Information processing device, information processing method, and program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2024-12-03
- Publication Date
- 2026-07-30
Smart Images

Figure 0007897515000001 
Figure 0007897515000002 
Figure 0007897515000003
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 a quest is cleared using a team composed of a plurality of characters called a deck. For example, Patent Document 1 discloses a game in which a quest is executed using a player character possessed by a player.
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 quests that are assumed to be repeatedly executed by a player. For example, there are quests where a lot of rewards can be received by clearing the quest many times. When a player repeatedly executes such a quest, the player may feel that clearing the quest is a simple task. Then, the player may feel pain in clearing the quest and may lose the motivation to play.
[0005] Therefore, an object of the present invention is to provide a technique that enables a player to reduce the pain felt when repeatedly executing the same quest.
Means for Solving the Problems
[0006] An information processing device according to one aspect of the present invention comprises a determination unit that determines some of the missions from among a plurality of missions that can be achieved between the start and end of a quest selected by the player, and a reward unit that grants the player a reward based on the achievement status of the selected missions. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a technology that can alleviate the pain a player feels when repeatedly performing the same quest. [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 the hardware configuration of a game server and terminal. [Figure 3] This figure shows an example of the functional block structure of a game server. [Figure 4] This figure shows an example of a player management database and a character ownership management database. [Figure 5] This figure shows an example of a deck management database, a mission setting database, and a history database. [Figure 6] This diagram shows an example of the functional block configuration of a terminal. [Figure 7] This flowchart shows an example of the processing steps performed by the game server. [Figure 8] This figure shows an example of a quest execution screen. [Figure 9] This figure shows an example of a screen for awarding rewards. [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 (game device) 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 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 the game to the player, and the player can execute the game according to this embodiment by operating Terminal 20. Terminal 20 is, for example, 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 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 (hereinafter referred to as "this game"), players can assemble a deck of characters selected from among multiple characters they own, and by clearing quests using the assembled deck, they can obtain new characters and items. Furthermore, players can challenge more difficult quests by combining multiple characters they have obtained to grow stronger characters, or by using items to enhance the attributes of characters.
[0014] Here, a quest is a term that means a task that can be cleared by meeting certain predetermined conditions. A quest is generally also called an exploration, a task, or a mission. A player who participates in a quest can clear the quest by meeting the certain conditions. When the player clears the quest, the player is given a reward or the story of this game progresses. Note that, as will be described later in detail, in this embodiment, a quest and a mission are not used in the same meaning but in different meanings.
[0015] A deck is a term that means a group combining a plurality of characters. When executing a quest, a player selects characters having abilities suitable for clearing the quest to form a deck and executes the quest. The game server 10 can store a plurality of decks formed by the player. The player can also select one deck from the plurality of stored decks and execute the quest when executing the quest. In this embodiment, a player executing a quest may be referred to as playing the quest.
[0016] A quest can be executed jointly by a plurality of players. Hereinafter, a quest executed jointly by a plurality of players is referred to as "multiplay". In multiplay, each player operates the character assigned to himself / herself among the plurality of characters forming the deck. For example, assume a deck formed from characters A to D, where character A is assigned to player A (the player himself / herself) and characters B to D are assigned to other players B to D respectively. In this case, after player A finishes operating character A, player B operates character B, and then player C operates character C, and so on. Each player operates the characters forming the deck in order. The player who召集 multiplay is called the host.
[0017] It should be noted that there seems to be a typo in the original text where it says "召集 multiplay", which might be a misspelling. I translated it as it is, but it might need to be corrected in the original for a more accurate understanding.In multiplayer, the multiple characters for deck formation may be the characters held by the host player, or may be the characters selected by each player from the characters held by each player.
[0018] In this game, when a player executes a quest, the game server 10 presents the player with a task (hereinafter referred to as a "mission") that can be achieved by meeting a predetermined condition from the start to the end of the quest. For example, for a quest that can be cleared by defeating all of a plurality of monsters, missions such as "defeat at least one monster within 3 turns" and "defeat all monsters within 5 minutes" are presented.
[0019] In this game, it is possible to clear a quest without achieving the mission, but if the quest is cleared after achieving the mission, more rewards can be received compared to the case where the quest is cleared without achieving the mission.
[0020] <Hardware Configuration> FIG. 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical processing unit), a memory, a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for performing wired or wireless communication, an input device 14 for receiving an input operation, 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, etc. The output device 15 is, for example, a display, a touch panel, and / or a speaker, etc.
[0021] <Functional Block Configuration> (Game Server) Figure 3 shows an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be implemented using a storage device 12 provided by the game server 10. The game control unit 110 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.
[0022] The memory unit 100 stores the player management DB 100a, owned character management DB 100b, deck management DB 100c, mission setting DB 100d, and history DB 100e.
[0023] Figure 4 shows an example of the Player Management DB 100a and the Owned Character Management DB 100b. The Player Management DB 100a manages the game data owned by each player. The Player Management DB 100a also stores characters owned by a player that can be included in other players' decks (friend characters). The Player Management DB 100a stores, for example, an ID that uniquely identifies the player (Player ID), the player's nickname, the Player IDs of other players registered as having a predetermined relationship (friend relationship) with the player, the current location of the terminal 20 used by the player, the player's experience points, the player's rank, and the player's stamina, all associated with each other.
[0024] The Character Ownership Management DB100b manages the characters owned by the player. The Character Ownership Management DB100b stores the player ID (a unique identifier for the player), the character ID (a unique identifier for the character), a rank indicating whether the character is easy or difficult to obtain, various parameters indicating the character's strength (level, luck, HP (hit points), attack power, speed, etc.), an evolution status indicating whether the character is powered up or not, and the attack type used when attacking enemy characters.
[0025] Figure 5 shows an example of the deck management DB100c, mission setting DB100d, and history DB100e.
[0026] The deck management DB100c manages the characters that make up each deck. The deck management DB100c stores, for example, an ID that uniquely identifies the player (player ID), an ID that uniquely identifies each player's deck (deck ID), and an ID that uniquely identifies the characters that make up each deck (character ID), all associated with each other.
[0027] The mission setting DB100d defines multiple missions (hereinafter referred to as "achievable missions") that can be completed between the start and end of each quest, which are pre-configured for each quest. For example, in the example in Figure 5, quest Q100 has missions A and B pre-configured.
[0028] The history DB 100e stores various histories related to quests performed by the player, for each player. The history DB also stores the history for each quest execution. For example, the history DB 100e stores the quest completion status (whether the quest was cleared or not), the mission determined by the decision unit 112 (described later) at the time of quest execution (hereinafter referred to as the "challenge mission" for convenience), and the missions that the player completed among those determined (completed missions). Note that the history DB 100e can have any database structure as long as it stores the number of times each mission has been determined and the past completion status of each mission (completed / not completed), etc.
[0029] Returning to Figure 3, let's continue the explanation. The game control unit 110 provides various functions necessary to run this game. The game control unit 110 includes a reception unit 111, a decision unit 112, an execution unit 113, an assignment unit 114, a display control unit 115, and a management unit 116.
[0030] The reception desk 111 accepts quest selections from players. The reception desk 111 also accepts deck selections from players.
[0031] The decision unit 112 determines, for a quest selected by the player, some of the missions (challenge missions) to present to the player (to give to the player as a task) from among multiple missions (achievable missions) that can be completed between the start and end of the quest.
[0032] The execution unit 113 executes the quest selected by the player. During quest execution, the execution unit 113 also determines whether the player has completed some of the missions (challenge missions) determined by the decision unit 112.
[0033] The reward distribution unit 114 distributes rewards to the player based on the completion status of some of the missions (challenge missions) determined by the decision unit 112.
[0034] The display control unit 115 displays various game screens related to this game on the output device 15 (display) of the terminal 20.
[0035] The management unit 116 manages the history database. For example, based on the execution results of quests performed by the execution unit 113, the management unit 116 records the quest execution results and the mission completion status in the history database.
[0036] (terminal) Figure 6 shows an example of the functional block configuration of terminal 20. Terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be implemented using a storage device 12 provided by terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 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.
[0037] The memory unit 200 stores the game data necessary for the game control unit 203 to run the game. The game data includes character image data, game scenarios, and the like.
[0038] The communication unit 201 has the function of performing various types of communication with the game server 10 using the communication IF 13.
[0039] 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 output device 15 (display) of the terminal 20 according to the instructions of the game server 10.
[0040] The game control unit 203 works in conjunction with the game server 10 to provide various functions necessary to run 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.
[0041] Regarding the functional block configuration described above, it is also possible to configure the game control unit 203 of the terminal 20 to have all or part of the reception unit 111, decision unit 112, execution unit 113, assignment unit 114, display control unit 115, and management unit 116 included in the game server 10.
[0042] <Processing Procedure> Figure 7 is a flowchart illustrating an example of the processing steps performed by the game server 10. In the following explanation, we assume that the quests performed by the player are quests that can be repeated to collect rewards (e.g., items).
[0043] First, the reception unit 111 of the game server 10 accepts the player's selection of a quest (S10). Next, the reception unit 111 accepts the player's selection of the deck to be used when executing the quest selected in step S10 (S11).
[0044] Next, the execution unit 113 starts executing the selected quest (S12). After the quest has started, the decision unit 112 determines the challenge mission from among the achievable missions in the quest selected by the player (S13). Achievable missions are defined in the mission setting DB. Specifically, the decision unit 112 retrieves achievable missions from the mission setting DB and determines the challenge mission from among the retrieved achievable missions. The number of challenge missions to be determined may be one or more. The decision unit 112 may also randomly select the challenge mission from among the retrieved achievable missions, or it may select it according to a predetermined selection method. Furthermore, the decision unit 112 may determine the challenge mission so that it is different each time the player executes a quest.
[0045] Once the quest is completed, the reward unit 114 grants the player a reward based on the completion status of the challenge mission (S14).
[0046] In the above processing procedure, the execution order can be arbitrarily changed as long as the decision unit 112 can determine the challenge mission after the player has selected a quest. For example, the execution order of the processing procedure in step S12 and the processing procedure in step S13 may be reversed.
[0047] Furthermore, the decision unit 112 may determine the challenge mission after receiving the player's selection of a quest and a deck, but before the quest begins. Here, "after receiving the deck selection" may mean after the deck to be used in the quest (deployed in the quest) has been determined and the player has transitioned to a state where the characters making up the deck cannot be changed.
[0048] (How to select a challenge mission) In the processing procedure of step S13, the decision unit 112 selects a challenge mission from among the achievable missions either randomly or according to a predetermined selection method. The predetermined selection method will be described in detail below.
[0049] [Selection Method 1] The determination unit 112 may determine the challenge missions for the quest selected in the processing procedure of step S10 based on the history of challenge missions previously determined for that quest. More specifically, the determination unit 112 may search the history DB 100e for the quest selected in the processing procedure of step S10 to obtain the number of times each achievable mission has been determined as a challenge mission in the past, and / or the number of times each challenge mission has been achieved, and determine the challenge missions based on the obtained counts. For example, the determination unit 112 may determine the challenge missions so that they include missions that the player has never achieved.
[0050] Furthermore, the decision unit 112 may choose not to designate missions as challenge missions if, among the achievable missions, the number of times they have been designated as challenge missions in the past is greater than a predetermined number (for example, 5 or 10 times), but the player has never completed them, or if the completion rate is below a predetermined probability (for example, less than 20%). Missions that have never been completed or have a low completion rate are likely to be missions that the player finds difficult. Therefore, by not designating missions that the player finds difficult as challenge missions, it is possible to reduce the frustration the player feels when repeatedly performing quests. The completion rate can be calculated by dividing the number of times the player has completed missions that have been designated as challenge missions in the past by the number of times they have been designated as challenge missions in the past.
[0051] Furthermore, the decision unit 112 may include at least one mission in the challenge missions that has a completion rate above a predetermined probability (for example, 80% or higher). This increases the likelihood that the player will be able to complete at least one mission when performing a quest, thereby reducing the frustration felt when performing a quest multiple times.
[0052] Here, the management unit 116 may record the history DB 100e while the player repeatedly executes the same quest, and delete the history DB 100e when the player executes a different quest. For example, the management unit 116 assumes that the player is executing the same quest (let's call it quest A) consecutively. The management unit 116 records the challenge mission and completion mission of quest A in the history DB 100e only while the player is executing quest A consecutively. Subsequently, when the player executes a quest other than quest A, the management unit 116 deletes the information regarding the challenge mission and completion mission of quest A that was recorded in the history DB 100e. This makes it possible to reduce the amount of data in the history DB 100e.
[0053] Furthermore, the management unit 116 may record the challenge missions and achievement missions of the quest selected by the player during a predetermined event period, and delete the recorded challenge missions and achievement missions from the history DB 100e when the predetermined event period ends. In other words, the challenge missions and achievement missions may be reset for each event period.
[0054] [Selection Method 2] The decision unit 112 may determine the challenge missions so that they include missions different from the missions determined when the quest was executed in the past (past challenge missions). The decision unit 112 may also determine the challenge missions so that the combination of missions is different from the combination of missions determined when the quest was executed in the past. "Past" may refer to the period from a predetermined number of times ago to the previous time. For example, suppose a player has executed quest A 10 times in a row. Also, suppose the predetermined number of times is 3. In this case, the decision unit 112 may determine the challenge missions so that they include missions different from the challenge mission when quest A was executed 3 times ago, the challenge mission when quest A was executed 2 times ago, and the challenge mission when quest A was executed last time. Also, the predetermined number of times may be 1. In other words, the decision unit 112 may determine the challenge missions so that they include missions different from the missions determined when the previous quest was executed (previous challenge missions). This makes it possible to suppress bias in the missions determined when a quest is executed repeatedly.
[0055] [Selection Method 3] The decision unit 112 may, in the processing procedure of step S11, after the player has selected a deck to use in the quest, determine a challenge mission from among the achievable missions based on the characters included in the deck (or based on the attributes of the characters). For example, the decision unit 112 may determine mission A as the challenge mission if character A is present in the deck, and determine mission B as the challenge mission if character B is present in the deck. This makes it possible to suppress bias in the missions that are determined when the quest is executed repeatedly.
[0056] [Selection Method 4] The decision unit 112 may determine the challenge missions in step S10 based on the number of times the player has previously completed the quest selected by the player. For example, suppose the player has selected quest A. In this case, the decision unit 112 may present one challenge mission if the player has completed quest A 0 to 4 times, two challenge missions if the player has completed quest A 5 to 9 times, and three challenge missions if the player has completed quest A 10 or more times. In this way, the more times the quest has been completed, the more challenge missions are presented. Since the number of challenge missions changes according to the number of times the quest has been completed, the player can reduce the burden of repeatedly performing the quest.
[0057] [Selection Method 5] The decision unit 112 may identify the attributes of the characters included in the selected deck, exclude missions that cannot be completed with the attributes of the identified characters from the achievable missions corresponding to the selected quest, and then determine the challenge missions from the remaining missions. This prevents the inclusion of challenge missions that cannot be completed with the deck selected by the player.
[0058] (Changes to Challenge Missions) If, after a predetermined period has elapsed since the start of the quest, the completion rate of the challenge missions is below a predetermined threshold, the decision unit 112 may change any uncompleted challenge missions to other missions during the quest execution. For example, suppose, after a predetermined period has elapsed since the start of the quest, only one of the four challenge missions has been completed, and therefore the completion rate of the challenge missions is below a predetermined threshold. In this case, the decision unit 112 may change the remaining three challenge missions to other missions. This allows players to change missions they cannot complete to other missions, thereby preventing players from giving up on attempting the missions.
[0059] (Method of determining rewards) In the processing procedure of step S14, the granting unit 114 may change the amount of reward to grant to the player based on the rewards obtained during quest execution or the rewards received upon quest completion, and the completion status of the challenge mission.
[0060] For example, the reward distribution unit 114 may be configured to award more rewards to the player the more missions the player completes. The reward may also be calculated by multiplying the reward received upon completing a quest by a predetermined multiplier corresponding to the number or percentage of missions completed by the player. For example, if there are four challenge missions, the multiplier may be set as follows: 2x if 1 mission is completed (or 25%), 3x if 2 missions are completed (or 50%), 4x if 3 missions are completed (or 75%), and 5x if 4 missions are completed (or 100%).
[0061] Furthermore, the degree to which the predetermined multiplier increases may differ depending on whether some of the challenge missions are completed or all of them are completed. For example, if one mission is completed (or 25%), the multiplier may be doubled; if two missions are completed (or 50%), it may be tripled; if three missions are completed (or 75%), it may be quadrupled; and if four missions are completed (or 100%), it may be ten times. In this way, the reward may be greater when all challenge missions are completed.
[0062] (Multiplayer) The method for determining challenge missions and rewards described above can also be applied to multiplayer, but if a quest is performed in multiplayer, game server 10 may perform the following actions.
[0063] The decision unit 112 may, if the quest is a quest to be performed in multiplayer mode, determine the same challenge mission for each of the multiple players performing the multiplayer. For example, suppose players A, B, C, and D are performing quest X in multiplayer mode. In this case, the decision unit 112 may determine that the challenge mission is the same for players A, B, C, and D.
[0064] The decision unit 112 may decide that some missions are the same (common) for each of the multiple players performing multiplayer. In this case, the challenge missions decided to be common to each player and the missions that are not common may be displayed to the players in a way that allows them to distinguish between them. As an example, suppose that challenge mission A is assigned to all players A, B, C, and D, and challenge mission B is assigned to player D (but not to players A-C). Then, player D can choose to take action to complete challenge mission B, which can only be achieved in their own play, and leave the completion of challenge mission A, which was also assigned to players A-C, to players A-C. On the other hand, since the completion of challenge mission A also leads to the completion of challenge mission A for players A-C, player D can also choose to prioritize completing challenge mission A for the sake of players A-C. Therefore, by deciding that some missions are the same (common) for each of the multiple players performing multiplayer, the players' choices in play increase, and it becomes possible to reduce the frustration felt when repeatedly performing the same quest.
[0065] Furthermore, if the quest is a quest to be performed in multiplayer mode, the decision unit 112 may determine a challenge mission for each player based on the history of challenge missions previously determined in that quest, specifically the history of each of the multiple players performing the multiplayer game. In this case, the same challenge mission may be determined for each player, or different challenge missions may be determined. The method for determining each player's challenge mission based on the history may be the same as the selection method described in [Selection Method 1] above. When quests are repeatedly performed in multiplayer mode, it becomes possible to suppress bias in the missions that are determined.
[0066] Furthermore, the rewarding unit 114 (or execution unit 113) may determine the completion status of the same challenge mission for each player performing multiplayer and award rewards to players who have completed the challenge mission. This makes it possible to determine whether or not a challenge mission has been completed for each player, even in multiplayer.
[0067] On the other hand, the granting unit 114 (or execution unit 113) may also consider that if at least one player has completed a challenge mission, the other players have also completed that challenge mission. In other words, if any player completes a challenge mission, it may be determined that all players have completed that challenge mission. This will increase the completion rate of challenge missions in multiplayer compared to single-player mode, thereby increasing the motivation of each player to engage in multiplayer.
[0068] Furthermore, if the quest is a quest to be performed in multiplayer mode, the decision unit 112 may increase the number of identical challenge missions determined for each of the multiple players as the number of players performing the multiplayer increases. The more players who work together to complete the quest, the more missions they will be able to take on.
[0069] (Game screen displayed) The display control unit 115 may also display a screen on the terminal 20's display showing which challenge missions have been completed while the quest is running. This allows the player to recognize which missions have been completed while the quest is running.
[0070] Figure 8 shows an example of a quest execution screen. Screen P100 shows an example of the screen at the start of a quest. Screen P100 may be displayed for a predetermined period (e.g., 3 seconds) at the start of a quest, and then automatically transition to screen P110.
[0071] Screen P110 is an example of a screen that displays a list of challenge missions. A window W110 that displays the challenge missions is superimposed on screen P110. Window W110 displays a list of four challenge missions. The display control unit 115 may clear window W110 when screen P110 is tapped or otherwise, or it may clear it automatically after a predetermined time has elapsed.
[0072] If a challenge mission is completed during quest execution, the display control unit 115 displays a window W120 indicating the completed mission, as shown on screen P120. In the example in Figure 8, it shows that Mission 1 (defeat enemies without touching walls) has been completed.
[0073] As shown on screen P130, when button B10 (challenge mission confirmation button) is pressed, the display control unit 115 displays window W130, which shows the completion status of the challenge missions. In window W130, the completion status of each challenge mission is displayed in a list.
[0074] Figure 9 shows an example of a reward distribution screen. Screen P200 displays the rewards earned by the player for completing quests. When the details button B20 is pressed, the screen transitions to screen P210, which displays the reward details. Screen P210 displays information indicating whether each challenge mission has been completed, the rewards earned for completing quests, the rewards increased by completing challenge missions, and the total of the final obtainable rewards.
[0075] <Summary> According to the embodiment described above, a challenge mission is determined from among the achievable missions in a quest selected by the player, and the player is rewarded based on the achievement status of the determined challenge mission. When a player repeatedly runs the same quest, they will not challenge all of the achievable missions associated with that quest, but rather a selection of missions determined by the game server 10 from among the achievable missions. This makes it possible to reduce the frustration that players feel when repeatedly running the same quest.
[0076] 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, and their arrangement, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined.
[0077] <Note> <Note 1> A decision unit determines some of the missions from among several missions that can be completed between the start and end of a quest selected by the player, A rewarding unit that grants rewards to the player based on the completion status of some of the aforementioned missions, An information processing device equipped with the following features.
[0078] According to Appendix 1, it will be possible to reduce the frustration that players feel when repeatedly performing the same quest.
[0079] <Note 2> If the quest is a quest to be performed jointly by multiple players, the decision unit will determine the same set of missions for each of the multiple players. The information processing device described in Appendix 1.
[0080] According to Appendix 2, in quests performed collaboratively by multiple players, each player is given the same mission, making it possible for each player to cooperate and complete the mission.
[0081] <Note 3> The rewarding unit determines the completion status of the same set of missions for each player and grants rewards to players who have completed the set of missions. The information processing device described in Appendix 2.
[0082] According to Appendix 3, in quests performed collaboratively by multiple players, it becomes possible to determine the completion status of challenge missions for each individual player.
[0083] <Note 4> The decision unit determines some of the missions based on the history of missions previously determined in the quest. An information processing device as described in any one of the appendices 1 to 3.
[0084] According to Appendix 4, the current mission is determined based on missions the player has previously attempted, which helps to reduce the frustration players feel when repeatedly performing the same quest.
[0085] <Note 5> It has a management unit that manages the aforementioned history, The management unit records the history while the player repeatedly executes the same quest, and deletes the history when the player executes a quest different from the said quest. The information processing device described in Appendix 4.
[0086] According to Appendix 5, it becomes possible to reduce the amount of historical data.
[0087] <Note 6> The determination unit determines some of the missions such that they include missions that are different from missions that were determined when a quest was executed in the past. An information processing device as described in any one of the appendices 1 to 5.
[0088] According to Appendix 6, it becomes possible to prevent bias in the missions that are decided upon.
[0089] <Note 7> The determination unit determines some of the missions so that they include missions that the player has not yet completed. An information processing device as described in any one of the items in Appendix 6.
[0090] According to Appendix 7, it becomes possible to prevent bias in the missions that are decided upon.
[0091] <Note 8> The determination unit, after the player has selected a deck to be used in the quest, determines some of the missions from among the multiple missions based on the characters included in the deck. An information processing device as described in any one of the appendices 1 to 7.
[0092] According to Appendix 8, it will be possible to change the mission depending on the characters included in the deck selected by the player.
[0093] <Note 9> The determination unit, when the quest is a quest performed jointly by multiple players, increases the number of identical partial missions determined for each of the multiple players as the number of multiple players increases. An information processing device as described in any one of the appendices 1 to 8.
[0094] According to Appendix 9, in the case of quests performed collaboratively by multiple players, each player will be able to take on more missions.
[0095] <Note 10> An information processing method performed by an information processing device, The player selects a set of missions from among several missions that can be completed between the start and end of the quest, and the player then decides which missions to complete. A step of rewarding the player based on the completion status of some of the aforementioned missions, Information processing methods including
[0096] According to Appendix 10, it will be possible to reduce the frustration that players feel when repeatedly performing the same quest.
[0097] <Note 11> On the computer, The player selects a set of missions from among several missions that can be completed between the start and end of the quest, and the player then decides which missions to complete. A step of rewarding the player based on the completion status of some of the aforementioned missions, A program to execute.
[0098] According to Appendix 11, it will be possible to reduce the frustration that players feel when repeatedly performing the same quest. [Explanation of Symbols]
[0099] 10...Game Server, 11...Processor, 12...Storage Device, 13...Communication Interface, 14...Input Device, 15...Output Device, 20...Terminal, 100...Storage Unit, 100a...Player Management DB, 100b...Owned Character Management DB, 100c...Deck Management DB, 100d...Mission Setting DB, 100e...History DB, 110...Game Control Unit, 111...Reception Unit, 112...Decision Unit, 113...Execution Unit, 114...Assignment Unit, 115...Display Control Unit, 116...Management Unit, 200...Storage Unit, 201...Communication Unit, 202...UI Unit, 203...Game Control Unit
Claims
1. The processor comprises, The game screen displayed after the player starts a quest selected by the player using a deck containing at least one character, Based on the attributes of the characters included in the aforementioned deck, multiple challenge missions are determined from among the missions that can be achieved in the aforementioned quest, including a specific challenge mission corresponding to that character. The first screen area on which the character is placed and the second screen area displaying the determined multiple challenge missions are superimposed on the first screen area. During gameplay of the aforementioned quest, a predetermined button is displayed to accept predetermined operations from the player. When the predetermined button is operated, a third screen area is superimposed on the first screen area to display, in a manner that allows the player to distinguish between the challenge missions that the player has completed during the game and the challenge missions that the player has not yet completed during the game. Upon completing the aforementioned quest, the rewards awarded to the player based on their completion status of the aforementioned challenge missions will be displayed. Information processing device.
2. The processor, The game screen displayed after the player starts a quest selected by the player using a deck containing at least one character, Based on the attributes of the characters included in the aforementioned deck, multiple challenge missions are determined from among the missions that can be achieved in the aforementioned quest, including a specific challenge mission corresponding to that character. The first screen area on which the character is placed and the second screen area displaying the determined multiple challenge missions are superimposed on the first screen area. During gameplay of the aforementioned quest, a predetermined button is displayed to accept predetermined operations from the player. When the predetermined button is operated, a third screen area is superimposed on the first screen area to display, in a manner that allows the player to distinguish between the challenge missions that the player has completed during the game and the challenge missions that the player has not yet completed during the game. Upon completing the aforementioned quest, the rewards awarded to the player based on their completion status of the aforementioned challenge missions will be displayed. Information processing methods.
3. The game screen displayed after the player starts a quest selected by the player using a deck containing at least one character, Based on the attributes of the characters included in the aforementioned deck, multiple challenge missions are determined from among the missions that can be achieved in the aforementioned quest, including a specific challenge mission corresponding to that character. The first screen area on which the character is placed and the second screen area displaying the determined multiple challenge missions are superimposed on the first screen area. During gameplay of the aforementioned quest, a predetermined button is displayed to accept a predetermined operation from the player. When the predetermined button is operated, a third screen area is superimposed on the first screen area to display, in a manner that allows the player to distinguish between the challenge missions that the player has completed during the game and the challenge missions that the player has not yet completed during the game. Upon completing the aforementioned quest, the rewards awarded to the player based on the completion status of the aforementioned multiple challenge missions will be displayed. A program that instructs the processor to perform a task.
4. A system including a terminal and an information processing device that communicates with the terminal via a network, The aforementioned information processing device is After the player starts a quest selected by the player using a deck containing at least one character, the game screen displayed on the terminal will show: Based on the attributes of the characters included in the aforementioned deck, multiple challenge missions are determined from among the missions that can be achieved in the aforementioned quest, including a specific challenge mission corresponding to that character. The first screen area on which the character is placed and the second screen area displaying the determined multiple challenge missions are superimposed on the first screen area. During gameplay of the aforementioned quest, a predetermined button is displayed to accept predetermined operations from the player. When the predetermined button is operated, a third screen area is superimposed on the first screen area to display, in a manner that allows the player to distinguish between the challenge missions that the player has completed during the game and the challenge missions that the player has not yet completed during the game. Upon completing the aforementioned quest, the rewards awarded to the player based on their completion status of the aforementioned challenge missions will be displayed. system.