters lose their use rights after the strengthening is performed. Note that use rights refer to the right to use a character in the game, and only characters with use rights can be used to play quests (i.e., added to the deck) and can be used as material characters when strengthening.

[0023] Evolution is a type of character development, a game experience in which a character is transformed into a different, special character, such as a character with higher abilities. The transformed character, i.e., a character evolved from a character before the transformation (hereinafter referred to as the evolved character), is a character that is pre-associated with the character before the transformation, and its parameters and appearance change from the pre-transformation state. After the evolution, the pre-transformation character loses its usage rights, and the evolved character is newly added as a character owned by the user. Similar to strengthening, evolution may be achieved by the user completing a mission, using an item, or by combining with another character. Furthermore, when combining an evolved character with another character to strengthen it, characters that can be used as material characters may be limited to characters with the same attributes as the evolved character or the evolved character's pre-transformation state.

[0024] As a result of training (strengthening, evolution, etc.), the character's abilities, etc. will change, and specific examples are given below. Note that while these changes are generally advantageous to the user, they do not exclude changes that are disadvantageous to the user or changes that do not affect an advantage or disadvantage. (a) Various parameters such as the character's abilities are improved. (b) The predetermined upper limit (maximum value) of various parameters such as the character's abilities is improved. (c) Special abilities (skills, etc.) are added to the character. (d) The special abilities possessed by the character change. (e) The character's name, appearance, attributes, etc. change. (f) A character changes into a special character that is higher in rank than that character.

[0025] A mission is added to a quest separately from the clearing conditions of the quest, and is a task given to the user who plays the quest. When a user plays a quest and completes a mission (clears the mission), the user can receive a bonus based on the completion of the mission, separate from the clearing reward. In this embodiment, missions are associated with game media such as characters, and one or more missions correspond to each character. When a user plays a quest and completes a mission, the user can develop the character corresponding to the completed mission depending on the completion status. Note that missions are unrelated to the clearing conditions of the quest, and the user may be able to complete the quest without completing the mission. Furthermore, a mission may be a new clearing condition for the quest that is added separately from the clearing conditions previously set for the quest.

[0026] The flow of the game of this embodiment will be explained below using a specific example of a mission. It is assumed that there are multiple quests, and the user selects any one of the multiple quests and plays the selected quest. A condition for playing a quest is that the user must consume a parameter (e.g., a stamina value that recovers over time), and a required value of the parameter to be consumed is set for each quest. The required value of the parameter may be different or the same for each quest. While a character will be explained below as an example of game media, the game media may also be items, etc.

[0027] (1) Obtaining characters The user obtains a new character X (first game medium) as a reward for completing a quest, as a result of a lottery, or by purchasing it at a shop.

[0028] (2) Add missions to quests When a user acquires character X, one or more (e.g., five) first missions corresponding to character X are added to a first quest identified from a plurality of quests playable by the user. When a first mission is added to the first quest, a mission display screen G, such as that shown in FIG. 2, is displayed on the user terminal 12 of the user in association with the first quest. Note that the plurality of quests playable by a user differs for each user depending on the game play status, such as the user's level, the quests cleared (the number of times cleared and the types of quests cleared), the characters owned (the number owned and whether or not a specific character is owned), etc.

[0029] The mission display screen G has a character display area 41 that identifiably displays a character X corresponding to the first mission, and a mission display area 42 that identifiably displays the content of the first mission. In this embodiment, when a user plays a first quest and completes the first mission, points corresponding to the completed first mission are awarded to the user. When the points reach a predetermined number (e.g., 10 points), character X can be trained. Furthermore, multiple first missions with different levels of difficulty are added to the first quest, and the points awarded to the user vary depending on the first mission or the difficulty of the first mission. Therefore, the mission display area 42 displays the points awarded for each first mission, such as, for example, 1 point for a first mission such as "clearing a collaboration quest at difficulty level B three times." Additionally, first missions that have already been completed are identifiably displayed by adding a clear mark or the like. Furthermore, the mission display screen G has a point gauge 43 that identifiably displays the progress of the first mission, and the point gauge 43 displays the points accumulated up to that point. For example, in the situation shown in FIG. 2, the predetermined number of points that allows character X to be trained is 10 points, and the user has currently achieved two first missions and has been awarded four points.

[0030] The first quest to which the first mission is to be added may be selected by the user themselves, or may be determined randomly by lottery or the like, but in this embodiment, the first quest to which the first mission is to be added is determined from among quests that the user can play based on user information such as the user's level or quest play history. Specifically, the first quest is determined (selected) according to the following rules, examples of which are given below. (a) The difficulty level of the identified first quest is preset according to the user's level (a parameter that increases as the quest's clearing conditions are met), and if the user's level is high, a first quest with a high level of difficulty is selected. (b) Referring to the quest play history, a first quest is selected from among playable quests that the user has not yet played. (c) Referring to the quest play history, a first quest is selected from among playable quests that have been completed by the user for a predetermined time period. For example, a quest other than the most recently played quest is selected.

[0031] Furthermore, if the progress of the first mission satisfies a predetermined condition, the first mission is added to a second quest (a quest that the user can play) that has a different difficulty level from the first quest, and the first mission is removed from the first quest. In other words, the quest played to complete the first mission is changed from the first quest to the second quest. At this time, the same first mission as the first mission added to the first quest may be added to the second quest, or a first mission that is at least partially different from the first mission added to the first quest may be added to the second quest. As with the first quest, the second quest may be identified based on user information such as the user's level or quest play history, or the user may be allowed to select the quest to which the first mission is to be added, or the quest to which the first mission is to be added may be identified randomly by lottery or the like.

[0032] The predetermined conditions include, for example, the following cases. (a) When the number of points reaches a predetermined number (e.g., a first value) (b) If you complete all of the multiple 1st missions added to the 1st Quest. (c) If the points do not reach a predetermined number (e.g., equivalent to the first value) even after a predetermined time (e.g., one hour or one day) has elapsed since the first mission was added. (d) If the number of times the first quest has been played using character X exceeds a predetermined number, but the points do not reach a predetermined number (e.g., equivalent to the first value). If (a) and (b) are the specified conditions, the second quest will be identified from among quests with a higher difficulty than the first quest, since the difficulty will be equal to or greater than reaching a specified number of points (10 points, at which point character X can be trained). On the other hand, if (c) and (d) are the specified conditions, the second quest will be identified from among quests with a lower difficulty than the first quest, since the second quest is aimed at users who were unable to complete the first mission in the first quest.

[0033] Furthermore, if the user acquires a game medium other than character X, for example, character Z (third game medium) after the first mission has been added to the first quest, a second mission to be added to the first quest is selected from one or more second missions corresponding to character Z in accordance with the first mission already added to the first quest. Specifically, a second mission having a different content or difficulty from the first mission is selected. Furthermore, the probability of adding one or more second missions corresponding to character Z to a first quest to which a first mission has already been added is made higher than the probability of adding the second mission to a quest other than the first quest.

[0034] (3) Quest Play The user organizes a deck that includes character X and plays the first quest to which the first mission has been added. Note that, at the start of quest play, the user may decide which mission they want to achieve, but it is not necessary to specify in advance which mission to achieve.

[0035] (4) Mission Accomplished When a user plays a first quest and completes a first mission, they will receive points according to the completed first mission. For example, if they complete a first mission such as "clearing a collaboration quest at difficulty level B three times," they will receive one point. When the number of points they have received reaches a predetermined number, that is, when the completion status of the first mission meets the conditions for training character X, character X will be able to be trained. Note that it is possible to complete multiple first missions in one quest play. Furthermore, if a first mission has already been completed, no points will be awarded even if it is completed again.

[0036] (5) Character Development When character X becomes available for training, the user trains character X at any timing. At this time, character X may be trained automatically when a predetermined number of points are acquired by completing a first mission. Note that if a user plays the first quest with a deck that includes character Y (second game medium) that does not correspond to the first mission and completes the first mission, character Y will not be available for training.

[0037] In the game of this embodiment, not only can a user play alone, but so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple users operate their own user terminals 12 to simultaneously play a common quest. Cooperative play is performed through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of play is synchronized between the users playing cooperatively. Cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which players compete against each other. Furthermore, there are no particular limitations on the members who play cooperatively, and it is also possible to play cooperatively with friends.

[0038] <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 one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically 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 a plurality of user terminals 12 via a network 14, and together with the user terminals 12, forms an information processing system S for games. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.

[0039] 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 due to the above-described configuration. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphics processing and the like is executed on the user terminal 12. 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 progresses the game according to the same rules, logic, and algorithms as the program executed on the server 10.

[0040] The server 10 is an example of an "information processing device" of the present invention, and is a computer that performs various information processing related to the progress of the game, such as generating and transmitting and receiving data necessary for the game progress. More specifically, in this embodiment, the server 10 is an SNS server. The server 10 may be configured as a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an 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 information processing steps related to the progress of the game (excluding information input and display) are performed by the server 10, and the user terminal 12 only needs to input information to be transferred to the server 10 and display information distributed from the server 10.

[0041] 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. The server 10 also has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the program, the server 10 functions as the 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 14 such as the Internet or an intranet.

[0042] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0043] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0044] The communication interface 23 may be configured by, 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 include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0045] Storage24 supports flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD The storage 24 may be configured by a Compact Disc (CD), a Digital Versatile Disc (DVD), a Secure Digital card (SD card), a Universal Serial Bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured by an external computer (for example, a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0046] The server 10 distributes information necessary for the progress of the game to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user and information about the game. The server 10 also performs various other information processing related to the progress of the game.

[0047] The user terminals 12 are client terminals operated by users to play the game, and are configured, for example, by personal computers, smartphones, mobile phones, tablet terminals, game consoles, television sets capable of inputting information, wearable terminals, etc. Note that, for convenience of illustration, four user terminals 12 are shown in Fig. 1, but of course, in reality, there will be as many user terminals 12 as there are users playing the game.

[0048] The user terminal 12 receives data for game progression from the server 10, displays images (video) represented 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, the user terminal 12 displays a mission display screen G (FIG. 2), as well as a quest specification screen, a quest play screen, a character development screen, a deck composition screen, and the like (not shown).

[0049] Furthermore, the user terminal 12 accepts operations performed by the user while playing the game, and transmits information corresponding to the operation content to the server 10. For example, the user performs a quest designation operation to designate a quest to play, a quest play operation to play the designated quest, a character development operation to develop a character, and a deck organization operation to organize a deck on the user terminal 12, and transmits information based on these operations to the server 10. In addition to the above operations, the user also performs other operations necessary for playing the game on the user terminal 12 as appropriate.

[0050] <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 now be described from a functional perspective. As shown in FIG. 3, the server 10 has a memory unit 30, an information acquisition unit 31, a display control unit 32, a quest providing unit 33, a mission adding unit 34, and a game control unit 36. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between the hardware devices constituting the server 10 and programs installed on the server 10. Note that if the server 10 is made up of multiple computers, the above functions may be distributed, with each of the multiple computers performing a different function. Each functional unit will be described in detail below.

[0051] (Storage part) The storage unit 30 stores information necessary for playing the game, specifically, information about the user, information about the game media, information about quests, information about missions, etc. It also stores various other information.

[0052] As shown in FIG. 4, information about users (user information) is stored for each user, with various pieces of information linked to identification information (such as an identification ID or a game account name) that identifies each user. For example, items of user information include the user's level, information about game media such as owned characters, items, and coins, information about the deck the user has organized, information about quests the user can play, information about the quest play history, information about the mission completion history, and information about other users with whom the user is friends. Information about game media includes information indicating the types and numbers of game media such as characters, items, and coins owned. Information about decks includes information indicating the characters included in the decks the user has organized. Information about quest play history includes information indicating the number of times each quest has been played and cleared. Information about mission completion history includes information (result) indicating whether the mission has been completed or not, and information (progress) indicating the mission completion status, such as the number of accumulated points. In addition, the user information may include information other than the above, such as the user's personal information such as contact information, a billing history indicating the number of times and amount of charges the user has made to the game, and a game play history such as login date and time, number of logins, total game play time, and number of times the game medium has been used.

[0053] As shown in Figure 5, information related to game media (game media information) is stored for each game medium, with various information linked to identification information (such as an identification ID) that identifies each game medium. For example, game media information items include the name, level indicating the training status, appearance design, attributes, various parameters indicating abilities, etc., and information indicating the associated mission (corresponding mission). The various parameters indicating abilities, etc. include information indicating the current value of each parameter as well as the initial value and upper limit value. In addition, information other than the above, such as acquisition method, acquisition period, usable period, and price The game media information may also include other information, such as (if the game media is purchasable with in-game currency). Note that the above game media information is an example of a case where the game media is a character, but the content may be changed as appropriate if the game media is an item, in-game currency, or the like.

[0054] As shown in FIG. 6, information about quests (quest information) is stored for each quest, with various pieces of information linked to identification information (such as an identification ID) that identifies each quest. For example, items in the quest information include the title, attributes, difficulty level, play conditions, enemy characters that appear, clear conditions, clear rewards, and, if missions have been added, information indicating the added missions. The play conditions include information indicating the playable period, the user level required to play, and the characters required to play. The clear rewards include information indicating the type and number of game media to be awarded as a reward for clearing a quest.

[0055] As shown in Fig. 7, information related to missions (mission information) is stored for each mission with various information linked to identification information (such as an identification ID) that identifies each mission. For example, mission information items include the title, mission details such as achievement conditions, associated game media (corresponding game media), other associated missions, and, if a mission has been added to a quest, information indicating the quest to which it was added.

[0056] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 while playing the game by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes designation operation information based on a quest designation operation, play operation information based on a quest play operation, development operation information based on a character development operation, and deck organization operation information based on a deck organization operation. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user at each stage of the game.

[0057] (Display control unit) During the game, the display control unit 32 controls the user's user terminal 12 to display information for progressing through the game on the screen of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying results of information processing by a quest providing unit 33, a mission adding unit 34, a training unit 35, and a game control unit 36 ​​(described later), and transmits the generated display data to the user terminal 12 via the network 14. For example, the display control unit 32 causes the user terminal 12 to display a mission display screen G ( FIG. 2 ) reflecting the results of information processing by the mission adding unit 34, a game play screen (not shown) reflecting the results of information processing by the game control unit 36, and the like.

[0058] (Quest Provider) The quest providing unit 33 provides the user with a playable quest selected by the user from among a plurality of quests. Specifically, the quest selected by the selected operation information is triggered by the selected operation information acquired by the information acquiring unit 31, and the quest selected by the selected operation information is set to a playable state for the selected user.

[0059] (Mission Additions) The mission adding unit 34 adds a mission to a quest by associating the quest information with the mission information. It also removes a mission added to a quest by canceling the association between the quest information and the mission information. Specifically, when a user acquires a first game medium, the mission adding unit 34 adds a first mission to the first quest by associating one or more first missions corresponding to the first game medium with a first quest identified from multiple quests playable by the user.

[0060] Furthermore, when adding a mission to a quest, the mission adding unit 34 identifies a first quest to which the first mission is to be added from among quests that the user can play, based on user information such as the user's level or quest play history, etc. Furthermore, if the achievement status of the first mission satisfies a predetermined condition, the mission adding unit 34 adds the first mission to a second quest identified from among quests that are different from the first quest and have a higher difficulty level than the first quest, and excludes the first mission from the first quest.

[0061] Furthermore, if the user acquires a game medium (third game medium) other than the first game medium after the first mission has been added to the first quest, the mission adding unit 34 performs one of the following processes. (a) Select a second mission to add to the first quest (e.g., a second mission associated with the first mission) from among one or more second missions associated with the third game medium, depending on the first missions already added to the first quest. (b) The probability of adding one or more second missions associated with the third game media to the first quest is increased compared to adding them to quests other than the first quest. In other words, the probability of adding a second mission to a first quest to which a first mission has already been added is higher than that of adding it to other quests.

[0062] (Development Department) When the user plays the first quest and completes the first mission, the training unit 35 controls the first game medium to a state where it can be trained. Note that the training unit 35 sets the first game medium to a state where it can be trained, but whether or not to actually train the first game medium by changing parameters indicating the abilities, etc. of the first game medium is based on the following conditions. (a) The training operation information acquired by the information acquisition unit 31 is used as a trigger to change parameters indicating the abilities, etc. of the first game medium. (b) When the points awarded to the user upon accomplishing the first mission reach a predetermined number, a parameter indicating the capabilities, etc. of the first game medium is changed. (c) When the user accomplishes the first mission using the first game medium, parameters indicating the capabilities, etc. of the first game medium are changed. (d) If a player forms a deck including a first game medium and a second game medium that does not correspond to the first mission, plays the first quest, and completes the first mission, the parameters indicating the abilities, etc. of the first game medium are changed, but the parameters indicating the abilities, etc. of the second game medium are not changed.

[0063] (Game control unit) The game control unit 36 ​​executes information processing necessary for the progression of the game, and specifically, progresses the game based on various information acquired by the information acquisition unit 31. For example, the game control unit 36 ​​performs effects in response to user operations, such as moving game media such as characters in response to operations performed by the user while playing the game. In addition, the game control unit 36 ​​grants game media to the user and changes parameter settings (more specifically, current state or current value, etc.) of the game media in response to the progress of the game, etc.

[0064] The above has described 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 produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0065] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 8 to 10. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0066] (Information processing flow) First, a basic information processing flow related to the progression of the game will be described. This information processing flow includes a mission addition process and a game content development process, and starts when the user acquires the first game content, and proceeds, for example, along the flow shown in FIG. 8.

[0067] As shown in FIG. 8, first, the server 10, which is a computer, selects one or more first missions corresponding to the first game media assigned to the user (S101), identifies a first quest to which the selected first mission will be added from among a plurality of quests playable by the user based on user information such as the user's level or quest play history (S102), and adds the first mission to the first quest by associating the selected first mission with the identified first quest (S103). The processing from S101 to S103 corresponds to the mission addition processing.

[0068] Next, the server 10 acquires deck composition operation information based on the deck composition operation from the user and, upon receiving the deck composition instruction, composes a deck including at least the first game media (S104), and after the deck composition, starts the first quest, making the first quest playable for the user (S105). Note that the specific information processing and flow of information processing for deck composition and quest play are well known and will not be described here.

[0069] If the server 10 determines that the user has completed the first mission added to the first quest while playing or after clearing the first quest (S106: YES), it awards points to the user as a reward for completing the mission (S107). Note that points are only awarded when the first game medium is used, i.e., when the user plays the first quest using a deck including the first game medium and completes the first mission. If the server 10 determines that the points awarded to the user have reached a predetermined value (S108: YES), it develops the first game medium by changing parameters indicating the abilities, etc. of the first game medium (S109), and ends the process. Note that if the deck includes other game media, such as a second game medium, that do not correspond to the first mission, the parameters indicating the abilities, etc. of the second game medium are not changed. On the other hand, if the server 10 determines that the first mission added to the first quest has not been completed (S106: NO), or if it determines that the points awarded to the user have not reached a predetermined value (S108: NO), it terminates the processing. The processing from S106 to S109 corresponds to the game content development processing.

[0070] (Other information processing flows) Furthermore, other missions, such as a second mission other than the first mission, may be added to the first quest. The following describes the information processing flow when a second mission is added to the first quest. This information processing flow, like the above, is information processing including a mission addition process and a game medium development process, but is initiated when a user who already owns the first game medium further acquires another game medium, such as a third game medium, that does not correspond to the first mission, and proceeds, for example, along the flow shown in FIG. 9.

[0071] 9, first, the server 10, which is a computer, selects a second mission associated with a first mission that has already been added to a first quest from among one or more second missions corresponding to the third game content provided to the user (S201), and adds the selected second mission to the first quest (S202). At this time, the second mission does not necessarily have to be added to the first quest, and the quest to which the second mission is added may be selected after setting a higher probability of adding the second mission to the first quest than to any other quests other than the first quest. The processing from S201 to S202 corresponds to the mission addition processing.

[0072] Next, the server 10 acquires deck composition operation information based on the deck composition operation from the user and, upon receiving the deck composition instruction, composes a deck including at least the first game medium and the third game medium (S203), and after the deck is composed, starts the first quest so that the user can play the first quest (S204).

[0073] Then, when the server 10 determines that the user has accomplished the first mission or the second mission added to the first quest while playing or after clearing the first quest (S205: YES), it awards points to the user as a reward for accomplishing the mission. (S206). Points are awarded only when the first mission is accomplished using the first game medium or when the second mission is accomplished using the third game medium. If the server 10 determines that the points awarded to the user have reached a predetermined value (S207: YES), it develops the first game medium or the second game medium by changing parameters indicating the capabilities, etc., of the first game medium or the second game medium (S208), and terminates the process. If the deck contains other game media, such as the second game medium, that do not correspond to the first or second mission, the parameters indicating the capabilities, etc., of the second game medium are not changed. Points may be divided into different types, with points awarded for completing the first mission being used to develop the first game medium and points awarded for completing the second mission being used to develop the third game medium. On the other hand, if the server 10 determines that the first or second mission added to the first quest has not been completed (S205: NO), or if it determines that the points awarded to the user have not reached a predetermined value (S207: NO), it terminates the processing. The processing from S205 to S208 corresponds to the game content development processing.

[0074] (and other information processing flows) The first mission may also be added to another quest, such as a second quest other than the first quest. The following describes the information processing flow when changing the quest to which the first mission is added. This information processing flow, like the above, is information processing that includes a mission addition process and a game content development process, but is processing that starts when the first mission has already been added to the first quest and the progress of the first mission satisfies a predetermined condition, and proceeds, for example, along the flow shown in FIG. 10.

[0075] 10, first, the server 10, which is a computer, identifies a second quest to which a first mission will be added based on user information such as the user's level or quest play history from among multiple quests that the user can play (S301), and then associates the first mission with the identified second quest, thereby adding the first mission to the second quest (S302).The server 10 also removes the first mission from the first quest by canceling the association between the first mission and the first quest (S303). The processing from S301 to S303 corresponds to the mission addition processing.

[0076] Next, the server 10 acquires deck composition operation information based on the deck composition operation from the user and, upon receiving the deck composition instruction, composes a deck including at least the first game medium (S304), and after the deck is composed, starts the second quest so that the user can play the second quest (S305).

[0077] If the server 10 determines that the user has completed the first mission added to the second quest while playing or after completing the second quest (S306: YES), the server 10 awards points to the user as a reward for completing the mission (S307). Note that points are only awarded when the user plays the second quest using the first game medium, i.e., a deck including the first game medium, and completes the first mission. If the server 10 determines that the points awarded to the user have reached a predetermined value (S308: YES), the server 10 develops the first game medium by changing parameters indicating the abilities of the first game medium, etc. (S309), and terminates the process. On the other hand, if the server 10 determines that the user has not completed the first mission added to the second quest (S306: NO) or if the server 10 determines that the points awarded to the user have not reached a predetermined value (S308: NO), the server 10 terminates the process. The processing from S306 to S309 corresponds to the game content development processing. <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0078] In the above embodiment, a 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 to this, and some of the functions of the server 10 may be provided in the user terminal 12. For example, some or all of the functions of the mission adding unit 34, the training unit 35, or the game control unit 36 ​​may be provided in the user terminal 12.

[0079] In the above embodiment, user information, etc. is stored 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 the information in that database server, or to store the information on the user terminal 12 side.

[0080] In the above embodiment, a game in which a user organizes a deck including characters and controls the characters included in the deck to fight enemy characters has been described as an example of a game. However, the type of game is not limited to this, and may be, for example, a word game, a fighting game, a sports game, a shooting game, a racing game, a puzzle game, a card game, a board game, a role-playing game, or a simulation game. Furthermore, the game may be an individual game or a team game. Furthermore, the game may be one in which humans compete against each other as users, or one in which a human competes against a computer (e.g., an AI or a robot).

[0081] In the above embodiment, users can generally enjoy all functions free of charge, but some functions can be restricted and can be used by paying a specified usage fee. Furthermore, various other conditions may be set for paying users who have paid a specified usage fee to give them an advantage when playing the game. For example, paying users may be able to obtain game content that is difficult to obtain depending on the amount of their fees. This usage fee may be a pay-as-you-go system, or it may be a subscription-like system in which a one-time payment is valid for the user for a certain period of time (e.g., one month or one year).

[0082] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0083] [1] The information processing device of this embodiment has a mission addition unit that, when a user obtains a first game medium, adds one or more first missions corresponding to the first game medium to a first quest identified from a plurality of quests that the user can play, and a development unit that controls the first game medium so that it can be developed when the user completes the first mission by playing the first quest. According to the information processing device, a first mission corresponding to a first game medium acquired by a user is added to a first quest identified from a plurality of quests playable by the user, and the first game medium is controlled so as to be trained when the user plays the first quest and completes the first mission. This makes it easier for the user to specify a quest to play in order to train the first character, thereby improving the user's game satisfaction.

[0084] [2] In the above information processing device, the training unit trains the first game medium when the points awarded to the user upon accomplishing the first mission reach a predetermined number. This allows users to develop the corresponding first game medium by accumulating a predetermined number of points that are awarded when playing the first quest and completing the first mission, which also motivates users to play the first quest in order to accumulate points, further improving users' satisfaction with the game.

[0085] [3] In the above information processing device, the training unit trains the first game medium when the first mission is accomplished using the first game medium. This allows the user to develop the first game medium by using the first game medium to complete the corresponding first mission when playing the first quest, which also motivates the user to play the first quest using the first game medium and further improves the user's satisfaction with the game.

[0086] [4] In the above information processing device, the quest is a game that can be played by organizing a deck containing two or more game media, and the training unit plays the first quest by organizing a deck containing a first game medium and a second game medium that does not correspond to the first mission, and if the first mission is completed, trains the first game medium but does not train the second game medium. As a result, when a player plays the first quest and accomplishes the first mission, the player will not develop the second game medium that does not correspond to the first mission, even if it is a game medium included in the deck. This also motivates the player to play the first quest using the first game medium, thereby further improving the user's game satisfaction while maintaining game balance.

[0087] [5] In the above-mentioned information processing device, when a user obtains a third game medium, the mission adding unit selects a second mission to add to the first quest from among a plurality of second missions in accordance with the first mission added to the first quest. This allows the user to complete multiple missions, including a first mission corresponding to the first game medium and a second mission corresponding to the third game medium, by playing the first quest, which motivates the user to play the first quest in order to complete not only the first mission but also the second mission, further improving the user's satisfaction with the game.

[0088] [6] In the above information processing device, the mission adding unit adds a second mission, which is different from the first mission, from among the plurality of second missions to the first mission. This allows the user to play the first quest and complete multiple missions, including a first mission corresponding to the first game medium and a second mission corresponding to a third game medium that is different from the first mission. This also motivates the user to play the first quest in order to complete multiple different missions, further improving the user's satisfaction with the game.

[0089] [7] In the above information processing device, if a user acquires a third game medium after the first mission has been added to the first quest, the mission addition unit increases the probability of adding a second mission corresponding to the third game medium to the first quest compared to other quests. This increases the probability that a second mission will be added to a first quest to which a first mission has been added, and also increases the likelihood that a user will be able to complete multiple missions, including the first mission corresponding to the first game medium and the second mission corresponding to the third game medium, by playing the first quest. This also motivates users to play the first quest in order to complete not only the first mission but also the second mission, further improving users' satisfaction with the game.

[0090] [8] In the above information processing device, the mission adding unit identifies a first quest to which a first mission is to be added based on the user information from among quests that the user can play. This allows the first quest to which the first mission will be added to be identified based on user information such as play history, making it easier for the user to specify the quest to be played to develop the first character, and also allowing the user to play various quests that they have not played before, which also motivates them to play the first quest and further improves the user's satisfaction with the game.

[0091] [9] In the above information processing device, when the achievement status of the first mission satisfies a predetermined condition, the mission addition unit adds the first mission to a second quest of a different difficulty level than the first quest, and removes the first mission from the first quest. This allows the user to play a first quest and, if the conditions for completing the first mission are met, play a second quest other than the first quest to complete the first mission. This makes it easier to specify the quest to play in order to develop the first character, and also makes it possible to play a variety of more interesting quests with different levels of difficulty, which motivates the user to play many quests and further improves the user's satisfaction with the game.

[0092]

[10] In the above information processing device, when the points awarded to the user upon completing the first mission reach a first value, the mission addition unit identifies a second quest from among quests that are more difficult than the first quest. This means that when the points awarded to the user upon playing the first quest and completing the first mission reach a first value, the user will be able to play a second quest that is more difficult than the first quest in order to complete the first mission.This makes it easier to specify the quest to play in order to develop the first character, and also makes it possible to play even more interesting quests, which motivates the user to play more quests and further improves the user's game satisfaction.

[0093]

[11] In the above-mentioned information processing device, if the points awarded to the user when the first mission is completed do not reach the first value even after playing the first quest a predetermined number of times, the mission addition unit identifies a second quest from among quests that are less difficult than the first quest. This means that if the points awarded to the user upon completing the first mission do not reach the first value even after playing the first quest, the user will be able to play a second quest that is less difficult than the first quest in order to complete the first mission.This makes it easier to specify the quest to play in order to develop the first character, and also makes it possible to play interesting quests that are appropriate for the user's level and skill, which motivates the user to play many quests and further improves the user's game satisfaction.

[0094]

[12] In the information processing method of this embodiment, when a user acquires a first game medium, the computer adds one or more first missions corresponding to the first game medium to a first quest identified from a plurality of quests playable by the user, and when the user completes the first mission by playing the first quest, the computer controls the first game medium so that it can be developed. According to the above information processing method, it becomes easier for the user to specify the quest to be played in order to train the first character, and the user's level of satisfaction with the game can be improved.

[0095]

[13] The program of this embodiment causes a computer to, when a user acquires a first game medium, add one or more first missions corresponding to the first game medium to a first quest identified from a plurality of quests playable by the user, and, when the user completes the first mission by playing the first quest, control the first game medium so that it can be developed. According to the above program, it becomes easier for the user to specify the quest to be played in order to train the first character, and the user's level of satisfaction with the game can be improved. [Explanation of symbols]

[0096] 10 Servers 12 User terminal 14 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 Quest Provider 34 Mission Additions 35 Development Department 36 Game control unit 41 Character display area 42 Mission display area 43 Point Gauge G Mission display screen S Information Processing System

Claims

1. A processor, The processor: adding one or more first missions corresponding to the first game media owned by the user to the first quest; When the user accomplishes the first mission by playing the first quest, controlling the first game medium to be able to develop the first game medium; If the achievement status of the first mission satisfies a first condition or a second condition, the first mission is added to a second quest different from the first quest; When the first condition is satisfied, a quest having a higher difficulty level than the first quest is identified as the second quest; When the second condition is satisfied, a quest having a lower difficulty level than the first quest is identified as the second quest. Information processing device.

2. If the achievement status of the first mission satisfies the first condition or the second condition, the first mission is excluded from the first quest. The information processing device according to claim 1 .

3. A processor adds one or more first missions corresponding to a first game medium owned by a user to a first quest; a processor controls the first game medium so as to enable development when the user accomplishes the first mission by playing the first quest; a processor, when an achievement status of the first mission satisfies a first condition or a second condition, adding the first mission to a second quest different from the first quest; a processor, when the first condition is satisfied, identifying a quest having a higher difficulty level than the first quest as the second quest; the processor, when the second condition is satisfied, identifies a quest having a lower difficulty level than the first quest as the second quest; Information processing methods.

4. A method for causing a processor to add one or more first missions corresponding to a first game medium owned by a user to a first quest; causing a processor to control the first game medium so as to be able to develop the first game medium when the user accomplishes the first mission by playing the first quest; causing the processor to add the first mission to a second quest different from the first quest when an achievement status of the first mission satisfies a first condition or a second condition; causing the processor to specify, when the first condition is satisfied, a quest having a higher difficulty level than the first quest as the second quest; causing the processor to specify, when the second condition is satisfied, a quest having a lower difficulty level than the first quest as the second quest; program.

5. A system including a terminal and a server capable of communicating with the terminal through a network, The server adding one or more first missions corresponding to the first game media owned by the user to the first quest; When the user accomplishes the first mission by playing the first quest, controlling the first game medium to be able to develop the first game medium; If the achievement status of the first mission satisfies a first condition or a second condition, the first mission is added to a second quest different from the first quest; When the first condition is satisfied, a quest having a higher difficulty level than the first quest is identified as the second quest; When the second condition is satisfied, a quest having a lower difficulty level than the first quest is identified as the second quest. Information processing system.

Citation Information

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