Information processing device, information processing method, and program

By rewarding and suggesting the use of game media with low capabilities, the device encourages their utilization, enhancing gameplay diversity and player experience.

JP7911247B2Active Publication Date: 2026-08-26MIXI INC
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Patent Information

Application Number
JP2022082084
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-05-19
Publication Date
2026-08-26
Estimated Expiration
2042-05-19

AI Technical Summary

Technical Problem

Players tend to favor game media with high capabilities, leading to the underutilization of game media with relatively low capabilities, which can result in reduced gameplay diversity and experience.

Method used

An information processing device provides preferential treatment to players who achieve quest conditions using game media with low capabilities, such as granting higher rewards for using such media, and suggests alternative game media to enhance gameplay experience.

Benefits of technology

Facilitates gameplay using game media with relatively low capabilities, promoting their use and providing players with new experiences and ways to enjoy the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing unit, an information processing method and a program, capable of promoting a play using a game medium having relatively low ability on game progress.SOLUTION: An information processing unit includes a control unit that gives a higher preferential benefit to a player who has satisfied an achievement condition in a specific game by using one or more game media having lower ability on the game progress, compared with a player who has met the achievement condition by using one or more game media having higher ability.SELECTED DRAWING: Figure 9
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Description

Technical Field

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

Background Art

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Players who play a game where a bonus is given for clearing it will naturally tend to select and play a game medium with capabilities that are advantageous for the progress of the game. As a result, game media with relatively low capabilities tend to gradually stop being used in play.

[0005] The present invention aims to promote play using a game medium with relatively low capabilities regarding the progress of a game.

Means for Solving the Problems

[0006] One embodiment of the present invention is an information processing device having a control unit that provides preferential treatment to players who achieve the achievement conditions of a particular game using one or more game media with low game progression capabilities, compared to players who achieve the same conditions using one or more game media with high capabilities. [Effects of the Invention]

[0007] According to one embodiment of the present invention, it is possible to facilitate gameplay using game media with relatively low capabilities regarding game progression. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram showing an example configuration of a game system according to an embodiment. [Figure 2] This diagram illustrates an example of the server's functional configuration. [Figure 3] This is a diagram illustrating an example of player information. [Figure 4] This is a diagram illustrating an example of quest information. [Figure 5] This is a diagram illustrating an example of an adjustment table. [Figure 6] This is a chart illustrating an example of ranking information. [Figure 7] This flowchart shows an example of information processing related to deck building by players. [Figure 8] This is a diagram illustrating an example of how the game's home screen looks. [Figure 9] This is a diagram illustrating an example of the deck building screen. [Figure 10] This diagram illustrates an example of the "Batch Deck Formation" screen displayed when the "Batch Formation" button is pressed. [Figure 11] This diagram illustrates an example of how the detailed information screen for a game medium is displayed. [Figure 12] This flowchart illustrates an example of a sub-function performed in Step 4. [Figure 13]This is a diagram showing an example of the display of the deck construction screen when it is not possible to win at the construction points of the deck being constructed. [Figure 14] This is a diagram explaining the change in display when the player changes the game medium that constitutes the deck according to the prompt. [Figure 15] This is a flowchart showing an example of the information processing executed after playing the quest. [Figure 16] This is a diagram explaining an example of the display screen displayed after clearing the quest. [Figure 17] This is a diagram explaining an example of the display screen displayed after failing to clear the quest. [Figure 18] An example of a flowchart explaining the processing operation executed after the start of the ranking quest is shown. [Figure 19] This is a diagram explaining an example of the settings screen of the notification function. [Figure 20] This is a flowchart explaining an example of the information processing that realizes the transfer notification from within the winning range to outside the winning range in the ranking quest. [Figure 21] This is a diagram explaining an example of the transfer notification screen displayed on the display of the user terminal. [Figure 22] This is a flowchart explaining an example of the information processing that realizes the presentation of quests according to the composition of the deck. [Figure 23] This is a diagram explaining an example of the quest presentation screen according to the composition of the deck. [Figure 24] This is a flowchart explaining an example of the function that supports the reorganization of the existing deck. [[ID=3ed]] [Figure 25] This is a diagram explaining an example of the notification screen displayed after the player's construction. [Figure 26] This is a flowchart explaining an example of the function that supports the construction of the deck. [Figure 27] This is a diagram explaining the display examples of the "batch deck construction" screen for non-ranking quests and the "batch deck construction" screen for ranking quests. [Figure 28]This flowchart illustrates an example of a function that assists in deck building. [Figure 29] This is a diagram illustrating an example of a notification screen displayed during deck building. [Figure 30] This flowchart illustrates an example of a function that assists in building existing decks. [Figure 31] This is a diagram illustrating an example of a notification screen displayed during deck building. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings. The embodiments described later are merely examples of forms for carrying out the present invention, and the embodiments of the present invention are not limited to the embodiments described later. Therefore, the technical scope of the present invention is not limited to the scope described in the embodiments described later. For example, various modifications or improvements made to the contents described in the embodiments are also included in the technical scope of the present invention. The various functional units described later are implemented through the execution of programs by processors such as the CPU (=Central Processing Unit), MPU (=Micro Processing Unit), GPU (=Graphics Processing Unit), DSP (=Digital Signal Processor), and other processors. Furthermore, the term "program" is used as a general term for both operating systems (OS) and application programs.

[0010] <Terminology> First, let's explain the terminology used in the embodiments. "Game" refers to a computer game played by a player through the operation of an information processing device. The information processing device used to run computer games can be either a dedicated game console or a general-purpose machine. Dedicated gaming devices include portable or wearable gaming devices used by players, and stationary gaming devices installed in arcades and other locations. Wearable gaming devices include glasses-type and headset-type devices. General-purpose devices include users' computers and smartphones (hereinafter referred to as "user terminals"), and servers on the internet.

[0011] When running computer games on a server, the user terminal is used as an input / output device. Specifically, the user terminal is used for displaying and inputting game-related images. These images are generally moving images. Examples of games that run on servers include online games and social games. Social games are games that use SNS (Social Networking Service) as a platform. There are two main ways to play a game: solo play by one player (hereinafter also referred to as "single-player") and cooperative play by multiple players (hereinafter also referred to as "multiplayer"). Depending on the game, some games may only allow single-player, some may only allow multiplayer, and some may allow players to choose between single-player and multiplayer.

[0012] Games are sometimes classified into in-game and out-game. In-game refers to the core components of the game. The in-game consists of sub-games called "quests." In most cases, the difficulty of a quest and the enemy characters that appear in it (hereinafter referred to as "enemy characters") differ from quest to quest. Note that a quest is also an example of a "specific game." Quests have set completion conditions, and players who complete these conditions are given rewards. Out-game activities are those outside of the in-game content. For example, out-game activities include acquiring, developing, and selecting game elements (characters) used in gameplay. Out-game activities can also consist of one or more quests.

[0013] "Completion conditions" may include, for example, defeating all enemies in a quest, defeating specific enemies, arriving at a specific location or point, or obtaining specific items. Specific enemies may include, for example, main characters (so-called boss characters). Specific items may include, for example, coins, equipment, weapons, treasure chests, etc. Achieving the objectives is sometimes called "clearing the game" or "beating the game."

[0014] Quests include those that can be played at any time and those that can only be played for a limited time or on limited occasions (hereinafter also referred to as "event quests"). "Quests" include quests that aim to be completed and quests where players compete for rankings (hereinafter also referred to as "ranking quests"). These ranking quests are an example of "specific games." The ranking categories include, for example, a category for competing for the shortest clear time, a category for competing for the total amount of damage dealt to enemies, a category for competing for the number of hits against enemies, a category for competing for the number of times the game has been cleared, and a category for competing for the lowest ability of the game medium (character) used to clear the game. Abilities will be explained later.

[0015] "Benefits" include permission to play the next quest, permission to play specially prepared quests, granting boss characters from completed quests, granting experience points and stamina, granting in-game items, granting in-game currency, granting the right to participate in raffles held in the game, permission to evolve the game medium (character) used in play, upgrades and increases to the content of benefits, granting titles, granting magic and other special powers, granting special gestures, etc. Evolution of a game medium refers to its abilities increasing compared to before the evolution (i.e., leveling up). Evolution of a game medium is not limited to just one time; it may be possible to do so several times.

[0016] The term "ability" can refer to either the evaluation value (parameter value) of an attribute (parameter name) or the overall evaluation value (parameter value) of multiple attributes. Differences in abilities affect the progress of quests. For example, using a game medium with high abilities makes it easier to complete quests. Conversely, using a game medium with low abilities makes it more difficult to complete quests. Therefore, abilities can also be called "abilities related to game progression."

[0017] Attributes that define abilities include, for example, stamina (HP), attack power, defense power, speed, skills, and rarity. "Stamina" is equivalent to the life force required to play the game. Stamina points (parameter values) are consumed, for example, through gameplay and attacks from enemies. Note that playing quests requires a predetermined stamina value (for example, 0) or higher. Therefore, game media with high stamina points will have higher abilities than game media with low stamina points. Conversely, game media with low stamina points will have lower abilities than game media with high stamina points. Note that stamina points can be recovered or increased.

[0018] "Attack power" refers to the intensity of damage dealt to enemies. Therefore, game media with a high attack power value (parameter value) will have higher abilities than game media with a low attack power value. Conversely, game media with a low attack power value will have lower abilities than game media with a high attack power value. "Defense" refers to the strength of resistance to damage from enemy attacks. Therefore, game media with a high defense value (parameter value) will have higher abilities than game media with a low defense value. Conversely, game media with a low defense value will have lower abilities than game media with a high defense value.

[0019] "Speed" refers to the movement speed (parameter value) of a game medium within a quest. Game mediums with a high movement speed have higher abilities than those with a low movement speed. Conversely, game mediums with a low movement speed have lower abilities than those with a high movement speed. Furthermore, game mediums with a high movement speed can travel further in the same amount of time than those with a low movement speed. Therefore, the difference in speed can be considered as a difference in the distance that can be traveled.

[0020] "Skills" refer to special abilities that give an advantage in the game. Examples of skills include: skills that nullify or reduce damage from specific obstacles; skills that increase the attack power of oneself or other game media when combined with specific obstacles; skills that increase the movement of oneself or other game media when combined with specific obstacles; skills that grant one's own skills to other game media when combined with specific obstacles; skills that restore or increase the health of other game media; skills that trigger attacks from other game media; skills that remove restrictions placed on other game media; and skills that stop or reduce enemy attacks. These are just examples.

[0021] Here, "obstacles" refer to mechanisms or enemies that hinder gameplay progression. With the exception of certain skills, the presence of obstacles increases the difficulty of completing quests. Obstacles can include mechanisms that stop the movement of the game medium, hinder movement, slow down, accelerate, change direction of movement, instantly teleport to a different location within a quest, deplete health, and reduce attack or defense power. Typical examples of enemies that act as obstacles include boss characters, characters with high attack power, characters with high defense power, and characters that generate obstacles.

[0022] Generally speaking, game media that possess skills are more capable than game media that do not. In this sense, "skill" is an example of resilience to obstacles. However, as mentioned earlier, the content of skills is diverse. Also, in many cases, the evaluation of skills is determined in relation to obstacles and other game elements. For this reason, there is no inherent level of skill or ability within the "skills" themselves.

[0023] "Rarity" represents the difficulty of obtaining an item for the player or the frequency of its appearance. Therefore, high rarity means that it is difficult for the player to obtain or that it appears infrequently. Conversely, low rarity means that it is easy for the player to obtain or that it appears infrequently. Generally, game items with high rarity have high abilities, and game items with low rarity have low abilities.

[0024] "Game medium abilities" may be given as abilities of a specific attribute that defines the game medium, or as a result of a comprehensive evaluation of the abilities of multiple attributes that define the game medium. The result of a comprehensive evaluation of the abilities of multiple attributes can be given, for example, as the sum of the numerical values ​​representing the abilities of each attribute. Alternatively, the numerical values ​​representing the abilities of each attribute can be given as weighted additive values. In this case, it is possible to increase the weight of attributes that are of higher importance. These weights can be set on a game-wide basis or on a quest-by-quest basis.

[0025] Furthermore, the weight settings may be changed in response to instructions or actions from the player. For example, the weight settings may be changed depending on the play method selected for playing a quest. The play method selection may include, for example, choosing between single-player or multiplayer, choosing whether to use player assistance features, choosing whether or not to use shortcuts provided in the quest, and choosing the difficulty level of the gimmicks provided in the quest. While abilities in games can be represented as numerical values ​​on a number line, they can also be represented as categories within a range of values. For example, ability categories can be expressed using terms like "level" or "rank." Furthermore, the aforementioned "rarity" can also be used to represent ability categories.

[0026] A "deck" refers to a collection of multiple game elements (such as characters) used to play a quest. Note that a deck may consist of just one game element (hereinafter also referred to as "one character"). The game elements that make up a deck can be assembled by the player, or they can be assembled randomly by the game. In the following, the process of assembling the game elements that make up a deck will also be referred to as "deck building" or "building a deck." Players can assemble their decks by selecting game elements one by one, or by selecting multiple elements at once.

[0027] The game media that make up a deck are selected from the game media owned by the player, but players may be allowed to include game media owned by other players. The game items that players possess can be selected by the player at the start of the game, obtained through a lottery, purchased using in-game currency, given as a reward for completing a quest, or acquired as a result of evolution. Decks can be registered after they have been assembled. If a deck is registered, players can skip building a new deck each time they play. In most cases, there is an upper limit on the number of game elements that can make up a deck. For example, the limit is four.

[0028] "Deck ability" refers to the ability of a deck as a whole. When a deck is composed of multiple game media, the deck's ability is determined based on the abilities of each game media. In other words, the deck's ability is given as an overall evaluation value of the abilities of each game media included in the deck. For example, it can be calculated as the sum of the values ​​representing the abilities of each game media. However, the deck's ability may also be calculated by assigning weights to the values ​​representing the abilities of each game media. In the following explanation, the deck's ability will also be referred to as "formation points." Furthermore, the abilities of the individual game elements that make up the deck will also be referred to as "ability points." The abilities (ability points) of the game elements are determined by the method described above.

[0029] By the way, the aforementioned rewards may be changed depending on the abilities of the deck used to clear the quest and the abilities of the game medium. For example, rewards for players who clear the quest using a game medium or a deck with low abilities may be given more favorably than rewards for players who clear the quest using a game medium or a deck with high abilities. One example of "preferential treatment" is granting rewards to players who complete quests using low-level game media, while denying rewards to players who complete quests using high-level game media. Another example of "preferential treatment" is when players who complete quests using a game medium with low ability receive upgraded or increased rewards, while players who complete quests using a game medium with high ability do not receive upgraded or increased rewards.

[0030] "Objects" include game elements used by the player during gameplay (e.g., characters), enemy characters that appear in quests, and coins and items used in quests. "Characters" is a general term for the game medium used by players and the enemy characters that appear in quests. Characters include living things (people, animals, plants, etc.), machines (vehicles, robots, etc.), and fictional objects that resemble these.

[0031] <System Configuration> Figure 1 shows an example configuration of a game system 1 according to an embodiment. The game system 1 shown in Figure 1 is intended for games played over a network. This type of game is called a net game, online game, social game, etc. Game system 1 consists of a server 10 that manages the progress of the game, a user terminal 20 operated by player P, and a network N that connects these to enable communication.

[0032] For illustrative purposes, Figure 1 shows only one user terminal 20 operated by one player P. However, in the actual game system 1, there are multiple players P, and multiple user terminals 20 connected to the network N. Network N can include, for example, the internet, mobile communication systems such as 4G or 5G, or a LAN (Local Area Network). Network N can be a wired network or a wireless network, or a hybrid of wired and wireless networks.

[0033] Server 10 is a computer that manages the progress of the game and provides various services through the execution of game programs. Server 10 can be an on-premises server or a cloud server. Examples of cloud servers include IaaS (Infrastructure as a Service), PaaS (Platform as a Service), and SaaS (Software as a Service). By the way, server 10 does not need to consist of a single computer; it may consist of multiple computers that cooperate with each other. In this embodiment, the server 10 is an example of an information processing device.

[0034] User terminal 20 is an information terminal operated by player P. User terminal 20 can be, for example, a smartphone, a tablet computer, a notebook computer, a desktop computer, a game console, a head-mounted computer (so-called headset), or glasses-type computer (so-called smart glasses). The user terminal 20 is equipped with communication capabilities with network N. In Figure 1, the user terminal 20 is a smartphone.

[0035] <Hardware Configuration> Server 10 includes a processor 11 for executing game programs, memory 12, auxiliary storage device 13, and a communication interface 14. The processor 11 and each device are connected to each other via buses and other signal lines 15. Memory 12 consists of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory). ROM stores the BIOS (Basic Input Output System), etc. RAM is the main memory and is used as the work area for processor 11.

[0036] The auxiliary storage device 13 is, for example, a hard disk drive or semiconductor storage. The auxiliary storage device 13 stores the game program, as well as data related to game progress, transaction data, and so on. The game program is an example of an application program. In the case of Figure 1, the auxiliary storage device 13 is built into the server 10, but it may be attached externally to the server or provided on the network N. If data is stored on the network, various game-related data may be stored in a distributed ledger adopted by blockchain. The communication interface 14 is a device that enables communication with external terminals such as the user terminal 20. The communication interface 14 is required to have functions that enable communication according to the network N used for communication.

[0037] The user terminal 20, like the server 10, has a processor, memory, auxiliary storage device, and communication interface, and also has touch sensors, operation buttons, a display, a camera, a microphone, a speaker, etc. A device that integrates a touch sensor and a display is called a touch panel. Furthermore, the touch sensor, control buttons, camera, and microphone constitute an input device, while the display and speaker constitute an output device. In this embodiment, the user terminal 20 is used as an input / output device for the server 10.

[0038] <Functional Configuration> The following describes the functional configuration of server 10, which controls the progress of the game. Figure 2 illustrates an example of the functional configuration of server 10. Note that the functional configuration shown in Figure 2 is an example of a functional unit realized through the execution of the game program assumed in this embodiment. The server 10 shown in Figure 2 includes a reception unit 101, a game progress unit 102, an image generation unit 103, a reward granting control unit 104, a skill evaluation unit 105, a skill display unit 106, a candidate notification unit 107, a ranking information presentation unit 108, a selection reception unit 109, and a storage unit 110. Of these, the storage unit 110 is realized by the memory 12 and the auxiliary storage device 13, while the other functional units are realized through the cooperation of the program executed by the processor 11 and the devices that make up the server 10.

[0039] The reception unit 101 is a functional unit that receives input from the user terminal 20 (see Figure 1). Input here includes the selection of game media (e.g., characters) that make up the deck, the selection of the quest to play, operations during quest play, and other inputs. The content of other inputs varies and may include selection, specification, instruction, etc. The game progression unit 102 is a functional unit that controls the progress of the quest based on the input received by the reception unit 101. The specific progress is determined by the scenes prepared by the quest and the player's input. Each scene is represented by the visuals and other game screens. The image generation unit 103 is a functional unit that generates a game screen that reflects the results of processing by the game progress unit 102, etc. The generated game screen is transmitted to the user terminal 20 via the communication interface 14 (see Figure 1).

[0040] The reward granting control unit 104 is a functional unit that controls the granting of rewards to player P who has completed a quest. The reward granting control unit 104 here is an example of a "control unit". Rewards include those given upon completing a quest and those given upon the end of an ongoing event. Rewards given upon completing a quest include, for example, the quest's boss character, coins, and items. Rewards given at the end of an ongoing event may include rare in-game items or level-ups. One example of this type of event is a ranking event. In a ranking event, rewards are given to players who complete specific quests within a predetermined period and rank highly. A top-ranked player is defined as a player who achieves a predetermined rank or higher. For example, the predetermined rank might be 100th place.

[0041] In this embodiment, the reward granting control unit 104 gives preferential treatment to players who clear quests using decks with low capabilities when granting rewards, compared to players who clear quests using decks with high capabilities. Therefore, players have an incentive to play the target ranking quest using game media with relatively lower abilities. Normally, players prioritize clearing the quest and build decks using game media with relatively higher abilities. As a result, game media with relatively lower abilities tend to be used less often. However, if the system prioritizes rewarding players with lower abilities, it creates an incentive for players to use game platforms with relatively lower abilities. As a result, it can provide players with new experiences and ways to enjoy the game.

[0042] Even if multiple players have decks with the same abilities, it is possible to not differentiate their rankings. However, it is also possible to consider information other than deck abilities and rank players with similar deck abilities accordingly. Besides the deck's abilities, another piece of information is the clear time. In this case, players with shorter clear times will be ranked higher. In addition to deck abilities, information regarding the relationship between obstacles within a quest and the abilities of the game medium may also be used. In this case, players who clear the quest using a game medium with abilities that are easily affected by obstacles will be considered to be among the top-ranked players.

[0043] Therefore, players are motivated to play the target ranking quest using game media that have abilities that are easily affected by the obstacle elements of that quest. Normally, players tend to build decks using game media that are less affected by obstacle elements, due to their desire to prioritize clearing the quest. However, if the control system prioritizes game media that are more susceptible to glitches, then the more players use those media, the higher the likelihood of receiving rewards. As a result, it is possible to provide players with new experiences and ways to enjoy the game.

[0044] Furthermore, the reward granting control unit 104 is equipped with a function to store the formation points, which indicate the capabilities of the deck used to clear the quest, for each player, and a function to grant rewards to players whose ranking at the end of the event, determined by their formation points, is above a predetermined rank. The formation points are proportional to the deck's capabilities. In other words, the higher the deck's capabilities, the higher the formation points. Therefore, the reward granting control unit 104 prioritizes granting rewards to players whose decks used to clear the quest have low formation points. Players with the same team composition points may be ranked the same, or players may be ranked differently based on their clear time, etc. Team composition points here are just one example of "specified parameters."

[0045] The ability evaluation unit 105 is a functional unit that evaluates the abilities of the game medium and the abilities of the deck. The ability evaluation unit 105 here is an example of an "evaluation unit". The ability evaluation unit 105 performs a process to convert the numerical values ​​of the attributes that define the game medium (hereinafter referred to as "attribute values") into ability points for the game medium. In this embodiment, three attributes—stamina (HP), attack power, and speed—are used to calculate ability points. In this embodiment, the values ​​of stamina (HP), attack power, and speed are converted to points ranging from "1" to "6". In this case, the minimum value of "ability points" representing the abilities in the game medium is "3", and the maximum value is "18". The ability evaluation unit 105 calculates the deck's ability, or "formation points," as the sum of the ability points from four different game media. In this case, the minimum value of the "formation points" representing the deck's ability is "12," and the maximum value is "72."

[0046] The ability evaluation unit 105 can also be equipped with a function to change ability points based on the relationship between the attributes of the game medium and the obstacle elements. When this feature is enabled, ability points will be changed to different values ​​depending on whether the game medium is playing a quest that includes a specific obstacle element for which it has a resistance attribute (hereinafter referred to as "the first specific game") or a quest that does not include a specific obstacle element for which it has a resistance attribute (hereinafter referred to as "the second specific game").

[0047] In other words, ability points for game media that have resistance to obstacle elements are valued higher than ability points for game media that do not have resistance to obstacle elements. For example, even if a game media's ability points are "10" in relation to obstacle elements that make it susceptible to damage, the same game media's ability points will be valued as "11" in relation to obstacle elements that make it resistant to damage.

[0048] Ability points can be changed when a quest is decided, when a deck is formed, when a quest starts, during a quest, after a quest is played, after a quest is completed, or when the ranking is determined. However, in the example described later, ability points are changed when a deck is formed.

[0049] The ability point modification function can be set to "off" for all quests, or to "on" for only certain quests. This setting is managed by the game administrator. By having quests with the ability point modification function "on" and quests with it "off," it becomes possible to change the evaluation of abilities within the same game medium or deck depending on the quest being played. This allows for different gameplay styles and experiences even with the same game medium or deck, depending on the quest being played.

[0050] The ability display unit 106 is a functional unit that displays the formation points, which are the result of the evaluation by the ability evaluation unit 105, in association with the corresponding deck, and displays the ability points in association with the corresponding game medium. The display of ability points allows players to assemble decks that take rankings into consideration. Furthermore, the display of deck building points allows players to see the evaluation of the deck they will use before starting a quest, and to assess their chances of winning.

[0051] The candidate notification unit 107 is a functional unit that notifies the player of candidate game media. The candidate notification unit 107 here is an example of a "notification unit". The candidate notification unit 107 may have a sub-function (hereinafter referred to as the "first sub-function") that, for example, notifies a player who failed to complete a quest of another game medium to use for the next play based on the capabilities of the game medium used to play the quest. In Ranking Quests, you select other game media from those with ability points equal to or less than the game media used in the failed playthrough.

[0052] In this embodiment, the candidate for the other game medium is selected from the game medium owned by the player. This selection may be made, for example, by random drawing, based on the player's usage history, or based on popularity, including among other players. If ability points are not saved for the selected game medium, the ability points will be calculated at the time the game medium is selected.

[0053] By the way, even if the ability points are the same, the attribute values ​​of the game medium that served as the basis for the ability points and the attribute values ​​of other game mediums presented as candidates are not necessarily the same for all attributes. For example, some or all of the attribute values ​​of the three attributes used to calculate the ability points may be different, or other attributes not used in evaluating the abilities of the game medium (e.g., defense, skill, rarity) may be different. Thus, even if the ability points are the same, the attribute values ​​of each game medium are not necessarily the same.

[0054] This notification is displayed on the user terminal 20 (see Figure 1). This notification prompts the player to change the deck configuration to another game medium. The candidate notification unit 107 may also notify the player of a deck consisting of four game media instead of a game media. In this case, the deck candidate will be selected from decks with a composition point value less than or equal to the deck used in the play that failed to clear the stage. The deck candidate may be selected from decks owned by the player or from decks owned by other players.

[0055] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "second sub-function") that presents, for example, a candidate for another game medium to replace the game medium specified by the player among the four game mediums that make up the deck used to play a quest that could not be cleared. The specification here could be to specify a game medium that will not be used in the next play, or it could simply be a specification as an example of a standard. Unlike the first sub-function, this second sub-function allows you to specify the game medium that will serve as the basis for ability points, thus increasing the predictability of the other game medium candidates that will be presented.

[0056] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "third sub-function") that presents as other deck candidates decks that were used by other players who cleared the quest, and whose abilities are less than or equal to those of the deck that failed to clear the quest. In this third sub-function, the candidate notification unit 107 can present other candidates to the player on a deck-by-deck basis. Furthermore, since the presented candidate decks have lower abilities than the deck the player failed to clear, the player can expect an improvement in their ranking if they succeed in clearing the quest. This third sub-feature may suggest alternative decks that include at least one game medium from the deck used in the unsuccessful play. Generally, deck compositions reflect the player's preferences. Therefore, this approach is more likely to be accepted by players than if completely different deck compositions were presented.

[0057] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "fourth sub-function") that notifies a player who has cleared a quest of other game media with abilities lower than those of the game media used by the player. The first to third sub-functions presented alternative options to players who failed to complete a quest, but the fourth sub-function and beyond are intended to present alternative options to players who have completed a quest. In the case of the fourth sub-feature, completing the same quest in other suggested game platforms increases the chances of ranking higher than your current rank.

[0058] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "fifth sub-function") that, on the screen for forming a deck, presents candidates for other game media whose decks have lower capabilities than the deck used by the player who cleared the quest. In the case of the fifth sub-function, clearing the same quest with a deck composed of the suggested game media options increases the chances of ranking higher than your current rank.

[0059] This fifth sub-function may update the list of other game media candidates presented to the player each time the player selects a candidate game media to make up the deck, and then present the updated other game media to the player. For example, the list of other game media candidates presented to the player may change depending on whether game media GA or game media GB is selected. In other words, the fifth sub-function may determine the other game media to present based on the various attribute values ​​of the game media selected by the player. Of course, the other game media presented are selected so that the deck's capabilities when using those other game media are lower than the capabilities of the deck used to complete the quest.

[0060] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "sixth sub-function") that presents information for acquiring the target game medium if the player does not possess the other game medium. This information may include, for example, the event name, quest name, lottery, and the name of another player. If another player possesses the other game medium, options such as borrowing, purchasing, or exchanging may also be available.

[0061] One of the goals of playing ranking events is to achieve a high ranking. Therefore, even if a player is presented with other game resources that are likely to improve their ranking, they may not own them. In particular, if the player is a beginner, they may have little knowledge of the game and may not be able to build a deck even if information is provided. However, with a sixth sub-function, players can learn how to acquire other game resources that are useful for improving their ranking.

[0062] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "seventh sub-function") that notifies the user if the capabilities of the assembled deck are higher than those of the deck used to clear the quest. Even if you clear a quest with a deck that has higher capabilities than the one you assembled before, your ranking as a player will not improve. However, with notifications from the seventh sub-function, it becomes possible to alert players before they start playing a quest.

[0063] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "eighth sub-function") that, when awarding a prize to a player whose ranking is above a predetermined rank, notifies the player if their ranking drops below the predetermined rank before the end of the quest's play period. In the following, being above a certain rank will also be referred to as "within the prize-winning range." Conversely, being outside the specified rank will be referred to as "outside the prize-winning range." Through the 8th sub-function, players who move from within the prize-winning range to outside the prize-winning range will realize the need to improve their ranking.

[0064] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "ninth sub-function") that notifies the player of quests that are likely to grant rewards upon completion, depending on the capabilities of the assembled deck. While the other sub-functions mentioned earlier notified or suggested game media options depending on the quest, the ninth sub-function notifies players of quest options where they can rank highly based on their deck's capabilities. With this ninth sub-function, players can efficiently find out which quests they can rank highly in based on their deck's composition.

[0065] Furthermore, the candidate notification unit 107 may have a sub-function (hereinafter referred to as the "10th sub-function") that, when a reward is given to a player whose ranking is above a predetermined rank, notifies the player on the deck building screen of two or more game media candidates that can form a deck that will earn the building points corresponding to the predetermined rank. The 10th sub-function doesn't just suggest game media and deck options to improve your ranking, but specifically notifies you of game media and deck options that have a high probability of placing you within the prize-winning range. With this 10th sub-function, players can specifically learn about the game media and deck configurations needed to place within the prize-winning range.

[0066] The ranking information display unit 108 is a functional unit that, when a reward is given to a player whose ranking is above a predetermined rank, displays the deck building points corresponding to the predetermined rank on the deck building screen. For example, if the target rank is 100th, and the player in 100th place has a team composition point total of "36," then "36" will be displayed on the deck composition screen as a guideline for the required team composition points. This guideline allows players to compare their current deck composition points with the target points and assess their ranking potential before playing the quest.

[0067] The selection reception unit 109 is a functional unit that, on the screen for forming a deck to be used to play ranking quests (hereinafter referred to as the "first screen"), allows the player to select game media they possess with lower abilities than their current abilities, while on the screen for forming a deck to be used to play quests other than ranking quests (hereinafter referred to as the "second screen"), prevents the player from selecting game media they possess with lower abilities than their current abilities. Generally, a game medium whose abilities have been enhanced through evolution or other means cannot revert to its pre-evolutionary state. In other words, evolution and similar processes are irreversible. However, in the case of ranking quests, using game media with lower abilities is advantageous for improving one's ranking. Therefore, a selection reception section 109 is provided, allowing players to select game media with abilities that have regressed to their pre-evolution state when building a deck for playing ranking quests.

[0068] <Stored Data> The memory unit 110 stores various information related to playing the quest. Figure 2 shows examples of this information, including player information 111, quest information 112, game medium information 113, attribute value / ability point conversion table 114, adjustment table 115, and ranking information 116.

[0069] Player Information 111 stores various information about the player playing the quest. Figure 3 is a diagram illustrating an example of player information 111. In Figure 3, the player information 111 includes account 111A, login password 111B, last login date and time 111C, owned game media 111D, play history 111E, and highest rank 111F. Account 111A is added each time a new player registers. Login password 111B is also registered during the new registration process.

[0070] The last login date and time (111C) is updated each time you log in. The number of game media 111D owned by each player is updated as the game media owned by each player changes. Changes in game media occur, for example, by clearing quests (acquiring boss characters, etc.), winning game media in lotteries, purchasing game media, selling game media, or exchanging game media with other players. The play history 111E stores the date and time of play 111E1, quest name 111E2, play result 111E3, deck composition 111E4, and formation points 111E5 for each player.

[0071] In Figure 3, the player is playing "Quest A" continuously, but if they play another quest, the quest name corresponding to quest name 111E2 will be stored. In the case of Figure 3, either "Failure" or "Cleared" is stored in the play result 111E3. If it is possible to interrupt the game, the interruption information may also be stored in the play result 111E3. The deck configuration 111E4 stores the combination of game media that make up the deck used for play. In this embodiment, the deck consists of a combination of four game media. In Figure 3, the differences in deck configurations are represented by "Configuration 1," "Configuration 2," etc. The deck configuration may differ from play to play.

[0072] The Formation Point 111E5 stores a value calculated based on the ability points of each game medium that make up the deck used in play. The ability points of each game medium are uniquely calculated according to the attribute values ​​of the attributes used to calculate the ability points, but the ability points may increase or decrease in a quest-specific way depending on the compatibility between the attributes of the skills etc. possessed by the game medium that make up the deck and the obstacle elements of the quest. The Adjustment Table 115 is used to increase or decrease ability points.

[0073] The highest rank, 111F, stores the highest provisional rank achieved at the time the ranking quest was completed. As the term "provisional rank" suggests, a player's ranking constantly fluctuates during the period the ranking quest is playable. Therefore, even if a player is within a predetermined rank at the time of completing the quest, their latest ranking may be lower than that predetermined rank. For this reason, players aiming to rank high need to constantly keep track of their provisional rank. In particular, players whose provisional rank was within a predetermined rank are interested in ensuring their provisional rank does not fall below that predetermined rank. In this embodiment, the highest provisional rank is stored so that players whose provisional rank has fallen below a predetermined rank are notified. After notifying the player, the highest rank, 111F, is updated to the latest provisional rank (i.e., a rank below the predetermined rank).

[0074] Quest Information 112 stores various information about the quest being managed. Figure 4 is a diagram illustrating an example of quest information 112. In the case of Figure 4, quest information 112 stores the quest name 112A, type 112B, playable period 112C, difficulty level 112D, obstacles 112E, rewards 112F, play history 112G, etc. In Figure 4, there are two types of Type 112B: Event and Normal. Quests of Type 112B, "Event," have restrictions on the period during which they can be played. For this reason, "Quest A" is recorded as "5 / 1-5 / 11" and "Quest B" is recorded as "5 / 1-5 / 7". Note that "Quest B" is a ranking event where rewards are given to those with higher rankings. On the other hand, quests of type 112B, which are "Normal," can be played at any time. Therefore, the playable period is left blank for "Quest C."

[0075] The play history (112G) stores information for each quest, including the player (112G1), completion date and time (112G2), formation points (112G3), and deck information (112G4). The "Formation Points 112G3" here refer to the formation points of the deck used to clear the stage. The "Deck Information 112G4" consists of the combination of game media that make up the deck, the attributes of each game media, and their corresponding attribute values. Additionally, the 112GB play history may store all play dates, times, and results.

[0076] Game media information 113 stores the attributes of the game media, corresponding attribute values, ability points, etc. The attribute value / ability point conversion table 114 is a table for converting the attribute values ​​of the game mediums that make up the deck into ability points. In this embodiment, the attribute value / ability point conversion table 114 converts each attribute value of stamina (HP), attack power, and speed into ability points ranging from "1" to "6".

[0077] For example, attribute values ​​of "0" to "10000" are converted to ability points of "1", "10001" to "20000" are converted to ability points of "2", "20001" to "30000" are converted to ability points of "3", "30001" to "40000" are converted to ability points of "4", "40001" to "50000" are converted to ability points of "5", and values ​​of "50001" or higher are converted to ability points of "6".

[0078] Adjustment Table 115 is a table used to adjust ability points according to the relationship between the obstacle elements of a quest and the attributes of the game mediums that make up the deck. Figure 5 is a diagram illustrating an example of an adjustment table 115. The adjustment table 115 includes columns for fault element 115A, tolerant 115B, and untolerant 115C. In Figure 5, the tolerant 115B and the non-tolerant 115C each store adjustment values ​​for each type of fault element 115A.

[0079] For example, the adjustment value for ability points when you have resistance to "Obstacle Element A" is stored as "+1," but the adjustment value for ability points when you do not have resistance to "Obstacle Element A" is not defined. Additionally, the adjustment value for ability points when there is resistance to "Obstacle Element B" is stored as "+1," and the adjustment value for ability points when there is no resistance to "Obstacle Element B" is stored as "-1."

[0080] Furthermore, while the adjustment value for ability points when resistant to "Obstacle Element C" is recorded as "+2," the adjustment value for ability points when resistant to "Obstacle Element C" is not specified. Note that the adjustment table 115 may store adjustment values ​​in relation to the quest name rather than the fault element 115A. For example, the ability values ​​of game media that are compatible with (resistant to) the quest's boss character may be stored as positive adjustment values, while the ability values ​​of game media that are incompatible with (not resistant to) the quest may be stored as negative adjustment values. Furthermore, the adjustment value can also be a decimal number, such as "0.3" or "0.5".

[0081] Ranking information 116 is information about the ranking positions in the ranking quest. Figure 6 is a diagram illustrating an example of ranking information 116. Ranking information 116 is updated when players complete a quest. In other words, the ranking of players in ranking information 116 is determined based on the team composition points of players who complete quests. In the case of Figure 6, the ranking information 116 stores the rank 116A, player name 116B, clear date and time 116C, formation points 116D, deck composition 116E, clear time 116F, etc.

[0082] In Figure 6, the formation points for 2nd and 3rd place in the ranking are both "32", and the formation points for 96th and 97th place are both "47", and there are other players with the same formation points at the same rank. However, in Figure 6, information on deck configuration 116E and clear time 116F is also used to determine ranks among players with the same formation points. However, if the formation points are the same, multiple players may be given the same rank. In that case, the next rank starts from a value obtained by adding the number of players with the same rank. If there are multiple playable ranking quests, ranking information 116 will be stored for each quest.

[0083] <Information Processing Methods> The following describes an example of information processing performed by server 10. The following sections will explain the information processing, divided into "Deck Formation," "Notifications After Gameplay Ends," "Processing During and After Ranking Quests," "Notification Settings," "Quest Presentation Based on Deck Composition," "Other Deck Formation Functions 1," and "Other Deck Formation Functions 2."

[0084] <Deck composition> Figures 7-14 show examples of flowcharts and display screens related to deck configuration. Figure 7 is a flowchart illustrating an example of information processing related to deck building by a player. The symbol S in the figure represents a step. The information processing shown in Figure 7 begins with the home screen displayed on the user terminal 20 (see Figure 1). It is assumed that a specific ranking quest has already been selected as the target of play. The ranking quest mentioned here is just one example of a specific game. Figure 8 illustrates an example of the game's home screen 21. The home screen 21 is displayed on the user terminal 20's display.

[0085] The home screen 21 shown in Figure 8 contains the following buttons: "Quest" button 211, "Single Player" button 212, "Multiplayer" button 213, "Home" button 214, "Game Medium" button 215, "Lottery" button 216, and "Other" button 217. The types, number, and layout of buttons on the home screen 21 are merely examples. The "Quest" button 211 is used to select the quest to play. When the "Quest" button 211 is pressed, the screen transitions to a screen where you can select playable quests. Information on quests with limited play periods, such as ranking quests, is also displayed.

[0086] The "Single Player" button (212) is used when the player is playing a quest alone. The "Multiplayer" button (213) is used when attempting to complete a quest with the cooperation of multiple players. Other players to cooperate with can be nominated by the player in question, or players can recruit others. The "Home" button 214, the "Game Media" button 215, the "Lottery" button 216, and the "Other" button 217 are displayed at the bottom of each screen.

[0087] The "Home" button 214 is used to return to the home screen 21 from the currently displayed screen. The "Game Medium" button 215 is used to select the game medium to play and to check detailed information about the game medium. When the "Game Medium" button 215 is pressed, the screen switches from the home screen 21 to the game medium settings screen 22. The settings screen 22 shown in Figure 8 displays the "Formation" button 221 for the deck to be used for play. The "Lottery" button 216 is used for a lottery using in-game currency or other game-related items. The "Other" button 217 is used for notification settings and other related functions.

[0088] Let's return to the explanation of Figure 7. First, the processor 11 determines whether or not it has detected the operation of the "Arrange" button 221 (Step 1). If no operation is detected on the "Formation" button 221, a negative result is obtained in step 1. If a negative result is obtained in step 1, the processor 11 repeats the determination in step 1. If another button operation is detected during this determination, information processing corresponding to the detected button is started. On the other hand, if the operation of the "Formation" button 221 is detected, a positive result is obtained in step 1. If a positive result is obtained in Step 1, the processor 11 displays the deck formation screen 23 (see Figure 9) (Step 2).

[0089] Furthermore, processor 11 displays information on the formation points required to win a prize in the ranking quest (step 3). In this embodiment, winning a prize refers to the top 100 players based on the ability of the deck used to clear the quest (i.e., formation points). Incidentally, even if a player ranks in the top 100 multiple times, if the prize is awarded only once per player, the formation points required to win a prize may exceed 100th place. The rankings here are provisional rankings at the time each player starts forming their deck.

[0090] Figure 9 illustrates an example of the display of the deck formation screen 23. In Figure 9, corresponding parts with those in Figure 8 are indicated by corresponding reference numerals. The deck formation screen 23 shown in Figure 9 is a screen for forming a new deck. Therefore, the formation screen 23 has a deck name 231, a game medium field 232 where the game mediums that make up the deck are placed, a "reset" button 233, a "formulate all" button 234, a "switch display" button 235, and a message field 236. In Figure 9, the deck name 231 is empty. Players can set a name to use for the deck they assemble.

[0091] In Figure 9, the game medium section 232 consists of four blocks. Each block displays the icon of the game medium selected by the player. In this embodiment, the deck consists of four game mediums. However, it is sufficient for all four game mediums to be available at the start of play. Therefore, the deck registered by the player in advance may consist of icons for 1 to 3 game mediums. Even after registration, the deck can be freely rearranged. When the "Reset" button 233 is pressed, the configuration of the deck assembled before the operation is reset. In other words, the four blocks in the game media section 232 return to being empty.

[0092] The "Batch Selection" button 234 is used to select multiple game media at once. By operating this button, the player can select multiple game media from the list of game media they own. The "Display Switch" button 235 is used to switch the screen for selecting the game medium. Message field 236 is used to display messages from server 10 (see Figure 1), which manages the game's progress, to the player. If there are no messages, nothing will be displayed. In the case of Figure 9, the information for step 3 (see Figure 7) is displayed as, "To win a prize in the selected ranking quest, your current formation points must be 49 or less."

[0093] Figure 10 illustrates an example of the "Deck Batch Formation" screen 23A, which is displayed when the "Batch Formation" button 234 is operated. In Figure 10, corresponding parts with reference numerals are shown to correspond to those in Figure 9. The "Deck Batch Formation" screen 23A shown in Figure 10 displays icons corresponding to the game media owned by the player in a 5x5 grid. If the number of game media owned exceeds 25, they will be displayed across multiple pages. On the "Deck Batch Formation" screen 23A, you can select four game media to make up a deck at once. The selected game media will be placed in order into the four empty blocks in the game media section 232.

[0094] Figure 11 illustrates an example of the display screen 24 for detailed information of the game medium. The display screen 24 shows the medium name 241, the ability section 242, the icon section 243, and the ability points section 244. In Figure 11, the ability column 242 displays the attribute values ​​for stamina (HP), attack power, and speed. In this embodiment, each attribute value is evaluated using an ability value from "1" to "6" that represents the ability of each attribute. The ability points column 244 displays "10," which is the sum of the ability points evaluated for each attribute: stamina (HP), attack power, and speed. This value represents the ability points in the game medium GA.

[0095] Let's return to the explanation of Figure 7. Next, processor 11 accepts the deck composition (step 4). Next, processor 11 acquires the ability points of the game media that make up the deck (step 5). Specifically, the ability points of four game media are acquired. Furthermore, processor 11 also has a sub-function that adjusts the ability points of the game medium according to its tolerance to obstacles in the quest being played. Figure 12 is a flowchart illustrating an example of a sub-function performed in step 5 (see Figure 7).

[0096] After acquiring the ability points of the game media that make up the deck, the processor 11 acquires quest information 112 (see Figure 2) (step 51). The quest information 112 contains information about the obstacle element 112E (see Figure 4). Next, the processor 11 determines whether or not the game medium contains a quest failure element 112E that is resistant to it (step 52). If the game media does not contain any resistant media, the processor 11 obtains a negative result in step 52. If a negative result is obtained in step 52, the processor 11 terminates the process in step 5.

[0097] On the other hand, if the game media includes some that are resistant, the processor 11 obtains a positive result in step 52. If a positive result is obtained in step 52, the processor 11 adjusts the capability points of the relevant game media (step 53). The processor 11 refers to the adjustment table 115 (see Figure 5) and adjusts the capability points. The capability points of game media that are resistant to the fault elements are adjusted to a value greater than the baseline value, while the capability points of game media that are not resistant to the fault elements are kept at the baseline value or adjusted to a value less than the baseline value. The adjusted capability points are also reflected in the screen display.

[0098] Let's return to the explanation of Figure 7. Next, processor 11 calculates and displays the deck points (step 6). The deck points are calculated as the sum of the ability points of the four game media that make up the deck. Next, processor 11 determines whether the calculated team composition points are greater than the team composition points required to win a prize (step 7). If the calculated team composition points are greater than the team composition points required to win a prize, a positive result is obtained in step 7. A positive result in step 7 means that the team is outside the prize-winning zone. On the other hand, if the calculated team composition points are less than the team composition points required to win a prize, a negative result is obtained in step 7. A negative result in step 7 means that the team is within the prize-winning zone.

[0099] If a positive result is obtained in step 7, processor 11 presents other eligible decks (or other game media) as candidates (step 8). Figure 13 shows an example of how the deck formation screen 23 is displayed when the deck formation points of the currently formed deck are not sufficient to win a prize. Figure 13 is indicated with corresponding reference numerals for parts that correspond to those in Figure 9. In the game media section 232 of the formation screen 23 shown in Figure 13, game media GA, GB, GC, and GD are placed.

[0100] In Figure 13, since a game medium is selected, the ability points section 237 and the deck information section 238 are displayed below the game medium section 232. In Figure 13, the ability points for game medium GA are "10", for game medium GB are "11", for game medium GC are "15", and for game medium GD are "14". Therefore, the deck information section 238 displays the total formation points as "50". The deck information section 238 also displays the total HP, total attack power, and total speed of each game medium.

[0101] Additionally, message box 236 displays messages for the player. In Figure 13, it shows, "With your current deck's composition points, you will not be able to rank even if you clear the stage," and "Do you want to confirm the composition of this deck?" Furthermore, some players may want to play with their chosen deck regardless of whether they win a prize. For this reason, the message box 236 provides two options: a "Yes" button 236A to use the current deck configuration, and a "No" button 236B to modify the current deck configuration.

[0102] In Figure 13, when the "No" button 236B is pressed, a message is displayed in message box 236 informing the player of the estimated formation points. Figure 13 proposes a change in the game medium that yields formation points for ranking positions that can win prizes. Here, it is displayed that "Changing the game medium GD (ability points: 14) to the game medium GE (ability points: 9) will reduce the formation points from 50 to 45." Figure 13 shows only one change, but changes to multiple units may also be shown. If multiple changes are shown, other deck-based options may also be presented.

[0103] Figure 14 illustrates how the display changes when a player changes the game medium used to construct their deck as instructed. The upper figure shows the deck configuration before the change, and the lower figure shows the deck configuration after the change. In Figure 14, one of the four units has been changed from Game Medium GD to Game Medium GE. Game Medium GE has an ability point of "9". Therefore, the formation points in deck information section 238 have been changed to "45". In addition to the team composition points, the total HP, total attack power, and total speed values ​​for each game platform have also been changed. Also, since all four game media required for gameplay are available, the "Start Playing" button 239 is displayed on the formation screen 23.

[0104] Let's return to the explanation of Figure 7. After step 8 is executed, or if a negative result is obtained in step 7, the processor 11 determines whether or not the deck building is complete (step 9). When the "Start Play" button 239 (see Figure 14) is pressed, a positive result is obtained in step 9, and deck building is completed. If any other button on the formation screen 23, such as the "reset" button 233 (see Figure 14), is pressed, the processor 11 returns to step 4 and continues forming the deck.

[0105] <Notification after gameplay ends> Figures 15-17 show examples of flowcharts and display screens that are executed after gameplay ends. Figure 15 is a flowchart illustrating an example of information processing performed after completing a quest. The symbol S in the figure represents a step. First, processor 11 determines whether or not the quest has been completed (step 11). If the quest is completed, processor 11 obtains a positive result in step 11. On the other hand, if the quest is not completed, processor 11 obtains a negative result in step 11.

[0106] If a positive result is obtained in step 11, processor 11 presents as other deck candidates decks used by other players who have successfully cleared the stage, decks with a composition point value equal to or lower than the deck used by the player who successfully cleared the stage (step 12). In other words, processor 11 presents deck candidates that can rank higher than those of other players. On the other hand, if a negative result is obtained in step 11, processor 11 presents as alternative deck candidates decks used by other players who succeeded in clearing the level, with a composition point value lower than or equal to that of the deck used by the player who failed to clear the level (step 13). In this case as well, processor 11 presents alternative decks that, if cleared, could rank higher than those of other players.

[0107] Furthermore, if your priority is clearing the quest, it is possible to suggest alternative decks with lower deck composition points than the deck that failed to clear the quest. In this embodiment, since the motivation for playing the ranking quest is to obtain rewards by winning, players who fail to complete the quest are also presented with candidate decks that have lower formation points than the deck they used to play. At least in step 13, processor 11 proposes a deck that includes at least one game medium that made up the deck used in the failed play. A combination of game mediums unknown to the player may not allow them to fully utilize the abilities of the game mediums. Therefore, at least one other deck configuration that includes a game medium used in the previous play is presented.

[0108] After step 12 or step 13 is performed, the processor 11 determines whether or not it possesses all of the other game media that make up the deck (step 14). If the player possesses all the game materials that make up the other decks presented, processor 11 obtains a positive result in step 14. In this case, processor 11 terminates the processing operation related to the notification after the quest is completed. The player may then instruct to start playing with the other deck configurations presented, or the player may start reorganizing the other deck configurations presented. For example, the player may organize another deck configuration with the same or even fewer building points.

[0109] If the player does not possess all of the other game media that make up the presented deck, the processor 11 obtains a negative result in step 14. In this case, the processor 11 presents information for the player to acquire the other game media that they do not possess (step 15). The information to be obtained includes the method for obtaining it. One method here is purchase. However, this is limited to game media that are available for purchase.

[0110] Another method involves the game platform notifying players of the quest name that will be awarded as a bonus. In this case, players will play other quests in order to complete the ranking quest. Another method is a lottery. However, since you can only obtain the item with a predetermined probability, there is no guarantee that you will get it. Lottery entries may be paid or free. In addition, depending on the type of game, the notification may also include information on how to borrow or exchange games with other players.

[0111] Figure 16 illustrates an example of the display screen 25 that appears after completing a quest. The display screen 25 shown in Figure 16 consists of display screens 25A and 24B. Display screen 25A is the screen that appears immediately after clearing a quest. Display screen 25A includes the play result 251, such as "Cleared!", and a section 252 that displays other deck configurations. In Figure 16, the suggestion box 252 displays the message, "The following decks are configurations used by players ranked 80th," and "You can aim for a prize," along with a list of deck options. In Figure 16, four game media—GP, GQ, GR, and GS—are presented as deck options.

[0112] In the case of Figure 16, the player who received the presentation does not possess the game medium GS. Therefore, the second display screen 25B is shown. Note that the GS game medium is just one example of another game medium. On display screen 25B, information 253 for obtaining game media GS is shown, stating, "Game media GS that you do not possess can be obtained by the following methods," and "1. Purchase 2. Complete quest CC 3. Draw (probability is 1 / 1000)." In Figure 16, there are three methods of acquisition, presented in order of ease of acquisition. Note that there are not always exactly three methods of acquisition.

[0113] Figure 17 illustrates an example of the display screen 26 that appears after failing to complete a quest. The display screen 26 shown in Figure 17 consists of display screens 26A and 26B. Display screen 26A is the screen that appears immediately after failing to complete a quest. Display screen 26A includes the play result 261, such as "Too bad!", and a section 262 that displays other deck configurations. In Figure 17, the suggestion box 262 displays the message, "There are players who have cleared the game with the following decks," along with a list of possible decks. In Figure 17, four game media—GT, GU, GV, and GW—are presented as possible decks.

[0114] In the case of Figure 17, the player who received the presentation does not possess the game medium GW. Therefore, the second display screen 26B is shown. Note that the game medium GW is just one example of another game medium. On display screen 26B, information 263 for obtaining the game medium GW is shown, which reads, "If you do not possess the game medium GW, you can obtain it using the following methods," and "1. Purchase 2. Lottery (probability is 1 / 3000)." In the case of Figure 17, there are two methods of acquisition, which are presented in order of ease of acquisition.

[0115] <Processing during and after the ranking quest> Figure 18 shows an example flowchart illustrating the processing actions performed after the start of a ranking quest. When a ranking quest (hereinafter referred to as "quest") begins, processor 11 determines whether or not the quest's duration has ended (step 21). If the quest period has ended, processor 11 obtains a positive result in step 21. On the other hand, if the quest period has not ended, processor 11 obtains a negative result in step 21.

[0116] If a negative result is obtained in step 21, the processor 11 determines whether or not the quest has been detected as complete (step 22). If the completion of the quest is detected, the processor 11 obtains a positive result in step 22. On the other hand, if the completion of the quest is not detected, the processor 11 obtains a negative result in step 22. If a negative result is obtained in step 22, the processor 11 returns to step 21. This loop process is repeated until a positive result is obtained in step 22. When a player who has completed the quest appears, a positive result is obtained in step 22.

[0117] If a positive result is obtained in step 22, the processor 11 obtains player information 111 (see Figure 3) of the player who cleared the quest (step 23). Here, player information 111 may include, for example, account 111A (see Figure 3), deck configuration 114E4 (see Figure 3), and formation points 111E5 (see Figure 3). Once player information is obtained, processor 11 updates ranking information 116 (see Figure 6) based on the player's deck composition points 111E5, etc. (step 24). Specifically, the player with the lowest deck composition points among those who have cleared the quest is set as the first-ranked player. The ranking is then determined in ascending order.

[0118] If multiple players have the same team composition points, other information, such as other attributes in player information 111 or clear time, will be used to determine the ranking among the players. For example, a player using a game medium that is incompatible with the quest's obstacle elements will be ranked higher. Also, if multiple players remain at the same rank based on other information, the player with the shortest clear time will be ranked higher. After step 24 is completed, processor 11 returns to step 21. If a positive result is obtained in step 21, the processor 11 reads out the players up to a predetermined rank (e.g., 100th place) in the ranking information 116 (step 25). Next, processor 11 grants the player in question a predetermined reward (step 26).

[0119] <Notification settings> Figure 19 is a diagram illustrating an example of the notification function settings screen 27. The settings screen 27 shown in Figure 19 can be displayed, for example, by operating the "Other" button 217 (see Figure 8). The settings screen 27 consists of a title field 271, a setting item field 272, and a setting details field 273. In Figure 19, the title field 271 displays "Other," indicating its connection to the "Other" button 217.

[0120] In Figure 19, the settings item section 272 contains three items: "Basic Settings," "Quest Settings," and "Notification Settings." Of these, only "Notification Settings" is highlighted. The highlighting indicates that it is selected; in other words, it is in a state where it can be configured. In Figure 19, the highlighted item is shown with a thick border. Note that "Basic Settings" and "Quest Settings" are displayed in gray. Gray indicates that they are not selected. In Figure 19, grayed-out items are shown with a thin border.

[0121] In Figure 19, the setting details field 273 displays two items: 273A and 273B. Item 273A is "Notification of moving from the ranking quest prize-winning range to the prize-winning range," and the notification is set to "On." Item 273B is "Notification for ranking quests with a high probability of winning," and the notification function is enabled. The function being enabled is indicated by "On." If the notification function is disabled, it will be indicated as "Off".

[0122] Figure 20 is a flowchart illustrating an example of information processing that enables a notification of transfer from the winning range to the losing range in a ranking quest (hereinafter referred to as "transfer notification"). Processor 11 determines whether the quest period has ended (step 31). If the quest period has ended, processor 11 obtains a positive result. On the other hand, if the quest period has not ended, processor 11 obtains a negative result. The transfer notification is a function that is executed during the quest period. Therefore, if a negative result is obtained in step 31, processor 11 determines whether or not it has detected a player who has moved out of the prize-winning zone (step 32). The determination in step 32 is performed for all players.

[0123] The fact that the player was within the range of winning a prize can be detected from the highest rank 111F (see Figure 3) in player information 111 (see Figure 3). The fact that a player has fallen out of the prize-winning range can be detected from the current ranking of the player in question in ranking information 116. If a player has a record of having achieved a top ranking of 111F during gameplay, but their current highest ranking is outside the top ranking, processor 11 obtains a positive result in step 32. However, if the highest ranking of 111F was not within the top ranking at the time of gameplay, or if the current ranking is also within the top ranking, processor 11 obtains a negative result in step 32.

[0124] If a negative result is obtained in step 32, the processor 11 returns to step 31. If a positive result is obtained in step 32, the processor 11 determines whether the player in question is a player with a transfer notification setting enabled (step 33). If the player has a transfer notification setting enabled, the processor 11 obtains a positive result in step 33. On the other hand, if the player does not have a transfer notification setting enabled, the processor 11 obtains a negative result in step 33. If a negative result is obtained in step 33, the processor 11 returns to step 31.

[0125] If a positive result is obtained in step 33, the processor 11 notifies the player that they have been moved out of the prize-winning range (step 34). The notification to the player is displayed on the play screen, for example. Alternatively, the notification to the player may be sent via email or text message. Next, processor 11 updates the player's highest rank 111F to the most recent rank (step 35). This update changes the highest rank 111F in player information 111 to a rank outside the prize-winning range. After that, processor 11 returns to step 31. If a positive result is obtained in step 31, the processor 11 terminates the notification of being moved out of the prize-winning range.

[0126] Figure 21 illustrates an example of a transfer notification screen 28 displayed on the user terminal 20's display. In Figure 21, a message box 281 titled "Notice" is displayed. Message box 281 contains the following messages: "Player AA's ranking has fallen out of the prize-winning range," "The ranking quest is playable until May 11th," and "Try again and aim for a higher rank!" In this example, the player is notified that their ranking has fallen out of the prize-winning range, the duration of the quest, and that they should try again. This feature frees players from the burden of regularly checking their rankings. It also allows them to quickly notice when they've dropped out of the prize-winning positions, increasing their chances of winning.

[0127] <Quests presented according to the deck composition> Figure 22 is a flowchart illustrating an example of information processing that enables the presentation of quests according to the deck configuration. Processor 11 determines whether a deck has been assembled (step 41). For example, it determines whether the four game media that make up the deck have been specified. If it is determined that a deck has been formed, the processor 11 obtains a positive result in step 41. On the other hand, if it is determined that a deck has not been formed, the processor 11 obtains a negative result in step 41. If a negative result is obtained in step 41, the processor 11 repeats the determination in step 41.

[0128] If a positive result is obtained in step 41, processor 11 obtains deck building points (step 42). Next, processor 11 obtains information on the team composition points required to win in the ongoing ranking quest (step 43). If there is only one ongoing ranking quest, there is only one team composition point required to win. Next, processor 11 identifies and notifies the player of ranking quests where the difference between the deck building points of the player's assembled deck and the winning line is small (step 44). The number of ranking quests notified may be one or more.

[0129] However, even in ranking quests where the difference between team points and the winning line is smallest, if that difference is larger than a predetermined standard, the chances of winning are low. Therefore, it is possible to set the system so that players are not notified of specific ranking quests if the calculated difference is larger than a predetermined standard. By implementing this function, players can be notified only of ranking quests in which they have a high chance of winning.

[0130] Figure 23 illustrates an example of a quest presentation screen 29 that corresponds to the deck configuration. In Figure 23, corresponding parts with reference numerals are shown to correspond to those in Figure 14. In the case of the display screen 29 shown in Figure 23, the message field 291 for the assembled deck configuration displays "We recommend Ranking Quests C and D," and "You can aim for a high rank." Players who view this message box 291 can find out which ranking quests have a high chance of winning before playing. The probability of winning when playing the presented ranking quest will be determined after adjusting the team composition points according to the obstacle elements set in each ranking quest. Using the adjusted team composition points will improve the accuracy of determining the probability of winning.

[0131] <Other features related to deck building 1> Figure 24 is a flowchart illustrating an example of a function that assists in reorganizing existing decks. This function is implemented with the understanding that reducing the deck's composition points increases the player's chances of winning. Therefore, the processor 11 determines whether the deck formation points after formation are higher than the formation points before formation (step 51). If the team composition score is higher after team composition than before, processor 11 obtains a positive result in step 51. On the other hand, if the team composition score is lower after team composition than before, processor 11 obtains a negative result in step 51.

[0132] If a positive result is obtained in step 51, the processor 11 notifies the player that the deck building points of the newly formed deck will be higher than the deck building points before formation (step 52). This notification allows the player to realize that even if they play with the newly formed deck configuration, they will not be able to achieve a higher ranking than with their existing deck. If a negative result is obtained in step 51, processor 11 terminates processing without notifying the player. The same applies to processor 11 that performed step 52.

[0133] Figure 25 illustrates an example of the notification screen 30 displayed after the player has made their team composition. In Figure 25, corresponding parts with reference numerals are shown to correspond to those in Figure 14. The notification screen 30 displays a message box 301 to alert the player. The message box 301 shown in Figure 25 displays "Your team composition points have increased since the last play (before team composition began)" and "Is this OK?". Furthermore, some players intentionally choose a deck configuration that yields higher formation points than the one they initially selected. For this reason, the message box 301 provides two options: a "Yes" button 301A to use the current deck configuration as is, and a "No" button 301B to modify the current deck configuration.

[0134] <Other features related to deck building 2> Figure 26 is a flowchart illustrating an example of a function that assists in deck building. This function is executed at the start of deck building. First, processor 11 obtains information about the game media owned by the player (step 61). Next, processor 11 determines whether or not to play a ranking quest (step 62). If the quest the player is playing is a ranked quest, processor 11 obtains a positive result in step 62. On the other hand, if the quest the player is playing is not a ranked quest, processor 11 obtains a negative result in step 62.

[0135] If a positive result is obtained in step 62, the processor 11 allows deck building using the pre-evolution game medium (step 63). Specifically, the icons of the pre-evolution game medium are displayed on the "Batch Deck Building" screen 23A, etc. If a negative result is obtained in step 62, processor 11 terminates the process. Therefore, deck building using the pre-evolution game medium is not permitted. Specifically, the icons for the pre-evolution game medium will not be displayed on the "Deck Batch Building" screen 23A, etc.

[0136] Figure 27 illustrates the display examples of the "Bulk Deck Formation" screen 23A1 for non-ranking quests and the "Bulk Deck Formation" screen 23A2 for ranking quests. In Figure 27, corresponding parts with those in Figure 10 are indicated with corresponding symbols. Figure 27 illustrates the case where the game medium is a game medium GA. The game medium GA evolves through six stages. In Figure 27, the game medium GA at evolution level 1 is shown as "GA-1", the game medium GA at evolution level 2, which has evolved from evolution level 1, is shown as "GA-2", and the game medium GA at evolution level 3, which has evolved from evolution level 2, is shown as "GA-3". Similarly, the game medium at evolution level 4 is shown as "GA-4", the game medium GA at evolution level 5 is shown as "GA-5", and the game medium at evolution level 6 is shown as "GA-6".

[0137] The current evolution level is Evolution Level 5. Therefore, on the "Deck Batch Formation" screen 23A1 for non-ranking quests, only icons labeled "GA-5" are displayed. On the other hand, the "Bulk Deck Formation" screen 23A2 for ranking quests allows selection of the game medium before evolution, as well as the current evolution level. Therefore, the "Bulk Deck Formation" screen 23A2 for ranking quests displays not only icons labeled "GA-5," but also icons labeled "GA-4," "GA-3," "GA-2," and "GA-1."

[0138] <Other features related to deck building 3> Figure 28 is a flowchart illustrating an example of a function that assists in deck building. This function assists players in building decks by presenting candidates for the remaining game media needed to construct the deck each time the player specifies a game media. If this function is enabled, the processor 11 accepts the selection of the game medium on the deck building screen (step 71). Next, processor 11 determines whether the deck formation is complete or not (step 72). If the four game media that make up the deck are available through the designation of new game media based on the presentation in step 71, processor 11 obtains a positive result in step 72. On the other hand, if the four game media that make up the deck are not available, processor 11 obtains a negative result in step 72.

[0139] If a negative result is obtained in step 72, the processor 11 retrieves information on the specified game media (step 73). Here, the specification is assumed to be for 1 to 3 of the 4 game media. Next, the processor 11 selects and presents the remaining game media candidates based on the information of the specified game media (step 74). The candidates presented are selected such that, for example, the deck building points, which indicate the deck's capabilities, match the target value. The target value may be, for example, the deck building points of the deck used by the player in the previous play, or the deck building points corresponding to the prize-winning line. After executing step 74, the processor 11 returns to step 71. If a positive result is obtained in step 72, the processor 11 terminates the series of processes.

[0140] Figure 29 illustrates an example of a notification screen displayed during deck formation. Figure 29 includes corresponding reference numerals for parts that correspond to those in Figure 14. The notification screen 31 consists of screen 31A, which is displayed when a second game medium is specified, and screen 31B, which is displayed according to the specification of the second game medium. Screen 31A shows that two of the four characters have been selected. In the case of screen 31A, game media GA and GB are selected.

[0141] In this state, screen 31A switches to screen 31B. Screen 31B displays a message box 311 that assists the player in selecting the game medium. The message box 311 shown in Figure 29 displays, "Considering compatibility with game mediums GA and GB, game medium GH (ability points 9) is recommended," and "It will also increase your attack power." The player can easily select the next game medium by seeing the message displayed in message box 311.

[0142] <Other features related to deck building 4> Figure 30 is a flowchart illustrating an example of a function that assists in building existing decks. This function assists players in replacing some of the game media that make up an existing deck with other game media. If this function is enabled, the processor 11 obtains information about the game media owned by the player in question on the deck building screen (step 81).

[0143] Next, processor 11 determines whether or not it has received a specification for a game medium that will not be used in the next play (step 82). The specification of game mediums is not limited to one at a time; multiple can be specified at once. If a game medium that will not be used in the next play is specified, the processor 11 obtains a positive result in step 82. On the other hand, if the processor does not accept the specification of a game medium that will not be used in the next play, the processor 11 obtains a negative result in step 82.

[0144] If a positive result is obtained in step 82, processor 11 determines whether or not to play the ranking quest (step 83). If it is a Ranking Quest, processor 11 obtains a positive result in step 83. On the other hand, if it is a Normal Quest, processor 11 obtains a negative result in step 83.

[0145] If a positive result is obtained in step 83, the processor 11 presents a game medium with capabilities less than or equal to the specified game medium (step 84). By referring to this presentation, players can easily create decks that require fewer building points than their current configurations. Furthermore, the ability points of the presented game media can serve as a reference for selecting other game media to include in the deck. As a result, it becomes possible to build decks efficiently.

[0146] Figure 31 illustrates an example of a notification screen displayed during deck formation. Figure 31 includes corresponding reference numerals for parts that correspond to those in Figure 14. The notification screen 32 consists of screen 32A, which is displayed when a game medium that will not be used in the next play is specified, and screen 32B, which is displayed after the game medium that will not be used in the next play is removed from screen 32A. Screen 32A shows that among the four game media GA, GB, GC, and GD, the GC game media has been designated as the game media that will not be used in the next play. In Screen 32A, the designation of the GC game media that will not be used in the next play is indicated by a dashed line.

[0147] In this state, screen 32A switches to screen 32B. Screen 32B displays a message box 321 that assists the player in selecting the game medium. The message box 321 shown in Figure 31 displays, "Considering compatibility with game mediums GA, GB, and GD, game medium GK is recommended!" and "The formation points will be "40". The player can easily select the next game medium by seeing the message in the message box 321.

[0148] <Other Embodiments> The embodiments of the invention are not limited to those described above. (1) In the example of operation of the above embodiment, the ranking is determined when the period during which the target quest (ranking quest) can be played ends. However, the reward may be awarded when it is determined whether each player is within the predetermined rank when they complete the target quest.

[0149] (2) In the example of operation of the above embodiment, the quest is played using a deck consisting of four game media, but it may also be possible to play the quest with only one game media. In this case, among players who have cleared the quest, the rewards will be preferentially given to the player whose game media used to play has a lower ability.

[0150] (3) In the above-described embodiment, the case in which one player P operates one user terminal 20 to play the game was explained, but the game may also be in a form in which one player P operates multiple user terminals 20. For example, two smartphones may be linked together, with the game screen displayed on one smartphone and the operation screen displayed on the other smartphone.

[0151] (4) In the embodiments described above, the ranking was determined using "formation points" that indicate the deck's capabilities. However, when playing with one game medium (character) or in the case of a quest played with one game medium, the ranking may be determined using a value that comprehensively evaluates the ability points of a specific attribute of the game medium or the ability points of other attributes. In this case, the "comprehensively evaluated value" is an example of a predetermined parameter.

[0152] (5) In the above-described embodiment, the case in which the ability points of other game media presented by the candidate notification unit 107 are the same as the ability points of the game media that make up the deck that failed to clear the quest was explained. However, game media with relatively lower ability points may also be presented. In that case, the difficulty of clearing the quest will increase. On the other hand, game media with relatively higher ability points may also be presented. In that case, the difficulty of clearing the quest will decrease, but even if it is cleared, it will be difficult to rank highly.

[0153] (6) In the above-described embodiment, the ability points of the game medium were evaluated using "HP (Health)", "Attack Power", and "Speed", but the ability points of the game medium may also be evaluated using "Defense" or "Rarity". In that case, a large value for Defense will be given as ability points of "6", and a small value will be given as ability points of "1". For example, the higher the "Rarity", the lower the value of ability points will be assigned. For example, a game medium with high rarity will be given as ability points of "1", and a game medium with low rarity will be given as ability points of "6".

[0154] (7) In the embodiments described above, the ability points of the game medium were represented as "1" to "6", but the range for representing ability points is not limited to this. For example, it could be "1" to "10". Also, ability points are not limited to natural numbers, and can be represented as decimal numbers.

[0155] (8) In the above embodiment, the computer game is run on the server 10, but it may also be run on the user terminal 20.

[0156] (9) In the above embodiment, the case in which the deck's ability is represented by the formation points is directly proportional to the sum of the ability points of each game medium that makes up the deck was described, but an inverse proportional relationship is also possible. In this case, the bonuses are awarded in descending order from the highest formation point value up to a predetermined rank.

[0157] (10) In the above embodiment, the case in which the deck is composed of four game media was described, but the game media that make up the deck may be two, three, or five or more.

[0158] <Summary> The main features of the information processing device, information processing method, and program described in the embodiments are shown below.

[0159] (1) The information processing device has a control unit that gives preferential treatment to players who achieve the achievement conditions of a particular game using one or more game media with low capabilities in terms of game progression, compared to players who achieve the same achievement conditions using one or more game media with high capabilities. This information processing device can facilitate gameplay using game media that have relatively low capabilities regarding game progression.

[0160] (2) In the aforementioned information processing device, if the achievement condition is met using a deck containing two or more game media, the control unit will give preferential treatment to players whose decks have lower abilities based on the abilities of each of the two or more game media, compared to players whose decks have higher abilities. This function allows the information processing device to facilitate gameplay using game media that have relatively low capabilities in terms of game progression, as game media used to construct the deck used to play the game.

[0161] (3) In the aforementioned information processing device, the control unit provides preferential treatment to players who achieve the achievement conditions using a game medium that is susceptible to the effects of obstacle elements in a particular game, compared to players who achieve the achievement conditions using a game medium that is less susceptible to the effects of obstacle elements. This function allows the information processing device to facilitate gameplay using game media that are susceptible to specific game glitches.

[0162] (4) The aforementioned information processing device further includes an evaluation unit that changes the evaluation of the capabilities of the game medium depending on whether it is used for playing a first specific game that includes a specific fault element to which it is tolerable, or for playing a second specific game that does not include the specific fault element. This function allows the information processing device to facilitate gameplay using game media that are susceptible to specific game glitches.

[0163] (5) In the information processing device described above, the control unit stores predetermined parameters corresponding to the capabilities of the game medium used to achieve the achievement conditions for each player, and grants a reward to players whose rank determined by the predetermined parameters is a predetermined rank or higher. This feature allows the information processing device to reward players who achieve the achievement conditions using a less powerful game medium.

[0164] (6) The aforementioned information processing device further includes a notification unit that notifies a player who failed to achieve the achievement conditions of another game medium determined based on the capabilities of the game medium used to play the specific game. This feature allows the information processing device to have the opportunity to change the game medium used for play.

[0165] (7) In the aforementioned information processing device, if the notification unit receives a request to specify a game medium from among two or more game media used to play a specific game that will not be used for the next play of that specific game, it will present a list of other game media to replace the specified game medium. This function allows the information processing device to assist the player in changing game media.

[0166] (8) In the aforementioned information processing device, the notification unit presents as a candidate for another deck a deck containing two or more game media used by other players who have achieved the achievement condition, the deck's ability being less than or equal to the ability of the deck used by the player who failed to achieve the achievement condition. This feature allows the information processing device to suggest deck options that increase the likelihood of receiving rewards.

[0167] (9) In the aforementioned information processing device, the notification unit presents, as a candidate for another deck, a deck that includes at least one game medium of the deck used by the player who failed to achieve the achievement condition. This feature allows the information processing device to enhance its compatibility with the player receiving the information.

[0168] (10) The aforementioned information processing device further includes a notification unit that notifies a player who has achieved the achievement conditions of other game media with capabilities lower than those of the game media used by the player. This feature allows the information processing device to suggest potential game media that increase the likelihood of receiving rewards.

[0169] (11) In the aforementioned information processing device, the notification unit, on the screen for forming a deck that includes two or more game media, presents other game media options whose deck capabilities are lower than the deck used by the player who has achieved the achievement conditions. This feature allows the information processing device to suggest deck options that increase the likelihood of receiving rewards.

[0170] (12) In the aforementioned information processing device, the notification unit presents updated other game media candidates based on the selection whenever the player selects a candidate game media to make up the deck through the deck building screen. This function allows the information processing device to present candidates that take into account combinations of multiple game media that make up the deck.

[0171] (13) In the aforementioned information processing device, the deck is composed of game media possessed by the player, and the notification unit presents information for acquiring other game media if the player does not possess any other candidate game media. This function allows the information processing device to assist in realizing the proposed deck configuration.

[0172] (14) In the aforementioned information processing device, the notification unit notifies the user if the ability of a deck assembled through a screen for assembling a deck containing two or more game media is higher than the ability of the deck used to achieve the achievement condition. This feature allows the information processing device to suggest deck options that increase the likelihood of receiving rewards.

[0173] (15) In the aforementioned information processing device, if a reward is given to a player whose rank, determined by predetermined parameters corresponding to the abilities of a deck including two or more game media used to achieve the achievement conditions, is equal to or higher than a predetermined rank, the screen for forming the deck further includes a display unit that displays information on the predetermined parameters of the player corresponding to the predetermined rank. This function allows the information processing device to provide a guideline for the configuration of the deck to be assembled.

[0174] (16) In the aforementioned information processing device, if a reward is given to a player whose rank, determined by predetermined parameters corresponding to the abilities of a deck containing two or more game media used to achieve the achievement conditions, is equal to or higher than a predetermined rank, the screen for forming a deck further includes a notification unit that presents two or more game media candidates that constitute a deck in which predetermined parameters corresponding to the predetermined rank can be obtained. This feature allows the information processing device to present two or more game media options that increase the likelihood of receiving a reward.

[0175] (17) In the aforementioned information processing device, if a reward is given to a player whose rank, determined by predetermined parameters corresponding to the abilities of a deck containing two or more game media used to achieve the achievement conditions, is a predetermined rank or higher, the device further includes a notification unit that notifies the player if the rank of a player who was previously at or above the predetermined rank falls below the predetermined rank before the end of the play period for a particular game. This feature allows the information processing device to notify the user of a drop in rank before the end of the play period for a particular game, which would otherwise grant them a reward.

[0176] (18) The aforementioned information processing device further includes a selection reception unit on the first screen for forming a deck that includes two or more game media to be used to play a specific game, which allows the player to select game media they possess in a state with lower abilities than their current abilities, and on the second screen for forming a deck that includes two or more game media to be used to play a game different from the specific game, which prevents the player from selecting game media they possess in a state with lower abilities than their current abilities. This feature allows the information processing device to select game media that increases the likelihood of players receiving special benefits when playing a particular game.

[0177] (19) The aforementioned information processing device further includes a notification unit that notifies the user of a game in which there is a high probability of receiving a reward when the aforementioned achievement conditions are met using a deck containing two or more game media, according to the capabilities of the deck. This feature allows the information processing device to notify users before they play games that are likely to offer rewards.

[0178] (20) The computer can provide an information processing method that performs a process to give preferential treatment to players who achieve the achievement conditions of a particular game using one or more game media with low capabilities in game progression, compared to players who achieve the achievement conditions using one or more game media with high capabilities.

[0179] (21) A program can be implemented on a computer that provides a function to reward players who achieve the achievement conditions of a particular game using one or more game media with low game progression capabilities, with more rewards than players who achieve the achievement conditions using one or more game media with high capabilities. [Explanation of Symbols]

[0180] 1...Game system, 10...Server, 11...Processor, 12...Memory, 13...Auxiliary storage device, 14...Communication interface, 15...Signal line, 20...User terminal, 101...Reception unit, 102...Game progress unit, 103...Image generation unit, 104...Benefit granting control unit, 105...Ability evaluation unit, 106...Ability display unit, 107...Candidate notification unit, 108...Ranking information display unit, 109...Selection reception unit, 110...Storage unit, 111...Player information, 112...Quest information, 113...Game medium information, 114...Attribute value / Ability point conversion table, 115...Adjustment table, 116...Ranking information, N...Network

Claims

1. A reception unit that accepts the player's selection operation to build a deck by choosing a game medium from among multiple game media they own, In a deck building screen where the aforementioned game medium can be selected, a display unit displays the abilities of the deck determined according to the abilities of each game medium, and information regarding the bonuses determined according to the abilities of the said deck. A control unit that provides preferential treatment to a player who achieves the achievement conditions of a specific game using a deck that is susceptible to the obstacle elements of that game, compared to a player who achieves the achievement conditions using a deck that is less susceptible to the obstacle elements of that game, Information processing device.

2. A reception unit that accepts the player's selection operation to build a deck by choosing a game medium from among multiple game media they own, In a deck building screen where the aforementioned game medium can be selected, a display unit displays the abilities of the deck determined according to the abilities of each game medium, and information regarding the bonuses determined according to the abilities of the said deck. The system includes a control unit that gives preferential treatment to players who achieve the achievement conditions of a particular game using a deck with low ability compared to players who achieve the same conditions using a deck with high ability. Information processing device.

3. The system further includes an evaluation unit that modifies the evaluation of the deck's abilities depending on whether it is used for playing a first specific game that includes a specific obstacle element to which it has resistance, or for playing a second specific game that does not include such specific obstacle element. The information processing apparatus according to claim 2.

4. Computers A process that accepts a selection operation to build a deck by selecting a game medium from among multiple game media owned by the player, In a deck building screen where the aforementioned game medium can be selected, a process is performed to display the abilities of the deck, which are determined according to the abilities of each game medium, and information regarding the bonuses, which are determined according to the abilities of the said deck. A process is in place to give preferential treatment to players who achieve the achievement conditions of a specific game using a deck with low ability compared to players who achieve the same conditions using a deck with high ability. An information processing method that performs the following.

5. On the computer, A function that accepts the player's selection operation to build a deck by choosing from multiple game media they own, In a deck building screen where the aforementioned game medium can be selected, a function is provided to display the abilities of the deck, which are determined according to the abilities of each game medium, and information regarding the bonuses, which are determined according to the abilities of the said deck. A function that provides preferential treatment to players who achieve the achievement conditions of a specific game using a deck with low ability compared to players who achieve the same conditions using a deck with high ability, A program to achieve this.

Citation Information

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