Information processor, information processing method and program
The information processing device helps users by notifying them of events to obtain relevant game objects, addressing the challenge of missed opportunities and improving satisfaction.
Patent Information
- Application Number
- JP2025087949
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-08-07
AI Technical Summary
Users face difficulty in determining which events to participate in to obtain game objects convenient for their play style, often missing opportunities due to event periods ending unnoticed, leading to reduced game satisfaction.
An information processing device that accepts a specified quest from the user and notifies them when an event occurs to obtain a related object, such as a character, through a designated quest.
Reduces user burden by informing them of relevant events, ensuring they don't miss opportunities to acquire convenient objects, thereby enhancing game satisfaction.
Smart Images

Figure 2025116086000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Conventionally, there have been known games, such as online games, in which a user is given an object (e.g., a character or item that can be used in the game) when the user participates in an event such as a lottery or a quest.
[0003] For example, Patent Document 1 discloses that a lottery is held in response to a user's request, and one or more characters randomly selected from a group of characters selected by the lottery are given to the user, and that items, characters, etc. are given to the user as a reward for clearing a competitive game against enemy characters called a quest. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6617813 Summary of the Invention [Problem to be solved by the invention]
[0005] However, as in Patent Document 1, many events, such as lotteries and quests, have a set period during which users can participate (hereinafter referred to as the event period), and the objects that can be obtained often differ for each event. Therefore, it can be difficult for users to determine which of multiple events to participate in to obtain an object that is convenient for them (e.g., an object that makes the game easier to play depending on the user's play style). Even if users are able to determine an event that allows them to obtain an object that is convenient for them, that event may not always be held. Therefore, even if the event is held, the event period may end without the user noticing, and the user may miss an opportunity to obtain an object that is convenient for them. Thus, determining the optimal event and keeping track of the event period can be a burden for users, which may reduce their satisfaction with the game.
[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can reduce the burden on users with respect to games as described above and improve users' game satisfaction. [Means for solving the problem]
[0007] An information processing device according to one embodiment of the present invention includes a specification acceptance unit that accepts a specified quest specified by a user from among quests to be played using objects within a game, and a notification unit that notifies the user when an event occurs in which the user can obtain a related object associated with the specified quest. [Effects of the Invention]
[0008] The user can be notified when an event occurs that allows them to obtain a related object associated with the specified quest, thereby reducing the burden on the user regarding the game and improving the user's satisfaction with the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a conceptual diagram of a game system including an information processing device according to an embodiment of the present invention. [Figure 2] 1 is a diagram illustrating the hardware configuration of an information processing device and a terminal according to an embodiment of the present invention. [Figure 3] FIG. 2 is an explanatory diagram of functions of a terminal according to an embodiment of the present invention. [Figure 4] FIG. 2 is an explanatory diagram of functions of a server that constitutes an information processing apparatus according to an embodiment of the present invention. [Figure 5] 10 is a flowchart showing the flow of an event notification process. [Figure 6] 10 is a flowchart showing the flow of an associated character determination process. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof. In addition, in the following explanation, examples of screens displayed on the terminal are not shown, but examples of screen configurations, displayed information, and specific contents of the GUI (Graphical User Interface) can be freely designed and changed according to design specifications and user preferences.
[0011] <About the game> The communication system shown in FIG. 1 (hereinafter referred to as game system S) is a communication system including an information processing device according to one embodiment of the present invention (hereinafter referred to as server 30), and provides a game to a user U.
[0012] The term "game" refers to an online game provided using the game system S, in which a user U uses objects in the game to play events such as lotteries or quests. In this embodiment, an example of a game is a game in which the user U forms a team of multiple characters (for example, a group of four), controls the characters using predetermined actions to fight enemy characters, and progresses by sequentially challenging and clearing multiple quests provided in the game.
[0013] "Objects" include, for example, characters that move in response to user U's operations in the game, and items that give the user an advantage in the game. The number of objects possessed increases in response to logging in to the game, lottery results, rewards for completing a quest, or purchases. The number of objects possessed decreases as the user consumes, synthesizes, sells, or discards objects in the game.
[0014] Characters, which are a type of object, each have their own personality, and each character has a different rank, name, appearance, attributes, and various parameters (setting data related to level, stamina, attack power, speed, luck, special abilities, etc.) etc. In addition, the user U can train and develop these characters by accumulating experience points, using items, etc., and combining them with other characters.
[0015] The "rank" is an index showing the value of an object such as a character, and is determined based on the values of the various parameters described above. Generally, objects with a high rank are difficult to obtain due to a low probability of winning the lottery, and are therefore highly rare, with a low amount of circulation in the game or a low amount of use by user U in the past.
[0016] "Raising" refers to strengthening or evolving a character by consuming items or other materials for that character. Raising also includes, for example, using multiple characters (e.g., Character A and Character B) as materials and fusing those materials to create one special character (Character C).
[0017] "Growth" refers to changes in a character's abilities, etc. as a result of training. Examples include the following changes. Note that while these changes are basically those that are advantageous to user U, they do not exclude changes that are disadvantageous to user U or changes that do not affect an advantage or disadvantage. (a) Various parameters of the character are improved. (b) The predetermined upper limit (maximum value) of each parameter of the character is improved. (c) Special abilities (techniques, etc.) are added to the character. (d) The special abilities possessed by the character change. (e) The character's name, appearance, attributes, etc. change. (f) A character changes into a special character that is higher in rank than that character.
[0018] A "lottery" is a type of event that constitutes a game, and is an event in which the user U can obtain objects such as the characters. The lottery is held in response to a request for an object from the user U while playing the game (hereinafter referred to as a lottery application). In the lottery, multiple objects with different winning probabilities are prepared as candidates, and one or a predetermined number of objects are selected from the multiple candidate objects, and the user U can obtain the selected objects as lottery result objects.
[0019] Each lottery has a set period, and various lotteries are held as the game progresses. That is, lotteries occur sequentially over time, and user U can enter the lotteries by submitting lottery entries for those lotteries during the holding period. In a lottery, the probability of winning each candidate object, as well as the types and number of objects included as candidates, may vary depending on the holding period. Therefore, depending on the holding period of the lottery, a particular object may have a high probability of winning and be more likely to be selected as the lottery result object, or a particular object may not be included as a candidate at all.
[0020] There are various types of lotteries, including, for example, a "single type" lottery that is held only once, and an "N-type" lottery that is held N consecutive times (N is a natural number greater than or equal to 2). There are also various conditions for holding a lottery, including a lottery that can be held by consuming a lottery item obtained for free, a lottery that can be held by consuming a lottery item obtained (purchased) for a fee, a lottery that can be held by consuming a lottery item obtained as a reward for clearing a quest (described below), and a lottery that can be held as a reward for clearing a quest (when the right to hold a lottery is granted as a reward for clearing a quest), etc.
[0021] A "quest" is a type of event that constitutes a game, and is a mission given to the user U in the game. In other words, it is an event that forms the core of the game and is played using the above-mentioned characters and other objects. Specifically, it includes events in which the user U fights enemy characters using the characters they own, events in which the user encounters various characters, regardless of whether they are enemies or allies, events in which the objective is to reach a certain point, or events in which objects such as items can be obtained. Each of these quests has a set period and achievement conditions, and various quests arise as the game progresses, and the user U selects any quest to play from among these multiple quests. For example, the user U plays a quest during the period and completes it by satisfying preset achievement conditions, such as defeating an enemy character. When the user U completes the quest, he or she can obtain the above-mentioned characters and other objects, which differ depending on the quest, as a completion reward.
[0022] Each quest has an associated object (hereinafter referred to as an associated character) set thereto. Furthermore, each associated character has an associated quasi-associated character.
[0023] The term "related character" refers to a character associated with the quest and recommended for use when playing the quest (for example, a character recommended for inclusion as a team member). In this embodiment, the related character is determined based on the characters used in the quest by other users U who have previously played and cleared the quest. Specifically, the characters are ranked based on the number of times they have been used by other users U, and the top few (for example, 10) characters are selected as related characters. In this case, the characters may be ranked taking into consideration not only the number of times the character has been used, but also the success rate of clearing the quest when that character is used. Note that the related characters may change each time the number of times the character has been used by other users U is tallied. Furthermore, the number of times a character has been used may be tallied for each predetermined period, or may be tallied separately for each character attribute or acquisition route (whether the character was acquired as a lottery result object or as a clear reward, etc.).
[0024] "Quasi-related characters" refer to characters that are not completely identical to the related character but have some relationship to it. Specifically, this includes characters before or after the related character's growth, characters that are the basis for the related character, characters that have variations (facial expressions, hairstyles, postures, clothing, equipment, etc.) from the related character, and characters that are specially designed for a limited time or region (for example, a Christmas version or an Okinawa version).
[0025] In addition, a related character may be a character that is set in the game to have an advantageous effect on the user U, regardless of the number of times the character is used by other users U, for example, by incorporating the character into a team and playing, making it easier to clear a quest or increasing the amount of clearing rewards earned.
[0026] In this embodiment, when a user U specifies a specific quest while playing a game, if an event occurs in which a related character (or a quasi-related character) to the specified quest (hereinafter referred to as the specified quest) can be obtained from among a number of events such as lotteries or quests, the user U who specified the specified quest will be notified.
[0027] "Notification" refers to informing the user U of the occurrence of an event. Specifically, while the user U is playing a game, an icon or message (not shown) may be displayed on the screen of the user terminal 10 (for example, part of the home screen of the game), or even when the user U is not playing a game, a notification may be given each time by, for example, displaying a dialog box on the screen of the user terminal 10 (push notification).
[0028] In this case, the quests that can be specified may be limited to those for which the user U has not yet collected the clearing reward, i.e., those quests that the user U has not yet cleared (hereinafter referred to as "uncleared quests"). Furthermore, among the uncleared quests, the quests may be limited to those that the user U has attempted in the past but failed to clear. Furthermore, the quests may be limited to quests of a predetermined difficulty level or above.
[0029] It may be possible to specify multiple designated quests, and once a designated quest is specified, it may be possible to change or cancel it. Also, if a long period of time has passed since the designated quest was specified without the designated quest being changed or canceled, or if the quest was an incomplete quest when it was specified but the user U has already completed it in the meantime, the designation may be automatically cancelled and no notification may be sent even if an event occurs.
[0030] Furthermore, if the event in which a related character (or a quasi-related character) can be obtained is a lottery, as described above, the probability of winning each object may differ depending on the lottery. For this reason, notification may be limited to or prioritized when a lottery (second lottery) is held in which the probability of winning a related character (or a quasi-related character) is set higher than another lottery (first lottery). Note that the second lottery referred to here also includes a lottery in which the probability of winning a related character (or a quasi-related character) is set higher than the probability of winning a character of the same rank as the related character (or a quasi-related character), that is, a lottery in which a related character (or a quasi-related character) is picked up as a featured (hot) item with an increased chance of winning.
[0031] Furthermore, when a related character is determined based on the number of times a character has been used by another user U who has completed the designated quest, the related character may be determined based on the number of times the character has been used during a period corresponding to the time when the user U designated the designated quest, such as by tallying the number of times the character has been used at a timing specified by the user U. The period corresponding to the time when the designated quest was designated may be, for example, the period from when the quest was held to the time when the quest was designated as the designated quest, a predetermined period such as several hours, days, weeks, months, or years prior to the time when the quest was designated, or any period selected by the user U that precedes the time when the quest was designated as the designated quest.
[0032] Notification may also be limited to when an event occurs in which user U can acquire a related character (or quasi-related character) that he or she does not have. Also, limited-time special characters created in collaboration with other copyrighted works such as manga or movies, other artists, or other companies may be excluded from the related characters (or quasi-related characters) that are the subject of notification.
[0033] In this way, in this embodiment, when an event occurs in which a related character (or a quasi-related character) for a specified quest can be acquired, the user U can be notified and informed. Therefore, the user U does not have to be confused about which event to participate in in order to acquire a related character (or a quasi-related character), i.e., a character that is convenient for the user U, and the user U will not miss an opportunity to acquire a character that is convenient for the user U by not realizing that the relevant event is being held.
[0034] In this embodiment, not only can a user U play alone, but also so-called multiplay (hereinafter referred to as cooperative play) is possible, in which multiple users U simultaneously play a common quest by operating their respective user terminals 10. In this cooperative play, a cooperative relationship is formed between a user U (hereinafter referred to as a host) who hosts a cooperative play for a specific quest and recruits companions, and users U (hereinafter referred to as guests) who respond to the recruitment and participate in the cooperative play, and the progress of play is synchronized between the users playing cooperatively.
[0035] Joint play is carried out through the communication function of the user terminal 10 of each user U. Specifically, when a user U applies to participate in a joint play invited by a host and the host accepts the application, a communication path for joint play is established between the user U as a guest and the host. The qualifications for applying for joint play are not particularly limited and can be set arbitrarily. For example, a friend user who is another user U in a friendship relationship with a user U and who has been mutually approved by the users U may apply.
[0036] Thereafter, various data required for cooperative play is transmitted and received according to a known communication method. This data may be transmitted via a client-server method via the server 30, or via a P2P (peer-to-peer) method without the server 30. The cooperative play method is classified into a fully synchronous type and an asynchronous type, but either method may be adopted. The fully synchronous type includes a key input synchronization method and a command input method, while the asynchronous type includes a server-centralized processing method and a client-distributed processing method.
[0037] Note that cooperative play-compatible games include cooperative play games in which multiple users U cooperate, and competitive games in which users U compete against each other, but either type is acceptable. The upper limit on the number of users U in one cooperative play session (maximum number of players) is not particularly limited and may be set to any number, but it is preferable to set it to a maximum of about four people, for example.
[0038] <About the configuration of the Game System S> Next, the configuration of a game system S for providing the above game to users U will be described. 1, the game system S is constructed so that a user U can play a game, and is composed of an information terminal (hereinafter referred to as a user terminal 10) operated by the user U, and a server 30. The user terminal 10 and the server 30 are connected to each other so as to be able to communicate with each other via a network N such as the Internet.
[0039] The user terminal 10 is equipped with a program stored therein and a processor that executes the program, and is carried by its owner, the user U, who operates the user terminal 10 when playing. The user terminal 10 may be any known device used as a gaming terminal, such as a smartphone, mobile phone, laptop PC, tablet device, wearable device, or dedicated gaming device with communication capabilities. The number of user terminals 10 constituting the game system S is not particularly limited and may be any number, but for convenience of illustration, FIG. 1 shows three user terminals 10.
[0040] The server 30 is a computer that constitutes the information processing device of the present invention. For example, it is configured by a server computer managed by a game provider and is responsible for game progress processing. Specifically, it manages the game account and status of each user U for each user U and distributes data related to game progress processing (hereinafter referred to as game progress data) to each user U. Furthermore, the server 30 is not limited to a server device consisting of a single computer that independently performs a specific function, but may be configured as a group of server devices consisting of multiple computers that are distributed but work together to perform a specific function.
[0041] The network N may be any network that connects the user terminal 10 and the server 30 in a state that enables data communication. It may be wired or wireless, and includes the Internet, a mobile communication network, a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc. Furthermore, the user terminals 10 may communicate with each other via the network N, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, etc. without going through the network N.
[0042] In the game system S of this embodiment, the user terminal 10 and the server 30 cooperate with each other in the above-described configuration to progress the game. Specifically, part of the game progress processing is performed on the server 30 side, and part of the graphics processing and the like is executed on the user terminal 10 side. For example, the server 30 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 10 side synchronizes with the server 30 and generates various quests according to the same rules, logic, and algorithms as the program executed on the server 30, thereby progressing the game.
[0043] <Configuration of User Terminal 10> Next, the configuration of the user terminal 10 according to this embodiment will be described. As shown in Figure 2, the user terminal 10 has a hardware configuration including a processor 11, a storage device 12, a communication interface (referred to as communication I / F in Figure 2) 13, an input device 14, and an output device 15, and these devices are electrically connected via a bus not shown.
[0044] The processor 11 includes, for example, a central processing unit, a microprocessor, a graphics processing unit, or a digital signal processor, and executes various types of arithmetic processing based on programs or data stored in the storage device 12, and controls each part of the user terminal 10. The programs executed by the processor 11 include an OS (Operating System), which is system software for controlling the entire user terminal 10, and game application programs, and the functions of the user terminal 10 that constitutes the game system S are fulfilled by reading and executing these various programs by the processor 11.
[0045] The storage device 12 includes, for example, a memory or storage, and stores various programs and data. The memory is composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory), and provides a working area for the processor 11 by temporarily storing programs and data, and temporarily stores various data generated by the processing executed by the processor 11. The storage stores various data related to the game and is composed of, for example, flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), and USB memory (Universal Serial Bus memory).
[0046] The communication interface 13 is configured by, for example, a network interface card (NIC) or the like, and controls communication processing of the user terminal 10. There are no particular limitations on the communication standard used by the communication interface 13, and any public communication standard can be applied without any restrictions. The communication method used by the communication interface 13 may be a wireless method or a wired method.
[0047] The input device 14 is a device that receives an operation by the user U and generates data indicating the content of the received operation. As an example, an operation key, an operation button, a microphone for collecting sound, a camera for taking pictures, etc. provided on the user terminal 10 can be used.
[0048] The output device 15 is a device that draws a screen to display images, character string information, etc., and plays back audio. As an example, a liquid crystal display or an organic EL (Electroluminescence) display, a head-mounted display, a speaker, etc., provided in the user terminal 10 can be used. In this embodiment, the output device 15 includes at least a display. The display may be a device that combines the functions of both the input device 14 and the output device 15, such as a touch panel display.
[0049] Next, the configuration of the user terminal 10 will be explained again from a functional perspective with reference to FIG. 3, the user terminal 10 includes multiple functional units, specifically, an operation identification unit 16, a terminal storage unit 17, a terminal generation unit 18, a terminal transmission / reception unit 19, and a display processing unit 20. These functional units are realized by the cooperation of hardware devices of the user terminal 10 and programs stored in the user terminal 10 as software.
[0050] [Operation specification section 16] The operation identification unit 16 is mainly realized by the processor 11 and the input device 14, and identifies the content of various operations performed by the user U through the input device 14 of the user terminal 10. The operations identified by the operation identification unit 16 include operations for progressing the game and operations related to cooperative play. Operations for progressing the game include operations for moving a character by a predetermined action, as well as operations for specifying a specified quest and operations for conducting a lottery. Operations related to cooperative play include operations for soliciting participation in cooperative play, applications for cooperative play, and operations related to whether or not the application is accepted.
[0051] [Terminal side storage unit 17] The terminal-side storage unit 17 is mainly realized by the processor 11 and the storage device 12, and stores various data relating to the progress of the game (for example, video data, image data, audio data, etc.).
[0052] [Terminal side generation unit 18] The terminal-side generation unit 18 is mainly realized by the processor 11 and the storage device 12, and generates game operation data and the like according to the operation content of the user U identified by the operation identification unit 16. The game operation data generated here includes character operation data based on an operation to move a character by a predetermined action, designated quest data based on an operation to designate a designated quest, lottery execution data based on an operation to conduct a lottery, and joint play data based on an operation related to joint play. This generated data is transmitted to the server 30 by the terminal-side transmission / reception unit 19.
[0053] [Terminal side transceiver 19] The terminal-side transmitting / receiving unit 19 is mainly realized by the processor 11, the storage device 12, and the communication interface 13, and transmits and receives data and information between the server 30 and the user terminals 10 of other users U. For example, while playing a game, the terminal-side transmitting / receiving unit 19 receives game progress data sent from the server 30 and transmits game operation data to the server 30. Furthermore, when a game is being played jointly, the terminal-side transmitting / receiving unit 19 may transmit and receive joint play data (specifically, game operation data of each user U) to and from the user terminals 10 of other users U.
[0054] [Display processing unit 20] The display processing unit 20 is mainly realized by the processor 11, the storage device 12, and the output device 15, and executes display processing to display data and information received by the terminal-side transmitting / receiving unit 19 on a display using a browsing function. Specifically, the display processing unit 20 draws a game screen when the game starts, and during game play, the terminal-side transmitting / receiving unit 19 expands the game progress data received from the server 30 and displays images and other information on the game screen. Furthermore, during game play, the display processing unit 20 displays images on the game screen that change in accordance with the game operation data generated by the terminal-side generating unit 18 (specifically, images that move in accordance with the operation of the user U).
[0055] <Server 30 configuration> Next, the configuration of the server 30 according to this embodiment will be described. As shown in Figure 2, the server 30 has the same hardware configuration as a general server computer, and is equipped with a processor 31, a storage device 32, and a communication interface (referred to as communication I / F in Figure 2) 33, and these devices are electrically connected via a bus not shown.
[0056] The processor 31 is configured with a CPU, an MPU, a GPU, a DSP, etc., and performs various processes by executing programs installed in the server 30. The programs executed by the processor 31 include an OS, which is system software for controlling the entire server 30, and application programs for causing the server 30 to function as the information processing device of the present invention.
[0057] The storage device 32 includes, for example, a memory or storage, and stores various programs and data. The memory is composed of semiconductor memory such as ROM and RAM, and provides a working area for the processor 31 by temporarily storing programs and data, and temporarily stores data generated by various processes executed by the processor 31. The storage stores various data related to the user U and the games, etc., and is configured, for example, with flash memory, HDD, SSD, FD, MO disk, CD, DVD, SD card, USB memory, etc. Note that a server computer for a database connected to the server 30 via the network N may also be used as storage.
[0058] The communication interface 33 is configured, for example, by a network interface card or the like, and controls communication processing of the server 30. There are no particular limitations on the communication standard used by the communication interface 33, and any public communication standard can be applied without any restrictions. The communication method used by the communication interface 33 may be a wireless method or a wired method.
[0059] Next, the configuration of the server 30 will be explained again from a functional perspective with reference to FIG. 4. 4, the server 30 includes a plurality of functional units, specifically a server-side storage unit 34, a server-side transmitting / receiving unit 35, a server-side generating unit 36, a designation receiving unit 37, a notifying unit 38, and a determining unit 39. These functional units are realized by cooperation between the hardware devices of the server 30 and programs as software stored in the server 30. Note that when the server 30 is configured with a plurality of computers, the above functions may be distributed so that each of the plurality of computers performs a different function.
[0060] [Server-side storage unit 34] The server-side storage unit 34 is mainly realized by the processor 31 and the storage device 32, and stores various data including data related to the user U and data for game progress. Data relating to user U includes an identifier (user ID or terminal ID) that identifies user U or the user terminal 10 used by user U, and various information associated with that identifier (user U's personal information, model of user terminal 10, login history, payment history, and game progress such as status, etc.). The game progression data includes information about related characters associated with each quest, information about quasi-related characters associated with related characters, information about objects such as characters and items possessed by user U, and various information about quests set for each user U (including quest completion history and quest completion failure history, etc.).
[0061] [Server-side transmitting / receiving unit 35] The server-side transmitting / receiving unit 35 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and transmits and receives data and information to and from the user terminal 10. For example, while a game is being played, the server-side transmitting / receiving unit 35 transmits game progress data to the user terminal 10 of the user U, and receives game operation data from the user terminal 10. Furthermore, while a game is being played jointly, the server-side transmitting / receiving unit 35 receives joint play data from each of the user terminals 10 of the multiple users U playing jointly, and transmits data for synchronizing the users U (game progress data in a broad sense) to each user terminal 10.
[0062] [Server-side generation part 36] The server-side generation unit 36 is mainly realized by the processor 31 and the storage device 32, and generates data to be transmitted by the server-side transmission / reception unit 35. Specifically, the data generated here includes game progress data corresponding to the game operation data received from the user terminal 10, etc. The game progress data also includes data notifying the user that an event has occurred that allows the user to obtain a related character (or a quasi-related character) for a specified quest, data for displaying on the user terminal 10 a screen for specifying a specified quest, data for displaying on the user terminal 10 a screen for playing a quest, data for displaying on the user terminal 10 a screen for conducting a lottery, and data for synchronizing between multiple users U playing together while the joint play is taking place.
[0063] [Designated Reception Section 37] The designation receiving unit 37 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and identifies a designated quest based on the designated quest data received by the server-side transceiver 35 from the user terminal 10, and receives a quest designation from the user U. The designation receiving unit 37 also receives changes to or cancellations of the designated quest. The designated quests received by the designation receiving unit 37 may be uncompleted quests, or may be limited to uncompleted quests that the user U has attempted to complete in the past but failed.
[0064] [Notification section 38] The notification unit 38 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and when an event such as a lottery or quest occurs in which the user U can acquire a related character associated with the specified quest, the notification unit 38 cooperates with the server-side transceiver unit 35 to send information related to the event that has occurred to the user terminal 10 to notify the user. At this time, the notification may be controlled to be limited to or prioritized when a second lottery is held in which the probability of winning a related character (or quasi-related character) that the user U does not have is set high. Furthermore, if the user U has already completed a specified quest after specifying it, the designation may be automatically canceled, and control may be exercised so that no notification is made even if the corresponding event occurs.
[0065] [Decision Section 39] The determination unit 39 is mainly realized by the processor 31 and the storage device 32, and determines, for each quest, related characters that are recommended for use when playing that quest. Specifically, for each quest, characters used by other users U who have previously played and completed that quest are ranked based on the number of times they have been used, and the top few characters in that ranking are determined to be related characters. The number of times used may be tallied each time the user U specifies a specified quest, or may be tallied periodically (for example, once a day) or irregularly. In this case, if the character rankings change each time the number of times used is tallied, the related characters will also be changed each time.
[0066] In general, the user terminal 10 and the server 30 have various functions other than those described above, but here we will only explain the characteristic functions that have an effect in the game system S of the present invention, and will not illustrate or explain other known functions, etc.
[0067] <Processing flow of Game System S> Next, the flow of processing executed in the game system S configured as described above will be described with reference to FIGS. The information processing method of this embodiment is realized by using a game system S that functions as a computer system; in other words, the information processing method of this embodiment is applied to the information processing performed by the game system S.
[0068] The information processing executed in the game system S in this embodiment is broadly divided into two types of processing: an “event notification processing” and an “associated character determination processing.” Each type of processing will be explained below individually.
[0069] [Event notification processing] First, the recommended quest notification process will be described with reference to FIG. The "event notification process" is a process executed on the server 30, which notifies the user U of information regarding an event that has occurred in which the user U can acquire a related character associated with a specified quest. Here, a case will be described where the process is performed assuming that notification is given when the user U does not have a related character and the specified quest is an uncompleted quest.
[0070] As shown in FIG. 5, when the server 30 receives designated quest data from the user terminal 10 and accepts the designation of a designated quest from the user U (S101), it identifies a related character associated with the designated quest (S102).
[0071] Then, when an event occurs in which the identified related character can be acquired (S103: YES), the server 30 compares the related character with characters that the user U already possesses, and if the user U does not possess the related character (S104: YES) and the specified quest is an uncompleted quest (S105: YES), the server 30 notifies the user U of the occurrence of the event by sending information related to the event that has occurred to the user terminal 10 (S106), and ends the processing.
[0072] On the other hand, if the specified quest has already been cleared by the user U and is no longer an uncleared quest at the time the event occurs (S105: NO), the server 30 cancels the designation of the specified quest (S107) and ends the process. Also, if no event has occurred in which the identified related character can be acquired (S103: NO) and the user U possesses the related character (S104: NO), the server 30 ends the process.
[0073] The event to be notified may be limited to a lottery, or if the event is a lottery, it may be limited to or prioritized as a second lottery in which the probability of winning a related character (or a quasi-related character) is set high. Also, if notification is to be given regardless of whether user U has a related character or whether the specified quest has not been cleared or not, the above steps (S104 or S105) may be omitted.
[0074] The event notification process ends when the series of steps shown in Fig. 5 above is completed. Thereafter, the series of steps above is repeatedly performed while the user U is playing the game, or periodically or irregularly as time passes even when the user U is not playing the game. The above is an example of the event notification process.
[0075] [Related character determination process] Next, the related character determination process will be described with reference to FIG. The "related character determination process" is a process executed by the server 30, which determines related characters for each designated quest based on the number of times a character has been used by another user U in that designated quest.
[0076] As shown in FIG. 6, the server 30 identifies characters used by other users U who have played and completed the quest in the past from the play history stored for each quest (S201), and tally the number of times each character has been used for each quest (S202). The number of times a character is used may be tallied for the entire period, or for each predetermined period. The number of times a character is used may also be tallied separately according to the character's attributes, acquisition route, etc.
[0077] Next, the server 30 ranks the characters in descending order of frequency of use for each quest (S203), and determines the top N characters as related characters (S204).Then, the server 30 associates the determined related characters with the quest and stores them (S205), and ends the process.
[0078] The associated character determination process ends when the series of steps shown in Figure 6 is completed. Thereafter, the series of steps described above is repeated each time the user U specifies a specified quest, or periodically or irregularly, and if the ranking of the characters changes each time, the associated characters are changed according to that ranking. The above is an example of the related character determination process.
[0079] <Other embodiments> The present invention is not limited to the above-described embodiments. For example, in the above embodiment, a character is described as an example of an object that can be obtained in an event. However, the object that can be obtained in an event, i.e., the related object associated with the specified quest, is not limited to a character and may be an item or the like.
[0080] In the above embodiment, the server 30 executes the program of the present invention and functions as the information processing device of the present invention, but some or all of the functions of the server 30 as the information processing device may be provided in the user terminal 10. For example, functions equivalent to the notification unit 38 and the determination unit 39 may be provided in the user terminal 10.
[0081] In the above embodiment, an online game that uses data communication between the user terminal 10 operated by the user U and the server 30 has been described as an example of a game. However, the type of game is not particularly limited, and the game may be an offline game that does not require data communication. Alternatively, the game may be, for example, a social game that can be used with only a web browser and an SNS (Social Networking Service) account.
[0082] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.
[0083] [1] The information processing device according to this embodiment includes a specification receiving unit that receives a specified quest designated by the user from among quests played using objects within a game, and a notification unit that notifies the user when an event occurs in which the user can obtain a related object associated with the specified quest. According to the information processing device, the user can be notified when an event, such as a lottery or quest, occurs in which a related object associated with a specified quest can be acquired. This eliminates the user's confusion about which event to participate in to acquire the object that is convenient for them, and also prevents the user from missing an opportunity to acquire the object that is convenient for them by not realizing that the relevant event is being held. This reduces the user's burden in playing the game and improves the user's satisfaction with the game.
[0084] [2] In the information processing device, the notification unit notifies when a second lottery is held in which the probability of winning the related object is higher than that of the first lottery. As described above, users can be notified when a second lottery is held, which has a higher probability of winning a related object than the first lottery, and will not miss an opportunity to obtain a desirable object with a higher probability. This further reduces the burden on users regarding the game and further improves their satisfaction with the game.
[0085] [3] The information processing device described above may further include a determination unit, and the determination unit may determine the related object based on the number of times an object has been used by another user in a specified quest. As described above, when an event occurs in which a user can acquire a related object determined based on the number of times an object used by other users in a specified quest has been used, the user can be notified and informed, allowing the user to more efficiently obtain information about events that will allow the user to acquire objects that are convenient for the user. This further reduces the burden on the user regarding the game and further improves the user's satisfaction with the game.
[0086] [4] In the above information processing device, the determination unit determines the related object based on the number of times it is used during the period corresponding to the time when the user designated the specified quest. As described above, when an event occurs in which the user can acquire a related object determined based on the number of times other users used the specified quest during the period corresponding to the time the user specified the specified quest, the user can receive notification and be informed, thereby more efficiently obtaining information about events that allow the user to acquire objects that are convenient for the user. This further reduces the burden on the user regarding the game and further improves the user's game satisfaction.
[0087] [5] In the above information processing device, the designation receiving unit receives, as a designated quest, a quest that the user played but failed to complete. As described above, when an event occurs in which a user can acquire an object related to a quest that the user failed to complete, the user can be notified and informed, and thus the user can more efficiently obtain information about events that allow the user to acquire objects that are convenient for the user. This further reduces the burden on the user regarding the game and further improves the user's satisfaction with the game.
[0088] [6] In the above information processing device, when the user clears the designated quest, the notification unit cancels the designation of the designated quest and does not notify the user even if an event occurs. As described above, once a user has completed a specified quest, they will no longer receive notifications that are no longer necessary, allowing them to more efficiently obtain event information for acquiring objects that are convenient for them. This further reduces the burden on the user regarding the game, and further improves the user's satisfaction with the game.
[0089] [7] In the information processing device, the notification unit notifies the user when an event occurs in which the user can acquire an object that the user does not have among the related objects. As described above, when an event occurs in which an object that the user does not have can be acquired, the user can be notified and informed, and thus the user can more efficiently obtain information about events that will allow the user to acquire objects that are convenient for the user. This further reduces the burden on the user regarding the game, and further improves the user's satisfaction with the game.
[0090] [8] Furthermore, according to the information processing method of this embodiment, the computer accepts a specified quest designated by the user from among quests played using objects within the game, and notifies the user when an event occurs in which the user can obtain a related object associated with the specified quest. According to the information processing method, the user can be notified when an event, such as a lottery or quest, occurs in which a related object associated with a specified quest can be acquired. This eliminates the user's confusion about which event to participate in to acquire the object that is convenient for them, and also prevents the user from missing an opportunity to acquire the object that is convenient for them by not realizing that the relevant event is being held. This reduces the user's burden in playing the game and improves the user's game satisfaction.
[0091] [9] Furthermore, according to the program of this embodiment, the program is executed by a computer, and causes the computer to accept a designated quest designated by the user from among quests played using objects within the game, and notify the user when an event occurs in which the user can obtain a related object associated with the designated quest. According to the program, the user can be notified when an event, such as a lottery or quest, occurs in which an object associated with the specified quest can be acquired. This eliminates the user's confusion about which event to participate in to acquire the object that is convenient for them, and also eliminates the user's risk of missing an opportunity to acquire the object that is convenient for them by not realizing that the relevant event is being held. This reduces the user's burden in playing the game and improves the user's satisfaction with the game. [Explanation of symbols]
[0092] 10 User terminal 11 processors 12 Storage device 13 Communication Interface 14 Input Devices 15 Output Devices 16 Operation specific part 17 Terminal side memory unit 18 Terminal side generation unit 19 Terminal side transceiver 20 Display processing section 30 servers 31 processors 32 Storage device 33 Communication Interface 34 Server-side storage unit 35 Server-side transmission / reception unit 36 Server-side generation unit 37 Designated Reception Department 38 Notification Department 39 Decision Section N Network S Game System U User
Claims
[Claim 1] a designation receiving unit that receives a designated quest designated by a user from among quests to be played using an object in the game; a notification unit that notifies the user when an event occurs in which the user can acquire a related object associated with the specified quest; 1. An information processing device comprising:
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