Information processing device, information processing method, and program

By increasing a countermeasure level through normal quests, players maintain motivation and engagement in computer games, addressing the monotony of repetitive gameplay.

JP7828006B2Active Publication Date: 2026-03-11MIXI INC
View PDF 9 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-15
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Playing the same quest repeatedly in computer games can lead to a sense of monotony, reducing player enjoyment.

Method used

Implementing a system where players increase a countermeasure level by completing normal quests, which enhances their ability to tackle more challenging specific quests, maintaining motivation through a clear progression and purpose.

Benefits of technology

This system maintains player engagement by providing a sense of purpose and progression, encouraging players to repeatedly play normal quests to improve their chances of successfully completing more difficult specific quests.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007828006000001
    Figure 0007828006000001
  • Figure 0007828006000002
    Figure 0007828006000002
  • Figure 0007828006000003
    Figure 0007828006000003
Patent Text Reader

Abstract

To enhance a motivation of a player in repeatedly playing a game including quests in a computer program.SOLUTION: A game server executes normal quests Q1, Q2, Q3 and a specific quest. The specific quest can advantageously advance a match with a normal boss B1(S) by completing the normal quest Q1 to increase a countermeasure level. The specific quest can advantageously advance a match with a normal boss B2(S) by completing the normal quest Q2 to increase the countermeasure level. Similarly, the normal quest Q3 is made to cope with a normal boss B3(S). A player completes the specific quest if he / she can beat a super boss BX after beating the normal bosses B1(S) to B3(S) in the specific quest.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] In computer games (hereafter simply referred to as "games"), players are often presented with opportunities to take on tasks (missions) called quests. Players battle enemy characters that appear during the quests, and by defeating them, players receive rewards such as friendly characters and items. Furthermore, through quests, the characters owned by the player grow.

[0003] A player can receive a reward multiple times by clearing the same quest multiple times. Players may also play the same quest repeatedly to develop their characters (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6234259 [Patent Document 2] Patent No. 5622446 Summary of the Invention [Problem to be solved by the invention]

[0005] However, playing the same quest over and over again can easily lead to a sense of chore, which can reduce the enjoyment of the game. To prevent this feeling, it is necessary to continue to give the player a sense of purpose, even when the same quest is repeated.

[0006] The present invention was completed based on the inventor's recognition of the above problems, and its main purpose is to propose a new method for maintaining motivation to play when playing a game repeatedly. [Means for solving the problem]

[0007] An information processing device in one aspect of the present invention includes a first game in which first play conditions are set, a second game in which second play conditions are set, and a game control unit that controls the progress of a specific game including a first mission and a second mission. the game control unit exerts a first game effect advantageous to the achievement of the first mission when a first play condition is satisfied in the first game, and exerts a second game effect advantageous to the achievement of the second mission when a second play condition is satisfied in the second game; [Effects of the Invention]

[0008] According to the present invention, it becomes easier to maintain motivation to play when playing a game repeatedly. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a hardware configuration diagram of the game system. [Figure 2] FIG. 2 is a hardware configuration diagram of a game server. [Figure 3] FIG. 2 is a functional block diagram of the game system. [Figure 4] FIG. 10 is a schematic diagram illustrating the relationship between normal quests and specific quests. [Figure 5] FIG. 10 is a data structure diagram of level definition information. [Figure 6] FIG. 10 is a data structure diagram of player countermeasure information. [Figure 7] 10 is a screen diagram of the countermeasure progress screen, and is the countermeasure progress screen of the player (P02). [Figure 8] 10 is a flowchart showing the processing steps of a normal quest. [Figure 9] 10 is a flowchart showing the processing steps of a specific quest. [Figure 10] 10 is a time chart for explaining a method for recommending normal quests in a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0010] [overview] This section will briefly explain the outline of the computer game (hereinafter referred to as "Game X") assumed in this embodiment, followed by a detailed description of the specific configuration and control method of the game system. Game X is a free-to-play (F2P) game that can be played on a smartphone or other device and allows multiple players to participate.

[0011] A player owns multiple characters (hereafter, the characters owned by the player will be referred to as "P characters"). The player uses the P characters to clear games called "quests." In quests, the P characters battle enemy characters. The P characters grow through the quests. The P characters can also be strengthened by equipping them with weapons and armor. The P characters can also be strengthened by various items. The stronger the P characters are, the easier it becomes to defeat stronger enemy characters.

[0012] In Game X, multiple normal quests and specific quests are carried out. In normal quests, special enemy characters called boss characters appear, and if the player can defeat the boss character, the normal quest is successful (cleared). Hereinafter, the boss characters that appear in normal quests will be referred to as "normal bosses." In specific quests, not only will a boss character unique to the specific quest (hereinafter referred to as "super boss") appear, but normal bosses will also reappear. If multiple normal bosses and super bosses can be defeated, the specific quest will be cleared.

[0013] The normal bosses that appear in special quests and regular quests are the same type, but the normal bosses that appear in special quests are stronger than the normal bosses that appear in regular quests. For this reason, special quests are much more difficult than regular quests.

[0014] In Game X, a parameter called a "countermeasure level" is set for each normal boss. By defeating a normal boss in a standard quest, the player can increase the countermeasure level for that normal boss. The higher the countermeasure level for a normal boss, the easier it becomes to defeat that normal boss in a specific quest. By repeatedly playing normal quests, players can increase their countermeasure level against normal bosses and conquer specific quests with high difficulty.

[0015] FIG. 1 is a diagram showing the hardware configuration of a game system 200. In game system 200, game server 100 and multiple game terminals 102a, 102b, 102c,..., 102n (hereinafter collectively referred to as "game terminals 102" when referring to them collectively or when no distinction is made) are connected via Internet 106. In this embodiment, game terminal 102 is assumed to be a smartphone. Game terminal 102 may be a portable game console or a general-purpose computer such as a laptop PC. Game terminal 102 and Internet 106 are connected wirelessly, but may also be connected via a wired connection. Each game player is assigned a unique ID called a player ID in advance. Game server 100 provides game X to each game terminal 102.

[0016] FIG. 2 is a diagram showing the hardware configuration of the game server 100. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, a processor 300 (CPU: Central Processing Unit) that incorporates registers, an arithmetic unit, an instruction decoder, etc., and reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is also connected to the first bus 302. In addition to the memory 304, a GPU Other devices such as a Graphics Processing Unit may also be connected.

[0017] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to a storage 312, an output device 316 such as a monitor or speaker is connected to the second bus 310. An input device 314 such as a mouse or keyboard, and a peripheral device 318 such as a printer may also be connected to the second bus 310.

[0018] FIG. 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including computing units such as a CPU and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, as well as software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of a device driver, an operating system, various application programs located at higher layers than these, and libraries that provide common functions to these programs. Each block described below represents a functional block, not a hardware configuration. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal with a web browser installed thereon.

[0019] (Game Server 100) The game server 100 includes a communication unit 112 , a data processing unit 110 , and a data storage unit 114 . The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.

[0020] The data store 114 includes a game data store 130 and a player data store 132 . The game data storage unit 130 stores the game program as well as setting information for the game X. The player data storage unit 132 manages various pieces of information relating to the player.

[0021] The data processing unit 110 includes a player registration unit 116 , a game control unit 124 , and a recommendation unit 126 . The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player.

[0022] The game control unit 124 controls the basic progress of the game X. The game control unit 124 includes a normal game control unit 120 and a specific game control unit 122. The normal game control unit 120 controls the progress of normal quests. The specific game control unit 122 controls the progress of specific quests. The recommendation unit 126 recommends that the player play normal quests and specific quests.

[0023] (game terminal 102) Game terminal 102 includes a user interface processing unit 136 , a communication unit 134 , a data processing unit 138 , and a data storage unit 140 . The user interface processing unit 136 includes an input unit 142 that accepts operations from the player and an output unit 144 that displays images and outputs sound. The output unit 144 includes a display unit 150 that displays various screens. The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on data acquired by the user interface processing unit 136 and the communication unit 134 and data stored in the data storage unit 140. The data processing unit 138 also functions as an interface between the user interface processing unit 136, the communication unit 134, and the data storage unit 140.

[0024] The data processing unit 138 includes a game execution unit 146 . The game execution unit 146 controls the progress of game X in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as part of the functions of the game control unit 124.

[0025] The communication unit 134 acquires various game information from the game server 100, and the display unit 150 displays a game screen on the game terminal 102. The input unit 142 detects various inputs by the player, and some of the input information is notified to the game server 100. In response to the input information, the data processing unit 138, and in particular the game execution unit 146, controls the progress of the game.

[0026] FIG. 4 is a schematic diagram for explaining the relationship between normal quests and specific quests. In Game X, three types of normal quests, normal quests Q1 to Q3, and one specific quest (specific game) are prepared in advance. The player can select any normal quest to play. In the normal quest, a battle game between the P character and an enemy character is executed.

[0027] In normal quest Q1 (first game), normal boss B1 appears. The player controls the P character and faces off against normal boss B1. If normal boss B1 can be defeated, normal quest Q1 is cleared (first play condition is met). In normal quest Q2 (second game), normal boss B2 appears, and if normal boss B2 can be defeated, normal quest Q2 is cleared (second play condition is met). Similarly, normal boss B3 appears in normal quest Q3.

[0028] In the specific quest, normal bosses B1 to B3 and super boss BX appear. When performing the specific quest, the player first fights normal boss B1 (first game medium) (first mission). As mentioned above, normal boss B1 that appears in the specific quest is stronger than when it appeared in regular quest Q1. More specifically, various attribute values ​​of normal boss B1, such as attack power, defense power, agility (attack evasion ability), and attack hit rate, are strengthened. The same is true for normal bosses B2 and B3.

[0029] When the player defeats the normal boss B1 in the specific quest, the specific game control unit 122 subsequently causes a normal boss B2 (second game medium) to appear, and the player fights against the normal boss B2 (second mission).

[0030] When the player defeats normal boss B2, the specific game control unit 122 makes normal boss B3 appear. When the player defeats normal boss B3, the specific game control unit 122 makes super boss BX appear. When the player defeats super boss BX, the specific quest is cleared. When the specific quest is cleared, the specific game control unit 122 gives the player super boss BX as a new P character.

[0031] In certain quests, the strengthened normal bosses B1 to B3 are formidable opponents. If the player can defeat the three normal bosses B1 to B3, they can defeat the super boss BX relatively easily. Therefore, the biggest challenge in certain quests is whether or not they can defeat the normal bosses B1 to B3 and reach the super boss BX.

[0032] In the following, the normal boss B1 that appears in normal quest Q1 will be referred to as normal boss B1(N), and the normal boss B1 that appears in specific quests will be referred to as normal boss B1(S). Normal boss B1(S) and normal boss B1(N) have the same appearance, but as mentioned above, normal boss B1(S) is much stronger than normal boss B1(N).

[0033] When the player defeats normal boss B1(N) in normal quest Q1, in other words, when the player clears normal quest Q1, the normal game control unit 120 increases the countermeasure value against normal boss B1(S). When this countermeasure value becomes equal to or greater than a threshold, the countermeasure level (first parameter) against normal boss B1(S) increases. When the countermeasure value against normal boss B2(S) becomes equal to or greater than a threshold, the countermeasure level (second parameter) against normal boss B2(S) increases. The same applies to normal boss B3(S).

[0034] In the following, when indicating the countermeasure value and countermeasure level for normal boss B1(S), they will be written as "countermeasure value (B1)" and "countermeasure level (B1)". The same applies to normal bosses B2(S) and B3(S).

[0035] In this embodiment, by increasing the countermeasure level (B1), the attack power of the P character against the normal boss B1(S) in a specific quest increases (first game effect). However, even if the countermeasure level (B1) increases, the attack power of the P character against other characters, such as the normal boss B2(S) and the normal boss B1(N), does not change. The countermeasure level (B1) is a parameter that is valid only against the normal boss B1(S).

[0036] Similarly, as the countermeasure level (B2) increases, the attack power of the P character against the normal boss B2(S) increases (second game effect). As the countermeasure level (B3) increases, the attack power of the P character against the normal boss B3(S) increases.

[0037] Players can defeat three types of normal bosses by playing normal quests Q1 to Q3. You can increase the countermeasure level for each of B3(S) to B3(S). Increasing the countermeasure level makes it easier to clear specific quests, so players can approach normal quests with a strong sense of purpose and anticipation.

[0038] FIG. 5 is a diagram showing the data structure of the level definition information 160. The level definition information 160 is stored in the game data storage unit 130. The level definition information 160 defines the relationship between a normal boss and a countermeasure value, a countermeasure level, and a countermeasure effect. The level definition information 160 is set for each normal boss. FIG. 5 shows the level definition information 160 for the normal boss B1(S).

[0039] When the player clears normal quest Q1, that is, when the player defeats normal boss B1 (N), the normal game control unit 120 adds "10" to the countermeasure value (B1). The player can increase the countermeasure value (B1) by clearing normal quest Q1 multiple times. When the countermeasure value reaches a threshold value of "20" or more, the normal game control unit 120 changes the countermeasure level (B1) from "0" to "1." When the countermeasure level is "1," the specific game control unit 122 strengthens the P character's attack power against normal boss B1 (S) to "1.2 times" the normal level.

[0040] When the countermeasure value (B1) reaches or exceeds "40 (first threshold)", the normal game control unit 120 changes the countermeasure level (B1) from "1" to "2". When the countermeasure level is "2", the specific game control unit 122 strengthens the attack power of the P character against the normal boss (S) by "1.5 times". In this way, by repeatedly defeating the normal boss B1 (N) in the normal quest Q1, the player can more easily clear the specific quest.

[0041] Similarly, when the player clears normal quest Q2, the normal game control unit 120 increases the countermeasure value (B2). When the countermeasure value (B2) exceeds the threshold, the normal game control unit 120 raises the countermeasure level (B2). The specific game control unit 122 strengthens the attack power of the P character against the normal boss B2 (S) according to the countermeasure level (B2). The same applies to the countermeasure level (B3).

[0042] FIG. 6 is a diagram showing the data structure of the player countermeasure information 170. The player countermeasure information 170 is stored in the player data storage unit 132. The player countermeasure information 170 indicates the countermeasure value and countermeasure level for each player. The countermeasure value (B1) of the player with player ID = P01 (hereinafter referred to as "player (P01)") is "20" and the countermeasure level (B1) is "1". Therefore, the attack power of the P character of the player (P01) is strengthened by "1.2 times" when fighting the normal boss B1 (S) (see FIG. 5).

[0043] The countermeasure level (B2) of the player (P01) is "2." This shows that the player (P01) has cleared more normal quests Q2 than normal quests Q1, and that the attack power of the P character is higher when facing normal boss B2(S) than when facing normal boss B1(S).

[0044] The countermeasure level (B1) of the player (P02) is "5" and the countermeasure level (B2) is "6", and the countermeasure level is higher overall than that of the player (P01), so the player (P02) is in a position where he can more easily progress through certain quests than the player (P01).

[0045] FIG. 7 is a diagram showing the countermeasure progress screen 180. When the player instructs to play a specific quest, before the specific quest begins, the display unit 150 displays a countermeasure progress screen 180. A countermeasure level area 182 in the center of the screen displays the countermeasure level and the countermeasure effect for each of the three normal bosses. Figure 7 shows the countermeasure progress screen 180 for player (P02).

[0046] Before playing a specific quest, the player (P02) checks the countermeasure progress screen 180 and confirms the countermeasure level for each of the normal bosses B1(S) to B3(S). According to Figure 7, the countermeasure level (B1) of the player (P02) is "5", and the attack power of the P character during the battle is "3 times" (see Figures 5 and 6).

[0047] After checking the countermeasure progress screen 180, the player (P02) touches the challenge button 184 if he or she wishes to play a specific quest. When the challenge button 184 is touched, the specific game control unit 122 starts the specific quest. If the player (P02) touches the cancel button 186, the specific quest will not be executed. By checking the countermeasure level on the countermeasure progress screen 180, the player can decide whether to actually challenge a specific quest or aim to improve his or her countermeasure level by playing a normal quest.

[0048] FIG. 8 is a flowchart showing the processing steps of a normal quest. The player selects one of normal quests Q1 to Q3 on a normal quest selection screen (not shown). The normal game control unit 120 executes the selected normal quest. Here, the description will be given assuming that the player (P01) plays normal quest Q1.

[0049] When the player (P01) defeats the normal boss B1 (N) and clears the normal quest Q1 (Y in S10), the normal game control unit 120 increases the countermeasure value (B1) (S12). In this embodiment, the normal game control unit 120 adds "10" to the countermeasure value (B1). At this time, the normal game control unit 120 updates the player countermeasure information 170.

[0050] The normal game control unit 120 refers to the level definition information 160 and determines whether the countermeasure level (B1) will increase (S14). If the countermeasure level (B1) increases, the normal game control unit 120 further updates the player countermeasure information 170 (S16). After the countermeasure level increases, the recommendation unit 126 recommends the player (P01) to play a specific quest. (S18). This is because the player (P01) has a higher chance of clearing the specific quest than before due to the increase in the countermeasure level. The recommendation unit 126 instructs the game terminal 102 to display a recommendation screen (not shown) including a message such as "Try the specific quest."

[0051] When the player (P01) fails the normal quest Q1, that is, the normal boss B1 If the hit points of the P character reach zero before the hit points of (N) reach zero (N in S10), the process from S12 onwards is skipped. Also, if the countermeasure level (B1) does not increase (N in S14), the process from S16 onwards is skipped.

[0052] FIG. 9 is a flowchart showing the process of a specific quest. When the player instructs to play a specific quest on the specific quest selection screen (not shown), as described above, the display unit 150 displays the countermeasure progress screen 180. When the player touches the challenge button 184 on the countermeasure progress screen 180, the specific game control unit 122 starts the specific quest. Here, the explanation will be given assuming that the player (P01) plays the specific quest.

[0053] When the player (P01) defeats the normal bosses B1(S) to B3(S) and the super boss BX and clears the specific quest (Y in S20) (the first condition is met), the specific game control unit 122 grants the super boss BX to the player (P01) (S34). (P01) can use the super boss BX as the P character. However, when the specific quest is cleared for the second time or later, the specific game control unit 122 may not grant the super boss BX.

[0054] If the specific quest cannot be cleared (N in S20) (the second condition is met) and the player (P01) is defeated by the normal boss B1 (S), the recommendation unit 126 recommends the normal quest Q1 to the player (S24). This is because if the player plays the normal quest Q1 and increases the countermeasure level (B1), it will be easier for the player to defeat the normal boss B1 (S) the next time he or she challenges the normal boss.

[0055] When the player is defeated by normal boss B2(S) (N in S22, Y in S26), the recommendation unit 126 recommends normal quest Q2 to the player (S28). When the player is defeated by normal boss B3(S) (N in S26, Y in S30), the recommendation unit 126 recommends normal quest Q3 to the player (S32). When the player is defeated by a super boss (N in S30), no special processing is executed.

[0056] [Summary] The game system 200 has been described above based on the embodiment. The special quests in Game X are significantly more difficult than the regular quests. In the special quests, the normal bosses B1(N) to B3(N) that appeared in the regular quests are strengthened and reappear, and the player must defeat the strengthened normal bosses B1(S) to B3(S) three times in a row.

[0057] By playing normal quests, players can increase their countermeasure level against normal bosses B1(S) to B3(S). In other words, playing normal quests increases the likelihood of clearing specific quests. By encouraging players to play normal quests with the ultimate goal of clearing specific quests, players can play normal quests with a strong sense of purpose.

[0058] Rather than having players play normal quests just to collect rewards, the game is designed to give players a sense of purpose in completing specific quests, so that normal quests do not feel like a chore even when played repeatedly. In other words, as players clear normal quests multiple times and increase their skill level, they can feel like they are building a foundation for completing specific quests.

[0059] In Game X, there are three types of normal bosses B1(S) to B3 that appear in specific quests. Each of the (S) normal quests is assigned to Q1 to Q3. When a player fails a specific quest, they can take countermeasures for each normal boss that caused the failure. For example, if a player is unable to defeat normal boss B2(S), they can play normal quest Q2 to increase their countermeasure level (B2), making it easier to defeat normal boss B2(S).

[0060] While the game is designed to have players play normal quests as preparation for completing specific quests, if they fail a specific quest, they can be made to think about which normal quest to play depending on the reason for their failure. More specifically, rather than having players play normal quests with the vague idea of ​​"advancing the specific quest advantageously," players can play normal quest Q2 with a clear sense of purpose, "to defeat normal boss B2(S) who is currently an obstacle in the specific quest," which makes it easier to maintain and improve the sense of immersion in the normal quest.

[0061] If the player focuses on playing normal quest Q1, they can increase their countermeasure level (B1). In this case, the player will find it easier to defeat normal boss B1(S), but may struggle with normal boss B2(S), which appears after normal boss B1(S). Therefore, the player needs to play not only normal quest Q1 but also normal quest Q2. As a result, the player can be encouraged to play multiple normal quests Q1 to Q3 evenly.

[0062] Before playing a specific quest, the player can check the countermeasure level (B1) to countermeasure level (B3) on the countermeasure progress screen 180. The countermeasure progress screen 180 gives the player an opportunity to decide whether to challenge the specific quest or whether to raise the countermeasure level a little more before attempting the quest.

[0063] When a normal quest is cleared and the countermeasure level is increased, the recommendation unit 126 recommends that the player take on a specific quest. When the countermeasure level is increased, the possibility of clearing the specific quest increases, so it is possible to recommend that the player take on the specific quest at a reasonable timing.

[0064] Furthermore, when the player fails a specific quest, the recommendation unit 126 recommends that the player try a normal quest. At this time, by recommending a normal quest corresponding to the normal boss that caused the player to lose, the player can be appropriately supported.

[0065] As described above, in Game X, playing normal quests increases the countermeasure level, so it is possible to encourage players to play normal quests in order to clear specific quests. Also, playing normal quests can be used as an opportunity to encourage players to play specific quests, particularly by using the increase in countermeasure level that comes from clearing normal quests. In this way, it is possible to create a link between the two types of quests (games).

[0066] If the rewards for clearing a specific quest are luxurious or attractive, it will increase the motivation to play the specific quest. In order to clear a specific quest, you will need to play the normal quest. The more attractive the specific quest, the more likely it is that the existence of the specific quest will encourage you to play the normal quest.

[0067] The present invention is not limited to the above-described embodiments and modifications, and the components can be modified without departing from the spirit of the invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments and modifications. Furthermore, some components can be omitted from all the components shown in the above-described embodiments and modifications.

[0068] Although the game system 200 has been described as being configured with multiple game terminals 102 and one game server 100, some of the functions of the game terminal 102 may be implemented by the game server 100, or some of the functions of the game server 100 may be assigned to the game terminal 102. Furthermore, a third device other than the game terminal 102 or the game server 100 may perform some of the functions of the game server 100 or the game terminal 102. The collection of the functions of the game terminal 102 and the functions of the game server 100 described in FIG. 3 can also be broadly understood as a single "information processing device (game device)." How multiple functions necessary to realize the present invention are allocated to one or more pieces of hardware may be determined in consideration of the processing capabilities of each piece of hardware, the specifications required for the game system 200, and the like.

[0069] [Variations] In this embodiment, it has been explained that the attack power of the P character against the normal boss increases as the countermeasure level increases, but the specific game control unit 122 may change the battle against the normal boss to the player's advantage by a method other than attack power. For example, by increasing the countermeasure level B1, the specific game control unit 122 may The specific game control unit 122 may increase the defensive power during the battle against (S), or may increase the attack evasion ability (agility) and attack hit rate. The specific game control unit 122 may make the battle against the normal boss more advantageous for the player by having an NPC (non-player character) appear to support the P character.

[0070] The specific game control unit 122 may change the attribute values ​​of the normal boss to be advantageous to the player, rather than changing the attribute values ​​(e.g., attack power) of the P character. For example, the specific game control unit 122 may lower the attack power, defense power, attack evasion ability, and attack hit rate of the normal boss B1(S) in accordance with an increase in the countermeasure level (B1). The specific game control unit 122 may change the battle against the normal boss to be advantageous to the player by reducing the number of enemy characters supporting the normal boss B1(S).

[0071] Instead of changing the attribute value of the normal boss or P character according to the countermeasure level, the specific game control unit 122 may change the battle situation. For example, if the normal boss B1(S) is a transparent character that appears intermittently at regular intervals, the player can more easily defeat the normal boss B1(S) by controlling the appearance time of the normal boss B1(S) to be longer according to the countermeasure level (B1).

[0072] The structures protecting the normal boss may be changed depending on the countermeasure level. For example, suppose that the normal boss B1(S) is an enemy character that snipes the P character from behind multiple structures on the battlefield. By increasing the countermeasure level (B1), the specific game control unit 122 reduces the number of structures protecting the normal boss B1(S) or reduces the durability of the structures, making them easier to destroy or remove, making it easier for the player to defeat the normal boss B1(S).

[0073] In the present embodiment, it has been described that when a player clears a normal quest, the normal game control unit 120 adds "10" to the countermeasure value. As a modified example, the countermeasure value to be added may be a variable value. For example, when a player clears normal quest Q1, the normal game control unit 120 may add "10" to the countermeasure value, and may further add "20" to the countermeasure value with a 20% probability. The normal game control unit 120 may further add "100" to the countermeasure value with a 1% probability. According to this control method, the player can have expectations regarding the countermeasure value to be granted when he or she clears a normal quest.

[0074] The countermeasure level may be increased according to the number of times the normal quest is played. For example, every time the player plays normal quest Q1 ten times, the normal game control unit 120 may increase the countermeasure level (B1) by one, regardless of the results of the normal quests. According to this control method, the countermeasure level can be reliably increased simply by playing normal quests, so even a player who is not proficient in game X can steadily approach mastering a specific quest.

[0075] The normal game control unit 120 may change the amount of the countermeasure value added depending on the play result of the normal quest. For example, the normal game control unit 120 may add a randomly selected number within the range of "10 to 100" to the countermeasure value (B1) when the player clears normal quest Q1, and may add a randomly selected number within the range of "1 to 30" to the countermeasure value (B1) when the player fails to clear normal quest Q1. According to this control method, while the countermeasure value can be reliably increased by playing normal quests, it is easier to increase the countermeasure value when a normal quest is cleared, which effectively increases the player's motivation to not only play but also clear normal quests.

[0076] In the present embodiment, the display unit 150 has been described as displaying the countermeasure progress screen 180 before the start of a specific quest when the player instructs the player to play the specific quest. As a variation, the player may instruct the display of the countermeasure progress screen 180 at any timing. Also, when the player touches an area corresponding to the normal boss B1 in the countermeasure level area 182 of the countermeasure progress screen 180, the normal game control unit 120 may start the normal quest Q1. According to this control method, the player can check the countermeasure level for each normal boss on the countermeasure progress screen 180 and immediately play the normal quest required to increase the countermeasure level.

[0077] The recommendation unit 126 may recommend to the player that he play a normal quest whose countermeasure level is equal to or lower than a predetermined value when displaying the countermeasure progress screen 180. Alternatively, the recommendation unit 126 may recommend to the player a normal quest corresponding to the normal boss with the lowest countermeasure level among the three normal bosses B1 to B3 on the countermeasure progress screen 180. For example, when the recommendation unit 126 recommends normal quest Q3 on the recommendation screen (not shown) and the player touches an accept button (not shown) on the recommendation screen (not shown), the normal game control unit 120 may start normal quest Q1.

[0078] The countermeasure progress screen 180 may be a screen that does not show the countermeasure level, but only shows whether or not there is an advantageous effect against normal bosses. For example, the countermeasure progress screen 180 may be a screen that only shows whether or not an effect that "doubles or more the attack power" is occurring against each normal boss.

[0079] In the present embodiment, it has been explained that when a normal quest is cleared and the countermeasure level has increased, the recommendation unit 126 recommends playing a specific quest (see FIG. 8). As a variation, when a normal quest is cleared, the recommendation unit 126 may recommend the specific quest to the player even if the countermeasure level has not increased.

[0080] The recommendation unit 126 may recommend that the player reattempt the specific quest on the condition that the player has cleared the normal quest after failing the specific quest. For example, when the player fails the specific quest by losing to the normal boss B3(S) and then clears the normal quest Q3, the recommendation unit 126 may recommend that the player reattempt the specific quest. Alternatively, the recommendation unit 126 may recommend that the player reattempt the specific quest on the condition that the player has cleared the normal quest Q3 after failing the specific quest by losing to the normal boss B3(S) and that the countermeasure level (B3) has increased.

[0081] The recommendation unit 126 may recommend playing the normal quest when another condition (second condition) is met, not just when the specific quest is failed. For example, the recommendation unit 126 may recommend playing the normal quest when an instruction to continue the specific quest is given. Alternatively, the recommendation unit 126 may recommend the normal quest to the player after the specific quest is completed, regardless of whether the specific quest is successful or not.

[0082] When the player fails a specific quest, the recommendation unit 126 may select a normal quest to recommend based on the countermeasure levels (B1) to (B3). For example, when countermeasure level (B2) is the lowest among countermeasure levels (B1) to (B3), the recommendation unit 126 may recommend normal quest Q2 to the player. By recommending the normal quest for which countermeasures have been least advanced, the player can be guided to play multiple normal quests evenly.

[0083] In this embodiment, when the countermeasure level (B1) increases by clearing the normal quest Q1, it has an advantageous effect against the normal boss B1(S) in the specific quest, but it has no particularly advantageous effect against the other normal bosses B2(S) and B2(S). As a variant, the countermeasure level (B1) may also have some effect on the normal bosses B2(S) and B3(S).

[0084] For example, when the countermeasure level (B1) is "4", a beneficial effect of "2.5 times attack power" is exerted against the normal boss B1(S), while a slightly beneficial effect of "1.25 times attack power" is exerted against the normal bosses B2(S) and B3(S), and a slightly unfavorable effect of "0.75 times attack power" is exerted against the normal bosses B2(S) and B3(S).

[0085] Instead of setting a countermeasure value and a countermeasure level for each of a plurality of characters, a countermeasure value and a countermeasure level may be set for each of a plurality of attribute values ​​of a character. For example, suppose that a boss character BY appears in a specific quest, and that the boss character BY has been set with an attribute value W1 (e.g., attack power), an attribute value W2 (e.g., defense power), and an attribute value W3 (e.g., hit points) in advance.

[0086] When the player clears normal quest Q1, the normal game control unit 120 increases the countermeasure value (W1) corresponding to the attribute value W1. When the countermeasure value (W1) becomes equal to or greater than a threshold, the normal game control unit 120 increases the countermeasure level (W1). Similarly, a countermeasure value (W2) and a countermeasure level (W2) are associated with normal quest Q2, and a countermeasure value (W3) and a countermeasure level (W3) are associated with normal quest Q3.

[0087] The more the player increases the countermeasure level (W1), the more the specific game control unit 122 decreases the attribute value W1 (attack power) of the boss character BY. Similarly, the more the player increases the countermeasure level (W2), the more the specific game control unit 122 decreases the attribute value W2 (defense power) of the boss character BY, and the more the player increases the countermeasure level (W3), the more the specific game control unit 122 decreases the attribute value W3 (hit points) of the boss character BY.

[0088] When the player (P character) is struggling against the boss character BY's high offensive power, the player can counter the offensive power by playing normal quest Q1. Similarly, when the boss character BY's defensive power is high and an effective attack is not possible, the player can counter the defensive power by playing normal quest Q2. In this way, a game may be realized in which multiple types of normal quests are played corresponding to multiple types of attribute values ​​of the boss character BY.

[0089] In this embodiment, the normal boss B1(N) that appears in the normal quest Q1 and the normal boss B1(S) that appears in the specific quest are assumed to be the same type, but they do not have to be the same type. For example, a similar or different normal boss C1(S) that is pre-associated with the normal boss B1(N) that appears in the normal quest Q1 may appear in the specific quest.

[0090] The normal game control unit 120 may increase the countermeasure level (C1) when the player defeats the normal boss B1(N) and clears the normal quest Q1. The specific game control unit 122 may perform control so that the increase in the countermeasure level (C1) makes it easier for the player to defeat the normal boss C1(S) in the specific quest.

[0091] Instead of setting a countermeasure value and a countermeasure level for each of a plurality of boss characters (enemy characters), a countermeasure value and a countermeasure level may be set for each of a plurality of deck slots. For example, in a specific quest, a player may build a deck with three P characters and use these three P characters to fight against a normal boss or the like.

[0092] The deck has three slots, deck slots D1 to D3. It is assumed that the player places P character (E1) in deck slot D1, P character (E2) in deck slot D2, and P character (E3) in deck slot D3 out of multiple P characters.

[0093] When the player clears normal quest Q1, the normal game control unit 120 increases the countermeasure value (D1) corresponding to deck slot D1. When the countermeasure value (D1) becomes equal to or greater than the threshold, the normal game control unit 120 increases the countermeasure level (D1). Similarly, a countermeasure value (D2) and a countermeasure level (D2) are associated with normal quest Q2, and a countermeasure value (D3) and a countermeasure level (D3) are associated with normal quest Q3.

[0094] The more the player increases the countermeasure level (D1), the more the specific game control unit 122 strengthens the P character (E1) set in the deck frame D1. For example, the specific game control unit 122 temporarily increases the defensive power of the P character (E1) set in the deck frame (D1) during the specific game. Similarly, the more the player increases the countermeasure level (D2), the more the specific game control unit 122 increases the defensive power of the P character (E2) set in the deck frame D2, and the more the player increases the countermeasure level (D3), the more the specific game control unit 122 increases the defensive power of the P character (E3) set in the deck frame D3.

[0095] When P character (E1) is weak, the player can strengthen P character (E1) through deck slot (D1) during a specific quest by playing normal quest Q1. The same applies to P character (E2) and P character (E3). For example, P character (E1) is an important character who restores the hit points of other P characters, but because of its weak defensive capabilities, it is likely to be incapacitated when targeted by a boss character. In such a case, the player can play normal quest Q1 to increase the countermeasure level (D1). By placing P character (E1) in this strengthened deck slot D1, P character (E1) can be more easily utilized, allowing the player to progress through the specific game with an advantage.

[0096] FIG. 10 is a time chart for explaining a method for recommending a normal quest in the modified example. Normal quests Q1 to Q3 may not be playable at any time, but may be time-limited quests that can only be played during a specific time period (hereinafter referred to as the "event period"). The event period (first period) of normal quest Q1 is assumed to be "8:00 to 16:00" of one day. The normal game control unit 120 sets the event period (second period) of normal quest Q2 to "12:00 to 20:00" and the event period of normal quest Q3 to "16:00 to 24:00". On the other hand, specific quests can be played at any time.

[0097] In this modified example, when a player fails a specific quest, the recommendation unit 126 recommends that the player play a normal quest. Suppose the player plays a specific quest and fails at time t1 (for example, 10:00). The only normal quest that can be played at time t1 is normal quest Q1. In this case, the recommendation unit 126 recommends normal quest Q1 to the player.

[0098] Suppose the player fails a specific quest at time t2 (for example, 18:00). At time t2, normal quests Q2 and Q3 are being held, but normal quest Q1 is suspended. In this case, the recommendation unit 126 recommends both or one of normal quests Q2 and Q3. The recommendation unit 126 may randomly select either normal quest Q2 or Q3, or may select the normal quest with a lower countermeasure level. Furthermore, if the player loses to normal boss B2(S) in the specific quest, normal quest Q2 may be recommended, and if the player loses to normal boss B3(S), normal quest Q3 may be recommended.

[0099] Suppose the player fails a specific quest at time t3 (for example, 6:00). At time t3, normal quests Q1 to Q3 are all suspended. In this case, the recommendation unit 126 recommends normal quest Q1, which is scheduled to be held earliest.

[0100] According to this control method, the recommendation unit 126 selects a normal quest to be recommended in consideration of the duration of multiple normal quests, so that the player can smoothly transition to playing a normal quest after playing a specific quest.

[0101] The specific quest may be a quest that can be played in multiplayer. Multiplayer of a specific quest means that one of multiple players acts as a host and the other players act as guests, and multiple players cooperate to play the specific quest.

[0102] For example, a player (P01) can host a specific quest and play as a guest in multiplayer. The communication unit 112 notifies each game terminal 102 of the invitation for guests for a specific quest. Here, it is assumed that a player (P02) has applied to participate as a guest. At this time, the specific game control unit 122 executes the specific quest as a joint operation between the P character of the player (P01) and the P character of the player (P02). Three or more players can also participate in multiplay.

[0103] During multiplayer play, the specific game control unit 122 temporarily sets the countermeasure level of the guest player (P02) to be the same as the countermeasure level of the host player (P01). According to this control method, by playing multiplayer with a strong host, the guest player can advance the specific quest with an advantage.

[0104] Alternatively, the countermeasure level of the player (P01) may be compared with the countermeasure level of the player (P02), and the specific game control unit 122 may set the higher countermeasure level as the countermeasure level of each player. In this case, based on the player countermeasure information 170 of FIG. 6, the specific game control unit 122 sets the countermeasure levels (B1) to (B2) of the player (P01) and the player (P02). (B3) is set to "5", "6", and "5". With this control method, if a strong guest joins the multiplayer game, other participants can also advance certain quests with an advantage.

[0105] In multiplayer, the countermeasure levels of each player may be carried over as they are. For example, suppose that player PA has a high countermeasure level (B1), and player PB has a high countermeasure level (B2). When player (PA) and player (PB) play multiplayer, player PA takes the lead in fighting normal boss B1(S), and player PB takes the lead in fighting normal boss B2(S), allowing each player to enjoy team play that makes the most of their strengths.

[0106] The specific game control unit 122 may set conditions for participation as a guest. For example, only players whose average values ​​of countermeasure levels (B1) to (B3) are equal to or higher than a predetermined level may be allowed to participate as a guest in a specific quest. Similarly, conditions for hosting a multiplayer game may be set.

[0107] In this embodiment, the normal quests Q1 to Q3 and the specific quest have been described as being battle games between a P character and an enemy character. The concept of countermeasure levels can also be applied to games other than battle games. For example, it is assumed that the normal game control unit 120 executes a history quiz game (hereinafter referred to as a "normal history quiz") and a music quiz game (hereinafter referred to as a "normal music quiz"), and the specific game control unit 122 executes a comprehensive quiz game.

[0108] In the comprehensive quiz game, quizzes of various genres, including history quizzes and music quizzes, are presented. When the player clears the normal history quiz, the specific game control unit 122 presents hints for the history quiz presented in the comprehensive quiz game. Alternatively, depending on the progress of the normal history quiz, the specific game control unit 122 may extend the answer time limit for the history quiz in the comprehensive quiz game or reduce the number of options to make it easier to answer correctly. Similarly, when the player clears the normal music quiz, the specific game control unit 122 performs control to make it easier to answer the music quiz presented in the comprehensive quiz game.

[0109] According to this control method, by challenging the normal history quiz or the normal music quiz, the player can advance the comprehensive quiz game to an advantage. For example, by repeatedly challenging the normal history quiz, the player not only accumulates historical knowledge but also gains the right to receive hints in the history quiz of the comprehensive quiz game, which makes it easier for the player to solve the history quiz of the comprehensive quiz game.

[0110] The game corresponding to the normal quest may be a quiz game or other types of games such as a puzzle game or an action game. By clearing the action game executed by the normal game control unit 120, the specific game control unit 122 may provide the player with support such as hints in the comprehensive quiz game. Alternatively, by clearing the quiz game executed by the normal game control unit 120, the specific game control unit 122 may control the action game executed by the specific game control unit 122 so that the player can advance advantageously.

[0111] The following inventions can be understood from the above description of the embodiments and modifications: A1. A game control unit that controls the progress of a first game in which first play conditions are set, a second game in which second play conditions are set, and a specific game including a first mission and a second mission; The game control unit when the first play condition is satisfied in the first game, exerting a first game effect that is advantageous to accomplishing the first mission; an information processing device that exerts a second game effect that is advantageous to accomplishing the second mission when the second play condition is satisfied in the second game.

[0112] According to the invention described in A1, by achieving a first play condition in a first game, a player becomes more likely to achieve a first mission in a specific game. Similarly, by achieving a second play condition in a second game, a player becomes more likely to achieve a second mission in the specific game. A player can select a mission that will be his or her immediate goal from among the first and second missions included in the specific game, and can take measures in either the first or second game depending on the selected mission. In other words, since a player can more easily develop measures that suit his or her situation depending on the progress of the specific game, the player can approach the first or second game with a strong sense of purpose.

[0113] A2. The game control unit: When the first play condition is satisfied in the first game, a first parameter corresponding to the first mission is increased; The information processing device according to A1, wherein when the first parameter is equal to or greater than a first threshold, the first game effect is set to be more advantageous than when the first parameter is less than the first threshold.

[0114] According to the invention described in A2, a player can expect to advance a specific game advantageously by increasing a first parameter through playing a first game. This control method makes it easier for a player to recognize countermeasures and their effects on the results of playing the first game.

[0115] A3. The game control unit: In the first mission, the specific game is progressed using a first game medium; In the second mission, the specific game is progressed using a second game medium; and The information processing device according to A1 or A2, wherein the first game effect is applied to the first game medium, and the second game effect is applied to the second game medium.

[0116] According to the invention described in A3, it becomes easier for a player to clearly recognize the relationship between a first game effect for a first game content and a second game effect for a second game content. Note that the first game content here may be an object that the player is involved in, or an avatar (the player's alter ego) that is involved with this object. The same applies to the second game content.

[0117] A4. The information processing device according to A3, wherein the game control unit sets an attribute value of the first game medium to be advantageous to the player as the first game effect.

[0118] According to the invention described in A4, by changing the attribute value of the first game content that the player is involved in during the first mission, it becomes easier for the player to experience the first game effect.

[0119] A5. The information processing device described in A3 or A4, wherein the game control unit applies the first game effect to the first game medium and does not apply the first game effect to the second game medium.

[0120] According to the invention described in A5, it is made clear that the first game effect is an effect exclusive to the first game medium, thereby further clarifying the concept of the first game as a countermeasure to the first mission and the second game as a countermeasure to the second mission.

[0121] A6. The information processing device according to A1, further comprising a display unit that, when a player selects the specific game, displays a screen indicating the presence or absence of the first game effect and the second game effect before the specific game starts.

[0122] According to the invention described in A6, since the player can check the progress of the mission preparation before starting the specific game, it becomes easier for the player to decide whether or not to take more preparation before playing the specific game.

[0123] A7. The game control unit: When the first play condition is satisfied in the first game, a first parameter indicating the magnitude of the first game effect corresponding to the first mission is increased; When the second play condition is satisfied in the second game, a second parameter indicating the magnitude of the second game effect corresponding to the second mission is increased; The display unit further includes: The information processing device according to A6, wherein the first parameter and the second parameter are displayed.

[0124] According to the invention described in A7, the countermeasure status for the mission can be quantitatively indicated by the first parameter and the second parameter, making it easier for the player to rationally decide whether or not to attempt a specific quest.

[0125] A8. The information processing device according to any one of A1 to A7, further comprising a recommendation unit that recommends playing the specific game to a player when the first play condition is met in the first game.

[0126] According to the invention described in A8, when the first play condition is met in the first game, it becomes easier to advance the specific game advantageously, and it is possible to effectively notify the player of the timing to play the specific game. Furthermore, such a recommendation can effectively encourage the player to play the specific game.

[0127] A9. An information processing device as described in A2, further comprising a recommendation unit that recommends playing the specific game when the first playing condition is met in the first game and the first parameter increases after the player fails to achieve the first condition in the specific game.

[0128] According to the invention described in A9, after failing in the specific game, the first parameter increases, and the player is then given an advantage, so that the player can be encouraged to try the specific game again.

[0129] A10. An information processing device described in any one of A1 to A9, further comprising a recommendation unit that recommends playing the first game or the second game when a second condition different from a first condition in the specific game is met.

[0130] According to the invention described in A10, playing a specific game can be used as an opportunity to encourage the player to play a first game or the like.

[0131] A11. An information processing device described in A10, wherein the recommendation unit recommends playing the first game when the player fails to complete the first mission, and recommends playing the second game when the player fails to complete the second mission.

[0132] According to the invention described in A11, when the player fails the first mission, the player is made more aware of the countermeasure of recommending playing the first game in order to complete the first mission. The same applies to the second mission.

[0133] A12. The game control unit sets the first game to be playable during a first period of time, and sets the second game to be playable during a second period of time that is at least partially different from the first period of time; The information processing device described in A10, wherein the recommendation unit recommends the first game or the second game based on a play time of the specific game including the time when the second condition is satisfied.

[0134] According to the invention described in A12, by recommending playing the first game or the second game depending on the play time of the specific game, it becomes easier to smoothly transition to the first game, etc. after playing the specific game.

[0135] A13. A recommendation unit that recommends a game to a player, The game control unit When the first play condition is satisfied in the first game, a first parameter corresponding to the first mission is increased; When the second play condition is satisfied in the second game, a second parameter corresponding to the second mission is increased; The information processing device described in A2, wherein the recommendation unit recommends the first game or the second game based on a comparison between the first parameter and the second parameter when the player fails to achieve a first condition in the specific game.

[0136] According to the invention described in A13, it is possible to recommend a game that can serve as a countermeasure for either the first or second mission, whichever one has not been addressed, thereby correctly guiding the player to master the specific game.

[0137] A14. A computer controls the progress of a first game in which a first playing condition is set, the computer controls the progress of a second game in which second play conditions are set; a computer controls the progress of a specific game including a first mission and a second mission; when the first play condition is satisfied in the first game, the computer exerts a first game effect that is advantageous to the achievement of the first mission; An information processing method in which, when the second play condition is satisfied in the second game, a computer exerts a second game effect that is advantageous to the achievement of the second mission.

[0138] According to the invention described in A14, it is possible to achieve the same effect as the invention described in A1.

[0139] A15. A function for controlling the progress of a first game in which first play conditions are set; a function of controlling the progress of a second game in which second play conditions are set; A function for controlling the progress of a specific game including a first mission and a second mission; a function of causing a computer to exert a first game effect that is advantageous to accomplishing the first mission when the first play condition is satisfied in the first game; a program for causing a computer to exert a function of exerting a second game effect that is advantageous to the achievement of the second mission when the second play condition is satisfied in the second game;

[0140] According to the invention described in A15, it is possible to achieve the same effect as the invention described in A1. [Explanation of symbols]

[0141] 100 game server, 102 game terminal, 106 Internet, 110 data processing unit, 112 communication unit, 114 data storage unit, 116 player registration unit, 120 normal game control unit, 122 specific game control unit, 124 game control unit, 126 recommendation unit, 130 game data storage unit, 132 player data storage unit, 134 communication unit, 136 user interface processing unit, 138 data processing unit, 140 data storage unit, 142 input unit, 144 output unit, 146 game execution unit, 150 display unit, 160 level definition information, 170 player countermeasure information, 180 countermeasure progress screen, 182 countermeasure level area, 184 challenge button, 186 cancel button, 200 game system, 300 processor, 302 first bus, 304 memory, 308 bridge, 310 second bus, 312 storage, 314 Input devices, 316 Output devices, 318 Peripherals

Claims

1. A system that allows a player to play a first game in which first play conditions are set, a second game in which second play conditions are set, and a specific game; when the player satisfies the first play condition in the first game, a first game effect advantageous to a first enemy character of the specific game is stored in association with the player; when the player satisfies the second play condition in the second game, a second game effect advantageous to a second enemy character of the specific game is stored in association with the player; displaying a screen including a first area displaying the first game effect stored in association with the player, a second area displaying the second game effect stored in association with the player, and a button for starting play of the specific game; When the player plays the specific game and fails to clear it, if the player is defeated by the first enemy character, a screen is displayed encouraging the player to play the first game, and if the player is defeated by the second enemy character, a screen is displayed encouraging the player to play the second game. Information processing device.

2. A processor enables a player to play a first game in which a first play condition is set, a second game in which a second play condition is set, and a specific game; a processor, when the player satisfies the first play condition in the first game, causing a first game effect advantageous to a first enemy character of the specific game to be stored in association with the player; the processor, when the player satisfies the second play condition in the second game, causes a second game effect advantageous to a second enemy character of the specific game to be stored in association with the player; a processor displays a screen including a first area displaying the first game effect stored in association with the player, a second area displaying the second game effect stored in association with the player, and a button for starting play of the specific game; the processor, when the player plays the specific game and fails to clear it, displays a screen recommending to the player to play the first game if the player is defeated by the first enemy character, and displays a screen recommending to the player to play the second game if the player is defeated by the second enemy character; Information processing methods.

3. A system that allows a player to play a first game in which a first play condition is set, a second game in which a second play condition is set, and a specific game; when the player satisfies the first play condition in the first game, a first game effect advantageous to a first enemy character of the specific game is stored in association with the player; when the player satisfies the second play condition in the second game, a second game effect advantageous to a second enemy character of the specific game is stored in association with the player; displaying a screen including a first area displaying the first game effect stored in association with the player, a second area displaying the second game effect stored in association with the player, and a button for starting play of the specific game; When the player plays the specific game and fails to clear it, if the player is defeated by the first enemy character, a screen is displayed encouraging the player to play the first game, and if the player is defeated by the second enemy character, a screen is displayed encouraging the player to play the second game. A program that causes a computer to perform a process.

4. A server and a terminal are provided, The server allowing a player to play a first game in which a first play condition is set, a second game in which a second play condition is set, and a specific game; when the player satisfies the first play condition in the first game, a first game effect advantageous to a first enemy character of the specific game is stored in association with the player; when the player satisfies the second play condition in the second game, a second game effect advantageous to a second enemy character of the specific game is stored in association with the player; displaying on the terminal a screen including a first area displaying the first game effect stored in association with the player, a second area displaying the second game effect stored in association with the player, and a button for starting play of the specific game; When the player plays the specific game and fails to clear it, if the player is defeated by the first enemy character, a screen recommending that the player play the first game is displayed on the terminal, and if the player is defeated by the second enemy character, a screen recommending that the player play the second game is displayed on the terminal. system.

Citation Information

Patent Citations

  • Continuous copy system

    JP1981022446A

  • Ring level control system

    JP1987034259A

  • Video game device, game progressing method, server device, and video game processing program

    JP2015180271A

  • Program, control method, and information processor

    JP2019024539A

  • Game system, notification method, and program

    JP2019107252A