1. Field of the Invention
The present invention relates to a game processing server apparatus and a game processing server system.
2. Description of the Related Art
A social game is provided in a social networking service (SNS), and is an online game in which a player plays the game while having communications with other players. As the social game is provided in the SNS, which is proposed for providing communications between participants, the social game is configured to provide more communications to the players compared with a previously known online game although such an online game also provides communications to the players.
As one kind of such social games, a social Role Playing Game (RPG) is known. In the social RPG, a quest (mission) is provided in which a player character operated by a player (user) goes through a predetermined area in a map while playing the game.
In this quest, various events are set to occur when the player character goes through the predetermined area while consuming energy points or the like. For example, the player character can learn magic power, a skill or the like by encountering and defeating an enemy character or encountering a bonus item. Further, when the player clears a quest in an area where a boss character is set, the boss character appears so that the player character can fight against the boss character. When the player character defeats the boss character, the player character can get a weapon or a reward.
Thus, the player tries to clear quests and expects to obtain an ability, a weapon, a reward or the like through the predetermined events.
In a previously known RPG or in a social RPG, the event to occur in the same quest is set to be almost the same for all of the players based on a scenario of the game.
Even in such a case, as long as the player enjoys the game by himself or herself, there may be no problem. Even when the same event occurs in the same quest for all of the players, the player recognizes the game as provided.
However, for the social game, the players often have communications with other players, and sometimes, the players make a team to compete with other teams. Thus, the players often know what kind of event is to occur and what will happen as a result in a specific quest before the player actually plays the quest. In such a case, if the event occurs as the player expects, the player can easily predict the result of the game so that the player may have a tedious feeling thereby lowering the enjoyment of the game.