Information processing device, information processing method, and program

By setting an upper limit on enhancement objects in quests and allowing acquisition from other quests, the system encourages players to repeat quests, improving game engagement and exploration.

JP7862748B2Active Publication Date: 2026-05-20MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2025-02-26
Publication Date
2026-05-20

AI Technical Summary

Technical Problem

Conventional game systems lack mechanisms to encourage players to repeat quests, particularly when a specific quest becomes less engaging due to the acquisition of enhancement objects reaching a limit, reducing the overall game value.

Method used

Implementing a management system that sets an upper limit on the number of enhancement objects obtainable in a quest, preventing further acquisition once reached, and allowing players to obtain these objects from other quests, thereby encouraging continued play and exploration of various quests.

Benefits of technology

This approach ensures players continue playing quests to reach the enhancement object limit, promoting the repetition of quests and enhancing game engagement by offering opportunities to acquire these objects across multiple quests.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique capable of prompting a player to grind a quest.SOLUTION: An information processing device includes a management section that manages the number of strengthening objects acquired by a player in a prescribed quest out of a plurality of quests by which the player may acquire strengthening objects used for strengthening game objects, and a game processing section that when the number of acquired strengthening objects associated with the prescribed quest reaches an upper limit thereof, executes control such that the player cannot acquire the strengthening objects in the prescribed quest.SELECTED DRAWING: Figure 2
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Description

Technical Field

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

Background Art

[0002] Conventionally, a game that progresses a game scenario by clearing quests with low difficulty and sequentially unlocking quests with high difficulty is widely known (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional technology, depending on the player, there are cases where a specific quest is preferred, and there is still room for improvement in providing the value of the game to the player.

[0005] Therefore, an object of the present invention is to provide a technique that enables promoting the repetition of quests.

Means for Solving the Problems

[0006] An information processing apparatus according to an aspect of the present invention includes: a management unit that manages the number of enhancement objects acquired by a player in a predetermined quest among a plurality of quests from which enhancement objects used for enhancing game objects can be acquired; and a game processing unit that controls so that the player cannot acquire the enhancement object in the predetermined quest when the upper limit value of the number of acquired enhancement objects associated with the predetermined quest is reached.

Effects of the Invention

[0007] According to the present invention, there is an upper limit to the number of enhancement objects that can be obtained in a given quest, so players will continue to play the given quest until they reach the upper limit. In order to obtain enhancement objects beyond the upper limit set for the given quest, players can also obtain enhancement objects from quests other than the given quest, thus encouraging them to play quests other than the given quest as well. [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 figure shows an example of a game server configuration. [Figure 3] This figure shows an example of a typical character database. [Figure 4] This figure shows an example of a support character database. [Figure 5] This figure shows an example of a database for managing owned characters. [Figure 6] This figure shows an example of an item management database. [Figure 7] This is a diagram showing an example of a terminal configuration. [Figure 8] This flowchart shows an example of the processing steps performed by the game server. [Figure 9] This diagram shows an example of screen transitions. [Figure 10] This diagram shows an example of screen transitions. [Figure 11] This figure shows an example of the hardware configuration of a game server and terminal. [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 comprises a game server 10 and a plurality of 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 player or executing some of the game's processing. The game server 10 may consist of one or more computers, or it may be configured using a virtual server (such as a cloud server).

[0012] Terminal 20 is a device that provides games to players. Terminal 20 is, for example, a mobile phone. The terminal 20 is a computer such as a smartphone, tablet, personal computer, arcade game machine, or consumer game machine. The terminal 20 notifies the game server 10 of its location, which it has detected using GPS (Global Positioning System), etc.

[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, players can assemble a deck using characters selected from among multiple characters they own, and by clearing quests using the assembled deck, they can obtain new characters and items. Players can also obtain new characters and items by making in-app purchases, etc.

[0014] Here, a quest is a term that means a task that can be cleared by meeting certain predetermined conditions. Quests are sometimes generally called explorations, tasks, and missions. Quests include special quests for obtaining predetermined items used for strengthening support characters. An upper limit is set for the number of predetermined items that can be obtained in special quests. Quests include, for example, quests with low difficulty and quests with high difficulty. When a player plays a quest with low difficulty and meets the predetermined conditions, quests with high difficulty are sequentially unlocked. For example, when a quest with high difficulty is cleared a predetermined number of times, or when a predetermined number of items are obtained, quests with high difficulty are sequentially unlocked. A support character is obtained as a reward, for example, when a player clears a quest with low difficulty and meets the conditions. And it becomes possible to obtain items up to the upper limit set for quests with high difficulty. That is, when a predetermined quest meets the predetermined conditions, the player is given the right to obtain items set for other quests up to the upper limit.

[0015] A deck is a term that refers to a group of characters combined together. When a player performs a quest, they select characters with abilities suitable for clearing that quest to form a deck and then perform the quest. Characters include regular characters and support characters. Regular characters are characters that the player can control, and multiple regular characters can be set in the deck. Support characters are characters that the player cannot control, and only one can be set in the deck. Support characters can be leveled up by using specific items that can be obtained in special quests. These specific items are examples of enhancement objects. The number of specific items required to level up a support character varies depending on the support character's level. There is an upper limit to the level of a support character. Quests include a first quest where the first support character and specific items can be obtained, and a second quest where the second support character and specific items can be obtained. The specific items can enhance both the first and second support characters. The first support character is an example of a first game object, and the second support character is an example of a second game object.

[0016] Normally, when the number of turns during a quest meets a predetermined condition, a skill effect that enhances the parameters of the normal character is activated. The skill effect is set for each normal character. The skill effect includes, for example, recovery of the status of the normal character, enhancement of the status of the normal character, infliction of damage on enemy characters, etc. The support character activates a support effect for supporting the normal character only once during the quest when a specific condition during the quest is met. The support effect is set for each support character. The support effect includes, for example, recovery of the status of the normal character, enhancement of the status of the normal character, infliction of damage on enemy characters, etc. The support effect is set for each support character. The support effect changes according to the level of the support character. The activation conditions of the support effect include, for example, the number of enemy characters defeated, the total damage inflicted on enemy characters, the number of items obtained, etc. The activation conditions of the support effect do not change according to the level of the support character. If the activation conditions of the support effect are met even once during the quest, it can be activated at an arbitrary timing based on the player's operation. The game server 10 can store a plurality of decks compiled by the player, and the player can also select one deck from the stored plurality of decks and execute the quest when executing the quest.

[0017] Players consume stamina when participating in quests. Players who participate in a quest can clear it by fulfilling certain conditions, and upon clearing the quest, players receive rewards or the game's story progresses. Rewards include items and characters that can be used for deck building. For example, when a quest is cleared, an animation for acquiring items is displayed on the game screen, and the items are acquired when the player performs the action to acquire them. The number of items that can be acquired upon clearing a quest varies depending on the difficulty of the quest and the amount of stamina consumed. Also, clearing a quest using a support character increases the probability of acquiring items compared to clearing the quest without using a support character. There is an upper limit set for the number of items that can be acquired upon clearing a quest, and this limit is set for each quest. In this case, the remaining number of items that can be acquired for each of the multiple quests may be displayed on the screen where the player selects a quest.

[0018] Players can improve the stats of their characters or transform them into other, more powerful characters by combining characters and items they own. Here, characters and items may be referred to as "objects" or "game objects." Stats may also be referred to as "parameters." Furthermore, the "transition" of one character to another may be referred to as "changing," "mutating," "deriving," "evolving," or "deifying." In this embodiment, "combining" means combining two game objects to create one game object, and applying one game object to another.

[0019] Synthesis is performed by combining a character that serves as the base for synthesis (hereinafter referred to as the "source character") with other characters (hereinafter referred to as "material characters") or items (hereinafter referred to as "material items") that can be synthesized with the source character. The number of material items required for synthesis increases as the level of the source character increases.

[0020] For example, if a player selects character A as the base character for synthesis and character B as the material character, character A's status will change (or transition to another character), and character B will disappear. Similarly, if a player selects character A as the base character for synthesis and item X as the material item, character A's status will change (or transition to another character), and item X will disappear.

[0021] The game may support multiplayer, where multiple players progress through a common quest simultaneously. When playing multiplayer, the host player may consume less stamina to join a quest compared to guest players. Stamina consumption is an example of the amount of parameters consumed to start a common quest. Additionally, if the host player has reached the maximum number of obtainable items, they may designate a guest player who has not yet reached the maximum number of obtainable items, and the items obtained upon clearing the quest may be transferred from the host player to the guest player. This makes it easier for guest players who have not yet reached the maximum number of obtainable items to participate in multiplayer, thereby encouraging them to repeatedly complete the quest. When playing multiplayer, only the host player can set a support character in their deck. If any of the players meet the conditions for activating the support character's support effect, the support character's support effect can be activated. Once the conditions for activating the support effect are met at least once during the quest, the support effect can be activated at any time based on the actions of any of the players.

[0022] (Game Server) Figure 2 shows an example of the configuration of a game server 10. The game server 10 comprises a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. This program can be stored in a storage medium. The storage medium in 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 a storage medium such as a USB memory or CD-ROM.

[0023] The game control unit 110 provides various functions necessary for running the game. The game control unit 110 includes a management unit 111 and a game processing unit 112.

[0024] The management unit 111 manages the number of enhancement objects acquired by the player in a predetermined quest, which is one of several quests in which enhancement objects used to enhance game objects can be acquired. For example, when a player completes a predetermined quest and acquires items used to enhance regular characters or support characters, the management unit 111 updates the information stored in the item management DB 124.

[0025] The game processing unit 112 controls the player to prevent them from acquiring enhancement objects in a given quest if the maximum number of enhancement objects that can be acquired associated with that quest has been reached. For example, when a quest is selected by the player, the game processing unit 112 refers to the item management DB 124. The game processing unit 112 then controls the player to prevent them from acquiring items in a given quest if the number of items the player owns reaches the maximum number of items that can be acquired associated with the quest selected by the player. For example, if the number of obtainable items reaches the maximum, the game processing unit 112 executes an animation for acquiring items when the quest is cleared, while disabling the player's actions to acquire items.

[0026] The game processing unit 112 controls the ability to strengthen characters (normal characters and support characters) using items obtainable in quests. Multiple quests include a first quest in which a first character and items can be obtained, and a second quest in which a second character and items can be obtained. The game processing unit 112 controls the ability to strengthen the first and second characters using items.

[0027] The game processing unit 112 allows the progress of other quests associated with a predetermined quest, which is included in a group of quests, when that predetermined quest meets predetermined conditions. The game processing unit 112 then grants the player the right to obtain items up to the maximum limit set for those other quests. For example, if a player clears a low-difficulty quest, the game processing unit 112 unlocks a high-difficulty quest. This allows the player to obtain items up to the maximum limit set for the high-difficulty quest.

[0028] The game processing unit 112 controls the transfer of items acquired by the first player to the second player when the first player and the second player are progressing through a common quest and the number of items acquired by the first player reaches the maximum acquisition limit set for the common quest. For example, when multiple players are progressing through a common quest, the game processing unit 112 controls the transfer of items acquired by the host player to the guest player when the number of items acquired by the host player reaches the maximum acquisition limit set for the common quest.

[0029] The game processing unit 112 controls the amount of parameters required to start a common quest for the first player, whose number of items has reached the maximum number of items that can be acquired set for the common quest, to be less than for the second player, whose number of items has not reached the maximum number of items that can be acquired set for the common quest. For example, if multiple players are progressing through a common quest, the game processing unit 112 controls the amount of parameters required to start the common quest for the first player, whose number of items has reached the maximum number of items that can be acquired set for the common quest, to be less than for a guest player, whose number of items has not reached the maximum number of items that can be acquired set for the common quest.

[0030] The memory unit 120 stores the regular character DB 121, the support character DB 122, the owned character management DB 123, and the item management DB 124.

[0031] Figure 3 shows an example of the standard character DB121. The standard character DB121 stores various settings related to the standard characters that appear in the game. For example, the standard character DB121 stores an identifier that uniquely identifies the standard character (character ID), an identifier that indicates the group to which the standard character belongs (group ID), an identifier that indicates the transition state of the standard character (form), the upper limit of the level (maximum level), the upper limit of the luck (maximum luck), the upper limit of HP (hit points) (maximum HP), the upper limit of the attack power (maximum attack power), and the upper limit of the speed (maximum speed), all associated with each other.

[0032] Figure 4 shows an example of the Support Character DB122. The Support Character DB122 stores various settings related to the support characters that appear in the game. For example, the Support Character DB122 stores an identifier that uniquely identifies the support character (Character ID), an identifier that indicates the group to which the support character belongs (Group ID), the support effect of the support character, and the conditions for activating the support effect of the support character, all associated with each other.

[0033] Figure 5 shows an example of the owned character management DB123. The owned character management DB123 stores information about the characters (regular characters and support characters) owned by the player. For example, the owned character management DB123 stores an identifier that uniquely identifies the player who owns the character (player ID), an identifier that uniquely identifies the character (character ID), and the character's current status (level, luck, HP (hit points), attack power, speed, etc.) associated with each other.

[0034] Figure 6 shows an example of the item management DB124. The item management DB124 stores information about the items owned by the player. For example, the item management DB124 stores a unique identifier for the player (player ID), a unique identifier for the item owned by the player (item ID), and the number of items owned by the player, all associated with each other.

[0035] (terminal) Figure 7 shows an example of the configuration of terminal 20. Terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a game control unit 203, and a storage unit 210. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by executing a program stored in the storage unit 210. This program can be stored in a storage medium. The storage medium storing the program 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 stick or a CD-ROM.

[0036] The communications unit 201 performs various communications with the game server 10.

[0037] The UI unit 202 has the function of receiving various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screen on the terminal 20 in accordance with the instructions of the game server 10.

[0038] The game control unit 203 works in conjunction with the game server 10 to provide various functions necessary for running the game. For example, the game control unit 203 provides functions such as obtaining various information (icon image data, text data, etc.) from the game server 10 for drawing on the game screen.

[0039] The memory unit 210 stores the game data 211 necessary for the game control unit 203 to execute the game. The game data 211 contains character image data, game scenarios, and the like.

[0040] Figure 8 is a flowchart illustrating an example of the processing steps performed by the game server 10 at the start of a quest. When the game server 10 receives an input from the terminal 20 operated by the player, it starts the quest (S10). Next, the game server 10 refers to the item management DB 124 and obtains information regarding the number of items acquired by the player in the quest (S11). Then, the game server 10 determines whether the number of acquired items has reached the upper limit of the number of items that can be acquired associated with the quest (S12). If the game server 10 determines that the upper limit of the number of acquired items has not been reached, it terminates the process. If it determines that the upper limit of the number of acquired items has been reached, it controls the game so that the player cannot acquire items in the quest (S13).

[0041] Figures 9 and 10 show examples of screen transitions. Figure 9 shows an example of a screen transition when a support character's support effect is activated during the progress of a quest. Figure 10 shows an example of a screen transition when a quest completion reward appears.

[0042] As shown in Figure 9, on transition screen A100, the normal characters B1, B2, and B3, and enemy characters E1 and E2 are displayed on the field FG. Also on transition screen A100, icons I1, I2, and I3 indicating the status of the normal characters and icon IS indicating the status of the support character are displayed outside the field. On transition screen A100, the conditions for activating the skill effect of normal character B2 are met, and the conditions for activating the support effect of support character BS are also met. Here, on transition screen A100, the support effect of the support character is activated, and support character BS appears on the field FG. Tapping support character BS on transition screen A100 will take you to transition screen A101.

[0043] On transition screen A101, regular character B1 is designated as the target of the support effect of support character BS. Then, on transition screen A101, if you instruct regular character B1 to attack (shot) enemy characters E1 and E2, the screen will transition to transition screen A102.

[0044] On transition screen A102, the support effect of support character BS is activated. On transition screen A102, support character BS is displayed across the entire screen.

[0045] As shown in Figure 10, the transition screen A110 displays the quest completion screen after all enemy characters E1 and E2 on field FG have been defeated. After a predetermined amount of time has elapsed on the transition screen A110, the game transitions to the transition screen A111.

[0046] On transition screen A111, items T1, T2, T3, T4, and T5 appear on the field FG as a visual cue for obtaining items as a clear reward. Tapping items T1, T2, T3, T4, and T5 on the field FG on transition screen A111 will take you to transition screen A112. The tapped items T1, T2, T3, T4, and T5 will then disappear from the field FG, and you will acquire items T1, T2, T3, T4, and T5. However, if the player is prevented from acquiring items in the quest, tapping items T1, T2, T3, T4, and T5 on the field FG will not result in acquiring those items.

[0047] <Summary> According to the embodiment described above, the game server 10 controls the player so that they cannot acquire items in a quest if the maximum number of items that can be acquired associated with the quest is reached. More specifically, when the number of obtainable items reaches the maximum value, the game server 10 executes the animation for acquiring items upon clearing the quest, while disabling the player's actions to acquire items. As a result, since there is a limit to the number of enhancement objects that can be acquired in a quest, players will be encouraged to play the quest until that limit is reached. In order to obtain items beyond the quest limit, players will be encouraged to play other quests as well, since items can be obtained in quests other than the one in question.

[0048] 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.

[0049] [Hardware configuration] Figure 11 shows an example of the hardware configuration of the game server 10 in this embodiment. As shown in the figure, the game server 10 consists of a communication controller 100-1, a CPU 100-2, RAM (Random Access Memory) 100-3 used as working memory, ROM (Read Only Memory) 100-4 for storing boot programs and the like, storage devices 100-5 such as flash memory and HDD (Hard Disk Drive), and a drive device 100-6, all interconnected by an internal bus or dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is loaded into RAM 100-3 by a DMA (Direct Memory Access) controller (not shown) and executed by the CPU 100-2. This enables the management unit 111 and the game processing unit 112.

[0050] Regarding the functional block configuration described above, it is also possible to configure the game control unit 110 of the terminal 20 to include all or part of the management unit 111 and the game processing unit 112 included in the game server 10.

[0051] <Note> <Note 1> A management unit that manages the number of enhancement objects acquired by the player in a predetermined quest among multiple quests in which enhancement objects used to enhance game objects can be acquired, A game processing unit that controls the player to prevent them from acquiring the enhancement object in the predetermined quest when the maximum number of enhancement objects associated with the predetermined quest is reached, An information processing device having

[0052] According to Appendix 1, there is a limit to the number of enhancement objects that can be obtained in a designated quest, so players will be encouraged to play the designated quest until they reach that limit. In order to obtain enhancement objects beyond the limit set for a designated quest, players can also obtain enhancement objects from quests other than the designated quest, thus encouraging them to play quests other than the designated one as well.

[0053] <Note 2> The aforementioned plurality of quests include a first quest in which a first game object and the enhancement object can be obtained, and a second quest in which a second game object and the enhancement object can be obtained. The game processing unit controls the first game object and the second game object so that they can be enhanced using the enhancement object. The information processing device described in Appendix 1.

[0054] According to Appendix 2, in order to obtain enhancement objects that can enhance both the first and second game objects, players can play either the first or second quest, thus encouraging players to repeatedly play through the quests.

[0055] <Note 3> The game processing unit, when the predetermined quest satisfies predetermined conditions, allows the progress of other quests associated with the predetermined quest that are included in the plurality of quests, The player is granted the right to obtain the aforementioned enhancement objects set in the other aforementioned quests up to their maximum value. The information processing device described in Appendix 1 or 2.

[0056] According to Appendix 3, unlocking quests sequentially increases the maximum number of enhancement objects that can be obtained, thus further encouraging players to repeatedly complete quests.

[0057] <Note 4> When the first player and the second player are progressing through a common quest, the game processing unit controls the transfer of the enhancement objects acquired by the first player to the second player when the number of enhancement objects acquired by the first player reaches the upper limit set for the common quest. An information processing device as described in any one of the appendices 1 to 3.

[0058] According to Appendix 4, making it easier for guest players who have not yet reached the maximum number of obtainable items to participate in multiplayer can encourage those players to repeatedly complete quests.

[0059] <Note 5> The game processing unit controls the amount of parameters required to start the common quest to be consumed by the first player, whose number of enhancement objects has reached the upper limit for the number of enhancement objects that can be acquired set for the common quest, to be less than that of the second player, whose number of enhancement objects has not reached the upper limit for the number of enhancement objects that can be acquired set for the common quest. An information processing device as described in any one of the appendices 1 to 4.

[0060] According to Appendix 5, making it easier for the host player who has reached the maximum number of obtainable items to switch to multiplayer can encourage guest players who have not yet reached the maximum number of obtainable items to repeatedly complete quests.

[0061] <Note 6> An information processing method performed by an information processing device, The steps include managing the number of enhancement objects acquired by the player in a predetermined quest among several quests in which enhancement objects used to enhance game objects can be acquired, and The steps include: when the maximum number of enhancement objects associated with the predetermined quest is reached, controlling the player so that he cannot acquire the enhancement object in the predetermined quest; Information processing methods including

[0062] According to Appendix 6, there is a limit to the number of enhancement objects that can be obtained in a designated quest, so players will be encouraged to play that quest until they reach the limit. To obtain enhancement items beyond the limit of the designated quest, players can also obtain enhancement items from quests other than the designated quest, thus encouraging them to play those quests as well.

[0063] <Note 7> On the computer, The steps include managing the number of enhancement objects acquired by the player in a predetermined quest among several quests in which enhancement objects used to enhance game objects can be acquired, and The steps include: when the maximum number of enhancement objects associated with the predetermined quest is reached, controlling the player so that he cannot acquire the enhancement object in the predetermined quest; A program to execute.

[0064] According to Appendix 7, there is a limit to the number of enhancement objects that can be obtained in a designated quest, so players will be encouraged to play that quest until they reach the limit. To obtain enhancement items beyond the limit of the designated quest, players can also obtain enhancement items from quests other than the designated quest, thus encouraging them to play those quests as well. [Explanation of Symbols]

[0065] 1...Game system, 10...Game server, 11...Processor, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 100...Information processing device, 100-1...Communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...Storage device, 100-5a...Program, 100-6...Drive device, 110...Game control unit, 111...Management unit, 112...Game processing unit, 120...Storage unit, 121...Normal character DB, 122...Support character DB, 123...Owned character management DB, 124...Item management DB, 201...Communication unit, 202...UI unit, 203...Game control unit, 210...Storage unit, 211...Game data.

Claims

1. The processor comprises, A maximum limit is set for the number of objects that can be obtained in each of several quests, including predetermined quests in which players can acquire objects used to strengthen characters that can be included in the deck used in the game. The screen on which the player selects a quest to play from the multiple quests displays the remaining number of objects that can be obtained in each of the multiple quests. When the number of objects acquired by the player in the predetermined quest reaches the upper limit and the player starts the predetermined quest, the system controls the player so that they cannot acquire the object in the predetermined quest by executing an animation for acquiring the object upon clearing the predetermined quest, while simultaneously disabling the player's actions to acquire the object. Information processing device.

2. The processor sets an upper limit on the number of objects that can be obtained in each of a set of quests, including predetermined quests in which players can obtain objects used to strengthen characters that can be included in the deck they use in the game, and displays the remaining number of objects that can be obtained in each of the set of quests on the screen where the player selects a quest to play from the set of quests. The processor controls the player to prevent them from acquiring an object in the predetermined quest if the player starts the predetermined quest after the number of objects acquired by the player in the predetermined quest has reached an upper limit, by executing an animation for acquiring an object upon clearing the predetermined quest, while simultaneously disabling the player's actions to acquire the object. Information processing methods.

3. A maximum limit is set for the number of objects that can be obtained in each of several quests, including predetermined quests in which players can acquire objects used to strengthen characters that can be included in the deck used in the game. The screen on which the player selects a quest to play from the multiple quests displays the remaining number of objects that can be obtained in each of the multiple quests. When the number of objects acquired by the player in the predetermined quest reaches the upper limit and the player starts the predetermined quest, the system controls the player so that they cannot acquire the object in the predetermined quest by executing an animation for acquiring the object upon clearing the predetermined quest, while simultaneously disabling the player's actions to acquire the object. A program that instructs the processor to perform a task.

4. Equipped with a server and terminals, The aforementioned server, A maximum limit is set for the number of objects that can be obtained in each of several quests, including predetermined quests in which players can obtain objects used to strengthen characters that can be included in the deck used in the game. The screen of the terminal on which the player selects a quest to play from the multiple quests displays the remaining number of objects that can be obtained in each of the multiple quests. When the number of objects acquired by the player in the predetermined quest reaches the upper limit and the player starts the predetermined quest, the system controls the player so that they cannot acquire the object in the predetermined quest by executing an animation for acquiring the object upon clearing the predetermined quest, while simultaneously disabling the player's actions to acquire the object. system.