Information processing device, information processing system, information processing method, and program

JP2025088921APending Publication Date: 2025-06-12MIXI INC
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Patent Information

Application Number
JP2023203756
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-01
Publication Date
2025-06-12

AI Technical Summary

Technical Problem

Existing computer games, particularly online games, face the challenge of maintaining user motivation as simply clearing quests leads to repetitive gameplay and lack of interest, resulting in decreased play motivation.

Method used

An information processing apparatus that includes a quest control unit to manage quest groups and an event control unit to enable special events based on user play history, adjusting the occurrence probability of special events when predetermined conditions are met.

Benefits of technology

This solution effectively enhances user motivation by varying the occurrence probability of special events based on play history, making gameplay more dynamic and engaging.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device, an information processing system, an information processing method, and a program capable of enhancing a user's motivation for a game play.MEANS FOR SOLVING THE PROBLEM: An information processing device includes: a quest control unit 34 for executing control to allow a user to play a quest group including a plurality of quests; and an event control unit 35 for executing control to allow the user to play a special event related to the quest group on the basis of the generation probability set on the basis of a play history of the user for the quest group when the user has satisfied a predetermined condition prescribed for the quest group.SELECTED DRAWING: Figure 6
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Description

Technical Field

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

Background Art

[0002] Conventionally, in computer games such as communication-type (online) games, there is a known game in which a user designates an arbitrary quest from among various quests and plays while completing the designated quest (hereinafter referred to as play). In such games, clear rewards related to the quest are often given to users who have cleared the quest. For example, Patent Document 1 discloses, as clear rewards for quests, addition of new missions, release of special quests, occurrence of new in-game events, and appearance of a time-limited shop where special items can be purchased.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, as in Patent Document 1, if simply clearing a quest allows new missions, special quests, etc. to always be playable without any other conditions, the game may become monotonous and lack interest, and there is a risk that the motivation of the user's game play will decrease.

[0005] Therefore, one object of the present invention is to provide an information processing apparatus, an information processing system, an information processing method, and a program capable of improving the motivation of game play for users.

Means for Solving the Problems

[0006] An information processing apparatus according to an aspect of the present invention includes a quest control unit that controls to enable a user to play a quest group including a plurality of quests, and when the user achieves a predetermined condition set for the quest group, based on the occurrence probability set based on the play history of the user's quest group, an event control unit that controls to enable the user to play a special event associated with the quest group.

Effects of the Invention

[0007] According to an aspect of the present invention, it is possible to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the game play history of the user. Thereby, it becomes possible to improve the motivation of the user for game play.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] <Regarding a game according to an embodiment of the present invention> Hereinafter, specific embodiments of the information processing apparatus, information processing method, and program of the present invention will be described with reference to the accompanying drawings. In the following, for convenience of explanation, there may be cases where the explanation is made from the viewpoint of the GUI (Graphic User Interface). However, since the basic data processing technologies (communication / transmission technology, data acquisition technology, data recording technology, data processing / analysis technology, image processing technology, visualization technology, etc.) for realizing the content are well-known technologies, the description thereof will be omitted.

[0010] The communication system shown in FIG. 1 (hereinafter referred to as the information processing system S) is a communication system including an information processing apparatus (hereinafter referred to as the server 10) according to an embodiment of the present invention, and provides an environment for playing a game to a user (hereinafter referred to as the user) who plays the game. That is, the user is a person who uses the functions of the server 10. Specifically, by operating a predetermined device, the user can enjoy the benefits (services) brought about by the functions of the server 10 and play the game. In this embodiment, the user terminal 12 is taken as an example of the predetermined device for explanation. However, the predetermined device may be a device owned by the user such as the user terminal 12, or a device installed in a store or the like, which is not owned by the user but can be used by inputting a PIN number, password, etc. or making a payment when visiting the store or the like, or a terminal or computer that can be used.

[0011] A game is content that a user plays by operating the user terminal 12 while viewing the screen on the user terminal 12 for gameplay, and in this embodiment, it is an online game (electronic game) provided by using the information processing system S. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of the game is not particularly limited.

[0012] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing through the game distributed from a server computer of the game provider, i.e., the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits data for progressing through the game corresponding to the user's operation. Such data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.

[0013] In the game of this embodiment, a user can of course play alone, but so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple users operate their respective user terminals 12 to simultaneously play quests, which will be described later. In cooperative play, users can cooperate with participating users to play common quests and progress through the game, and can also borrow characters owned by participating users. Cooperative play is performed through the communication function of each user's user terminal 12, and when a cooperative relationship is formed, the progress of play is synchronized between users who are playing cooperatively. Cooperative play may be of either type, such as a cooperative play game in which multiple users cooperate, or a battle game in which users battle each other.

[0014] When playing together, matching is performed among multiple users. Specifically, when a user selects to play together with another user, the said user becomes the host user, and users who participate in the cooperative play, that is, participating users (guest users) who play quests together with the host user, are recruited. And when there is an application to play together from other users, an environment for playing together is set up between the host user and the guest user who applied, and the cooperative play starts. Note that other users include users who have a relationship of mutual approval among users (hereinafter referred to as friends). For example, a user can recruit a friend to participate in cooperative play as the host user, and a friend can apply to the cooperative play recruited by the user as a guest user.

[0015] The game of this embodiment is a game played using game media owned by users. In the game, users can acquire (obtain) and own (possess) these game media, and use or consume the game media owned as game assets.

[0016] A game medium is a game object that users can use to advance the game, including playing games such as quests described later. For example, characters, items, cards, and avatars used in the game are applicable. In addition, game media include in-game currency and the like that have a value as a consideration consumed for exchanging with other game media such as items or characters in the game, or playing quests, lotteries, etc. Furthermore, in-game currency includes paid in-game currency that can be acquired by charging and free in-game currency that can be acquired without charging. Note that charging means that, for the purpose of purchasing and acquiring game media such as in-game currency and playing the game under other special conditions, a user uses electronic money, a credit card, a prepaid card, etc. to pay the usage fee of the game to a game provider or the like.

[0017] In addition to being able to obtain game media as a clear reward for quests described later, the user can also obtain game media by purchasing in the shop or playing a lottery, which is a random item providing method called gacha. The lottery is one of the constituent units of the game that allows the acquisition of game media. During the game play, it is carried out in response to the user's request for granting game media (lottery request). Specifically, the lottery is a mechanism that uses chance to provide the user with game media such as characters and items. One or a predetermined number of game media are randomly or with a predetermined lottery probability selected from a set to which a plurality of game media belong (a table in which a plurality of game media are associated with their respective lottery probabilities). Note that when playing the lottery, it may be required to consume in-game currency or the like.

[0018] Game media such as characters (excluding in-game currency) each have their own characteristics, and for each game media, various parameters indicating name, attribute, appearance, and ability (values related to level, luck, physical strength, attack power, speed, and special ability, etc.) are set. These parameters are indicators that affect the progress of the game, including those expressed by numerical values, those expressed by alphabets such as "A, B, C...", and those expressed by signs such as gauges. Also, among the parameters, there are those that change as the game progresses and those that are constant and do not change regardless of the progress of the game.

[0019] The user can strengthen (cultivate) game media such as characters (excluding in-game currency) in the game and can also own those strengthened game media as game assets. Strengthening means changing parameters of the game medium, etc. based on a user's instruction or the like. Strengthening includes, for example, increasing various parameters such as the abilities possessed by a character, improving the upper limit value (maximum value) defined in advance for the same parameters, adding or changing special abilities such as skills to the character, or changing the character into another type of special character (for example, a character with higher abilities). Also, strengthening includes, for example, the case of using a plurality of characters as materials and synthesizing these materials to change them into one special character.

[0020] In the game, the user plays a game unit called a quest using a game medium such as a character owned as a game asset. In this embodiment, the user plays a quest using a designated character. However, the characters that can be used for quest play may include, in addition to the characters owned by the user himself / herself, characters that can be borrowed from other users, and unowned characters that can be used for a limited period. Here, other users referred to include friends and guest users who play quests together. For example, the user can also borrow characters owned by friends or guest users when playing a quest.

[0021] Quests are played for the purpose of clearing (in other words, meeting the clear conditions). In this embodiment, a plurality of quests are set, and the content (for example, play conditions, difficulty level, number of characters that can be used, compatible characters, enemy characters that appear, clear conditions or clear rewards, etc.) is different for each quest. Therefore, when playing a quest, the user selects an arbitrary quest from among the plurality of quests and selects a quest according to the desired difficulty level. And when the user clears a quest, the user can obtain a game medium such as a character or an item associated with the cleared quest as a clear reward, or can obtain the right to play a special game or quest, etc.

[0022] In addition to quests that are always available, there are quests that are held according to a preset schedule by day of the week or time, quests that are held at specific times such as spring, summer, autumn, and winter, and quests that are held corresponding to the holding periods of collaboration events, etc. There are also time-limited quests with their respective holding periods set, and these quests are held variously as the game progresses. Here, the collaboration events include time-limited collaboration events in collaboration with other games, other copyrighted works such as comics or movies, other artists, or other companies, etc. In these collaboration events, as a clear reward for quests, users may be able to obtain game media such as special characters or items related to the collaboration partner.

[0023] In this embodiment, there is a quest group including a plurality of quests selected from among the various quests as described above. The quest group is composed of a plurality of quests with common holding periods, contents of collaboration events, etc. For example, there may be a case where there are a plurality of quest groups in one game, such as a first quest group including five quests A to E and a second quest group including five quests F to J. Also, the plurality of quest groups may be held simultaneously, and the user may be able to arbitrarily select the quest group to play from among these coexisting plurality of quest groups.

[0024] For example, as shown in FIG. 2, on the quest group selection screen, quest group selection buttons 41 are arranged for each of the first quest group and the second quest group, and the user can arbitrarily select the quest group to play from among the quest groups displayed here. Also, play history display buttons 42 are arranged at positions corresponding to each quest group, and when the user presses the play history display button 42, the user's game play history in each quest group, for example, the clear status of quests A to E included in the first quest group, etc., can be confirmed.

[0025] On the quest group selection screen of Fig. 2, when the user selects the first quest group and presses the quest group selection button 41, the screen transitions to the quest selection screen of the first quest group as shown in Fig. 3. As shown in Fig. 3, on the quest selection screen, quest selection buttons 43 are arranged for each quest (Quest A, B, C, ···) included in the first quest group, and the user can arbitrarily select the quest to play from the quests displayed here. Also, quest detail display buttons 44 are arranged at positions corresponding to each quest. When the user presses the quest detail display button 44, the details of each quest, for example, the difficulty level of Quest A, the clear reward, and other detailed information can be confirmed. Note that on the quest selection screen, in addition to the holding period of the first quest group (11 days left), at positions corresponding to each quest, play conditions (consume 50P) indicating that 50 points of in-game currency need to be consumed to play that quest are displayed. Also, for quests that the user has already cleared, such as Quest A and Quest B, a "Breakthrough!" display is shown so that the user can identify them at a glance.

[0026] For the quests included in a quest group, there may be a set order or priority. For example, for Quests A to E included in the first quest group, the next quest cannot be played unless Quests A, B, C, ··· are cleared in order. Therefore, in order to play Quest E, it is necessary to clear Quest D first. However, when participating as a guest in co-op play, if the host has cleared up to Quest D, it may be allowed for the guest to play Quest E even if the guest himself / herself has not cleared Quest D.

[0027] For each quest group, a special event that may occur when a predetermined condition defined for each quest group is achieved is associated with the quest group. The predetermined conditions include, for example, clearing all the quests included in the quest group, clearing the last quest (e.g., quest E) in the quest group when an order is set for the quests included in the quest group, or clearing each of the quests included in the quest group one or more times and clearing the quest group a total of N times, etc., and conditions related to the play results of the quests included in the quest group are included.

[0028] A special event is one of the constituent units of the game that the user plays. When a special event occurs after achieving a predetermined condition, the user can play that special event within the game. The special events include, for example, special quests that cannot normally be played, special quests where game media such as special characters are set as clear rewards, special lottery events where game media such as special characters may be won, or special shop events where game media such as special characters can be purchased.

[0029] In this embodiment, when the user achieves the predetermined conditions defined for the quest group, it is not necessarily the case that the special event becomes playable. After the user achieves the predetermined conditions, the special event occurs based on the occurrence probability of the special event set based on the user's game play history in that quest group. That is, depending on this occurrence probability, even if the user achieves the predetermined conditions, the special event may not occur. Naturally, the higher this occurrence probability is, the more advantageous it is for the user. For example, when the occurrence probability is 50%, if the predetermined conditions are achieved, the special event will occur with a 50% probability.

[0030] For example, as shown in FIG. 4, after a predetermined condition is achieved, if a special event occurs based on the occurrence probability set based on the user's game play history, a message box 45 for notifying the user playing the game of the occurrence of the special event will pop up on the game screen. In the example of FIG. 4, it is displayed that a special quest Z, which is a special event associated with the first quest group, has become challengeable (playable). Here, when the user presses the OK button 46, the message box 45 closes and the screen transitions to a screen where the special quest Z, which is a special event, can be played.

[0031] The occurrence probability of the special event varies for each user and fluctuates depending on the game play history of each user in the quest group associated with the target special event. Hereinafter, while giving specific examples, the user's game play history that affects the occurrence probability of the special event will be described by dividing it into three patterns.

[0032] (Pattern 1) As the first pattern, in the user's game play in the quest group, the occurrence probability of the special event is determined based on the number of occurrences of a predetermined event associated with the quest group or the quest. Specifically, when using the number of occurrences of a predetermined event that decreases in number when the user's skill is excellent, such as the number of game overs due to failing to clear a quest, the number of characters lost during game play, or the number of turns required to clear (in the case of a game where turns are taken alternately between offense and defense), when the number of occurrences of the predetermined event is small, the occurrence probability of the special event is higher than when the number of occurrences of the predetermined event is large. On the one hand, when the achievement count of clear time S, which is recognized when a quest is cleared in an excellent time, the number of special moves generated during gameplay, or the number of enemy characters defeated during gameplay, etc., is based on the occurrence count of a predetermined event that increases in number when the user's skill is excellent, when the occurrence count of the predetermined event is high, the occurrence probability of a special event becomes higher than when the occurrence count of the predetermined event is low.

[0033] For example, when the number of game overs is used as the number of times of the predetermined event, as shown in FIG. 5, if quests can be continuously cleared without a game over, the occurrence probability of a special event also increases. In the example of FIG. 5, when the predetermined conditions are achieved without a single game over, a special event occurs with a probability of 50% (initial value). Conversely, as the number of game overs increases, the occurrence probability of a special event gradually decreases. Note that in order to maintain and improve the motivation for gameplay, it is better not to present such detailed occurrence probabilities to the user.

[0034] (Second pattern) As the second pattern, the occurrence probability of a special event is determined based on the time from playing one quest included in the quest group until a predetermined condition is achieved. Specifically, when the time from starting to play the first quest (for example, quest A) included in the quest group until a predetermined condition is achieved (for example, until all of quests A to E are cleared) is short, the occurrence probability of a special event is higher than when the time is long. Note that the time until a predetermined condition is achieved may be, for example, either the actual gameplay time that the user has played until all of the multiple quests included in the quest group are cleared, or the actual elapsed time (including time when not playing the game) until all are cleared. In the former case, the occurrence probability of a special event is high when the user's skill is excellent, and in the latter case, the occurrence probability of a special event is high when the user's gameplay frequency is high.

[0035] (Third Pattern) As a third pattern, when parameters of a game medium such as a character vary due to a user's gameplay in a quest group, the occurrence probability of a special event is determined based on the parameters. Specifically, when predetermined parameters such as the level or luck of a specific character associated with the quest group increase, the occurrence probability of a special event increases. At this time, the occurrence probability of the special event may gradually increase as the value of the predetermined parameter increases, or the occurrence probability of the special event may be increased when the value of the predetermined parameter exceeds a predetermined value (for example, level 100 or luck 100, etc.). In addition, when a plurality of specific characters are associated with the quest group and those specific characters correspond to each quest, the predetermined parameters of the character X (corresponding to the "first game medium" of the present invention) associated with quest A are updated by playing quest A (corresponding to the "first quest" of the present invention), and the predetermined parameters of the character Y (corresponding to the "second game medium" of the present invention) associated with quest B are updated by playing quest B.

[0036] When a plurality of specific characters are associated with the quest group, when the number of specific characters whose predetermined parameters such as level or luck are equal to or greater than a predetermined value (for example, level 100 or luck 100, etc.) among the specific characters associated with the quest group is large, the occurrence probability of a special event may increase. At this time, the occurrence probability of the special event may gradually increase as the number of specific characters whose predetermined parameters are equal to or greater than the predetermined value increases. That is, when there are two specific characters whose predetermined parameters are equal to or greater than the predetermined value, the occurrence probability of the special event may be higher than when there is one specific character whose predetermined parameters are equal to or greater than the predetermined value. Also, the occurrence probability of the special event may increase when the number of specific characters whose predetermined parameters are equal to or greater than the predetermined value exceeds a predetermined number (for example, 5).

[0037] When a plurality of specific characters are associated with a quest group, if the total value of the predetermined parameters of those plurality of specific characters is large, the probability of occurrence of a special event may increase. At this time, the probability of occurrence of the special event may gradually increase as the total value of the predetermined parameters increases, or the probability of occurrence of the special event may increase when the total value of the predetermined parameters exceeds a predetermined value (for example, level 300 or luck 300, etc.).

[0038] Also, when a plurality of special events are associated with one quest group, and for each of those special events, a game medium such as a character (for example, character X for special quest Z and character Y for special lottery event) is associated respectively, in the case where the user may be able to play a special event selected from a special quest Z (corresponding to the "third special event" of the present invention) corresponding to character X (corresponding to the "first game medium" of the present invention) and a special lottery event (corresponding to the "fourth special event" of the present invention) corresponding to character Y (corresponding to the "second game medium" of the present invention). In this case, when the predetermined parameter of character X is larger than the predetermined parameter of character Y, the probability that the special quest Z corresponding to character X is selected is higher than the probability that the special lottery event corresponding to character Y is selected, and the special event corresponding to the character with the larger predetermined parameter is more likely to be selected.

[0039] (Other) When there are a plurality of quest groups such as a first quest group and a second quest group, based on the user's game play history in the first quest group, the first occurrence probability corresponding to the first special event associated with the first quest group fluctuates, and based on the user's game play history in the second quest group, the second occurrence probability corresponding to the second special event associated with the second quest group fluctuates. On the other hand, depending on the user's game play history in the first quest group, it may not affect (not fluctuate) the second occurrence probability, and depending on the user's game play history in the second quest group, it may not affect (not fluctuate) the first occurrence probability. For example, in the case of the first pattern, the first occurrence probability corresponding to the first special event associated with the first quest group varies based on the number of occurrences of the first predetermined event associated with the first quest group in the gameplay of the first quest group, and the second occurrence probability corresponding to the second special event associated with the second quest group varies based on the number of occurrences of the second predetermined event associated with the second quest group in the gameplay of the second quest group. At this time, the first predetermined event and the second predetermined event may be different events, such as the number of game overs for the first predetermined event and the number of achievements of clear time S for the second predetermined event.

[0040] The user can play again a quest group (strictly speaking, the quests included in that quest group) that has once achieved the predetermined conditions. For example, after achieving the predetermined conditions of the first quest group, any quest among quests A to E included in the first quest group can be selected and played. Furthermore, the user can also play the same quest group again to achieve the predetermined conditions again. In that case, the gameplay history will be updated and newly counted, but it is also possible to maintain the already set occurrence probability to determine the occurrence of the special event, or to newly reset the occurrence probability of the special event based on the user's new gameplay history. Specifically, when the occurrence probability newly set based on the user's gameplay history is greater than the already set occurrence probability, that is, when it is advantageous for the user, it is advisable to update the original occurrence probability to the new occurrence probability. For example, if the occurrence probability of the special event was set at 30% due to three game overs last time, and as a result of playing again, this time the user achieved the predetermined conditions again without a single game over, the occurrence probability of the special event will improve from 30% to 50%.

[0041] <Configuration of the information processing apparatus and user terminal according to an embodiment of the present invention> Next, the configuration of the information processing apparatus and the user terminal 12 according to an embodiment of the present invention will be described. The information processing apparatus according to this embodiment is constituted by a computer for game data distribution, strictly speaking, a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer and, as shown in FIG. 1, is communicably connected to a plurality of user terminals 12 via a network 14, and constructs an information processing system S together with the user terminals 12. The network 14 is, for example, a communication line network composed of the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), and an intranet, etc.

[0042] In the information processing system S of this embodiment, with the above configuration, the game progresses by the cooperation of the server 10 and the user terminal 12. Specifically, a part of the game progress processing is performed on the server 10 side, and a part of the graphic processing etc. is executed on the user terminal 12 side. For example, on the server 10 side, a program including certain rules, logic, and algorithms is executed. On the other hand, on the user terminal 12 side, while synchronizing with the server 10, the game is progressed according to the same rules, logic, and algorithms as the program being executed on the server 10. That is, during the play of the game, the user terminal 12 displays the game screen, which is the display screen of the game, on a display etc., and develops the display data sent from the server 10 at any time, and displays the video, character information, etc. indicated by the display data in the game screen.

[0043] Server 10 is an example of the "information processing apparatus" of the present invention, and is a computer that executes various information processes related to game progress, such as generation, storage, and transmission / reception of data necessary for game progress. Specifically, it is composed of an SNS server or a server computer for cloud services. The server computer for cloud services includes server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service), etc. Also, server 10 may be composed of a single computer, or may be composed of a plurality of computers that are parallel-distributed. In this embodiment, since a series of information processing steps related to game progress (excluding information input and display) are executed by server 10, on the user terminal 12 side, it is only necessary to input information to be delivered to server 10 and display information distributed from server 10, etc.

[0044] As a hardware device, as shown in FIG. 1, server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24, and these devices are electrically connected via a bus 25. Also, installed in server 10 as software are an operating system (OS) and a dedicated program for information processing related to the game. These programs correspond to the "program" of the present invention. By the processor 21 operating according to the above programs, server 10 functions as the information processing apparatus of the present invention and executes a series of processes related to the progress of the game. Note that the program of the present invention may be obtained by reading from a computer-readable recording medium (media), or may be obtained (downloaded) via a network 14 such as the Internet or an intranet.

[0045] The processor 21 may be composed of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), ASIC (Application Specific Integrated Circuit), or the like.

[0046] The memory 22 may be composed of semiconductor memories such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0047] The communication interface 23 may be composed of, for example, a network interface card or a communication interface board. The standard for data communication by the communication interface 23 is not particularly limited, and examples include communication by wireless LAN, communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0048] Storage 24 only needs to be able to store and accumulate various types of information, and may be composed of a flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disc (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Further, storage 24 may be built into server 10, or may be attached to the server body in an external form. Additionally, storage 24 may be composed of an external computer (for example, a database server or online storage) that is communicably connected to the server body. Note that as a technique for recording various data, a distributed ledger technology such as blockchain may be used for the purpose of avoiding unauthorized data tampering, etc.

[0049] User terminal 12 is a client terminal that a user operates to play a game. User terminal 12 is composed of, for example, a personal computer, smartphone, mobile phone, tablet terminal, game console, television receiver capable of information input, and wearable terminal, etc. Although four user terminals 12 are illustrated in FIG. 1, of course, in reality, there are as many user terminals 12 as the number of users.

[0050] The user terminal 12 has an operating system (OS) and a game application for playing games installed therein. While the user is playing a game, the user terminal 12 receives game progress data from the server 10, and displays the image (video) indicated by the data on the display of the user terminal 12 or a display such as a TV connected to the user terminal 12, or outputs the audio from a speaker or the like. That is, in the present embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, on the user terminal 12, in addition to the game screens shown in FIGS. 2 to 4, an input operation screen for performing other input operations and the like, a notification screen for notifying various information, and the like are displayed.

[0051] In addition, the user terminal 12 receives the operations of the user performed during the game play, and transmits information according to the operation content to the server 10. For example, in addition to the game play operations for operating a character to play a quest, the user performs a quest group selection operation for selecting a quest group including the quest to be played, a quest selection operation for selecting the quest to be played, and a character selection operation for selecting an arbitrary character from the owned characters on the user terminal 12, and transmits the information based on these operations to the server 10. In addition to the above operations, the user appropriately performs operations necessary for enjoying the services provided by the information processing system S of the present embodiment on the user terminal 12.

[0052] <Functions of the information processing apparatus according to an embodiment of the present invention> The configuration of the server 10, which is the information processing apparatus according to the present embodiment, will be described again from the functional aspect. As shown in FIG. 6, the server 10 has a game control unit 33 including a storage unit 30, an information acquisition unit 31, a display control unit 32, a quest control unit 34, an event control unit 35, a game medium control unit 36, and the like. Among these, the storage unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of a plurality of computers, the above functions may be distributed so that each of the plurality of computers exhibits different functions from each other. Hereinafter, each functional unit will be described in detail.

[0053] (Storage Unit) The storage unit 30 stores various types of information necessary for playing the game. Specifically, the storage unit 30 stores user information, quest group information, quest information, special event information, game medium information, and various other information related to the game.

[0054] As shown in FIG. 7, the user information has various types of information associated with the identification information (user ID) that identifies each user, and is stored for each user. For example, the user information includes, in addition to the game account name, game media such as characters and items owned by the user as game assets, and information related to the game play history for each quest group. The game play history for each quest group includes information related to whether the predetermined conditions set for the quest group have been achieved, the clear quest status such as the number of cleared quests, the number of game overs, the number of times the clear time S has been achieved, the number of times a special move has occurred, the number of specific characters whose value of a predetermined parameter is equal to or greater than a predetermined value, and the game play time for each quest group. In addition, information other than the above, such as personal information of the user such as user rank and contact information, information on the charging history indicating the number and amount of times the game has been charged, the type and amount of game currency owned, and information on users in a friend relationship, may be included in the user information.

[0055] Quest information is information regarding quests, which are the constituent units of the game that the user plays. As shown in FIG. 8, various information is associated with the identification information (such as quest ID) that identifies the quest, and is stored for each quest. For example, quest information includes the quest name, the clear reward given to the user when the quest is cleared, information that identifies the quest group if the quest belongs to a quest group, information that identifies the specific character if a character is associated, and information regarding the play conditions and the like if there are conditions necessary for playing. In addition, information other than the above, for example, information such as the playable period, the types and numbers of enemy characters that appear, information on characters with good compatibility that are recommended for use, the difficulty level, and the clear conditions may be included in the quest information.

[0056] Quest group information is information regarding a group to which a plurality of quests belong. As shown in FIG. 9, various information is associated with the identification information (such as quest group ID) that identifies the quest group, and is stored for each quest group. For example, quest group information includes the quest group name, information that identifies each quest included in the quest group, information that identifies the associated special event, the predetermined conditions that are at least required for the special event to occur, information regarding the occurrence probability (initial value) of the special event, and the like. Note that the occurrence probability of the special event varies for each user based on the user's game play history. In addition, information other than the above, for example, information that identifies the associated character if a character is associated, the playable period, and information such as the play conditions may be included in the quest information.

[0057] Special event information is one of the constituent units of the game that the user plays, and it is information regarding events that may occur in relation to a quest group when predetermined conditions set for the quest group are achieved. As shown in FIG. 10, various types of information are associated with identification information (such as event ID) that identifies a special event, and it is stored for each special event. For example, the special event information includes an event name, the type (genre) and content of the event, information that identifies the associated quest group, information that identifies the character if there is a corresponding character, and the like. Note that if the content of the special event is a special quest, it is associated with the quest information that indicates the special quest. In addition, information other than the above, for example, information such as a playable period and play conditions may be included in the special event information.

[0058] Character information is information regarding a character that is a game medium that the user can own and can be used when playing a quest. As shown in FIG. 11, various types of information are associated with identification information (such as character ID) that identifies each character, and it is stored for each character. For example, the character information includes a character name, various parameters indicating abilities, etc. (values related to level, luck, physical strength, attack power, speed, and special abilities, etc.), information that identifies the quest or quest group if a quest or quest group is associated, information that identifies the corresponding special event if there is a corresponding special event, and information that identifies the user if there is an owning user, and the like. In addition, information other than the above, for example, information such as appearance design, attribute, rarity, acquisition method, acquirable period, usable period, cost for acquisition, other characters with good compatibility such as those that produce a synergistic effect when used together, and quests with good compatibility that are recommended for play may be included in the game medium information. Note that in FIG. 11, character information is exemplified, but if the game medium is an item, information such as the game effect when the item is used is included instead of some of the above information.

[0059] (Information acquisition unit) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 during game play by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes, for example, game play information based on game play operations, quest group selection information based on quest group selection operations, quest selection information based on quest selection operations, character selection information based on character selection operations, and the like. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permissions or denials, registrations, and other input operations performed by the user in each scene during the game.

[0060] (Display control unit) The display control unit 32 controls the user terminal 12 to display game progress information on a screen such as the display of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the game control unit 33 and the like, which will be described later, and transmits the generated display data to the user terminal 12 via the network 14. For example, during game play, the display control unit 32 causes the user terminal 12 to display game screens as shown in FIGS. 2 to 4 as a result of information processing by the game control unit 33. In addition, the display control unit 32 also causes the user terminal 12 to display an input operation screen for performing input operations and the like, and a notification screen for notifying various information.

[0061] (Game control unit) The game control unit 33 includes a quest control unit 34, an event control unit 35, a game medium control unit 36, and the like, and executes information processing necessary for the progress of the game. Specifically, the game control unit 33 advances the game based on various information and the like acquired by the information acquisition unit 31 from the user. For example, the game control unit 33 performs effects such as moving game media such as characters owned by the user according to the user's game play operations, and generates game effects such as changing the parameters of game media such as characters according to the progress of the game.

[0062] Also, the game control unit 33 updates user information regarding the game play history, such as the cleared quest name, the number of clearances, the time required to clear, the number of occurrences of special skills, etc., and the number of clearance failures (the number of game overs), etc., according to the user's game play situation, and stores it in the storage unit 30. In particular, when the game control unit 33 determines that a predetermined condition (for example, clearing all quests included in a quest group) set for each quest group is achieved based on the user's game play history, it updates the user information and stores it in the storage unit 30.

[0063] Also, the game control unit 33 gives the user a game medium such as a character according to the play result of the quest, the lottery result, etc. That is, it updates the user information by associating a game medium such as a character with the user, and stores it in the storage unit 30.

[0064] (Quest control unit) The quest control unit 34 controls to enable the user to play quests and quest groups. Specifically, the quest control unit 34 sets the quest selected by the user from among a plurality of quests (for example, quests A to E) included in the quest group to a state where the user can play. Also, the quest control unit 34 sets the quests included in the quest group selected by the user from among a plurality of quest groups including a first quest group (for example, a quest group including quests A to E) and a second quest group (for example, a quest group including quests F to J) to a state where the user can play.

[0065] (Event control unit) When the user who has played a quest group achieves a predetermined condition that is at least necessary for generating a special event defined for each quest group, the event control unit 35 controls to enable the user to play the special event associated with that quest group based on the occurrence probability set based on the user's game play history in that quest group. That is, for example, for a user who has cleared all five quests from Quest A to Quest E included in the first quest group, the event control unit 35 determines the number of game overs in the play of the first quest group, the number of times the clear time S is achieved, the number of times a special move occurs, or the enhancement status of a specific character, etc. Based on the occurrence probability set based on the game play history, it controls to enable the user to play a special event associated with the first quest group, such as a special quest Z. Note that the event control unit 35 controls to disable the user from playing the special event until the predetermined condition is achieved.

[0066] In addition, the event control unit 35 calculates and sets the occurrence probability of the special event based on the rules exemplified below. (a) Control the occurrence probability of the special event based on the number of occurrences of a predetermined event in the play of the quest group. For example, when using as a reference the number of occurrences of a predetermined event such that the number decreases when the user has excellent skills, such as the number of game overs, the number of characters lost during the game play, or the number of turns required to clear (in the case of a game where turns are taken alternately between offense and defense), when the number of occurrences of the predetermined event is small, set the occurrence probability of the special event higher than when the number of occurrences of the predetermined event is large. On the other hand, when using as a reference the number of occurrences of a predetermined event such that the number increases when the user has excellent skills, such as the number of times the clear time S is achieved, the number of special moves generated during the game play, or the number of enemy characters defeated during the game play, when the number of occurrences of the predetermined event is large, set the occurrence probability of the special event higher than when the number of occurrences of the predetermined event is small. (b) Control the occurrence probability of a special event based on the time from playing one quest included in the quest group until a predetermined condition is achieved. Specifically, when the time from starting to play the first quest included in the quest group until the predetermined condition is achieved is short, set the occurrence probability of the special event higher than when the time is long. Note that the time until the predetermined condition is achieved includes, for example, both the actual game play time until clearing all of the multiple quests included in the quest group and the time that has actually elapsed until clearing all of them (including the time when not playing the game). In the former case, the occurrence probability of the special event becomes high when the user's skill is excellent, and in the latter case, the occurrence probability of the special event becomes high when the user's game play frequency is high. (c) Control the occurrence probability of a special event based on parameters of a game medium such as a character. Specifically, when predetermined parameters such as the level or luck of a specific character associated with the quest group are large, it is advisable to set the occurrence probability of the special event high. At this time, the occurrence probability of the special event may be gradually increased as the value of the predetermined parameter increases, or the occurrence probability of the special event may be increased when the value of the predetermined parameter exceeds a predetermined value (for example, level 100 or luck 100, etc.). Also, when a plurality of characters are associated with the quest group, when the number of characters associated with the quest group and having predetermined parameters such as level or luck equal to or higher than a predetermined value (for example, level 100 or luck 100, etc.) is large, it is advisable to set the occurrence probability of the special event high. At this time, the occurrence probability of the special event may be gradually increased as the number of characters with predetermined parameters equal to or higher than the predetermined value increases. That is, when there are two characters of the same type, the occurrence probability of the special event may be set higher than when there is one character of the same type. Also, the occurrence probability of the special event may be increased when the number of characters of the same type exceeds a predetermined number (for example, 5). Also, when multiple characters are associated with a quest group, if the total value of the predetermined parameters of those multiple characters is large, it is advisable to set a high probability of occurrence for special events. At this time, as the total value of the predetermined parameters increases, the probability of occurrence of special events may be gradually increased, or when the total value of the predetermined parameters exceeds a specified predetermined value (for example, level 300 or luck 300, etc.), the probability of occurrence of special events may be increased.

[0067] Also, among the game control units 33, in particular, the event control unit 35 calculates, for each user, the number of occurrences of a predetermined event that affects the probability of occurrence of a special event, such as the number of game overs, according to the user's game play situation, and updates the corresponding user information, and then stores it in the storage unit 30. Specifically, when starting to play a quest included in a quest group, the event control unit 35 adds a predetermined value (for example, 1) to the number of game overs and updates it, and when clearing the same quest, subtracts the previously added predetermined value (for example, 1) from the number of game overs. With this calculation method, for example, even if a user takes a backup at the start of quest play and deliberately resets and ends the quest during play because they think they won't be able to clear it (substantially fails to clear), it can be included in the number of game overs, so the number of occurrences of a predetermined event that affects the probability of occurrence of special events can be accurately recorded, and it also serves as a countermeasure against user misconduct.

[0068] Also, when the event control unit 35 controls the probability of occurrence of a special event based on the predetermined parameters of a character, and when multiple special events are associated with one quest group, and for each of those special events, a game medium such as a character (for example, character X for special quest Z, character Y for special lottery event) is associated respectively, the event control unit 35 controls to make the special event selected from the special quest Z corresponding to character X and the special lottery event corresponding to character Y playable for the user. At this time, for example, when a predetermined parameter of character X is larger than that of character Y, the event control unit 35 sets the probability that a special quest Z corresponding to character X is selected to be higher than the probability that a special lottery event corresponding to character Y is selected, and controls so that a special event corresponding to the character with the larger predetermined parameter is more likely to be selected.

[0069] Also, when there are a plurality of quest groups such as a first quest group (for example, a quest group including quests A to E) and a second quest group (for example, a quest group including quests F to J), when the user achieves a first predetermined condition (for example, clears all five quests from quests A to E) set for the first quest group, based on the first occurrence probability set based on the game play history of quests A to E included in the user's first quest group, the event control unit 35 controls to make a first special event (for example, a special quest Z) associated with the first quest group playable for the user. On the other hand, when the user achieves a second predetermined condition (for example, clears all five quests from quests F to J) set for the second quest group, based on the second occurrence probability set based on the game play history of the user's second quest group, the event control unit 35 controls to make a second special event (for example, a special lottery event) associated with the second quest group playable for the user. That is, when the predetermined conditions set for each quest group are achieved, the event control unit 35 makes the special events associated with each quest group playable based on the occurrence probability set based on the user's game play situation in each quest group. At this time, while the event control unit 35 controls the first occurrence probability based on the number of occurrences of the first predetermined event (for example, the number of game overs) in the play of Quests A to E included in the first quest group, it does not affect the first occurrence probability based on the game play history of Quests F to J included in the second quest group. Also, while the event control unit 35 controls the second occurrence probability based on the number of occurrences of the second predetermined event (for example, the number of achievements of clear time S) in the play of Quests F to J included in the second quest group, it does not affect the second occurrence probability based on the game play history of Quests A to E included in the first quest group.

[0070] In addition, when the user achieves a predetermined condition, the event control unit 35 updates the user information by associating the occurrence probability of the special event set based on the user's game play history at that time with the user, and stores it in the storage unit 30. Then, when the user replays a quest included in the quest group in which the user has once achieved the predetermined condition and achieves the predetermined condition again, the event control unit 35 updates the occurrence probability depending on the user's game play history. Specifically, when the occurrence probability newly set based on the user's game play history is greater than the already recorded occurrence probability, that is, when the user benefits, the event control unit 35 updates the originally recorded occurrence probability to the new occurrence probability. On the other hand, when the occurrence probability newly set based on the user's game play history when the user achieves the predetermined condition again is less than or the same as the already recorded occurrence probability, that is, when the user does not benefit, the event control unit 35 maintains the originally recorded occurrence probability as it is.

[0071] (Game medium control unit) The game medium control unit 36 controls to be able to update the parameters of the game medium such as the character associated with the quest group when the user plays the quest included in the quest group. That is, the game medium control unit 36 updates the parameters of the game medium such as the character associated with the user information and stores it in the storage unit 30. In addition, when a game medium is associated with each quest, for example, the game medium control unit 36 can controllably update predetermined parameters of a specific character X associated with quest A by playing quest A, and can controllably update predetermined parameters of a specific character Y associated with quest B different from quest A by playing quest B.

[0072] As described above, the configurations of the server 10 and the user terminal 12 have been explained. Generally, the server 10 and the user terminal 12 have various other functions in addition to those described above. Here, however, only the characteristic functions that produce operational effects in the information processing system S according to the present invention will be described, and illustration and description of other known functions and the like will be omitted.

[0073] <Information Processing Method According to an Embodiment of the Present Invention> Next, with reference to FIGS. 12 to 15, the flow of information processing (hereinafter referred to as the information processing flow) executed in the information processing system S having the above configuration will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S that functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of execution of the steps may be changed without departing from the spirit of the present invention.

[0074] (Information Processing Flow) First, among the information processing executed in the information processing system S, a basic information processing flow particularly related to the present invention will be described. This information processing flow is a process of generating a special event based on a generation probability set based on the user's game play history when predetermined conditions set for a quest group are achieved, and proceeds, for example, along the flow shown in FIG. 12. Hereinafter, the predetermined conditions will be described as the user clearing all the quests included in the quest group.

[0075] As shown in FIG. 12, the processor 21 obtains information based on the quest group selection operation performed by the user through communication with the user terminal 12 operated by the user, accepts the selection of the quest group from the user (S101), and further obtains information based on the quest selection operation performed by the user, and accepts the selection of a quest from among a plurality of quests included in the quest group (S102). Then, the processor 21 causes the user terminal 12 operated by the user to display a game screen on which the selected quest can be played, and controls the selected quest to be playable for the user (S103).

[0076] When the user starts playing a quest, the processor 21 executes play history recording processing according to the game play content (S104). Details of the play history recording processing will be described later.

[0077] Next, when the processor 21 determines that a predetermined condition defined for each quest group has been achieved because the user has finished playing a quest (S105: YES), the processor 21 sets the occurrence probability of a special event based on the user's game play history in the quest group (S106). Specifically, the processor 21 calculates and sets the occurrence probability of the special event based on the number of occurrences of a predetermined event in the play of the quest group, the time from playing one quest included in the quest group until the predetermined condition is achieved, or the value of a predetermined parameter of a specific character associated with the quest group, etc., which are based on the game play history.

[0078] When the processor 21 determines to cause a special event to occur based on the occurrence probability set based on the user's game play history (S107: YES), the processor 21 causes the user terminal 12 operated by the user to display a game screen on which the special event can be played, and controls the special event associated with the quest group to be playable for the user (S108), and ends the processing. On the other hand, if the processor 21 determines that the user has not yet achieved the predetermined condition (S105: NO), or even if the predetermined condition has been achieved but it is determined not to generate a special event (S107: NO), the process ends as it is. The above is an example of the information processing flow of the present invention.

[0079] Next, an example of play history recording processing will be described with reference to FIGS. 13 to 15. The play history recording process is a process executed in the information processing system S and is the process executed in step S104 of the above information processing flow. Hereinafter, it is assumed that the number of occurrences of a predetermined event is recorded each time, and the number of occurrences of the predetermined event recorded there is described as the number of game overs in which the user has failed to clear a quest. Also, the time until the predetermined condition is achieved is described as the play time during which the user is actually playing the quest.

[0080] (First pattern) As shown in FIG. 13, when the user starts playing a quest (S201), the processor 21 adds a predetermined value (for example, 1) to the number of occurrences of a predetermined event (the number of game overs) at the timing when the play is started (S202).

[0081] Then, when the user ends playing the quest (S203), if the processor 21 determines that the user has successfully cleared the quest without a game over (S204: YES), it subtracts the previously added predetermined value (for example, 1) from the number of occurrences of the predetermined event on the assumption that the quest has been cleared without generating a predetermined event (S205), and updates the cleared quest status in the game play history of the user information recorded in the storage unit 30 (S206). On the other hand, when the processor 21 determines that the user has abandoned the play, such as when the user has a game over or resets during the play of a quest, or when the user has not cleared the quest (S204: NO), the processor 21 proceeds to the next process as it is, that is, in a state where a predetermined value is added to the number of occurrences of a predetermined event.

[0082] After that, based on the user's game play situation, the processor 21 updates the number of occurrences of a predetermined event (the number of game overs) in the game play history of the user information recorded in the storage unit 30 (S207), and ends the process. The above is an example of the first pattern of the play history recording process.

[0083] (Second pattern) As shown in FIG. 14, when the user starts playing a quest (S301), the processor 21 starts counting the play time at the timing of starting the play (S302). When the processor 21 determines that the user has ended the play of the quest (S303: YES), the processor 21 ends the count of the play time (S304). If the processor 21 determines that the user is still in the middle of playing the quest (S303: NO), the processor 21 continues to count the play time.

[0084] When the user ends the play of the quest, if the processor 21 determines that the user has successfully cleared the quest without having a game over (S305: YES), the processor 21 updates the clear quest status in the game play history of the user information recorded in the storage unit 30 (S306). On the other hand, when the processor 21 determines that the user has abandoned the play, such as when the user has a game over or resets during the play of a quest, or when the user has not cleared the quest (S305: NO), the processor 21 proceeds to the next process as it is.

[0085] After that, based on the user's game play situation, the processor 21 updates the game play time in the game play history of the user information recorded in the storage unit 30 (S307), and ends the process. The above is an example of the second pattern of the play history recording process.

[0086] (Third pattern) As shown in FIG. 15, when the user starts playing a quest (S401), the processor 21 updates the value of a predetermined parameter (for example, luck) of a quest group or a specific character associated with the quest based on the user's game play situation (S402). Then, when the processor 21 determines that the user has finished playing the quest (S403: YES), it subsequently determines whether the user has cleared the quest without getting a game over (S404). Note that when the processor 21 determines that the user is still in the middle of playing the quest (S403: NO), it continues to update the value of the predetermined parameter of the specific character based on the user's game play situation.

[0087] When the processor 21 determines that the user has finished playing the quest and has successfully cleared the quest without getting a game over (S404: YES), it updates the cleared quest situation in the game play history of the user information recorded in the storage unit 30 (S405). On the other hand, when the processor 21 determines that the user has not cleared the quest, such as when the user gets a game over during the quest or abandons the play by resetting during the play (S404: NO), it proceeds directly to the next process.

[0088] After that, based on the user's game play situation, the processor 21 updates the number of specific characters whose value of the predetermined parameter is equal to or greater than the predetermined value in the game play history of the user information recorded in the storage unit 30 (S308), and ends the process. The above is an example of the third pattern of the play history recording process.

[0089] Note that, as play history recording processing, although the above three patterns have been described by way of example respectively, it is not limited thereto. Also, a combination of a plurality of patterns such as recording the number of occurrences of a predetermined event and counting the play time as well may be recorded as a game play history. That is, the probability of occurrence of a special event may be calculated and set in step S106 of the information processing flow by comprehensively judging from the game play history including these various elements in the quest group.

[0090] <Other Embodiments> Although specific embodiments of the present invention have been described up to this point, the above embodiments are merely an example given to facilitate understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the above embodiments as long as it does not deviate from its gist. Also, equivalents of the present invention are included therein.

[0091] For example, the screen examples shown in the drawings referred to in the description of the above embodiments are merely an example, and the configuration example of the screen, the content of the information displayed, and the GUI (Graphical User Interface), etc. can be freely designed according to the specifications of the system design and the user's preferences, etc., and can also be changed as appropriate.

[0092] In the above embodiment, the modes of displaying an image on the user terminal 12 include a mode of displaying on a display provided in the terminal itself, and a mode of displaying on a display connected to the terminal in a wired or wireless form. Similarly, the modes of causing the user terminal 12 to emit sound or music include a mode of emitting by a player (speaker) provided in the terminal itself, and a mode of emitting from an audio device connected to the terminal in a wired or wireless form. Note that the display or audio device connected to the user terminal 12 may include an HMD (Head Mounted Display) such as a VR goggle in addition to a general stationary display or speaker, etc.

[0093] In the above embodiment, the server 10 functions as the information processing apparatus of the present invention, but the present invention is not limited thereto, and all or part of the functions of the server 10 may be provided in the user terminal 12. In that case, the information processing apparatus of the present invention is configured by the user terminal 12 or by cooperation between the server 10 and the user terminal 12. For example, all or part of the functions of the display control unit 32 and the game control unit 33 may be provided in the user terminal 12.

[0094] In the above embodiment, user information, quest information, quest group information, special event information, character information, etc. are stored in the server 10, but a database server (not shown) or the like may be separately provided and stored in the database server collectively, or may be stored on the user terminal 12 side. In this case, the server 10 constitutes the information processing apparatus of the present invention together with the database server or the user terminal 12 or the like.

[0095] In the above embodiment, the specific content of the game is not particularly mentioned, but the present invention is applicable to any game as long as it is a game that controls a special event associated with a quest group to be playable based on the occurrence probability set based on the play history of the quest group when a predetermined condition defined in the quest group including a plurality of quests is achieved. For example, it is applicable to word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, simulation games, etc. Also, the game may be a single-player game or a team game. Also, it may be a game in which humans play against each other as users, or a game in which a human plays against a computer (e.g., AI or robot, etc.).

[0096] In addition, in the above-described embodiment, the user can enjoy all functions for free in principle. However, some functions may be limited, and a predetermined usage fee may be paid so that the limited functions can be used. In addition, various other conditions and the like may be set for the charged users who have paid the predetermined usage fee so as to be advantageous in playing the game. For example, for charged users, it may be possible to obtain game media that are difficult to obtain according to the amount of charge, or the lottery probability of game media that are difficult to obtain may be improved according to the amount of charge. Note that this usage fee may be a per-use charge system, or like a subscription, it may be effective for the user for a certain period (for example, one month or one year) once paid.

[0097] In addition, in the above-described embodiment, an example of controlling the occurrence probability of a special event based on the parameters of a game medium whose parameters can be updated by playing a quest group (a specific quest group) has been described, but the present invention is not limited to this. For example, the occurrence probability of a special event may be controlled based on the parameters of a game medium (referred to as a specific game medium) associated with a special event that becomes playable when a predetermined condition of a specific quest group is achieved. Note that the parameters of the specific game medium may be updated using a game medium obtained by playing another quest group that is not the specific quest group or by a game event (such as a lottery) different from the specific quest group.

[0098] <Summary> [General Problem] One of the objects of the present invention is to improve the motivation of the user for game play.

[0099] [Problem with [Appendix 1]] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved based on the game play history of the user. [Appendix 1] A quest control unit that controls the playability of a group of quests including a plurality of quests for a user, and an event control unit that controls the playability of a special event associated with the group of quests for the user based on a generation probability set based on the play history of the user's group of quests when the user achieves a predetermined condition set for the group of quests. An information processing apparatus comprising: According to the information processing apparatus described above, it is possible to control the occurrence probability of a special event that may occur when a predetermined condition is achieved based on the game play history of the user.

[0100] [Problem with [Appendix 2]] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved based on the number of occurrences of a predetermined event in the user's game play until the predetermined condition is achieved. [Appendix 2] The event control unit controls the occurrence probability based on the number of occurrences of a predetermined event in the play of the group of quests. The information processing apparatus according to Appendix 1. Thereby, it is possible to control the occurrence probability of a special event that may occur when a predetermined condition is achieved based on the number of occurrences of a predetermined event in the user's game play until the predetermined condition is achieved.

[0101] [Problem with [Appendix 3]] One of the objects of the present invention is to accurately record the number of occurrences of a predetermined event in the user's game play until a predetermined condition is achieved and prevent the user's improper behavior. [Appendix 3] The event control unit stores the number of occurrences of a predetermined event in association with the user, updates the number of occurrences of the predetermined event by adding a predetermined value when starting to play a quest included in the group of quests, subtracts the predetermined value from the number of occurrences of the predetermined event when clearing the quest, and sets the occurrence probability higher when the number of occurrences of the predetermined event is small than when the number of occurrences of the predetermined event is large. The information processing apparatus according to Appendix 2. As a result, when a predetermined event is set as the number of times such as game over, even if the user intentionally ends the game play without achieving the predetermined condition, the number of occurrences of the predetermined event remains added. Therefore, the number of occurrences of the predetermined event in the user's game play until the predetermined condition is achieved can be accurately recorded, and the user's unfair behavior can be prevented.

[0102] [Problem with Supplementary Note 4] One of the objects of the present invention is, when there are a plurality of quest groups and special events that may occur when a predetermined condition is achieved are associated with each quest group, to control the occurrence probability of each special event based on the user's game play history in the corresponding quest group. [Supplementary Note 4] The quest control unit controls a plurality of quest groups including a first quest group and a second quest group to be playable. The event control unit, when the user achieves a first predetermined condition defined for the first quest group, controls the first special event associated with the first quest group to be playable for the user based on a first occurrence probability set based on the play history of the user's first quest group. When the user achieves a second predetermined condition defined for the second quest group, the event control unit controls the second special event associated with the second quest group to be playable for the user based on a second occurrence probability set based on the play history of the user's second quest group, controls the first occurrence probability based on the number of occurrences of a first predetermined event in the play of the first quest group, and controls the second occurrence probability based on the number of occurrences of a second predetermined event different from the first predetermined event in the play of the second quest group, the information processing apparatus according to Supplementary Note 1. As a result, when there are a plurality of quest groups and special events that may occur when a predetermined condition is achieved are associated with each quest group, the occurrence probability of each special event can be controlled based on the user's game play history in the corresponding quest group.

[0103] [Problem with Supplementary Note 5] One of the objects of the present invention is to update the occurrence probability of a special event that may occur when a predetermined condition is achieved, also based on the user's new game play history when the user's game play history is updated. [Appendix 5] The event control unit stores the occurrence probability set when a predetermined condition is achieved, and when the user achieves the predetermined condition again in the quest group, if the newly set occurrence probability based on the user's play history is greater than the recorded occurrence probability, the information processing apparatus according to Appendix 1 that updates the occurrence probability. Thereby, when the user's game play history is updated, the occurrence probability of a special event that may occur when a predetermined condition is achieved can also be updated based on the user's new game play history.

[0104] [Problems with Appendix 6] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved based on the time until the predetermined condition is achieved. [Appendix 6] The event control unit controls the occurrence probability based on the time from playing one quest included in the quest group until the predetermined condition is achieved, the information processing apparatus according to Appendix 1. Thereby, the occurrence probability of a special event that may occur when a predetermined condition is achieved can be controlled based on the time until the predetermined condition is achieved.

[0105] [Problems with Appendix 7] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved based on the parameters of the game medium associated with the quest group. [Appendix 7] The game medium control unit further includes a game medium control unit that can update the parameters of the game medium associated with the quest group by playing the quest group, and the event control unit controls the occurrence probability based on the parameters of the game medium, the information processing apparatus according to Appendix 1. Accordingly, it is possible to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the parameters of the game medium associated with the quest group.

[0106] [Problem with Appendix 8] One object of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the situation of the parameters of a plurality of game media associated with the quest group. [Appendix 8] The quest control unit controls the playability of a quest group including a first quest and a second quest, the game medium control unit controls to be able to update a predetermined parameter of a first game medium associated with the first quest by playing the first quest, controls to be able to update a predetermined parameter of a second game medium associated with the second quest by playing the second quest, and the event control unit sets a higher occurrence probability when the predetermined parameters of each of the first game medium and the second game medium are equal to or greater than a predetermined value than when the predetermined parameter of at least one of the game media is less than the predetermined value, the information processing apparatus according to Appendix 7. Accordingly, it is possible to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the situation of the parameters of a plurality of game media associated with the quest group.

[0107] [Problem with Appendix 9] One object of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the total value of the parameters of a plurality of game media associated with the quest group. [Appendix 9] The quest control unit controls the playability of a group of quests including a first quest and a second quest. The game medium control unit controls the updatability of predetermined parameters of a first game medium associated with the first quest by playing the first quest, and controls the updatability of predetermined parameters of a second game medium associated with the second quest by playing the second quest. The event control unit controls the occurrence probability based on the total value of the predetermined parameters of a plurality of game media including the first game medium and the second game medium. The information processing apparatus according to Appendix 7. Accordingly, the occurrence probability of a special event that may occur when a predetermined condition is achieved can be controlled based on the total value of the parameters of a plurality of game media associated with the group of quests.

[0108] Problems with [Appendix 10] One of the objects of the present invention is to select a special event that may occur when a predetermined condition is achieved based on the parameters of the game media corresponding to each special event when there is a special event corresponding to each game medium. [Appendix 10] The quest control unit controls the playability of a group of quests including a first quest and a second quest. The game medium control unit controls the updatability of predetermined parameters of a first game medium associated with the first quest by playing the first quest, and controls the updatability of predetermined parameters of a second game medium associated with the second quest by playing the second quest. The event control unit controls the playability of a special event selected from a third special event corresponding to the first game medium and a fourth special event corresponding to the second game medium, and when the predetermined parameters of the first game medium are larger than the predetermined parameters of the second game medium, sets the probability of selecting the third special event higher than the probability of selecting the fourth special event. The information processing apparatus according to Appendix 7. Accordingly, when there is a special event corresponding to each game medium, a special event that may occur when a predetermined condition is achieved can be selected based on the parameters of the game media corresponding to each special event.

[0109] Problems with [Appendix 11] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the user's game play history. [Appendix 11] An information processing system including a user terminal operated by a user of a game and a server capable of communicating with the user terminal through a network, the information processing system including: a quest control unit that controllably enables a user to play a quest group including a plurality of quests; and an event control unit that controllably enables a special event associated with the quest group to be played for the user, based on a generation probability set based on the play history of the user's quest group when the user achieves a predetermined condition set for the quest group. According to the above information processing system, the occurrence probability of a special event that may occur when a predetermined condition is achieved can be controlled based on the user's game play history.

[0110] Problems with [Appendix 12] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the user's game play history. [Appendix 12] An information processing method in which a processor controllably enables a user to play a quest group including a plurality of quests, and the processor controllably enables a special event associated with the quest group to be played for the user, based on a generation probability set based on the play history of the user's quest group when the user achieves a predetermined condition set for the quest group. According to the above information processing method, the occurrence probability of a special event that may occur when a predetermined condition is achieved can be controlled based on the user's game play history.

[0111] Problems with [Appendix 13] One of the objects of the present invention is to control the occurrence probability of a special event that may occur when a predetermined condition is achieved, based on the user's game play history. [Appendix 13] A program that causes a processor to controllably enable a user to play a group of quests including a plurality of quests for the user, and causes the processor, when the user achieves a predetermined condition defined for the group of quests, to controllably enable the user to play a special event associated with the group of quests based on the occurrence probability set based on the play history of the user's group of quests. According to the above program, the occurrence probability of a special event that may occur when a predetermined condition is achieved can be controlled based on the user's game play history.

Explanation of Signs

[0112] 10 Server 12 User Terminal 14 Network 21 Processor 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage Unit 31 Information Acquisition Unit 32 Display Control Unit 33 Game Control Unit 34 Quest Control Unit 35 Event Control Unit 36 Game Medium Control Unit 41 Quest Group Selection Button 42 Play History Display Button 43 Quest Selection Button 44 Quest Detail Display Button 45 Message Box 46 OK Button S Information Processing System

Claims

1. A quest control unit that controls the playability of a group of quests including a plurality of quests for a user, and an event control unit that controls the playability of a special event associated with the group of quests for the user based on a generation probability set based on the play history of the group of quests for the user when the user achieves a predetermined condition set for the group of quests. An information processing apparatus comprising: An information processing apparatus.

2. The event control unit controls the generation probability based on the number of occurrences of a predetermined event in the play of the group of quests. The information processing apparatus according to claim 1.

3. The event control unit stores the number of occurrences of the predetermined event in association with the user, updates the number of occurrences of the predetermined event by adding a predetermined value when starting to play a quest included in the group of quests, and subtracts the predetermined value from the number of occurrences of the predetermined event when clearing the quest. When the number of occurrences of the predetermined event is small, the generation probability is set higher than when the number of occurrences of the predetermined event is large. The information processing apparatus according to claim 2.

4. The quest control unit controls the playability of a plurality of the groups of quests including a first group of quests and a second group of quests. The event control unit when the user achieves a first predetermined condition set for the first group of quests, controls the playability of a first special event associated with the first group of quests for the user based on a first generation probability set based on the play history of the first group of quests for the user; when the user achieves a second predetermined condition set for the second group of quests, controls the playability of a second special event associated with the second group of quests for the user based on a second generation probability set based on the play history of the second group of quests for the user; controls the first generation probability based on the number of occurrences of a first predetermined event in the play of the first group of quests, and controls the second generation probability based on the number of occurrences of a second predetermined event different from the first predetermined event in the play of the second group of quests. The information processing apparatus according to claim 1.

5. The event control unit stores the generation probability set when the predetermined condition is achieved. When the user achieves the predetermined condition again in the quest group, if the occurrence probability newly set based on the user's play history is greater than the recorded occurrence probability, update the occurrence probability. The information processing apparatus according to claim 1.

6. The event control unit controls the occurrence probability based on the time from playing one quest included in the quest group until the predetermined condition is achieved. The information processing apparatus according to claim 1.

7. The apparatus further includes a game medium control unit that controllably updates parameters of a game medium associated with the quest group by playing the quest group. The event control unit controls the occurrence probability based on parameters of the game medium. The information processing apparatus according to claim 1.

8. The quest control unit controllably plays the quest group including the first quest and the second quest. The game medium control unit controllably updates predetermined parameters of a first game medium associated with the first quest by playing the first quest, and controllably updates predetermined parameters of a second game medium associated with the second quest by playing the second quest. The event control unit sets the occurrence probability higher when the predetermined parameters of each of the first game medium and the second game medium are equal to or greater than a predetermined value than when the predetermined parameter of at least one of the game media is less than the predetermined value. The information processing apparatus according to claim 7.

9. The quest control unit controllably plays the quest group including the first quest and the second quest. The game medium control unit controllably updates predetermined parameters of a first game medium associated with the first quest by playing the first quest, and controllably updates predetermined parameters of a second game medium associated with the second quest by playing the second quest. The event control unit controls the occurrence probability based on the total value of the predetermined parameters of a plurality of game media including the first game medium and the second game medium. The information processing apparatus according to claim 7.

10. The quest control unit controllably plays the quest group including the first quest and the second quest. The game medium control unit is configured to controllably update predetermined parameters of a first game medium associated with the first quest when playing the first quest, and to controllably update predetermined parameters of a second game medium associated with the second quest when playing the second quest. The event control unit is configured to controllably enable playing of the special event selected from among a third special event corresponding to the first game medium and a fourth special event corresponding to the second game medium, and to set the probability of the third special event being selected to be higher than the probability of the fourth special event being selected when the predetermined parameters of the first game medium are greater than the predetermined parameters of the second game medium. The information processing apparatus according to claim 7.

11. An information processing system including a user terminal operated by a user of a game and a server capable of communicating with the user terminal through a network, a quest control unit configured to controllably enable the user to play a quest group including a plurality of quests for the user, and an event control unit configured to controllably enable the user to play a special event associated with the quest group for the user based on a generation probability set based on the play history of the quest group of the user when the user achieves a predetermined condition defined for the quest group. Information processing system.

12. A processor controllably enables a user to play a quest group including a plurality of quests for the user, and the processor controllably enables the user to play a special event associated with the quest group for the user based on a generation probability set based on the play history of the quest group of the user when the user achieves a predetermined condition defined for the quest group. Information processing method.

13. A processor is caused to controllably enable a user to play a quest group including a plurality of quests for the user, and the processor is caused to controllably enable the user to play a special event associated with the quest group for the user based on a generation probability set based on the play history of the quest group of the user when the user achieves a predetermined condition defined for the quest group. Program.

Citation Information

Patent Citations

  • Information processing system, program, and information processing method

    JP2022106554A