Information processing device, information processing method, and program
The information processing device allows restricted quests to become playable based on user performance, addressing the issue of users getting stuck and enhancing gameplay enjoyment by enabling progression through quests.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2022-05-23
- Publication Date
- 2026-04-15
AI Technical Summary
Users can lose motivation to play quest groups if they encounter a quest they cannot clear, leading to a stuck state.
An information processing device with a control unit that allows restricted quests to become playable if the user's play record meets certain conditions, even if they fail to complete the preceding quest.
Prevents users from getting stuck and enhances gameplay enjoyment by enabling progression through quests that were previously inaccessible.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] There is known a game in which quests are cleared using a group called a deck. For example, Patent Document 1 discloses a game in which a quest is executed using a player character possessed by a user.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Among quests, there are those provided as a quest group including a plurality of quests. In order to clear a quest group, the user needs to clear the plurality of quests included in the quest group in order. However, if there is a quest in the quest group that the user cannot clear, the user may lose the motivation to play the quest group.
[0005] Therefore, an object of the present invention is to suppress the user from getting stuck without being able to clear a quest.
Means for Solving the Problems
[0006] An information processing device according to one aspect of the present invention includes a control unit that controls the execution of a plurality of quests, wherein the plurality of quests include a first quest that the user can play and at least one restricted quest that restricts the user's play, the restricted quest includes a second quest that becomes playable after the first quest is cleared, and the control unit controls the second quest to be playable even if the user fails to clear the first quest, provided that the play record from the start of playing the first quest until the failure to clear it satisfies a first condition. [Effects of the Invention]
[0007] According to the present invention, it is possible to prevent users from getting stuck and unable to complete quests. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This is a diagram to explain the quest group. [Figure 3] This figure shows an example of the hardware configuration of a game server and terminal. [Figure 4] This figure shows an example of the functional block structure of a game server. [Figure 5] This figure shows examples of a user management database, a quest definition database, and a game medium definition database. [Figure 6] This figure shows an example of the functional block configuration of a terminal. [Figure 7] This diagram shows an example of the processing steps a game server takes when executing a quest. [Figure 8] This is a diagram showing an example of the screen display. [Figure 9] This figure shows an example of the conditions for playing each quest. [Figure 10] This diagram shows a modified version of the screen display. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described with reference to the attached drawings. In each drawing, components denoted by the same reference numerals have the same or similar configurations.
[0010] <System Configuration> Figure 1 shows an example of the system configuration of the game system 1 according to this embodiment. The game system 1 shown in Figure 1 comprises a game server 10 and one or more terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate via a communication network N such as the Internet, intranet, wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions necessary for the terminal 20 to provide the game, such as managing various information about the user or executing some of the game's processing. The game server 10 may consist of one or more information processing devices, or it may be configured using a virtual server (such as a cloud server).
[0012] Terminal 20 is an information processing device that provides games to users, and users can run the games according to this embodiment by operating Terminal 20. Terminal 20 is a computer such as a mobile phone (including a smartphone), tablet, personal computer, arcade game machine, or consumer game machine. Terminal 20 notifies the game server 10 of its own location, which is detected using GPS (Global Positioning System) or the like.
[0013] <Game Overview> Next, an overview of the game provided by Game System 1 according to this embodiment will be described. In the game provided by Game System 1, users (who may also be called players) can play quests using a deck they have assembled.
[0014] A deck means a group combining a plurality of game media. A user can compile a deck with the game media selected from among the plurality of game media the user possesses. The game media may be called game objects. Also, the game media may be characters, items, game cards, and the like.
[0015] A quest means a task that can be cleared by satisfying predetermined certain conditions. A quest may generally be called exploration, task, or mission. A user playing a quest can clear the quest by satisfying the certain conditions, and when the quest is cleared, the user is given rewards such as game media or the game story progresses. Clearing a quest may be, for example, defeating a boss, achieving the last stage among a plurality of stages, reaching a predetermined position (goal), and the like. Note that the stages will be described later.
[0016] A quest may have a difficulty level set. The difficulty level is an index indicating the difficulty of playing a quest and / or the difficulty of clearing a quest, and may indicate that the higher the value, the more difficult the quest. For example, a quest with a difficulty level of 2 may be a quest that is more difficult to play / clear than a quest with a difficulty level of 1. A quest that is difficult to play or clear includes, but is not limited to, a quest that is difficult to play or clear because the enemy game media is strong, a quest that is difficult to play or clear because the operation is difficult, and a quest that is difficult to play or clear because the play time is long.
[0017] In this embodiment, it is assumed that various quests are provided in the game, but this embodiment is not limited thereto, and for example, only one quest may be provided. The term "quest" in this embodiment may mean the game itself. In this embodiment, a user executing the game or executing a quest may be referred to as playing the game or playing a quest.
[0018] Quests can be played jointly by multiple users. Hereinafter, the act of multiple users playing a quest jointly is referred to as "multiplayer". Multiplayer may also be called co-play. On the other hand, playing a quest alone by a user may be called single-play. In multiplayer, each user can operate the game medium assigned to themselves among the multiple game media for deck construction. The user who recruits multiplayer may be called the host or host user. On the other hand, the user who participates in the multiplayer recruited by the host may be called the guest or guest user. Recruiting multiplayer may also be read as recruiting participation in multiplayer, convening multiplayer, soliciting multiplayer, etc.
[0019] In the present embodiment, a quest including a plurality of quests with a determined order to be cleared is referred to as a "quest group". For example, in a quest group including quests 1 to N (N is an integer of 1 or more), when quest 1 is cleared, quest 2 can be played, and when quest 2 is cleared, quest 3 can be played. Thus, the order to be cleared is determined. In the present embodiment, among the plurality of quests included in the quest group, a quest that a user cannot play (that is, a quest with restricted play) is referred to as a "restricted quest". A restricted quest may also be called a quest not open to the user (unopened quest).
[0020] In this embodiment, a single quest is divided into multiple stages. The user completes each stage in order, and upon completing the final stage, the quest is cleared. The content of each stage can be anything, but for example, the first stage of a multi-stage system may feature weak enemy game elements, and the user can advance to the next stage by defeating all of the enemy game elements. Later stages may feature stronger enemy game elements. Furthermore, the order in which the stages appear within a single quest may be predetermined, or any stage from a pre-prepared set of stages may appear. Completing a stage means fulfilling the conditions for advancing to the next stage, such as defeating the enemy game elements that appear in the stage, reaching a predetermined location, or obtaining a predetermined score. Completing a stage can also be interpreted as clearing the stage.
[0021] Figure 2 is a diagram illustrating a group of quests. As shown in Figure 2, each of the multiple quests in the group contains multiple stages. In the example in Figure 2, when a user plays quest A-1, they complete each stage from Stage 1 to Stage M in order, and upon completing Stage M, they are considered to have cleared quest A-1. Similarly, when a user plays quest A-2, they complete each stage from Stage 1 to Stage M in order, and upon completing Stage M, they are considered to have cleared quest A-2. Note that the example in Figure 2 is just one example, and the number of stages and the game content of each stage may differ for each quest.
[0022] Furthermore, users must complete each quest in order from Quest A-1 to Quest AN, and upon completing Quest AN last, they will have completed the entire quest set. Later quests may be set to a higher difficulty level than earlier quests, but this is not necessarily the case. Lower difficulty quests may be included in the later quests. Also, Quest AN, being the last quest to be completed, may only be playable by users who have completed all quests from Quest A-1 to AN-1.
[0023] Here, the game server 10 will unlock (make playable) the next quest based on the user's performance in each stage of the quest group, even if the user has not completed the quest. The game server 10 may also unlock a quest if the user's performance meets the predetermined conditions associated with the quest (hereinafter referred to as "playable conditions"). Here, the playable conditions associated with a quest may be conditions that are easier to achieve than completing the quest immediately preceding that quest. As a result, even if a user has not completed a quest, they will be able to play the next quest if they meet the playable conditions associated with that quest.
[0024] Furthermore, if a stage is achieved through multiplayer, it may be treated as if the stage was achieved regardless of whether the user participated as the host or as a guest.
[0025] <Hardware Configuration> Figure 3 shows an example of the hardware configuration of a game server 10 and a terminal 20. The game server 10 and terminal 20 have a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical Processing Unit), a storage device 12 such as memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication interface 13 for wired or wireless communication, an input device 14 for receiving input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse and / or a microphone. The output device 15 is, for example, a display, a touch panel and / or a speaker.
[0026] <Functional Block Configuration> (Game Server) Figure 4 shows an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a control unit 101. The storage unit 100 can be implemented using a storage device 12 provided by the game server 10. The control unit 101 can be implemented by the processor 11 of the game server 10 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be, for example, a USB memory stick or a CD-ROM.
[0027] The memory unit 100 stores the game data necessary for the game server 10 to run the game. The game data includes various databases. For example, the memory unit 100 stores the game media owned by the user.
[0028] The control unit 101 performs various controls or processes related to the execution of quests. For example, the control unit 101 performs processes related to battles between game media, and processes to grant game media to the user upon completion of a quest. In addition, when a user plays multiple quests included in a quest group, the control unit 101 controls the execution of multiple quests.
[0029] Furthermore, the control unit 101 controls the quest to become playable if the user's play record meets the playable conditions associated with the quest. Here, the multiple quests include a quest that the user can play (the first quest) and at least one restricted quest that restricts the user's play. The restricted quest also includes a quest that becomes playable after the user clears the playable quest (the first quest) (the second quest). In this case, even if the user fails to clear the first quest, the control unit 101 may control the second quest to become playable if the user's play record from the start of playing the first quest until the failure to clear it meets the first condition.
[0030] Furthermore, the control unit 101 displays various game-related screens on the terminal 20's display (display unit). For example, the control unit 101 may display a screen indicating which quests from the quest group have been completed. Note that among the processes performed by the control unit 101, the screen display-related processes may be performed by the display control unit. Also, among the processes performed by the control unit 101, the quest execution process may be performed by the execution unit.
[0031] Figure 5 shows an example of the user management DB 100a, quest definition DB 100b, and game medium definition DB. The user management DB 100a stores, for example, an identifier that uniquely identifies the user (user ID (identification)), the username used in the game (nickname), the ID of the game medium owned by the user (owned game medium), the location of the terminal 20 used by the user (location information), the user's experience points, level, stamina, information indicating the created deck composition (deck information), and information regarding the quest play history (quest play history). The quest play history also stores information indicating which stage has been cleared in each quest.
[0032] The quest definition DB100b stores an identifier that uniquely identifies a group of quests (quest group ID), information about each quest included in the group (quest definition information), information about the stages included in each quest (stage definition information), and information that defines the content of the rewards given to the user when each quest is completed (reward definition information).
[0033] The game media definition DB100c stores an identifier that uniquely identifies the game media (game media ID), information indicating the difficulty of obtaining the game media (rarity), and various parameters that the game media possesses (skills, attributes, HP (hit points), attack power, speed, etc.).
[0034] (terminal) Figure 6 shows an example of the functional block configuration of terminal 20. Terminal 20 includes a storage unit 200, a UI (User Interface) unit 201, and a control unit 202. The storage unit 200 can be implemented using a storage device 12 provided by terminal 20. The UI unit 201 and the control unit 202 can be implemented by the processor 11 of terminal 20 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be, for example, a USB memory or a CD-ROM.
[0035] The memory unit 200 stores the game data necessary for the control unit 202 to execute the game. The game data includes various image data, game scenarios, and the like.
[0036] The UI unit 201 has the function of receiving various inputs from the user and displaying various game screens on the display. In addition, the UI unit 201 displays the game screen on the display (display unit) of the terminal 20 according to the instructions of the game server 10.
[0037] The control unit 202 works in conjunction with the game server 10 to provide various functions necessary to run the game. For example, the control unit 202 provides functions such as obtaining various information (icon image data, text data, etc.) from the game server 10 for drawing on the game screen.
[0038] Regarding the functional block configuration described above, it is also possible to configure the terminal 20 to have all or part of the storage unit 100 and the control unit 101 included in the game server 10. In other words, the various processes according to this embodiment may be executed on the game server 10, on the terminal 20, or by the game server 10 and the terminal 20 working together.
[0039] <Processing Procedure> Figure 7 shows an example of the processing procedure when the game server 10 executes a quest. First, the control unit 101 receives a selection of quests to be played from the user via the terminal 10 (S10). Next, the control unit 101 obtains the user's play history by referring to the "quest play history" in the user management DB 100a (S11). Then, the control unit 101 determines which quests are playable from the quest group according to the user's play history (S12). More specifically, the control unit 101 determines that the next quest after a quest that the user has already completed (the next quest in the play order) is a playable quest. In addition, the control unit 101 also determines that a quest is playable even if it is not the next quest after a quest that the user has already completed, as long as the user's play history meets the playability conditions associated with that quest.
[0040] Next, the control unit 101 accepts the user's selection of a playable quest from the group of quests (S13). Then, the control unit 101 executes the quest selected by the user (S14).
[0041] Figure 8 shows an example of the screen display. The quest group selection screen M100 displays one or more quest groups that the user can play. When a quest group is selected on the quest group selection screen M100, the control unit 101 transitions the screen to the quest selection screen M110. On the quest selection screen M110, multiple quests included in the quest group are displayed in order of play. Unshaded quests are playable quests, while shaded quests are restricted quests. When a quest is selected on the quest selection screen M110, the control unit 101 transitions the screen to the deck formation screen M120. On the deck formation screen M120, when a game medium to be included in the deck is selected and the start button B120 is pressed, the control unit 101 displays the game screen M130 and starts the execution of the quest.
[0042] Next, specific examples and variations of the processing procedures performed by the game server 10 will be explained. The specific examples and variations described below can be combined in any way. In the following explanation of specific examples and variations, unless otherwise specified, the multiple quests included in the quest group will include a "first quest" which is a quest that the user can play and a "second quest" which is a restricted quest. The terms "first" and "second" are used merely to identify the quests, and do not mean that the first and second quests in the quest group are the first and second quests. Each of the multiple quests will include one or more stages. The second quest will be a quest that becomes playable after the first quest is cleared. The control unit 101 will also control the second quest to become playable even if the user fails to clear the first quest, if the play record satisfies the playable conditions associated with the second quest.
[0043] (Example of gameplay achievements 1) Play achievements may be the number of stages the user has completed. Furthermore, the play requirements for each quest may be expressed in terms of the number of stages the user has completed. Note that the number of stages the user has completed may, for example, be the number of stages completed in the most recent quest, but is not limited to this.
[0044] The control unit 101 may determine whether the user's play record satisfies the playable conditions (first condition) associated with the second quest, based on the number of stages the user has completed from the start of playing the first quest until they fail to complete it. In other words, even if the user fails to complete the first quest, the control unit 101 may control the system to enable the second quest if the number of stages the user has completed from the start of playing the first quest until they fail to complete it satisfies the playable conditions (first condition) associated with the second quest.
[0045] This allows users to progress through more stages, even if they fail to complete a quest, enabling them to play quests that are later in the play order than the ones they couldn't complete.
[0046] (Example of gameplay achievements 2) Play achievements may be the total number of stages the user has completed within a set of quests. Furthermore, the conditions for unlocking each quest may be expressed as the total number of stages the user has completed within a set of quests.
[0047] Figure 9 shows an example of the conditions for playing each quest. In the example in Figure 9, if a user has completed a total of three or more stages, that user will be able to play Quest A-2, regardless of whether they have completed Quest A-1 or not. Similarly, if a user has completed a total of ten or more stages in a group of quests, that user will be able to play Quest A-4, regardless of whether they have completed Quest A-4 or not.
[0048] Here, the restricted quest includes a third quest that becomes playable after clearing the second quest. In this case, if the user fails to clear the first or second quest, the control unit 101 may control whether the third quest becomes playable based on the total number of stages achieved in the first and second quests, respectively. That is, even if the user fails to clear the first and second quests, the control unit 101 may control whether the third quest becomes playable if the total number of stages achieved from the start of playing the first quest until the failure to clear the first quest, and the total number of stages achieved from the start of playing the second quest until the failure to clear the second quest, satisfies the playability condition (second condition) associated with the third quest.
[0049] For example, let's assume that only Quest A-1, as shown in Figure 2, is playable, and Quests A-2 through AN are restricted quests. Also, let's assume that each of Quests A-1 through AN consists of eight stages. Furthermore, let's assume that the playable conditions associated with each quest are the conditions shown in Figure 9. First, let's assume that the user plays Quest A-1 and completes each stage up to Stage 4, but fails to complete Stage 5. In this case, it is determined that the user failed to clear Quest A-1. However, since the user has completed four stages and meets the playable conditions for Quest A-2, the control unit 101 sets Quest A-2 as a playable quest in addition to Quest A-1. Next, let's assume that the user plays Quest A-2 and completes each stage up to Stage 3, but fails to complete Stage 4. In this case, it is determined that the user failed to clear Quest A-2. However, since the user has already completed a total of seven stages and has met the conditions for playing quest A-3, the control unit 101 sets quest A-3 as a playable quest, in addition to quests A-1 and A-2.
[0050] Furthermore, the control unit 101 may add only newly completed stages to the total number of stages completed by the user when the user repeatedly plays the same quest. For example, suppose the user first plays quest A-1 and completes stages 1 through 4, but fails to complete stage 5. In this case, the control unit 101 calculates that the total number of stages completed by the user is 4. Next, suppose the user plays quest A-1 again and completes stages 1 through 5. In this case, since stages 1 through 4 have already been completed, the only stage newly completed by the user is stage 5. Therefore, the control unit 101 calculates that the total number of stages completed by the user is 4 stages + 1 stage = 5 stages.
[0051] This allows users to progress through more stages, even if they fail to complete a quest, enabling them to play quests that are later in the play order than the ones they couldn't complete.
[0052] (Specific example of gameplay achievements 3) Play achievements may also be the number of enemy game media defeated in a set of quests. In this case, the playable conditions shown in Figure 9 may define the number of enemy game media defeated instead of the number of stages completed. Alternatively, play achievements may also be the number of game media (e.g., items) acquired in a set of quests. In this case, the playable conditions shown in Figure 9 may define the number of game media acquired instead of the number of stages completed.
[0053] (Modification of processing procedure 1) The control unit 101 may control the second quest to be playable if, when the user completes each quest included in the quest group in the first period and the user plays the quest group in the second period, which is a period later than the first period, the user's play record from the start of playing the first quest until failure to complete it is lower than the playable condition (first condition) associated with the second quest in the first period, i.e., the playable condition (second condition). Here, the predetermined condition may be the completion of a predetermined percentage of the quests included in the quest group. The predetermined percentage is not particularly limited, but may be 50%, 80%, or 100% (i.e., completing all quests included in the quest group). The predetermined condition may also be achieving the final stage. Achieving the final stage may be the completion of the last stage in any one of the multiple quests included in the quest group (for example, stage M of quest A-1 or stage M of quest A-2 in Figure 2).
[0054] For example, the first period is from May 1st to May 31st, 2022, and the second period is from July 1st to July 31st, 2022. The first and second periods are the periods during which the quest group can be played. The quest group, the first quest, and the second quest are respectively quest group A, quest A-1, and quest A-2 in Figure 9. The first condition is to complete a total of 3 stages, and the second condition is to complete a total of 2 stages. For example, if a user plays quest group A between May 1st and May 31st, 2022, and meets the predetermined conditions, and then plays quest group A between July 1st and July 31st, 2022, the control unit 101 will set quest A-2 to be playable if the user clears up to stage 2 of quest A-1.
[0055] This means that if the same set of quests is playable over multiple periods, the conditions for playing those quests in future periods will be relaxed based on the player's performance in past periods, thereby increasing the motivation of users who repeatedly play the same quests (repeaters).
[0056] In Modification 1 of the processing procedure, the play record was explained under the assumption that it is reset each time the quest group is playable, but this is not limited to this. The play record does not have to be reset each time the quest group is playable. In other words, the play record may be a total across multiple periods.
[0057] Furthermore, the quest groups playable in the first and second periods may be the same or different. Note that a group of quests being the same may, for example, have the same name assigned to it.
[0058] (Modified version of the processing procedure 2) The control unit 101 may also display the number of stages completed by the user for each quest on the screen that accepts the user's selection of a quest to play from among the multiple quests.
[0059] Figure 10 shows a modified version of the screen display. For example, the control unit 101 may display the number of stages the user has completed for each quest, as shown in the quest selection screen M200. For example, in the example of the quest selection screen M200, it is displayed that 5 stages have been completed in quest A-1 and 0 stages have been completed in quest A-2. This makes it easy for the user to understand the number of stages completed in each quest. Also, since it is easier to complete more stages in quests with fewer completed stages, the user can easily select which quest to play.
[0060] (Modification of processing procedure 3) The control unit 101 may, when a user replays a quest that they failed to complete among multiple quests, and the deck does not contain a game medium that would be advantageous for the stage that they failed to complete when they failed the quest, notify the user of such advantageous game medium.
[0061] For example, suppose a user played Quest A-2 in Figure 2 but was unable to complete Stage 5 of Quest A-2. Also, suppose the deck the user used when playing Quest A-2 did not contain any game items that would provide an advantage in Stage 5 of Quest A-2. In this case, if the user plays Quest A-2 again, the control unit 101 may display game items that would be advantageous for completing Stage 5 on the screen of the user's terminal 10. An example of such a screen is shown in the deck formation screen M220 of Figure 10.
[0062] Game media that provide an advantage in completing a stage include, for example, game media that have the effect of neutralizing disadvantageous mechanisms for the user that appear in the stage, or game media that have the effect of weakening the enemy game media that appear in the stage. The control unit 101 may also determine which game media provide an advantage in completing a stage based on statistical data on the game media used by other users when playing a quest. For example, the game media that is used most frequently when other users play a quest that a user has failed to complete may be designated as the game media that provides an advantage in completing a stage.
[0063] This allows users to build decks using game elements that are advantageous for completing stages, thus preventing users from getting stuck in the process of clearing stages.
[0064] (Modification of processing procedure 4) In Modification 4, the second quest, which is a restricted quest, becomes playable after clearing the first quest. However, the second quest is not predetermined and is changed dynamically. In this case, when the control unit 101 controls the second quest to become playable, it may select a quest from the restricted quests that does not contain the attributes set for the stage that the user failed to complete when they failed to clear the first quest, and set that quest as the second quest. Attributes may include categories such as fire, water, earth, and darkness, the type of game medium used by the enemy, the type of mechanism (gimmick), etc.
[0065] For example, in Figure 2, Quest A-1 is a playable quest, and the other quests are restricted quests. Also, the attribute of Stage 5 of Quest A-1 is "Water", the attribute of Stage 6 of Quest A-1 is "Fire", Quest A-2 does not include a stage with the attribute "Water" but includes a stage with the attribute "Fire", and Quest A-3 does not include a stage with the attribute "Fire" but includes a stage with the attribute "Water". If the user was unable to complete Stage 5 of Quest A-1, but their play record meets a predetermined condition and they are allowed to play other quests, the control unit 101 may control Quest A-2, which does not include the attribute "Water" of Stage 5, to become playable. On the other hand, if the user was unable to complete Stage 6 of Quest A-1, but their play record meets a predetermined condition and they are allowed to play other quests, the control unit 101 may control Quest A-3, which does not include the attribute "Fire" of Stage 6, to become playable.
[0066] The control unit 101 may also determine the second quest to be a quest that does not include the attribute set for the stage that the user failed to complete and the stage in which the user's game medium took the most damage among the stages completed up to that stage. Alternatively, the control unit 101 may determine the second quest to be a quest that does not include the attribute set for the stage that the user failed to complete and the stage in which there was a mechanism that caused the user's game medium to be defeated among the stages completed up to that stage. To realize such control, the control unit 101 records the degree of influence (e.g., amount of damage) on the parameters of the user's game medium for each stage played by the user, for each game medium that appears in the stage (e.g., enemy game medium) or for each attribute of the stage (e.g., type of mechanism).
[0067] This allows users to prioritize playing quests that are easier to complete, thus reducing the likelihood of getting stuck and unable to complete quests.
[0068] (Modification of processing procedure 5) The control unit 101 may, if a user who failed to clear the first quest but whose play record meets the playable conditions (first condition) associated with the second quest clears the second quest, then when that user plays the first quest again, control the first quest so that it can be played under more favorable conditions than when the user failed to clear the first quest.
[0069] For example, in Figure 2, suppose the user failed to clear quest A-2, but because the conditions for playing quest A-3 were met, played and cleared quest A-3. Also, suppose the user plays quest A-2 again for reasons such as wanting to collect items. In this case, the control unit 101 may make quest A-2 playable under more favorable conditions than when the user failed to clear it the previous time.
[0070] Here, favorable conditions could be, for example, that the game medium of the enemies appearing in the first quest is weaker than when the first quest was failed to be completed, or that when the first quest is played again, items that were not given when the first quest was failed to be completed are given.
[0071] Users may play many quests for reasons such as collecting items. In such cases, clearing later quests makes it easier to clear earlier quests, thus allowing users to complete more quests more easily.
[0072] Furthermore, an advantageous condition may be that completed stages are skipped. That is, when the user plays the first quest again, the control unit 101 may control the system so that if the user fails to clear the first quest, completed stages can be skipped as an advantageous condition. Alternatively, an advantageous condition may be that all stages of the first quest except the boss battle stage are skipped. Also, when the user plays the first quest again, the parameters of the game medium (such as HP) may be restored. This allows the user to resume playing the stages they failed to complete when playing the quest again, with the parameters of the game medium restored. Furthermore, since there is no need to play completed stages, the play time to clear the quest can be shortened. Also, since there is no need to play completed stages, the user can play the quest without including game mediums corresponding to the attributes of completed stages in their deck.
[0073] Furthermore, if a user fails to clear the first quest and chooses to continue the first quest, the control unit 101 may control the system to allow the user to play the first quest under more favorable conditions than if they had failed to clear it. This makes it possible for users to easily clear quests by continuing, even if they fail to clear them initially.
[0074] Furthermore, if a user who failed to clear the first quest also fails to clear the second quest and continues playing the second quest, and the user then plays the first quest again, the control unit 101 may control the system to allow the user to play the first quest under more favorable conditions than when they failed to clear the first quest. In other words, if a user who failed to clear the first quest but meets the playable conditions (first condition) associated with the second quest fails to clear the second quest and continues playing the second quest by paying value, the control unit 101 may control the system to allow the user to play the first quest under more favorable conditions than when they failed to clear the first quest.
[0075] For example, in Figure 2, suppose the user failed to clear Quest A-2, but because the conditions for playing Quest A-3 were met, played Quest A-3, failed to clear it, and continued. In this case, the control unit 101 may make Quest A-2 playable under more favorable conditions than when the user failed to clear it the previous time.
[0076] (Modification of processing procedure 6) The control unit 101 may recommend to the user that a lottery be held which includes a game medium that corresponds to a stage that the user was unable to complete. The lottery may, for example, be a system in which the user is granted a game medium by spending a predetermined value (for example, a game medium such as an item or money). The game medium that corresponds to a stage that the user failed to clear may, for example, be a game medium that allows the user to progress through that stage more advantageously in relation to the attributes set for that stage. The game medium that corresponds to a stage that the user failed to clear may, for example, be a game medium that allows the user to progress through the stage more advantageously in relation to the attributes that are set for all stages in a quest that includes that stage. The attributes may be categories such as fire, water, earth, and darkness, the type of enemy game medium, the type of mechanism (gimmick), etc. Recommending the user to participate in the lottery may also be done by displaying a message or icon on the screen of the user's terminal 10 that encourages them to participate in the lottery.
[0077] For example, for a stage set to the attribute of mechanism A, using a game medium that has the ability to disable mechanism A makes it easier to complete the stage than using a game medium that does not have the ability to disable mechanism A. Also, the attribute of a stage that the user fails to clear is set to the attribute of mechanism A. In this case, the control unit 101 may recommend to the user that they participate in a lottery to win a game medium that has the ability to disable mechanism A, which is associated with the stage that the user failed to clear. The control unit 101 may also select a lottery to recommend to the user from among several lotteries currently being held. Furthermore, the control unit 101 may generate a lottery table that includes game mediums that have the ability to disable mechanisms and a predetermined group of game mediums, and recommend to the user that they participate in a lottery using this lottery table after the user fails to clear a stage.
[0078] Furthermore, the control unit 101 may recommend to the user a lottery that includes a game medium capable of neutralizing an attribute (mechanism) that appeared in the stages the user was unable to complete and in the stages completed up to that stage, specifically the attribute (mechanism) that caused the user's game medium to be defeated.
[0079] Furthermore, the control unit 101 may recommend to the user a lottery that includes a game medium capable of neutralizing the attribute (mechanism) that caused the most damage to the user's game medium among the attributes (mechanisms) that appeared in the stages the user was unable to complete and the stages completed up to that stage.
[0080] This allows users to obtain new game items that give them an advantage in completing stages through a lottery, making it easier to complete stages.
[0081] (Variation 7 of the processing procedure) The control unit 101 may recommend to the user a quest that the user can play advantageously using the game medium obtained by lottery, that the user can play, and that the user has not yet completed. For example, if the user can play quests A-4 and A-5 but has not completed them, and the game medium obtained by the user by lottery is a game medium that allows the user to play quest A-5 advantageously, the control unit 101 may recommend to the user that they play quest A-5.
[0082] This makes it easy for users to identify quests that offer an advantage when using game media obtained through a lottery.
[0083] (Modification of processing procedure 8) The control unit 101 may, when the user fails to clear the second quest, display the number of stages required to enable play of other restricted quests on the screen where the user is asked whether or not to continue the second quest. An example of such a screen is shown in Figure 10, the continue decision screen M230. The continue decision screen M230 displays the number of stages (2 stages) that must be completed before quest A-3 becomes playable (unlocked).
[0084] This makes it easy for users to understand how many stages they need to complete to unlock the next quest.
[0085] <Summary> According to the embodiments described above, it becomes possible to enhance the enjoyment of the game. Furthermore, according to the embodiments described above, the game server 10 makes limited quests playable according to the user's play history. This makes it possible to prevent users from getting stuck because they cannot complete quests.
[0086] The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The flowcharts, sequences, elements of the embodiments, and their arrangement, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate.
[0087] <Note> <Issues related to Appendix 1> One of the objectives of this invention is to prevent users from getting stuck and unable to complete quests. <Note 1> It has a control unit that controls the execution of multiple quests, The aforementioned multiple quests include a first quest that the user can play and at least one restricted quest that the user's play is limited to, The aforementioned restricted quest includes the second quest, which becomes playable after clearing the first quest. The control unit controls the system to enable the second quest to be played even if the user fails to complete the first quest, provided that the user's play record from the start of the first quest until the failure to complete it satisfies the first condition. Information processing device. According to Appendix 1, this can prevent users from getting stuck and unable to complete quests.
[0088] <Issues related to Appendix 2> One of the objectives of this invention is to enable players to play quests that were played later in the game order than quests that were not completed, by achieving more stages. <Note 2> Each of the aforementioned quests includes multiple stages, The control unit determines whether the play record satisfies the first condition based on the number of stages the user has completed from the time they start playing the first quest until they fail to complete it. The information processing device described in Appendix 1. According to Appendix 2, completing more stages will allow you to play quests that are later in the play order than quests that you were unable to complete.
[0089] <Issues related to Appendix 3> One of the objectives of this invention is to enable players to play quests that were played later in the game order than quests that were not completed, by achieving more stages. <Note 3> The aforementioned restricted quest includes the third quest, which becomes playable after clearing the second quest. If the user fails to clear the first quest or the second quest, the control unit will enable the third quest to be played based on the total number of stages completed in the first quest and the second quest, respectively. The information processing device described in Appendix 2. According to Appendix 3, completing more stages will allow you to play quests that are later in the play order than quests that you were unable to complete.
[0090] <Issues related to Appendix 4> One of the objectives of this invention is to increase the motivation of users who repeatedly play through a set of quests. <Note 4> A set of quests including at least the first and second quests has been defined, The control unit controls the second quest to be playable if, when a user completes a quest included in the quest group during the first period and satisfies a predetermined condition, and the user plays the quest group during the second period, which is a period later than the first period, and the user's play record from the start of playing the first quest until failing to complete it satisfies a second condition, which is a lower play record than the first condition. An information processing device as described in any one of the appendices 1 to 3. According to Appendix 4, it becomes possible to increase the motivation of users who repeatedly play through the quest series. This will increase the motivation of users who repeatedly play through quest sets.
[0091] <Issues related to Appendix 5> One of the objectives of this invention is to make it possible to easily select the quest to play. <Note 5> Each of the aforementioned quests includes multiple stages, The control unit, on the screen that accepts the selection of a quest to play from among the multiple quests, displays the number of stages completed by the user for each quest. An information processing device as described in any one of the appendices 1 to 4. According to Appendix 5, users will be able to easily select the quest they want to play.
[0092] <Issues related to Appendix 6> One of the objectives of this invention is to prevent users from getting stuck in their progress towards achieving their goals. <Note 6> Each of the aforementioned quests includes multiple stages, The control unit, when the user replays a quest from the plurality of quests that they failed to complete, and the deck does not contain a game medium that would be advantageous for the stage that they failed to complete when they failed the quest, notifies the user of the advantageous game medium. An information processing device as described in any one of the appendices 1 to 5. According to Appendix 6, since users can build decks using game elements that are advantageous for completing stages, it becomes possible to prevent them from getting stuck in the stages.
[0093] <Issues related to Appendix 7> One of the objectives of this invention is to prevent players from getting stuck and unable to complete quests. <Note 7> Each of the aforementioned quests includes multiple stages, When the control unit controls the second quest to be playable, it selects a quest from the restricted quests that does not include the attribute set for a stage that the user failed to complete when they failed to clear the first quest, and selects this quest as the second quest. An information processing device as described in any one of the appendices 1 to 6. According to Appendix 7, users will be able to prioritize playing quests that are easy to complete, thus reducing the likelihood of getting stuck and unable to complete quests.
[0094] <Issues related to Appendix 8> One of the objectives of this invention is to make it easier to complete more quests. <Note 8> If the user who failed to complete the first quest but met the first condition completes the second quest, and the user plays the first quest again, the control unit controls the first quest so that it can be played under more favorable conditions than when the user failed to complete the first quest. An information processing device as described in any one of the appendices 1 to 7. According to Appendix 8, users will be able to complete more quests more easily.
[0095] <Issues related to Appendix 9> One of the objectives of this invention is to make it easy to repeatedly play quests. <Note 9> Each of the aforementioned quests includes multiple stages, The control unit, when the user plays the first quest again, controls the system to allow the user to skip stages already completed if they fail to clear the first quest, as a favorable condition. The information processing device described in Appendix 8. According to Appendix 9, users will be able to easily play quests repeatedly.
[0096] <Issues related to Appendix 10> One of the objectives of this invention is to make it possible to obtain a game medium associated with a stage by conducting a lottery. <Note 10> Each of the aforementioned quests includes multiple stages, The control unit recommends to the user a lottery that includes a game medium corresponding to a stage that the user was unable to achieve. An information processing device as described in any one of the appendices 1 to 9. According to Appendix 10, users will be able to obtain game media that corresponds to a stage by participating in a lottery.
[0097] <Issues related to Appendix 11> One of the objectives of this invention is to enable players to play with an advantage by using a game medium obtained through a lottery, and to make it easy to identify quests that have not yet been completed. <Note 11> The control unit recommends to the user a quest that the user can play advantageously using the game medium obtained by the lottery, which the user can play and which the user has not yet cleared. The information processing device described in Appendix 10. According to Appendix 11, users can play with an advantage by using game media obtained through a lottery, and they can also easily keep track of quests they have not yet completed.
[0098] <Issues related to Appendix 12> One of the objectives of this invention is to make it easy to determine the number of stages that must be completed in order to play the next quest. <Note 12> Each of the aforementioned quests includes multiple stages, The control unit, when the user fails to clear the second quest, displays the number of stages necessary to enable play of restricted quests other than the second quest on the screen where the user is asked whether or not to continue the second quest. The information processing device described in Appendix 11. According to Appendix 12, users will be able to easily understand the number of stages they need to complete in order to play the next quest.
[0099] <Issues related to Appendix 13> One of the objectives of this invention is to prevent users from getting stuck and unable to complete quests. <Note 13> A step in which a processor controls the execution of a plurality of quests, wherein the plurality of quests include a first quest that the user can play and at least one restricted quest that restricts the user's play, and the restricted quest includes a second quest that becomes playable after the first quest is completed. The processor controls the system to enable the second quest to be played if, even if the user fails to complete the first quest, the user's play record from the start of playing the first quest until the failure to complete it satisfies the first condition. Information processing methods including According to Appendix 13, this can prevent users from getting stuck and unable to complete quests.
[0100] <Issues related to Appendix 14> One of the objectives of this invention is to prevent users from getting stuck and unable to complete quests. <Note 14> A step of controlling the execution of a plurality of quests by a processor, wherein the plurality of quests include a first quest that the user can play and at least one restricted quest that restricts the user's play, and the restricted quest includes a second quest that becomes playable after the first quest is completed. The processor controls the system to enable the second quest to be played if, even if the user fails to complete the first quest, the user's play record from the start of playing the first quest until the failure to complete it satisfies the first condition. A program to execute. According to Appendix 14, this can prevent users from getting stuck and unable to complete quests. [Explanation of symbols]
[0101] 1...Game system, 10...Game server, 11...Processor, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 100...Storage unit, 100a...User management DB, 100b...Quest definition DB, 100c...Game medium definition DB, 101...Control unit, 200...Storage unit, 201...UI unit, 202...Control unit
Claims
1. It has a control unit that controls the execution of ongoing quests, The aforementioned multiple quests include the first quest, which the user can play, and a quest that restricts the user's play. Includes at least one restricted quest, The aforementioned restricted quest is the second quest, which becomes playable after clearing the first quest. Includes, Even if the user fails to complete the first quest, the control unit controls the second quest to be playable if the user's play record from the start of playing the first quest until the failure to complete it satisfies the first condition. A set of quests including at least the first and second quests has been defined. The control unit controls the second quest to be playable if, when a user completes a quest included in the quest group during the first period and satisfies a predetermined condition, and the user plays the quest group during the second period, which is a period later than the first period, and the user's play record from the start of playing the first quest until they fail to complete it is lower than the first condition, thus satisfying the second condition. Information processing device.
2. A step in which a processor controls the execution of a plurality of quests, wherein the plurality of quests include a first quest that the user can play and at least one restricted quest that restricts the user's play, and the restricted quest includes a second quest that becomes playable after the first quest is completed. The processor controls the system to enable the second quest to be played if, even if the user fails to complete the first quest, the user's play record from the start of playing the first quest until the failure to complete it satisfies the first condition. The processor has defined a group of quests including at least the first quest and the second quest, and the user has cleared a quest included in the group of quests in the first period, satisfying a predetermined condition, and the user plays the group of quests in the second period, which is a period later than the first period, and the user's play record from the start of playing the first quest until they fail to clear it is lower than the first condition, satisfying a second condition, the processor controls the second quest to be playable. Information processing methods, including those mentioned above.
3. A step of controlling the execution of a plurality of quests by a processor, wherein the plurality of quests include a first quest that the user can play and at least one restricted quest that restricts the user's play, and the restricted quest includes a second quest that becomes playable after the first quest is completed. The processor is controlled to enable the second quest to be played even if the user fails to complete the first quest, provided that the user's play record from the start of playing the first quest until the failure to complete it satisfies the first condition. A set of quests is defined in the processor, including at least the first quest and the second quest, and when a user completes a quest included in the set of quests during a first period, satisfying a predetermined condition, and the user plays the set of quests during a second period which is a period later than the first period, if the user's play record from the start of playing the first quest until they fail to complete it is lower than the first condition, satisfying a second condition, the step of controlling the second quest to be playable, A program to execute.
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