Information processing program, information processing method, and game device

JP2024025675A5Pending Publication Date: 2025-12-23CYGAMES INC
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Patent Information

Application Number
JP2023114467
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-12
Publication Date
2025-12-23

AI Technical Summary

Technical Problem

The complexity of daily missions and additional in-game tasks in video games can lead to player fatigue and decreased motivation due to the overwhelming number of tasks required, which complicates gameplay and consumes significant time.

Method used

Implementing a notification and automatic execution system that allows players to manage and automate the completion of daily missions and recommended tasks, providing options for notification preferences and automatic task execution.

Benefits of technology

This system enhances player convenience by simplifying task management, reducing the likelihood of player fatigue, and maintaining motivation by automating routine gameplay activities.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress decrease in a player's desire to play a game.SOLUTION: An information processing program allows a computer to execute processing for imparting a reward to a player on the basis of execution of first predetermined work as work to preset content from among multiple pieces of provided content within a predetermined period, processing for restricting the number of executable times of second predetermined work as work to the preset content within the predetermined period, processing for setting any of multiple pieces of predetermined work including first predetermined work and second predetermined work to a notification object on the basis of player's operation, and processing for displaying a list display screen on which predetermined work designated to the notification object is displayed.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]

[0002] Patent Document 1 discloses a game in which so-called daily missions are set for the player. By completing the daily missions, the player can acquire a predetermined benefit. The right to acquire a benefit by completing the daily missions is reset at the same time every day. Therefore, the player can repeatedly acquire a benefit by completing the daily missions every day. In this way, the daily missions motivate the player to play the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7076614 Summary of the Invention [Problem to be solved by the invention]

[0004] In addition to the daily missions, there may be other in-game tasks that are recommended to be performed in order to progress through the game efficiently. If a large number of daily missions are set, or if a large number of in-game tasks are recommended to be performed in order to progress through the game efficiently, there is a problem that the player's operations become complicated, which may reduce the player's motivation to play.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can suppress the risk of a player's motivation to play decreasing. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: a process of giving a reward to a player based on a fact that a first predetermined task, which is a task for a preset content among a plurality of provided contents, is performed within a predetermined period of time; A process of limiting the number of times a second predetermined task, which is a preset task for the content, can be performed within the predetermined period of time; A process of setting one of a plurality of predetermined tasks including the first predetermined task and the second predetermined task as a notification target based on an operation by a player; A process of displaying a list display screen on which the predetermined work specified as the notification target is displayed; The computer is made to carry out the above steps.

[0007] displaying an execution screen for executing the predetermined task based on an operation by a player on the list display screen being displayed; may further be performed by a computer.

[0008] a process of omitting display of the execution screen and executing a plurality of the predetermined tasks collectively based on an operation of a player on the list display screen being displayed; may further be performed by a computer.

[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, a process of giving a reward to a player based on a fact that a first predetermined task, which is a task for a preset content among a plurality of provided contents, is performed within a predetermined period of time; A process of limiting the number of times a second predetermined task, which is a preset task for the content, can be performed within the predetermined period of time; A process of setting one of a plurality of predetermined tasks including the first predetermined task and the second predetermined task as a notification target based on an operation by a player; A process of displaying a list display screen on which the predetermined work specified as the notification target is displayed; Carry out the following.

[0010] In order to solve the above problem, a game device includes: A gaming device comprising one or more computers, The computer, a process of giving a reward to a player based on a fact that a first predetermined task, which is a task for a preset content among a plurality of provided contents, is performed within a predetermined period of time; A process of limiting the number of times a second predetermined task, which is a preset task for the content, can be performed within the predetermined period of time; A process of setting one of a plurality of predetermined tasks including the first predetermined task and the second predetermined task as a notification target based on an operation by a player; A process of displaying a list display screen on which the predetermined work specified as the notification target is displayed; Carry out the following. Effect of the Invention

[0011] According to the present invention, it is possible to suppress the risk of a player's motivation to play decreasing. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] FIG. 3 is a diagram illustrating an example of the home screen. [Figure 4] Fig. 4A is a diagram illustrating an example of an ally character confirmation screen, Fig. 4B is a diagram illustrating an example of a story screen, and Fig. 4C is a diagram illustrating an example of a quest screen. [Diagram 5]Fig. 5A is a diagram illustrating an example of a main quest screen, Fig. 5B is a diagram illustrating an example of a main quest selection screen, and Fig. 5C is a diagram illustrating an example of a party selection screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a battle game screen, Fig. 6B is a diagram illustrating an example of a first result screen, and Fig. 6C is a diagram illustrating an example of a second result screen. [Figure 7] FIG. 7 is a diagram illustrating an example of the gacha screen. [Figure 8] Fig. 8A is a diagram illustrating an example of a normal shop screen, and Fig. 8B is a diagram illustrating an example of a limited shop screen. [Figure 9] Fig. 9A is a first diagram illustrating an example of a first currency purchasing screen, and Fig. 9B is a second diagram illustrating an example of a first currency purchasing screen. [Figure 10] Fig. 10A is a diagram illustrating an example of a daily mission screen, and Fig. 10B is a diagram illustrating an example of a reward receiving screen. [Figure 11] Fig. 11A is a first diagram illustrating an example of a schedule screen, and Fig. 11B is a diagram illustrating an example of a notification setting screen. [Figure 12] FIG. 12 is a diagram illustrating an example of a notification setting content display. [Figure 13] Fig. 13A is a diagram for explaining an example of a first execution system result screen, and Fig. 13B is a diagram for explaining an example of a second execution system result screen. [Figure 14] Fig. 14A is a diagram for explaining an example of a third execution system result screen, and Fig. 14B is a second diagram for explaining an example of a schedule screen. [Figure 15] FIG. 15 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 16] FIG. 16 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 17] FIG. 17 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 18] FIG. 18 is a flowchart illustrating the notification target setting process in the player terminal. [Figure 19] FIG. 19 is a flowchart illustrating the content automatic execution related processing in the player terminal. [Figure 20] FIG. 20 is a flowchart illustrating the automatic execution process in the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0015] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0017] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1 based on operations input from the player terminals 1.

[0018] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0021] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0022] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0024] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0025] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0028] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which one or more ally characters are organized and made to fight against enemy characters. In the game of this embodiment, multiple ally characters are provided to the player by the game operator. For example, the player can own multiple ally characters obtained by a lottery called gacha or distributed by the operator.

[0029] In a battle game, a player can select one or more of the ally characters he or she owns to organize a party. The player can play the battle game using the organized party. In a battle game, the objective is for the ally characters organized in the party to defeat (clear) enemy characters and acquire rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.

[0030] Fig. 3 is a diagram showing an example of a home screen 40. The home screen 40 shown in Fig. 3 is a screen that is first displayed after the player taps the display 26 on a title screen (not shown) (i.e., after the game starts).

[0031] 3, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 is displayed at the bottom of the display 26 on a normal screen other than a title screen (not shown).

[0032] The menu bar 41 is provided with a plurality of operation sections that can be operated (tapped) by the player. The menu bar 41 is provided with a home screen selection operation section 41a marked "HOME" and an ally character confirmation screen selection operation section 41b marked "CHARACTER" and a story screen selection operation section 41c marked "STORY" and a quest screen selection operation section 41d marked "QUEST" and a guild house screen selection operation section 41e marked "GUILD HOUSE" and a gacha screen selection operation section 41f marked "GACHA" and a menu screen selection operation section 41g marked "MENU". In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0033] When the home screen selection operation unit 41a is operated (tapped) by the player, the home screen 40 shown in FIG.

[0034] Furthermore, when the player operates (tap) the ally character confirmation screen selection operation unit 41b, an ally character confirmation screen 50 (FIG. 4A, which will be described later) is displayed on the display .

[0035] Furthermore, when the story screen selection operation section 41c is operated (tapped) by the player, a story screen 60 (FIG. 4B, which will be described later) is displayed on the display .

[0036] Furthermore, when the player operates (tap) the quest screen selection operation section 41d, a quest screen 70 (FIG. 4C, which will be described later) is displayed on the display .

[0037] Furthermore, when the player operates (tap) the guild house screen selection operation unit 41e, a guild house screen (not shown) is displayed on the display 26. Note that, although details will be described later, the guild house screen (not shown) displays a game space as the player's own room.

[0038] Furthermore, when the player operates (tap) the gacha screen selection operation unit 41f, a gacha screen 100 (FIG. 7 described later) is displayed on the display 26. Note that, although details will be described later, on the gacha screen 100, a gacha lottery can be held in which ally characters and items can be acquired by lottery.

[0039] Furthermore, when the menu screen selection operation unit 41g is operated (tapped) by the player, a menu screen (not shown) is displayed on the display 26. Furthermore, on the menu screen, game settings and various information can be confirmed.

[0040] 3, a header display area 42 is provided at the top of the home screen 40. In the header display area 42, at least a part of the player information associated with the player ID is displayed.

[0041] For example, as shown in Fig. 3, level information 42a indicating the player level and a stamina display bar 42b indicating the player's stamina are displayed in the header display area 42. Also, as shown in Fig. 3, the player's stamina is displayed as a numerical value below the stamina display bar 42b.

[0042] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on stamina display bar 42b, story progress information described below, battle game completion information, in-game currency information indicating the amount of in-game currency possessed by the player, item information indicating the type and amount of items possessed by the player, and the like.

[0043] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value necessary for playing, a maximum number of times that the game can be played within a preset period (for example, between 5:00 and 4:59 the next day), and the like. When playing a battle game for which a stamina consumption value necessary for playing is set, the player will consume stamina to play the battle game. Therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0044] Although a detailed explanation is omitted, when a player wins a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level. As the player level increases, the stamina upper limit also increases.

[0045] Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 42b displays the current remaining stamina in relation to the upper limit, allowing the player to visually grasp the remaining amount. The stamina value displayed at the bottom of the stamina display bar 42b, for example "260 / 277" in FIG. 3, has the upper limit of stamina "277" displayed in the denominator and the player's current stamina "260" displayed in the numerator.

[0046] In this embodiment, some of the battle games include battle games that can be played without consuming stamina. In this embodiment, the battle games that can be played without consuming stamina include "dungeon battle," "search battle," "1V1 battle," and "3V3 battle," which will be described later.

[0047] Each of these battle games has a maximum number of times that can be played within a preset period (for example, between 5:00 and 4:59 the next day). Therefore, if the maximum number of times that can be played within the preset period (for example, between 5:00 and 4:59 the next day) has already been played, the player cannot play these battle games.

[0048] Furthermore, the amounts of the first currency and the second currency associated with the player ID are displayed in the header display area 42. The first currency and the second currency are currencies that can be used only within the game.

[0049] For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the number of battle games cleared, and the second currency can be acquired free of charge or for a fee.

[0050] 3, a first currency purchase screen operation section 42c is displayed to the right of the display of the owned amount of the first currency on the display 26. When the player operates (tap) the first currency purchase screen operation section 42c, a first currency purchase screen 130 (FIG. 9A) described below is displayed on the display 26. As will be described in detail later, on the first currency purchase screen 130, the player can consume the second currency to acquire (purchase) the first currency.

[0051] 3, a second currency purchase screen operation unit 42d is displayed to the right of the display of the owned amount of the second currency on the display 26. When the player operates (tap) the second currency purchase screen operation unit 42d, a second currency purchase screen (not shown) is displayed on the display 26. On the second currency purchase screen (not shown), the player can acquire (purchase) the second currency for a fee.

[0052] 3, a home menu 43 is displayed at the top of the menu bar 41 of the home screen 40. The home menu 43 is provided with a shop screen selection operation section 43a labeled "Shop," a guild screen selection operation section 43b labeled "Guild," and a mission screen selection operation section 43c labeled "Mission."

[0053] When the shop screen selection operation unit 43a is operated (tapped), a normal shop screen 110 (FIG. 8A described later) where items can be purchased is displayed. When the guild screen selection operation unit 43b is operated (tapped), a guild screen (not shown) is displayed on the display 26. When the mission screen selection operation unit 43c is operated (tapped), a daily mission screen 140 (FIG. 10A described later) is displayed on the display 26.

[0054] 3, a schedule screen selection operation section 45 labeled "Schedule" is displayed on the left side of the home screen 40. As shown in FIG 3, a schedule screen selection operation section 45 displays an icon resembling a notebook.

[0055] When the schedule screen selection operation unit 45 is operated (tapped) by the player, the schedule screen selection operation unit 45 is hidden on the display 26, and a schedule screen 160 (FIG. 11A) described later is displayed on the display 26. On the schedule screen 160, an auto-execution function and a notification function, which will be described in detail later, can be used.

[0056] As shown in Fig. 3, when a predetermined condition is satisfied, an identification indicator 45a with "!" is added to the schedule screen selection operation section 45. Specifically, when at least one of the move operation section 162a and the execution operation section 162b is displayed in the notification target display section 162 (Fig. 11A) described later, the predetermined condition is satisfied and the identification indicator 45a is displayed. Note that, although Fig. 3 shows a case where "!" is written as the identification indicator 45a, the content of the identification indicator 45a is not limited to this. For example, a number may be displayed.

[0057] Fig. 4A is a diagram illustrating an example of an ally character confirmation screen 50. When the player operates (tap) the ally character confirmation screen selection operation unit 41b of the menu bar 41, the ally character confirmation screen 50 shown in Fig. 4A is displayed on the display 26. On the ally character confirmation screen 50, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.

[0058] That is, all ally characters possessed by the player are displayed on the ally character confirmation screen 50. A different ally character ID is assigned to each ally character. When the player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.

[0059] Each ally character is stored in association with a star (rank), experience value, and level. The experience value increases when a character wins a battle game described below, or when a specific item is used. The level is set in accordance with the experience value, and increases each time the experience value reaches a specific value. An upper limit for the level is set for each ally character, and the level can only increase up to the upper limit.

[0060] In addition, base values ​​of combat power such as life points, attack power, and defense power are set for each ally character based on the star (rank) and level. The higher the combat power of the ally character, the more advantageously the player can progress in the battle game. Furthermore, the base values ​​set for each ally character increase as the star (rank) increases and the level increases.

[0061] On the ally character confirmation screen 50, it is possible to equip (set) an ally character with weapons and armor. An additional value for attack power, defense power, etc. is set for each piece of equipment. When equipment is equipped, the additional value of each piece of equipment is added to the above-mentioned base value, thereby increasing the fighting power of the ally character. Information on these weapons and armor is also associated with the ally character ID and is configured as part of the player information.

[0062] Fig. 4B is a diagram illustrating an example of a story screen 60. When the player operates (tap) the story screen selection operation section 41c of the menu bar 41, the story screen 60 shown in Fig. 4B is displayed on the display 26. As shown in Fig. 4B, the story screen 60 displays the menu bar 41, the header display area 42, a main story selection operation section 61, and a character story selection operation section 62.

[0063] When the player operates (tap) the main story selection operation unit 61 in the story screen 60, a main story screen (not shown) is displayed on the display 26. The main story screen displays multiple main stories that are unlocked according to the progress of a "main quest" (described below). When a new main story is unlocked as the player progresses through the "main quest" (described below), the player can view the unlocked main story from the main story screen (not shown).

[0064] Furthermore, when a character story selection operation section 62 in the story screen 60 shown in FIG. 4A is operated (tapped), a character story (not shown) that is unlocked according to the intimacy level of the ally character is displayed on the display 26.

[0065] The intimacy level of an ally character increases when the player wins a battle game described below or when a specified item is used. Each time the intimacy level reaches a specified value, the intimacy rank increases. An upper limit for the intimacy rank is set for each ally character, and the rank increases only up to the upper limit. When the intimacy level of an ally character increases to the upper limit, all character stories for that ally character are unlocked. When a new character story is unlocked, the player can view the unlocked character story from a character story screen (not shown).

[0066] Fig. 4C is a diagram illustrating an example of a quest screen 70. When the player operates (tap) the quest screen selection operation section 41d of the menu bar 41, the quest screen 70 shown in Fig. 4C is displayed on the display 26. The quest screen 70 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 71 indicating the types of games provided. Here, five types of games are provided, and six game type selection operation sections 71 are displayed.

[0067] As shown in FIG. 4C, the game type selection operation unit 71 includes a main quest selection operation unit 71a marked "Main Quest," a dungeon battle selection operation unit 71c marked "Dungeon Battle," a search battle selection operation unit 71d marked "Search Battle," a 1V1 battle selection operation unit 71e marked "1V1 Battle," and a 3V3 battle selection operation unit 71f marked "3V3 Battle."

[0068] When the main quest selection operation unit 71a is operated (tapped) by the player, a main quest screen 72 (FIG. 5A, which will be described later) is displayed on the display .

[0069] Furthermore, when the dungeon battle selection operation unit 71c is operated (tapped) by the player, a dungeon battle screen (not shown) is displayed on the display .

[0070] Furthermore, when the search battle selection operation unit 71d is operated (tapped) by the player, a search battle screen (not shown) is displayed on the display .

[0071] Furthermore, when the 1V1 battle selection operation unit 71e is operated (tapped), a 1V1 battle screen (not shown) is displayed on the display .

[0072] Furthermore, when the 3V3 battle selection operation unit 71f is operated (tapped), a 3V3 battle screen (not shown) is displayed on the display .

[0073] Note that some types of games have release conditions. Examples of the release conditions include a player level being equal to or higher than a predetermined value, completing (clearing) another predetermined game, etc. Also, each game type includes multiple games (layers or rounds). Release conditions are set for each of these games. Then, when the release conditions are met, the game release information included in the player information is updated.

[0074] In the player terminal 1, it is determined whether or not a game is released based on the game release information, and only the game type selection operation unit 71 of the game that satisfies the release condition accepts the operation (tap) of the player. Therefore, the player can play only the game that satisfies the release condition.

[0075] When the player operates (tap) main quest selection operation section 71a in quest screen 70 shown in FIG. 4B, main quest screen 72 (FIG. 5A described later) for executing a "main quest" is displayed on display 26.

[0076] Fig. 5A is a diagram illustrating an example of a main quest screen 72. Fig. 5B is a diagram illustrating an example of a main quest selection screen 74. Fig. 5C is a diagram illustrating an example of a party selection screen 77.

[0077] On the main quest screen 72, a menu bar 41, a header display area 42, and a main quest operation section 73 for selecting a plurality of battle games (levels) belonging to the main quest are displayed.

[0078] The main quest operation unit 73 also displays clear information for each battle game. The clear information is indicated by, for example, three stars. When a battle game belonging to a main quest is completed (cleared), stars are acquired according to the number of ally characters whose life points are 0 at the time of completion (clearance). For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.

[0079] In the example of Fig. 5A, three stars are acquired in the battle game "1-1", two stars are acquired in the battle game "1-2", and one star is acquired in the battle game "1-3". In addition, no stars are acquired in the battle game "1-4", and it is notified that this battle game has not been completed (cleared).

[0080] In the main quest, the release condition is set to be the completion (clearing) of the previous battle game. For example, in the example of FIG. 5A, the battle game "1-4" is released because the battle games up to "1-3" have been completed (cleared), but the battle games after that ("1-5" and after, not shown) are not released yet.

[0081] For example, when main quest operation unit 73 of a battle game "1-4" is operated (tapped) on main quest screen 72, main quest selection screen 74 shown in Fig. 5B is displayed on display 26. On main quest selection screen 74, enemy characters appearing in that battle game and items (rewards) that can be acquired in that battle game are displayed.

[0082] Furthermore, when stamina is consumed to challenge a battle game, the stamina after consumption is displayed on the main quest selection screen 74. Here, it is displayed that the current stamina of 260 will be consumed and changed to 252.

[0083] In addition, the main quest selection screen 74 displays a challenge operation section 75 marked "Challenge" for challenging the battle game, and a cancel operation section 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.

[0084] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in FIG. 5A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.

[0085] On the other hand, when the challenge operation unit 75 is operated (tapped), a party selection screen 77 shown in Fig. 5C is displayed on the display 26. On the party selection screen 77, all ally characters possessed by the player are displayed, and a selected ally character display area 78 that displays the selected ally character is displayed below.

[0086] Additionally, the party selection screen 77 displays a cancel operation section 76 and a battle start operation section 79 labeled "Start battle."

[0087] When the player operates (tap) a displayed ally character on the party selection screen 77, the operated (tapped) ally character is displayed in the selected ally character display area 78. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs associated with the player ID. A party is organized by the player selecting a plurality of ally characters. Note that the same ally character cannot be set more than once in party organization.

[0088] When the party formation is completed and the battle start operation unit 79 is operated (tapped), the battle game starts and a battle game screen 80 is displayed on the display 26.

[0089] FIG. 6A is a diagram for explaining an example of a battle game screen 80. FIG. 6B is a diagram for explaining an example of a first result screen 83. FIG. 6C is a diagram for explaining an example of a second result screen 85. During a battle game, as shown in FIG. 6A, a battle game screen 80 is displayed. In the battle game screen 80, ally characters and enemy characters are displayed on the display 26. The ally characters operate under computer control, and inflict damage on the enemy characters and receive damage from the enemy characters. Also, the enemy characters operate under computer control, and inflict damage on the ally characters and receive damage from the ally characters.

[0090] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.

[0091] Here, as shown in FIG. 6A, an ally character display area 81 is provided at the bottom of the battle game screen 80. In the ally character display area 81, life points 81a and a special move gauge 81b for each ally character are displayed. The special move gauge 81b increases when an ally character receives damage from an enemy character or inflicts damage on an enemy character. When the special move gauge 81b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on an enemy character than a normal attack, recovers the life points of an ally character, or imparts a special effect to an enemy character.

[0092] Here, there are two patterns of methods for using the special move. One is a method in which the player operates (tap) an ally character whose special move gauge 81b displayed in the ally character display area 81 has reached its maximum value. The other is a method in which, when the special move gauge 81b reaches its maximum value in the auto-activation state, the ally character uses the special move by computer control. Note that an auto-selection operation unit 82 is displayed on the battle game screen 80, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 82. When the auto-selection operation unit 82 is operated (tapped) in the manual activation state, the state becomes an auto-activation state in which the special move is used automatically. Also, when the auto-selection operation unit 82 is operated (tapped) in the auto-activation state, the state becomes a manual activation state in which the special move is used manually. Even in the auto-activation state, if the special move gauge 81b has reached its maximum value and a special move has not been used by computer control, the player can operate (tap) an ally character to use a special move.

[0093] Then, when the battle game ends normally (normal end), as shown in Fig. 6B, a first result screen 83 is displayed on the display 26. Fig. 6B shows, as an example, the first result screen 83 when an ally character wins.

[0094] At least a portion of the game result information of the battle game is displayed on the first result screen 83. Also, on the first result screen 83, a next operation section 84 marked "Next" is displayed.

[0095] When the next operation unit 84 is operated (tapped), a second result screen 85 shown in FIG. 6C is displayed on the display 26.

[0096] At least a part of the game result information of the battle game is displayed on the second result screen 85. Also, a next operation unit 86 marked "Next" is displayed on the second result screen 85. Also, when the next operation unit 86 is operated (tapped), the display on the display 26 switches from the battle screen to the normal screen. In other words, the first result screen 83 and the second result screen 85 are part of the battle screen. In this embodiment, when the next operation unit 86 is operated (tapped), the main quest screen 72 shown in FIG. 5A is displayed on the display 26.

[0097] The game result information includes the friendly character ID (party) of the friendly character, the enemy character ID of the enemy character, remaining status information of the friendly and enemy characters at the end of the battle (whether or not life points are 0 at the end of the battle game), damage points inflicted (total value), player operation information (manual activation state or auto activation state), battle log ID, battle game type information (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game hierarchy, etc.), item information granted, etc.

[0098] If the auto activation state is in effect from the start to the end of the battle game and the special move is not used manually by the player, the auto activation state will be in effect, otherwise the manual activation state will be in effect. Also, a unique battle log ID is assigned to each battle game. Also, the information associated with each type of battle game is different for each type of battle game.

[0099] Furthermore, as shown in FIG. 5B above, the main quest selection screen 74 displays the number of tickets owned by the player (the number of tickets associated with the player ID), and also has a ticket use operation section 74a, a minus operation section 74b, and a plus operation section 74c.

[0100] The ticket use operation section 74a, the minus operation section 74b, and the plus operation section 74c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.

[0101] When the ticket use operation section 74a, minus operation section 74b, and plus operation section 74c are enabled, each time the plus operation section 74c is operated (tapped), the text written on the ticket use operation section 74a increases by one, such as "Use 2 tickets" or "Use 3 tickets." Also, each time the minus operation section 74b is operated (tapped), the text written on the ticket use operation section 74a decreases by one, such as "Use 2 tickets" or "Use 1 ticket."

[0102] For example, if the text written on the ticket use operation unit 74a reads "Use 5 tickets," then when the ticket use operation unit 74a is operated (tapped), it is decided that 5 tickets and 50 stamina will be consumed.

[0103] Then, the creation of a party on the party selection screen 77 shown in Fig. 5C and the execution of the battle game on the battle game screen 80 shown in Fig. 6A are omitted (skipped). As a result, all (five) battle games are treated as having been cleared, and the items acquired in the five battle games are displayed together.

[0104] In this way, by consuming tickets, the battle games for which the player has earned three stars as clear information are skipped, and the battle games are treated as cleared. This allows the player to collect items in a shorter time.

[0105] Furthermore, as described above, when the dungeon battle selection operation unit 71c is operated (tapped) by the player, a dungeon battle screen (not shown) for executing a "dungeon battle" is displayed on the display 26. In the dungeon battle, one dungeon selected by the player from among multiple dungeons can be played once within a preset period (for example, between 5:00 and 4:59 the following day).

[0106] Each dungeon is a solo play type content consisting of multiple floors, in which the player must defeat enemy characters on each floor and attempt to conquer the boss enemy character on the top floor. Treasure chests are provided on each floor, and a battle game is played against the enemy characters on each floor. The basic parts of the battle game are the same as the main quest.

[0107] Also, as described above, the dungeon battle battle game is a battle game that can be played without consuming stamina.

[0108] By defeating the enemy characters on each floor, you can get various rewards. Also, by defeating the boss enemy character on the top floor of each dungeon, the selected dungeon is completed (cleared).

[0109] The multiple dungeons have different difficulty levels. In this embodiment, the difficulty levels include "NORMAL", "HARD", "VERY HARD", and "EXTREME". The difficulty level increases in the following order: "NORMAL" < "HARD" < "VERY HARD" < "EXTREME" < "EXTREMEII" < "EXTREMEIII" < "EXTREMEIV". The conditions for unlocking each dungeon vary depending on the difficulty level, and each dungeon is unlocked by clearing a specific "main quest".

[0110] In this embodiment, for a completed (cleared) dungeon, the use of the skip function is permitted from the next time onwards. By using the skip function, the player can omit the execution of the battle game against the enemy characters and boss enemy characters of each level in the dungeon and obtain a reward.

[0111] Also, as described above, when the search battle selection operation unit 71d is operated (tapped) by the player, a search battle screen (not shown) for executing a "search battle" is displayed on the display 26. In this embodiment, a search battle of a plurality of search types is provided. Specifically, a first search battle and a second search battle are provided as the plurality of search types.

[0112] In the first search battle, a battle game with an enemy character is executed. If the player wins the battle game, the player can obtain a "potion" as a reward, which is an item for increasing the experience points of the ally character. The basic part of the battle game is the same as the main quest.

[0113] In the second search battle, a battle game with an enemy character is executed. If the player wins the battle game, the player can acquire the first currency as a reward. The basic part of the executed battle game is the same as the main quest.

[0114] Furthermore, in this embodiment, the player can play each search type a predetermined number of times (for example, twice) within a preset period (for example, between 5:00 and 4:59 the following day).

[0115] The first and second search battles each have multiple levels of difficulty. The player can select one of the levels and play the battle game corresponding to the selected level. The basic part of the battle game is the same as the main quest.

[0116] Also, as described above, the battle game in the search battle is a battle game that can be played without consuming stamina.

[0117] In this embodiment, for a completed (cleared) exploration battle, the player is permitted to use the skip function from the next time by consuming a skip ticket. By using the skip function, the player can skip the execution of the battle game in the exploration battle and obtain a reward.

[0118] Furthermore, as described above, when the 1V1 battle selection operation unit 71e is operated (tapped) by the player, a 1V1 battle screen (not shown) for executing a “1V1 battle” is displayed on the display .

[0119] The 1V1 battle is a battle game in which players compete against 1V1 parties that are associated with other player IDs in advance. That is, each player sets a 1V1 party in advance.

[0120] A 1V1 battle screen (not shown) displays multiple parties of other players, and the player selects a party to battle. As with the main quest, the player decides on his or her own party and starts the battle game. Note that in the 1V1 battle game, the basic parts of the battle game to be executed are the same as those of the main quest, except that the game is preset so that the player cannot switch between the auto mode and the manual mode.

[0121] Furthermore, on the 1V1 battle screen (not shown), the player can receive a predetermined in-game currency (1V1 battle coins) that is produced at regular intervals. For example, a predetermined number of 1V1 battle coins are produced every hour, and the produced 1V1 battle coins are accumulated on the 1V1 battle screen (not shown). The player can purchase predetermined items using the 1V1 battle coins.

[0122] Note that there is an upper limit on the number of 1V1 battle coins that can be accumulated on the 1V1 battle screen (not shown). When the number of accumulated 1V1 battle coins reaches the upper limit, new 1V1 battle coins will not be produced until the player receives the 1V1 battle coins. Therefore, it is desirable to receive the accumulated 1V1 battle coins before the upper limit is reached. In other words, the player is required to perform an in-game operation to periodically receive the 1V1 battle coins.

[0123] If the player does not have enough 1V1 battle coins, the player cannot receive the 1V1 battle coins. In other words, the number of times the player can receive the 1V1 battle coins is limited (for example, up to 24 times a day).

[0124] Furthermore, as described above, when the 3V3 battle selection operation unit 71f is operated (tapped) by the player, a 3V3 battle screen (not shown) for executing a "3V3 battle" is displayed on the display .

[0125] The 3V3 battle is a battle game in which players compete against three 3V3 parties that are associated with other player IDs in advance. That is, each player sets up three 3V3 parties in advance.

[0126] In the 3V3 battle screen (not shown), multiple parties of other players are displayed, and the player selects a party to battle with. The player also selects three of his own parties to battle with. Note that in the 3V3 battle game, the basic parts of the battle game to be executed are the same as those of the main quest, except that the game is preset so that the player cannot switch between the auto mode and the manual mode.

[0127] In addition, on the 3V3 battle screen (not shown), the player can receive a predetermined in-game currency (3V3 battle coins) that is produced at regular intervals. For example, a predetermined number of 3V3 battle coins are produced every hour, and the produced 3V3 battle coins are accumulated on the 3V3 battle screen (not shown). The player can purchase predetermined items using the 3V3 battle coins.

[0128] Note that there is an upper limit to the number of 3V3 battle coins that can be accumulated on the 3V3 battle screen (not shown). When the number of accumulated 3V3 battle coins reaches the upper limit, new 3V3 battle coins will not be produced until the player receives the 3V3 battle coins. Therefore, it is desirable to receive the accumulated 3V3 battle coins before the upper limit is reached. In other words, the player is required to perform an in-game operation to periodically receive the 3V3 battle coins.

[0129] If the player does not have enough 3V3 battle coins, the player cannot receive the 3V3 battle coins. In other words, the number of times the player can receive the 3V3 battle coins is limited (for example, up to 24 times a day).

[0130] Furthermore, as described above, when the player operates (tap) the guild house screen selection operation unit 41e on the home screen 40 (FIG. 3), a guild house screen (not shown) is displayed on the display 26. The player can freely arrange his / her favorite ally characters on the guild house screen and enjoy various motions of the ally characters.

[0131] In addition, the player can place furniture on the guild house screen. Some of the furniture has special effects that can give players an advantage in the game. For example, the furniture includes potion-producing furniture, stamina-producing furniture, skip ticket-producing furniture, and first currency-producing furniture.

[0132] The potion-producing furniture produces potions at regular intervals. As mentioned above, potions are used to increase the experience points of friendly characters. For example, a certain number of potions are produced every hour, and the produced potions are accumulated in the potion-producing furniture. The player can obtain the potions produced from the potion-producing furniture by tapping the potion-producing furniture located on the guild house screen.

[0133] If no potions are accumulated, the player cannot receive any potions. In other words, the number of times a player can receive a potion is limited (for example, a maximum of 24 times a day).

[0134] In addition, the stamina-producing furniture produces stamina at regular intervals. For example, a certain amount of stamina is produced every hour, and the produced stamina is accumulated in the stamina-producing furniture. The player can tap the stamina-producing furniture placed on the guild house screen to obtain the stamina produced from the stamina-producing furniture, thereby recovering the player's stamina.

[0135] If the player does not have enough stamina, the player cannot receive stamina. In other words, the number of times the player can receive stamina is limited (for example, up to 24 times a day).

[0136] In addition, skip ticket production furniture produces skip tickets at regular intervals. For example, a certain number of skip tickets are produced every hour, and the produced skip tickets are accumulated in the skip ticket production furniture. The player can obtain the skip tickets produced from the skip ticket production furniture by tapping the ticket production furniture placed on the guild house screen.

[0137] If the player does not have any accumulated skip tickets, the player cannot receive a skip ticket. In other words, there is a limit to the number of times that a player can receive a skip ticket (for example, a maximum of 24 times per day).

[0138] In addition, the first currency producing furniture produces the first currency at regular intervals. For example, a certain number of the first currency is produced every hour, and the produced first currency is accumulated in the first currency producing furniture. The player can obtain the first currency produced from the first currency producing furniture by tapping the first currency producing furniture placed on the guild house screen.

[0139] In addition, there is an upper limit to the number of products that can be accumulated by potion-producing furniture, stamina-producing furniture, skip ticket-producing furniture, and first currency-producing furniture. When the number of accumulated products reaches the upper limit, new products will not be produced until the player receives the products that have reached the upper limit. Therefore, it is desirable to receive the accumulated products before the upper limit is reached. In other words, the player is required to perform in-game tasks to receive products periodically.

[0140] If the first currency is not accumulated, the player cannot receive the first currency. In other words, the number of times the first currency can be received is limited (for example, up to 24 times a day).

[0141] 7 is a diagram illustrating an example of the gacha screen 100. As described above, when the gacha screen selection operation unit 41f of the menu bar 41 is operated (tapped) by the player, the gacha screen 100 shown in FIG.

[0142] In this embodiment, the gacha types include a "normal gacha" in which an item can be acquired, and a "pickup gacha" and "platinum gacha" in which an ally character can be acquired. As shown in FIG. 7, a gacha type selection bar 101 is displayed at the top of the gacha screen 100. The gacha type selection bar 101 displays a normal gacha screen operation section 101a marked "normal," a platinum gacha selection operation section 101b marked "platinum," and a pickup gacha selection operation section 101c marked "pickup."

[0143] As shown in FIG. 7, on the gacha screen 100, the operation section corresponding to the selected gacha type is highlighted so that the selected gacha type can be identified.

[0144] When the player operates (tap) the platinum gacha selection operation unit 101b, a platinum gacha screen (not shown) corresponding to the “platinum gacha” is displayed on the display 26.

[0145] In addition, when the player operates (tap) the pickup gacha selection operation unit 101c, a pickup gacha screen (not shown) corresponding to the "Pickup gacha" is displayed on the display 26.

[0146] In the gacha type in which an ally character can be acquired, a lottery can be entered by consuming a predetermined amount of the second currency. In addition, in each gacha type, at least one of the ally characters to be selected and the selection probability (winning probability) of each ally character is different from each other.

[0147] Furthermore, when the normal gacha screen operation unit 101a is operated (tapped) by the player, the gacha screen 100 shown in FIG.

[0148] In this embodiment, the "normal gacha" allows you to acquire an item free of charge twice within a preset period (for example, between 5:00 and 4:59 the next day). Specifically, for example, you can acquire an item free of charge once between 05:00 and 11:59, and once between 12:00 and 04:59 the next day.

[0149] The server 1000 stores a lottery table for each gacha type, in which the probability of winning an item or ally character is set, as well as event period information (information indicating the period during which the lottery table can be referenced), and the lottery (gacha) is conducted by referring to the lottery table for the selected gacha type.

[0150] 7, a lottery operation unit 102 for executing a lottery is displayed on the gacha screen 100. When the lottery operation unit 102 is operated (tapped) by a player, the server 1000 performs a lottery by referring to a corresponding lottery table. Then, an item or ally character determined by the lottery is given to the player.

[0151] Also, as described above, when the player operates (tap) the shop screen selection operation section 43a of the home screen 40 (FIG. 3), the normal shop screen 110 (FIG. 8A) where items can be purchased is displayed. FIG. 8A is a diagram illustrating an example of the normal shop screen 110. FIG. 8B is a diagram illustrating an example of the limited shop screen 120.

[0152] 8A, a normal selection operation section 111 marked "normal" is displayed on the normal shop screen 110. Furthermore, a plurality of item purchase display areas 112 are displayed on the normal shop screen 110. The item purchase display area 112 is provided with purchasable items, a first currency required to purchase the items, and a purchase operation section 113 for making the purchases.

[0153] When the player operates (tap) the purchase operation unit 113, the item displayed in the item purchase display area 112 in which the purchase operation unit 113 is provided can be purchased.

[0154] In addition, in the item purchase display area 112 displayed on the normal shop screen 110, the contents of the items are replaced or the items become available for purchase again at a predetermined cycle within a preset period (for example, between 5:00 and 4:59 the following day).

[0155] Furthermore, when each of the above-mentioned battle games is cleared, the server 1000 determines by lottery whether or not to make a limited shop appear. Furthermore, if the server 1000 determines that a limited shop appears, it determines the items that can be purchased at the limited shop.

[0156] The limited shop has an upper limit (e.g., 5 times) on the number of times it can appear within a preset period (e.g., between 5:00 and 4:59 the next day). However, the upper limit on the number of times it can appear does not have to be set. The appeared limited shop is closed at a preset timing (e.g., 5:00 every day). The appeared limited shop may be closed at any timing within a preset period (e.g., between 5:00 and 4:59 the next day) according to the player's operation.

[0157] When the appearance of the limited shop is decided, it becomes possible to display the limited shop screen 120 shown in Fig. 8B. As shown in Fig. 8B, the limited shop screen 120 displays a limited selection operation section 121 marked "limited" together with the normal selection operation section 111.

[0158] 8B, the limited shop screen 120 also displays a plurality of item purchase display areas 122. However, on the limited shop screen 120, at least some of the items available for purchase are different from those on the normal shop screen 110.

[0159] Fig. 9A is a first diagram illustrating an example of the first currency purchasing screen 130. Fig. 9B is a second diagram illustrating an example of the first currency purchasing screen 130. As described above, when the player operates (tap) the first currency purchasing screen operating unit 42c on the home screen 40 (Fig. 3), the first currency purchasing screen 130 is displayed on the display 26.

[0160] 9A, a purchase operation unit 131 is displayed on the first currency purchase screen 130. When the player operates (tap) the purchase operation unit 131, the player can consume a predetermined amount of the second currency to acquire (purchase) the first currency. In this embodiment, when the first currency is purchased, an item (e.g., a skip ticket) is given to the player as a bonus.

[0161] 9A, the first currency purchase screen 130 displays a purchase history display section 132. As shown in FIG. 9B, the purchase history display section 132 displays a list of purchase histories 133 of the first currency purchased within a preset period (for example, between 5:00 and 4:59 the next day). Note that in this embodiment, a limit is set on the number of purchases of the first currency (for example, 70 times) within the preset period (for example, between 5:00 and 4:59 the next day).

[0162] In this embodiment, when the player operates (tap) the purchase operation unit 131, the second currency owned by the player is subtracted in the server 1000. In addition, the purchased first currency is given to the player.

[0163] In addition, a lottery is held to determine an item to be given to the player as a bonus. The item determined by the lottery is then given to the player. As shown in FIG. 9B, the purchase history 133 displays the amount of the second currency consumed, the amount of the first currency purchased, and the bonus item given.

[0164] 9A and 9B, a cancel operation section 134 marked with “Cancel” is displayed on the first currency purchasing screen 130. When the cancel operation section 134 is operated (tapped) by the player, the display of the first currency purchasing screen 130 on the display 26 ends.

[0165] Furthermore, as described above, when the guild screen selection operation section 43b on the home screen 40 (FIG. 3) is operated (tapped), a guild screen (not shown) is displayed on the display 26. In this embodiment, players can belong to groups called guilds. In this embodiment, players (guild members) who belong to the same guild can temporarily borrow support characters (ally characters) that can be used in the battle game from other guild members.

[0166] Furthermore, players can communicate with other players who belong to the guild in the game. For example, players can send "likes" to other players who belong to the guild, indicating favoritism or sympathy. In this embodiment, a player who receives a "like" from another player can obtain a predetermined item as a reward. Note that there is a limit (for example, one time) on the number of times that a "like" can be sent within a preset period (for example, between 5:00 and 4:59 the next day).

[0167] Fig. 10A is a diagram illustrating an example of the daily mission screen 140. As described above, when the mission screen selection operation unit 43c on the home screen 40 (Fig. 3) is operated (tapped), the daily mission screen 140 shown in Fig. 10A is displayed on the display 26.

[0168] In this embodiment, a so-called daily mission is assigned to the player. The player can earn a predetermined benefit (reward) by accomplishing a predetermined in-game task assigned as a daily mission within a preset period (for example, between 5:00 and 4:59 the next day).

[0169] 10A, the menu bar 41 is displayed on the daily mission screen 140. In addition, the daily mission screen 140 displays a list display section 141.

[0170] Mission display sections 142 showing daily missions assigned to the player are displayed in a list in the list display section 141. The player can check all of the mission display sections 142 by performing a sliding operation on the list display section 141.

[0171] In this embodiment, the daily missions assigned to the player include in-game tasks such as logging in between 12:00 and 4:59, logging in between 18:00 and 04:59, clearing the main quest 10 times, clearing the main quest 20 times, clearing the exploration battle 4 times, clearing one dungeon battle, playing one 1V1 battle, playing one 3V3 battle, executing one normal gacha, sending a "like" to guild members, and the like.

[0172] As shown in Fig. 10A, the above-mentioned daily missions are displayed on each mission display section 142. Also, as shown in Fig. 10A, a challenge operation section 142a marked "Challenge" is displayed on the mission display section 142 corresponding to the daily mission that has not yet been completed.

[0173] When the player operates (tap) the challenge operation unit 142a, a screen for executing the corresponding uncompleted daily mission (called an execution screen) is displayed on the display 26.

[0174] Specifically, the execution screens displayed on the display 26 include the ally character confirmation screen 50 (FIG. 4A), quest screen 70 (FIG. 4C), main quest screen 72 (FIG. 5A), guild house screen (not shown), gacha screen 100 (FIG. 7), first currency purchase screen 130 (FIG. 9A), 1V1 battle screen (not shown), 3V3 battle screen (not shown), dungeon battle screen (not shown), exploration battle screen (not shown), regular shop screen 110 (FIG. 8A), and limited shop screen 120 (FIG. 8B).

[0175] In addition, a receiving operation section 142b marked "RECEIVE" is displayed in the mission display section 142 corresponding to the completed daily mission. When the player operates (tap) the receiving operation section 142b, a reward receiving screen 150 (FIG. 10B) described later is displayed on the display 26, and the player can receive the reward corresponding to the completed daily mission.

[0176] Fig. 10B is a diagram illustrating an example of the reward receipt screen 150. As shown in Fig. 10B, the reward receipt screen 150 displays a list of rewards corresponding to the completed daily missions.

[0177] 10B, a close operation unit 151 labeled "Close" is displayed on the reward receipt screen 150. When the player operates (tap) the close operation unit 151, the display of the reward receipt screen 150 ends.

[0178] Furthermore, as shown in FIG. 10A, the mission display section 142 corresponding to the daily mission for which the reward has been received is displayed in a grayed-out state.

[0179] 10A, a lump-sum receipt operation section 143 labeled "receipt in lump sum" is displayed on the daily mission screen 140. When the player operates (tap) the lump-sum receipt operation section 143, the player can receive all rewards corresponding to the completed daily missions in a lump sum.

[0180] In this embodiment, the right to obtain a reward by completing a daily mission is reset at the same time every day (for example, 5:00). Therefore, a player can repeatedly obtain a reward by completing a daily mission every day. In this way, the daily mission motivates the player to play the game.

[0181] On the other hand, as described above, many in-game tasks are assigned to the daily missions. In addition, the player performs in-game tasks that are not assigned to the daily missions but are recommended to be performed daily. Such in-game tasks that are recommended to be performed daily are, for example, in-game tasks for content that is limited in the number of times it can be performed in a day but that allows the player to obtain items, in-game currency, and experience points more efficiently than other content (for example, exploration battles, dungeon battles, purchasing the first currency, etc.).

[0182] In this way, the amount of work required of the player increases, and management of the progress of the in-game tasks and the player's operations become complicated, which may reduce the player's motivation to play. Also, performing all the in-game tasks every day requires a relatively long time, which may cause the player to feel bothered and reduce the player's motivation to play.

[0183] Therefore, in this embodiment, a notification function is provided that enables management of in-game tasks assigned to daily missions and in-game tasks that are performed daily as a routine. Also, in this embodiment, an automatic execution function is provided to simplify the execution of in-game tasks assigned to daily missions and in-game tasks that are performed daily as a routine. These functions make it possible to improve convenience for the player and to reduce the risk of the player's motivation to play decreasing.

[0184] 11A is a first diagram illustrating an example of schedule screen 160. As described above, when the player operates (tap) schedule screen selection operation unit 45 on home screen 40 (FIG. 3), schedule screen 160 is displayed on display 26. Furthermore, when a preset display condition is met, schedule screen 160 is displayed on display 26.

[0185] In this embodiment, when the home screen 40 is displayed on the display 26 for the first time after the game application is launched, it is determined that a preset display condition is met, and the schedule screen 160 is displayed on the display 26. Note that the player may be allowed to arbitrarily set the display timing and frequency of the schedule screen 160 on a menu screen (not shown).

[0186] 11A, a notification setting operation section 161 labeled “Notification Setting” is displayed on schedule screen 160. When notification setting operation section 161 is operated (tapped) by the player, a notification setting screen 170 (FIG. 11B) described later is displayed on display 26.

[0187] Fig. 11B is a diagram illustrating an example of a notification setting screen 170. As shown in Fig. 11B, a notification setting content display 171 is displayed on the notification setting screen 170. The notification setting content display 171 displays a list of in-game tasks to which the notification function can be applied. Note that the player can check all in-game tasks to which the notification function can be applied by performing a slide operation on the notification setting content display 171.

[0188] 12 is a diagram illustrating an example of a notification setting content display 171. In this embodiment, in-game tasks that can be applied with the notification function are roughly divided into a notification system and an execution system according to the content of the in-game tasks. Specifically, in this embodiment, in-game tasks that can only use the notification function are classified into the notification system. In addition, in-game tasks that can use both the notification function and the automatic execution function are classified into the execution system.

[0189] In this embodiment, the execution system includes a first execution system, a second execution system, and a third execution system. Specifically, in-game tasks that mainly involve playing a battle game are classified as the first execution system. In-game tasks that mainly involve purchasing tasks using in-game currency are classified as the second execution system. In-game tasks that do not involve playing a battle game but involve receiving some kind of item or in-game currency are classified as the third execution system.

[0190] Specifically, the notification system includes the in-game tasks of (1) defeating one VERY HARD event boss, (2) purchasing an item from the regular shop, (3) purchasing an item from the limited shop, (7) playing one 1V1 battle, and (9) playing one 3V3 battle, as shown in Figure 12.

[0191] For in-game tasks included in the notification system, the player can set either a check box marked "notification ON" or a check box marked "notification OFF." An in-game task that is set to "notification ON" is displayed (notified) on the schedule screen 160. On the other hand, an in-game task that is set to "notification OFF" is not displayed (notified) on the schedule screen 160.

[0192] As shown in FIG. 12, the in-game action of purchasing an item at a regular shop (2) in FIG. 12 further includes detailed setting items shown in (2a) in FIG.

[0193] Specifically, in a regular shop, it is possible to set a notification to be sent when there is one or more items available for the player to purchase, a notification to be sent when there is one or more specific items available for the player to purchase, or a notification to be sent when there is one or more other specific items available for the player to purchase.

[0194] As shown in FIG. 12, the in-game action of purchasing an item at a limited-time shop (3) in FIG. 12 further includes detailed setting items shown in (3a) in FIG.

[0195] Specifically, it is possible to set the limited-time shop to notify the player when there is one or more items available for purchase by the player, to notify the player when there is one or more specific items available for purchase by the player, or to notify the player when there is one or more other specific items available for purchase by the player.

[0196] In addition, the first execution system includes the in-game tasks (4) of clearing the dungeon battle once, (5) of clearing the first exploration battle twice, and (6) of clearing the second exploration battle twice, as shown in Figure 12.

[0197] For in-game tasks included in the first execution system, the player can set either the check box marked "Execute," the check box marked "Notification ON," or the check box marked "Notification OFF."

[0198] An in-game task that is set to "execute" is displayed (notified) on the schedule screen 160, and the use of the auto-execution function is permitted.

[0199] Furthermore, an in-game task that has been set to "notification ON" is displayed (notified) on the schedule screen 160. Furthermore, an in-game task that has been set to "notification OFF" is not displayed (notified) on the schedule screen 160.

[0200] As described above, in this embodiment, when the auto-execution function is used for a dungeon, the auto-execution function may be used for the dungeon with the highest difficulty level among the dungeons for which the skip function can be used. Similarly, when the auto-execution function is used for the first search battle and the second search battle, the auto-execution function may be used for the dungeon with the highest difficulty level among the first search battle and the second search battle for which the skip function can be used.

[0201] As shown in FIG. 12, the in-game task of clearing a dungeon battle once (4) in FIG. 12 further includes detailed setting items shown in (4a) in FIG.

[0202] Specifically, during the opening of a special dungeon, it is possible to exceptionally change the setting to either "Execute", "Notification ON", or "Notification OFF". Note that a special dungeon is a type of floor in a dungeon, and can only be selected by the player within a preset period of time.

[0203] As described above, in this embodiment, the in-game task of (7) playing a 1V1 battle once in FIG. 12 and the in-game task of (9) playing a 3V3 battle once in FIG. 12 are included in the notification system, but this is not limited thereto. For example, the in-game task of (7) playing a 1V1 battle once in FIG. 12 and the in-game task of (9) playing a 3V3 battle once in FIG. 12 may be included in the first execution system. In this case, when the auto-execution function is used for the 1V1 battle or the 3V3 battle, the auto-execution function may be used without requiring the player to select a party to compete against. For example, among other players who can compete against each other, the other player of the strongest party or the other player of the weakest party may be automatically selected as the opponent.

[0204] The second execution system includes an in-game task of purchasing the first currency (14) in FIG.

[0205] For in-game tasks included in the second execution system, the player can set either the check box marked "Execute," the check box marked "Notification ON," or the check box marked "Notification OFF."

[0206] Furthermore, as shown in Fig. 12, the in-game action of purchasing a first currency (14) in Fig. 12 is further provided with detailed setting items shown in (14a) and (14b) in Fig. 12. Specifically, it is possible to set the number of times the first currency can be purchased, and whether only the second currency acquired free of charge can be consumed when purchasing the first currency, or whether both the second currency acquired free of charge and the second currency acquired for a fee can be consumed.

[0207] In addition, the third execution system includes the in-game tasks of (8) collecting 1V1 battle coins, (10) collecting 3V3 battle coins, (11) playing normal gacha, (12) liking a guild member, (13) receiving an item from the guild house, (15) receiving an event daily mission reward, and (16) receiving a daily mission reward, as shown in Figure 12.

[0208] For in-game tasks included in the third execution system, the player can set either the check box marked "Execute," the check box marked "Notification ON," or the check box marked "Notification OFF."

[0209] As described above, in this embodiment, the normal gacha allows players to acquire items for free once between 05:00 and 11:59, and once between 12:00 and 04:59 the next day. Therefore, as shown in Fig. 12, the in-game operation of drawing the normal gacha (11) in Fig. 12 further includes detailed setting items shown in Fig. 12 (11a).

[0210] Specifically, when the normal gacha has not been used even once within a preset period (for example, between 5:00 and 4:59 the next day) or when the normal gacha is available, it can be set to be displayed (notified) on the schedule screen 160. Alternatively, when the normal gacha has not been used even once within a preset period (for example, between 5:00 and 4:59 the next day) or when the normal gacha is available, it can be set to be displayed (notified) on the schedule screen 160 and to permit use of the auto-execution function.

[0211] In addition, the in-game task of (1) defeating one VERY HARD event boss and the in-game task of (15) receiving the event daily mission reward in Figure 12 are setting items for event quests that can be performed within a preset period (for example, between 5:00 and 4:59 the next day).

[0212] Although detailed explanation is omitted, the player can only play the event quest during a preset period (e.g., 10 days). In the event quest, the player can acquire a boss battle challenge ticket by clearing the battle game of the event quest. Then, the player can play a battle game against the event boss by consuming a predetermined number of boss battle challenge tickets. The basic part of the battle game in the event quest is the same as that of the main quest. Furthermore, for the in-game content (event) that the player can play only during a preset period (e.g., 10 days) as described above, the in-game task of participating in the event during the event period may be included in the notification system.

[0213] Here, the battle game with the event boss is provided with multiple levels of difficulty. In this embodiment, a limit is set (for example, once) on the number of times that a battle game with the event boss VERY HARD corresponding to the higher level of difficulty can be played within a preset period (for example, between 5:00 and 4:59 the next day).

[0214] In this embodiment, the daily mission during an event quest (hereinafter referred to as the event daily mission) is to play a battle game against the event boss VERY HARD once a day. In other words, the player can complete the event daily mission and obtain a predetermined benefit (reward) by playing a battle game against the event boss VERY HARD once a day.

[0215] However, the player can change the settings for the in-game task of defeating one VERY HARD event boss and the in-game task of receiving a daily event mission reward (15) in Fig. 12 both during and outside the event quest period. However, regardless of the settings, outside the event quest period, the notification target display unit 162 will not display the in-game task of defeating one VERY HARD event boss and the in-game task of receiving a daily event mission reward (15) in Fig. 12.

[0216] 11B, a setting operation section 172 marked with "SET" and a cancel operation section 173 marked with "CANCEL" are displayed on the notification setting screen 170. When the cancel operation section 134 is operated (tapped) by the player, the display of the notification setting screen 170 on the display 26 is terminated, and the setting contents are discarded.

[0217] In addition, when the player operates (tap) the setting operation unit 172, the setting is saved in the check box corresponding to each setting item of the notification setting content display 171. At this time, the player terminal 1 generates notification target setting information based on the setting content and transmits it to the server 1000.

[0218] 11A, schedule screen 160 is provided with notification target display section 162. Notification target display section 162 displays a list of setting items for which "notification ON" or "execute" is set based on notification target setting information.

[0219] For a setting item for which "notification ON" is set, a movement operation unit 162a marked "Move" is displayed. When the movement operation unit 162a is operated (tapped) by the player, an execution screen for executing a corresponding in-game task is displayed on the display 26.

[0220] Also, for example, when the movement operation unit 162a corresponding to the in-game task of "defeat one VERY HARD event boss" is operated (tapped) by the player, an execution screen (predetermined execution screen) in a state in which a battle game against the event boss VERY HARD is selected may be displayed on the display 26. Alternatively, an execution screen (event top screen) provided with an operation unit capable of displaying the predetermined execution screen may be displayed on the display 26.

[0221] Also, as shown in FIG. 11A, the schedule screen 160 displays a batch automatic execution operation section 163 labeled "Batch Automatic Execution." When the player operates (tap) the batch automatic execution operation section 163, all executable in-game tasks among the in-game tasks corresponding to the setting items for which "execute" has been set are automatically executed. Note that, in this embodiment, the in-game tasks are automatically executed collectively for each of the above-mentioned systems. Note that, specifically, in-game tasks that have not yet been executed within a preset period (for example, between 5:00 and 4:59 the next day) can be set as executable in-game tasks.

[0222] Specifically, for example, when automatic execution is performed for all of the first execution system, the second execution system, and the third execution system, first, the in-game tasks classified into the first execution system are automatically executed all at once. At this time, execution information indicating each of the in-game tasks classified into the first execution system to be executed is transmitted from the player terminal 1 to the server 1000.

[0223] The execution information sent at this time specifically includes information indicating that each of the in-game tasks to be executed that are classified as part of the first execution system will be executed among the in-game tasks to be executed for which a check has been entered into the "Execute" check box.

[0224] Based on the received execution information, the server 1000 generates reward list information indicating rewards for each in-game task classified into the first execution system to be executed. The player terminal 1 acquires the reward list information generated by the server 1000.

[0225] Then, the player terminal 1 displays a first execution system result screen 180 (FIG. 13A) on the display 26 based on the acquired reward list information. FIG. 13A is a diagram illustrating an example of the first execution system result screen 180. As shown in FIG. 13A, the first execution system result screen 180 displays a list of rewards for each in-game task of the execution targets classified into the first execution system.

[0226] 13A, an OK operation section 181 marked with "OK" is displayed on the first execution line result screen 180. When the player operates (tap) the OK operation section 181, the display of the first execution line result screen 180 ends.

[0227] Furthermore, when the player operates (tap) the OK operation unit 181, all the in-game tasks classified into the second execution system are automatically executed at once. At this time, execution information indicating each of the in-game tasks to be executed that are classified into the second execution system is transmitted from the player terminal 1 to the server 1000.

[0228] The execution information sent at this time specifically includes information indicating that each of the in-game tasks to be executed that are classified as part of the second execution system will be executed among the in-game tasks to be executed for which a check has been entered into the "Execute" check box.

[0229] Based on the received execution information, the server 1000 generates reward list information indicating rewards for each in-game task classified into the second execution system to be executed. The player terminal 1 acquires the reward list information generated by the server 1000.

[0230] Then, the player terminal 1 displays a second execution system result screen 190 (FIG. 13B) on the display 26 based on the acquired reward list information. FIG. 13B is a diagram illustrating an example of the second execution system result screen 190. As shown in FIG. 13B, the second execution system result screen 190 displays a list of rewards for each in-game task of the execution targets classified into the second execution system.

[0231] 13B, an OK operation section 191 marked with "OK" is displayed on the second execution line result screen 190. When the player operates (tap) the OK operation section 191, the display of the second execution line result screen 190 ends.

[0232] Furthermore, when the player operates (tap) the OK operation unit 191, all the in-game tasks classified into the third execution system are automatically executed at once. At this time, execution information indicating each of the in-game tasks to be executed that are classified into the third execution system is transmitted from the player terminal 1 to the server 1000.

[0233] The execution information sent at this time specifically includes information indicating that each of the in-game tasks to be executed that are classified as part of the third execution system will be executed among the in-game tasks to be executed for which a check has been entered into the "Execute" check box.

[0234] Based on the received execution information, the server 1000 generates reward list information indicating rewards for each in-game task classified into the third execution system to be executed. The player terminal 1 acquires the reward list information generated by the server 1000.

[0235] Then, the player terminal 1 displays a third execution system result screen 200 (FIG. 14A) on the display 26 based on the acquired reward list information. FIG. 14A is a diagram illustrating an example of the third execution system result screen 200. As shown in FIG. 14A, the third execution system result screen 2000 displays a list of rewards for each in-game task of the execution targets classified into the third execution system.

[0236] 14A, an OK operation section 201 marked with "OK" is displayed on the third execution line result screen 200. When the player operates (tap) the OK operation section 201, the display of the third execution line result screen 200 ends.

[0237] Furthermore, when the display of the third execution system result screen 200 ends, the schedule screen 160 (FIG. 14B) is displayed on the display 26. As shown in FIG. 14B, the schedule screen 160 displays an identification indicator 162c for notifying the player that the in-game task that was automatically executed as described above has been executed. Also, when the player operates (tap) the movement operation unit 162a and executes the corresponding in-game task, an identification indicator 162c for notifying the player that the executed in-game task has been executed is displayed.

[0238] In this embodiment, a case is shown in which a preset icon of a predetermined ally character is displayed as the identification indicator 162c. However, the display content of the identification indicator 162c is not limited to this. For example, the identification indicator 162c may display a symbol such as a check mark to notify the player that the action has been performed.

[0239] Furthermore, as shown in FIG. 14B, when there is no in-game task for which the automatic execution function can be used, the batch automatic execution operation section 163 is displayed in an inoperable state.

[0240] Moreover, for a setting item for which "execute" has been set, an execution operation section 162b marked "execute" is displayed correspondingly, as shown in FIG. 11A.

[0241] When the execution operation unit 162b is operated (tapped) by the player, the corresponding in-game task is automatically executed. In other words, when the execution operation unit 162b is operated (tapped) by the player, only one in-game task corresponding to the operated (tapped) execution operation unit 162b is automatically executed.

[0242] In this case, a first execution system result screen 180, a second execution system result screen 190, or a third execution system result screen 200 will be displayed on the display 26 depending on the system of the in-game task that was executed.

[0243] As described above, in this embodiment, by providing the notification function and the automatic execution function, it is possible to improve the convenience of the player and suppress the possibility of the player's motivation to play being reduced by these functions. In addition, in this embodiment, for in-game tasks that are not imposed as daily missions but are recommended to be performed daily as a routine, in other words, for in-game tasks that are not actively encouraged to be performed, the player can freely set whether or not to be reminded to perform the tasks (notification to not forget) according to his / her preference. Next, the functional configuration of the player terminal 1 and the server 1000 related to the notification function and the automatic execution function described above will be described.

[0244] (Control Processing in Player Terminal 1 and Server 1000) 15 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its functions as a computer. A game control program 500 is stored in the program storage area 12a. Note that the above programs stored in the program storage area 12a are merely examples, and many other programs are also provided in the program storage area 12a.

[0245] The data storage area 12b is provided with an information storage unit 550 that stores various information related to the automatic execution function and the notification function. Note that the above-mentioned storage units provided in the data storage area 12b are only examples, and many other storage units are provided in the data storage area 12b.

[0246] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game control unit 500a.

[0247] Specifically, the CPU 10 runs a game control program 500 and causes the computer to function as a game control unit 500a.

[0248] 16 is a diagram for explaining the configuration of memory 1012 in server 1000 and its functions as a computer. A game control program 1500 is stored in program memory area 1012a. Note that the above programs stored in program memory area 1012a are merely examples, and many other programs are also provided in program memory area 1012a.

[0249] The data storage area 1012b is provided with an information storage unit 1550 that stores various information related to the automatic execution function and the notification function. Note that the above-mentioned storage units provided in the data storage area 1012b are only examples, and many other storage units are provided in the data storage area 1012b.

[0250] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 (computer) to function as a server-side control unit 1000A. The server-side control unit 1000A includes a game control unit 1500a.

[0251] Specifically, the CPU 1010 runs the game control program 1500 and causes the computer to function as a game control unit 1500a. Below, a part of the processing related to the notification function and the batch automatic execution function performed by the terminal side control unit 1A and the server side control unit 1000A will be described. Note that the processing related to the other functions performed by the terminal side control unit 1A and the server side control unit 1000A will not be described.

[0252] (Communication processing between player terminal 1 and server 1000) 17 is a sequence diagram for explaining basic processing of the player terminal 1 and the server 1000. In the following explanation, processing in the player terminal 1 is indicated as Pn (n is an arbitrary integer), and processing in the server 1000 is indicated as Sn (n is an arbitrary integer).

[0253] When a player performs a login operation such as starting up a game application on the player terminal 1, the terminal control unit 1A transmits login information to the server 1000 (P1).

[0254] When the server 1000 receives the login information, the server-side control unit 1000A performs a login management process to cause the player terminal 1 to receive (obtain) the player information and game information stored in the server 1000 (S1).

[0255] When the player terminal 1 receives (acquires) the player information from the server 1000, the terminal side control unit 1A stores the received player information and game information in the information storage unit 550.

[0256] In the player terminal 1, a notification target setting process (P2) for accepting various settings related to the above-mentioned notification function is executed. Fig. 18 is a flowchart explaining the notification target setting process (P2) in the player terminal 1. As shown in Fig. 18, the game control unit 500a determines whether or not the notification setting screen 170 (Fig. 11B) is being displayed on the display 26 (P2-1).

[0257] If the notification setting screen 170 is not being displayed (NO in P2-1), the game control unit 500a ends the notification target setting process.

[0258] When the notification setting screen 170 is being displayed (YES in P2-1), the game control unit 500a determines whether or not a player's operation (tap) on a check box on the notification setting screen 170 has been detected (P2-2). When a player's operation (tap) on a check box on the notification setting screen 170 has been detected (YES in P2-2), the game control unit 500a executes a display switching process for highlighting the operated (tapped) check box (P2-3), and ends the notification target setting process.

[0259] If a player's operation (tap) on the check box on the notification setting screen 170 is not detected (NO in P2-2), the game control unit 500a determines whether a player's operation (tap) on the cancel operation unit 173 on the notification setting screen 170 is detected (P2-4).

[0260] If a player's operation (tap) on the cancel operation unit 173 of the notification setting screen 170 is detected (YES in P2-4), the game control unit 500a executes a display switching process to end the display of the notification setting screen 170 on the display 26 (P2-5), and ends the notification target setting process.

[0261] If a player's operation (tap) on the cancel operation unit 173 of the notification setting screen 170 is not detected (NO in P2-4), the game control unit 500a determines whether a player's operation (tap) on the setting operation unit 172 of the notification setting screen 170 is detected (P2-6).

[0262] When a player's operation (tap) on the setting operation unit 172 of the notification setting screen 170 is not detected (NO in P2-6), the game control unit 500a ends the notification target setting process.

[0263] When a player's operation (tap) on the setting operation unit 172 of the notification setting screen 170 is detected (YES in P2-6), the game control unit 500a updates the notification setting information stored in the information storage unit 550 based on the setting contents displayed in the notification setting content display 171 of the notification setting screen 170 immediately before the operation (tap) was detected (P2-7).

[0264] Furthermore, the game control unit 500a transmits the notification setting information updated in the above P2-7 to the server 1000 (P2-8).

[0265] In addition, the game control unit 500a executes a display switching process to display the schedule screen 160 on the display 26 based on the notification setting information updated in P2-7 above and the execution information obtained in P3-3 described below, and then terminates the notification target setting process.

[0266] Returning to FIG. 17, when the notification setting information is received from the player terminal 1, the game control unit 1500a of the server 1000 stores the received notification setting information in the information storage unit 1550 (S2).

[0267] Also, as shown in Fig. 17, a content automatic execution related process (P3) is executed in the player terminal 1. Fig. 19 is a flowchart explaining the content automatic execution related process (P3) in the player terminal 1. As shown in Fig. 19, the game control unit 500a determines whether or not a display condition is met (P3-1). Specifically, the game control unit 500a determines that a preset display condition is met when the home screen 40 (Fig. 3) is first displayed on the display 26 after the game application is started.

[0268] If the display condition is met (YES in P3-1), the game control unit 500a advances the process to P3-3, which will be described later.

[0269] If the display condition is not met (NO in P3-1), the game control unit 500a determines whether or not the schedule screen selection operation unit 45 of the home screen 40 has been operated (tapped) by the player (P3-2). If the schedule screen selection operation unit 45 has been operated (tapped) by the player (YES in P3-2), the game control unit 500a proceeds to P3-3, which will be described later. If the schedule screen selection operation unit 45 has not been operated (tapped) by the player (NO in P3-2), the game control unit 500a proceeds to P3-6, which will be described later.

[0270] The game control unit 500a acquires the execution information stored in the information storage unit 1550 of the server 1000 (P3-3). The execution information includes information regarding whether or not all in-game tasks belonging to the notification system, the first execution system, the second execution system, and the third execution system have been executed and the number of times they have been executed within a preset period (for example, between 5:00 and 4:59 the next day).

[0271] The game control unit 500a acquires the notification setting information stored in the information storage unit 1550 of the server 1000 (P3-4). Note that, without being limited to this, the game control unit 500a may check the notification setting information stored in the information storage unit 550 of the player terminal 1.

[0272] The game control unit 500a displays the schedule screen 160 on the display 26 (P3-5) based on the execution information acquired in the above P3-3 and the notification setting information acquired in the above P3-4, and ends the content automatic execution related process.

[0273] In this embodiment, the execution information acquired by the player includes information regarding whether or not all in-game tasks belonging to the notification system, the first execution system, the second execution system, and the third execution system have been performed and the number of times they have been performed within a preset period (for example, between 5:00 and 4:59 the next day), but is not limited to this. For example, for in-game tasks set to "notify" or "execute" in the notification setting information, only information regarding whether or not they have been performed and the number of times they have been performed within a preset period (for example, between 5:00 and 4:59 the next day) may be acquired as execution information.

[0274] That is, the game control unit 500a checks the setting contents and execution status of each in-game task when displaying the schedule screen 160. Then, the game control unit 500a displays the notification target display unit 162, the movement operation unit 162a, the execution operation unit 162b, and the identification display 162c on the schedule screen 160 according to the checked contents.

[0275] The game control unit 500a determines whether or not the notification setting operation unit 161 of the schedule screen 160 has been operated (tapped) by the player (P3-6).

[0276] When the notification setting operation unit 161 is operated (tapped) by the player (YES in P3-6), the game control unit 500a displays the notification setting screen 170 on the display 26 (P3-7), and ends the content automatic execution related process.

[0277] If the notification setting operation unit 161 has not been operated (tapped) by the player (NO in P3-6), the game control unit 500a determines whether the batch automatic execution operation unit 163 on the schedule screen 160 has been operated (tapped) by the player (P3-8).

[0278] When the batch automatic execution operation unit 163 on the schedule screen 160 is operated (tapped) by the player (YES in P3-8), the game control unit 500a executes the automatic execution process described later (P30) and ends the notification target setting process.

[0279] If the batch automatic execution operation unit 163 of the schedule screen 160 has not been operated (tapped) by the player (NO in P3-8), the game control unit 500a determines whether the movement operation unit 162a of the schedule screen 160 has been operated (tapped) by the player (P3-9).

[0280] When the movement operation unit 162a on the schedule screen 160 is operated (tapped) by the player (YES in P3-9), the game control unit 500a displays on the display 26 an execution screen for executing the in-game task corresponding to the operated (tapped) movement operation unit 162a (P3-10), and terminates the processing related to the automatic execution of the content.

[0281] If the movement operation unit 162a of the schedule screen 160 has not been operated (tapped) by the player (NO in P3-9), the game control unit 500a determines whether the execution operation unit 162b of the schedule screen 160 has been operated (tapped) by the player (P3-11).

[0282] When the execution operation unit 162b of the schedule screen 160 is operated (tapped) by the player (YES in P3-11), the game control unit 500a executes an automatic execution process (P30) which will be described later, and ends the notification target setting process.

[0283] If the execution operation section 162b of the schedule screen 160 has not been operated (tapped) by the player (NO in P3-11), the game control section 500a ends the notification target setting process.

[0284] Returning to Fig. 17, when the server 1000 receives the execution information from the player terminal 1, the game control unit 1500a of the server 1000 automatically executes each in-game task to be executed based on the received execution information. Specifically, for example, the server 1000 performs processes such as consuming skip tickets and adding to the number of executions. Also, if the in-game task to be executed includes an in-game task that consumes stamina, the server 1000 performs processes related to subtracting stamina.

[0285] Then, a reward receiving process (S3) is executed to give the player a reward for these in-game tasks.

[0286] Furthermore, the game control unit 1500a generates reward list information including a list of rewards granted to the player in the reward receiving process (S3) and sets it so that the player terminal 1 can acquire it (S4).

[0287] Furthermore, the game control unit 1500a generates execution information including information indicating that the in-game tasks executed in the reward receiving process (S3) have been executed, and sets the information so that the player terminal 1 can acquire it (S4). Specifically, the execution information manages the number of times each in-game task belonging to each execution system can be executed, for those tasks that have a limit on the number of times they can be executed.

[0288] For example, for an in-game task whose number of executable times has reached "0", the game control unit 1500a performs processing to restrict its execution until the number of executable times is restored. Specifically, the corresponding in-game task may not be displayed on the notification target display unit 162 until the number of executable times is restored.

[0289] FIG. 20 is a flowchart explaining the automatic execution process (P30) in the player terminal 1. As shown in FIG. 20, the game control unit 500a checks the in-game tasks to be automatically executed (P30-1). That is, when the player operates (tap) the batch automatic execution operation unit 163, all in-game tasks corresponding to the setting items set to "execute" become the in-game tasks to be automatically executed. On the other hand, when the player operates (tap) the execution operation unit 162b, the one in-game task corresponding to the operated (tapped) execution operation unit 162b becomes the in-game task to be automatically executed.

[0290] Furthermore, the game control unit 500a distributes the in-game tasks to be automatically executed, confirmed in the above P30-1, to one of the preset systems (first execution system, second execution system, third execution system) (P30-2).

[0291] The game control unit 500a sets a system to be processed from the systems allocated in the above P30-2 (P30-3).

[0292] The game control unit 500a transmits to the server 1000 (P30-4) execution information for executing the in-game task that is the target of automatic execution and is included in the system set in the above P30-3.

[0293] The game control unit 500a acquires the reward list information set in the information storage unit 1550 of the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P30-5).

[0294] The game control unit 500a executes a display switching process for displaying a result screen corresponding to the processing target system on the display 26 based on the reward list information acquired in the above P30-5 (P30-6).

[0295] Specifically, if the system to be processed is the first execution system, a first execution system result screen 180 is displayed on the display 26 based on the remuneration list information. If the system to be processed is the second execution system, a second execution system result screen 190 is displayed on the display 26 based on the remuneration list information. If the system to be processed is the third execution system, a third execution system result screen 200 is displayed on the display 26 based on the remuneration list information.

[0296] The game control unit 500a determines whether or not the OK operation unit (OK operation unit 181, OK operation unit 191, or OK operation unit 201) corresponding to the result screen (first execution system result screen 180, second execution system result screen 190, or third execution system result screen 200) displayed on P30-6 above has been operated by the player (P30-7).

[0297] If the OK operation unit is operated by the player (YES in P30-7), the game control unit 500a determines whether or not the processes from P30-3 to P30-7 have been executed for all the systems allocated in P30-2 (P30-8).

[0298] If the processing for all the systems has not been completed (NO at P30-8), the game control unit 500a moves the processing to P30-3, and executes the processing from P30-3 to P30-7 for the unprocessed systems.

[0299] When the processing for all the systems has been completed (YES in P30-8), the game control unit 500a acquires the execution completion information set in the information storage unit 1550 of the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P30-9).

[0300] The game control unit 500a displays the schedule screen 160 (FIG. 14B) on the display 26 based on the execution information stored in the above P30-9 and the notification setting information confirmed in the above P3-4, and ends the automatic execution process.

[0301] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0302] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.

[0303] (Processing performed by a computer) A process (S3, for example) of granting a reward to a player based on the fact that a first predetermined task (in the embodiment, as an example, an in-game task assigned as a daily mission), which is a task for a preset content among a plurality of provided contents, is performed within a predetermined period (in the embodiment, as an example, between 5:00 and 4:59 the following day). A process of limiting the number of times a second predetermined task, which is a task for a preset content, can be executed within a predetermined period of time (S4 in the embodiment, as an example). A process of setting one of a plurality of predetermined tasks including a first predetermined task and a second predetermined task as a notification target based on an operation by a player (in the embodiment, as an example, P2). A process for displaying a list display screen on which the predetermined tasks designated as the notification targets are displayed (P3-5 in the embodiment, as an example).

[0304] A process of displaying an execution screen for executing a predetermined task based on a player's operation on the displayed list display screen (in the embodiment, P3-10 as an example).

[0305] A process of omitting the display of the execution screen and executing a plurality of predetermined tasks collectively based on a player's operation on the displayed list display screen (in the embodiment, P30 as an example).

[0306] In the above embodiment, when the batch automatic execution is executed, the in-game tasks are executed for each system, and a result screen is displayed, but this is not limited to the above. For example, when the batch automatic execution is executed, all systems may be executed at once, and a result screen may be displayed. In this case, the number of screen transitions on the display 26 can be reduced, so that the processing load on the player terminal 1 can be reduced.

[0307] In the above embodiment, the player manually sets each item displayed in the notification setting content display 171, but the present invention is not limited to this. In other words, the player does not need to manually set each item.

[0308] For example, the game control unit 500a may automatically set each item displayed in the list on the notification setting content display 171. Alternatively, an AI (Artificial Intelligence) (not shown) implemented in the player terminal 1 or the server 1000 may automatically set each item displayed in the list on the notification setting content display 171. For example, the AI ​​may learn from the playing conditions of the player and other players, and automatically set each item displayed in the list on the notification setting content display 171 according to the learning results.

[0309] In the above embodiment, a so-called battle game is provided as an example of the game, but the specific content and genre of the game are not limited to those in the above embodiment. For example, the game genre may be any genre, such as a roll playing game, a shooting game, a puzzle game, or a rhythm game.

[0310] The information processing program for executing the processes in the above-mentioned embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device (game device) including this storage medium may be provided. The above-mentioned embodiment and various modified examples may also be information processing methods for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0311] 1 Player terminal 1000 servers S Information Processing System

Claims

1. A process for accepting a player's operation to select one of a plurality of contents including a first system content and a second system content; a process of executing the first system content selected based on an operation by a player in a normal manner; a process of executing the second system content selected based on an operation by a player in a normal manner; a process of executing the first-system content and the second-system content together based on a player's operation using a skip function that omits at least some of the game functions compared to the normal mode; The computer executes the following. The first system content is By achieving the clear conditions, you will be able to use the skip function. The second system content is The skip function can be used regardless of whether the clearing condition is achieved or not. Information processing program.

2. The process of executing the first system content in a normal manner comprises: A process of receiving a player's operation to select a game medium; a process of controlling the progress of the first-system content for which the clearing condition is set, based on a game medium selected based on an operation by a player; The information processing program according to claim 1 , comprising:

3. The process of executing the second system content in a normal manner comprises: a process of accepting an operation by a player to obtain a predetermined benefit without requiring selection of a game medium; a process of granting the benefit to a player based on an operation by the player; 3. The information processing program according to claim 1, further comprising:

4. 1. An information processing method performed by one or more computers, comprising: The computer a process of receiving an operation by a player to select one of a plurality of contents including first-system contents and second-system contents; a process of executing the first system content selected based on an operation by a player in a normal manner; a process of executing the second system content selected based on an operation by a player in a normal manner; a process of executing the first-system content and the second-system content together based on a player's operation using a skip function that omits at least some of the game functions compared to the normal mode; and The first system content is By achieving the clear conditions, you will be able to use the skip function. The second system content is An information processing method in which the skip function can be used regardless of whether the clear condition is achieved or not.

5. A gaming device comprising one or more computers, The computer a process of receiving an operation by a player to select one of a plurality of contents including first-system contents and second-system contents; a process of executing the first system content selected based on an operation by a player in a normal manner; a process of executing the second system content selected based on an operation by a player in a normal manner; a process of executing the first-system content and the second-system content together based on a player's operation using a skip function that omits at least some of the game functions compared to the normal mode; and The first system content is By achieving the clear conditions, you will be able to use the skip function. The second system content is A game device in which the skip function can be used regardless of whether the clear condition has been achieved or not.