Program and information processing device
The game program optimizes mission management by adjusting notifications based on player progress and game conditions, addressing the issue of overwhelming alerts and maintaining player motivation.
Patent Information
- Application Number
- JP2025135290
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-15
- Publication Date
- 2025-10-14
AI Technical Summary
The increasing number of missions with deadlines in games leads to overwhelming notifications, which can decrease player convenience and motivation due to annoyance.
A game program and information processing device that includes progression, determination, and notification means to manage missions with deadlines, adjusting notifications based on player progress and game conditions, reducing unnecessary alerts.
Improves player convenience and maintains motivation by optimizing mission management and reducing unnecessary notifications, thus enhancing the gaming experience.
Smart Images

Figure 2025156633000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there have been known game programs in which a game in which a mission with a deadline for completion is set based on a player's operation is progressed.
[0003] Here, Patent Document 1 discloses a technique for registering game-related events in a player's schedule and outputting an alarm (notification) to the player's terminal based on the schedule. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 5716114 Summary of the Invention [Problem to be solved by the invention]
[0005] If such technology is applied to a mission with a deadline, it is expected that the player's convenience will be improved by preventing the player from forgetting about the mission and its completion. However, such missions tend to increase in number, as multiple missions are set in a game and new missions are set when the deadline passes, which increases the number of notifications sent to the player. As a result, the annoyance of the notifications may outweigh the improvement in player convenience, and the player's motivation to play the game may decrease.
[0006] Therefore, the present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can improve convenience for players and prevent a decrease in the players' motivation to play the game. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as a progression means for progressing through a game in which missions with deadlines for completion are set based on the player's operations. The program then causes the computer to function as a first determination means for determining whether the mission has not been accomplished for the player and whether a predetermined condition has been met regarding the player's progress in the mission before the deadline for completion has arrived, a second determination means for determining whether a game condition related to the game, which is different from the predetermined condition, has been met for the player, based on the determination result of the first determination means, and a notification means for notifying the corresponding player that the mission has not been accomplished, based on the determination result of the second determination means.
[0008] In addition, in the program according to a second aspect of the present invention, the game conditions include a condition that a predetermined time has elapsed since the player logged in to or logged out of the game.
[0009] In addition, in the program according to a third aspect of the present invention, the game conditions include a condition that a predetermined time has elapsed since the player performed a game action related to the mission.
[0010] Furthermore, a program according to a fourth aspect of the present invention causes the computer to function as setting means for setting the threshold value based on an operation by the player.
[0011] Furthermore, in a program according to a fifth aspect of the present invention, the computer is caused to function as a change means for changing the game conditions in accordance with the degree of progress.
[0012] An information processing device according to a sixth aspect of the present invention comprises a progression means for progressing through a game in which a mission with a deadline for achievement is set based on an operation by a player. The information processing device comprises: a progression means for progressing through a game in which a mission with a deadline for completion is set based on a player's operation; a first determination means for determining whether the mission has not been completed for the player and whether a predetermined condition has been met regarding the player's progress in the mission before the deadline for completion is reached; a second determination means for determining whether a game condition related to the game has been met for the player, which is different from the predetermined condition, based on the determination result of the first determination means; and a notification means for notifying the corresponding player that the mission has not been completed based on the determination result of the second determination means. [Effects of the Invention]
[0013] According to the present invention, convenience for the player can be improved and a decrease in the player's motivation to play the game can be suppressed. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 4] 10 is a flowchart showing an example of the flow of a game in this embodiment. [Figure 5A] FIG. 10 is a diagram showing an example of a display screen on which a mission to be accomplished by a player is described. [Figure 5B] FIG. 10 is a diagram showing an example of a notification screen for notifying the player that the mission has not been accomplished. [Figure 6A] FIG. 10 is a diagram showing a modified example of a display screen on which missions to be accomplished by a player are described. [Figure 6B] FIG. 10 is a diagram showing a modified example of a notification screen for notifying the player that the mission has not been accomplished. DETAILED DESCRIPTION OF THE INVENTION
[0015] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0016] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as an intranet, the Internet, or a telephone line.
[0017] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of the terminal devices 12 via the communication network NT.
[0018] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by receiving an execution result received from the server device 10 or by installing and then executing a game program 14. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0019] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0020] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0021] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0022] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.
[0023] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.
[0024] <Function means> FIG. 3 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG. 3, the server device 10 includes, as functional components, a storage means 50, a progression means 52, a first determination means 54, a second determination means 56, a notification means 58, a setting means 60, and a change means 62. These functional components are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Furthermore, all or part of these functional components may be provided in the terminal device 12.
[0025] The storage means 50 has a function of storing play data 50A and one or more pieces of mission information 50B. The play data 50A is provided for each player. This play data 50A includes the progress of the game, including the progress level indicating the degree of progress made by the player in the mission, as well as identification information of characters owned by the player and status information of the player and characters. The mission information 50B includes the content of the mission, the deadline for completing the mission, the reward for completing the mission, etc. This mission information 50B becomes inactive when the deadline for completion has passed. Furthermore, the mission information 50B may be automatically updated as appropriate.
[0026] The progression means 52 has a function of progressing through a game in which missions with deadlines are set based on the player's operations. A mission is a challenge imposed on the player within the game, and if the player completes the challenge within the deadline, the player will receive a reward such as an item that can be used in the game or an effect that allows the player to progress through the game advantageously. Examples of such challenges in the game include consuming a certain amount of stamina, spinning the gacha a certain number of times, playing quests or battles a certain number of times, and raising the player level.
[0027] The first determination means 54 has a function of determining whether a player has not completed a mission before the deadline for completing the mission and whether a predetermined condition is met with respect to the player's progress in the mission. Examples of the predetermined condition include a condition that the player's progress in the mission exceeds a threshold, a condition that the player's progress in the mission does not exceed a threshold, a condition that the player's progress in the mission is equal to or less than a threshold, a condition that the player's progress in the mission is not equal to or less than a threshold, a condition that the player's progress in the mission is less than a threshold, or a condition that the player's progress in the mission is not less than a threshold. In other words, the first determination means 54 determines whether the magnitude relationship between the player's progress in the mission and a threshold is predetermined. The threshold may be a progress rate such as 50% or 80%, or a number of times such as 1 time or 5 times, depending on the unit of progress. The same threshold may be set for multiple missions, or a different threshold may be set for each mission. The above-mentioned "exceeding the threshold value" includes both the meanings of "equal to or greater than the threshold value" and "exceeding the threshold value."
[0028] The second determination means 56 has a function of determining whether or not a game condition related to the game for the player, which is different from the above-mentioned predetermined condition, has been fulfilled based on the determination result of the first determination means 54. In the present embodiment, the second determination means 56 determines whether or not the game condition has been fulfilled when the first determination means 54 makes a positive determination, but may also determine whether or not the game condition has been fulfilled when the first determination means 54 makes a negative determination. The game conditions may include time-related game conditions, such as a condition that a predetermined time has elapsed since a player logged in to or logged out of the game, a condition that a predetermined time has elapsed since a player performed a game action related to a mission, or a condition that a predetermined time has elapsed before a deadline for completing a mission. The game conditions may also include game conditions other than time. Examples of game conditions other than time include a condition that the player has continuously performed game actions unrelated to the mission, or a condition that the player's continuous login streak is about to be interrupted. Examples of game conditions other than time include a condition that the player has recovered enough stamina to complete the mission, or a condition that the mission completion condition can be achieved by the next game action, or a condition that the reward granted to the player upon completing the mission is a predetermined type. For example, the game conditions may include a condition that the reward granted to the player upon completing the mission is free stones that can be used to spin gacha or recover the player's stamina, or a gacha ticket that can be used to play gacha without using paid stones or free stones. The predetermined type may be set by the player.
[0029] The notification means 58 has a function of notifying the corresponding player that the mission has not been completed, based on the determination result of the second determination means 56. In this embodiment, the notification means 58 notifies the player when the second determination means 56 makes a positive determination, but may also notify the player when the second determination means 56 makes a negative determination. The notification method may be not only in-game notification, but also push notification to the terminal device 12 after the game ends. This notification may display a button for transitioning to a screen where the mission can be completed. Examples of screens where the mission can be completed include a quest screen where stamina can be consumed and a gacha screen where gacha can be performed. The content of the notification may also be changed depending on the progress rate of the mission. For example, the notification means 58 may provide a notification that strongly encourages the player to complete the mission when the progress rate of the mission is low, and a notification that weakly encourages the player to complete the mission when the progress rate of the mission is high. Conversely, the notification means 58 may issue a notification that weakly urges the player to complete the mission when the progress rate of the mission is low, and may issue a notification that strongly urges the player to complete the mission when the progress rate of the mission is high. Also, if the game in which the mission has not been completed is linked to another game, in other words, if the game in which the mission has not been completed is associated with another game, the notification means 58 may issue a notification that the mission has not been completed within the other game.
[0030] The setting means 60 has a function of setting the threshold value based on the player's operation. The setting means 60 may also automatically set the threshold value according to the current day of the week or time. For example, if the current day of the week is a weekday, the player is likely to have work or school and little private time, so the setting means 60 sets the threshold value high. If the current day of the week is a weekend or a holiday, the player is likely to have a lot of private time, so the setting means 60 sets the threshold value low. If the current time is daytime, the player is likely to have work or school, so the setting means 60 sets the threshold value high. If the current time is nighttime, the player is likely to have private time, so the setting means 60 sets the threshold value low.
[0031] The change means 62 has a function of changing the game conditions according to the player's progress in the mission. Specifically, the change means 62 may change the game conditions so that the stricter the game conditions are, the higher the player's progress in the mission. For example, if the mission progress is 50%, the change means 62 changes the predetermined time from the player logging out until notification to two hours, and if the mission progress is 80%, the change means 62 changes the predetermined time from the player logging out until notification to three hours. Conversely, the change means 62 may change the game conditions so that the stricter the game conditions are, the higher the player's progress in the mission. For example, if the mission progress is 50%, the change means 62 changes the predetermined time from the player logging out until notification to five hours, and if the mission progress is 80%, the change means 62 changes the predetermined time from the player logging out until notification to three hours.
[0032] <Processing flow> FIG. 4 is a flowchart showing an example of the flow of a game in this embodiment.
[0033] (Step SP10) The progression means 52 determines whether or not the player is operating the terminal device 12. If the determination is affirmative, the process proceeds to step SP12, and if the determination is negative, the process proceeds to step SP28.
[0034] (Step SP12) The progression means 52 progresses the game based on the player's operations, and the process then proceeds to step SP14.
[0035] (Step SP14) The first determination means 54 determines whether or not the player has completed the mission before the deadline for completing the mission has arrived, based on the play data 50A.
[0036] Here, FIG. 5A is a diagram showing an example of a display screen 100 on which a mission to be accomplished by the player is described. As shown in FIG. 5A, a display screen 100 displays a mission 102, "Consume 100 stamina!", and a progress 104 of the mission 102.
[0037] 4, if the above determination is affirmative, the process proceeds to step SP16, and if the above determination is negative, the process proceeds to step SP 18. For example, in the example shown in FIG. 5A, the progress rate 104 is 90%, so the mission is not completed for the player and the above determination is negative.
[0038] (Step SP16) The progression means 52 acquires the reward associated with the mission 102 for which a positive determination was made based on the mission information 50B, and grants the reward to the player by adding the acquired reward to the player's play data 50A. Then, the processing proceeds to step SP22.
[0039] (Step SP18) If a negative determination is made in step SP14, the first determination means 54 determines, based on the play data 50A, whether or not the progress 104 of the player's mission 102 is equal to or greater than a threshold. If the determination is positive, the process proceeds to step SP20, and if the determination is negative, the process proceeds to step SP22. For example, if the threshold is 80%, in the example shown in FIG. 5A, the progress 104 is 90%, so it is determined positive that the progress 104 is equal to or greater than the threshold.
[0040] (Step SP20) The second determination means 56 starts measuring time. Then, the process proceeds to step SP22. The second determination means 56 may set a measurement flag in this step, and start measuring time if the measurement flag is set at a predetermined timing such as login or logout. Then, the process proceeds to step SP22.
[0041] (Step SP22) The second determination means 56 determines whether or not a game condition has been met for the player, specifically, whether or not a predetermined time has elapsed since the start of time measurement. If the determination is affirmative, the process proceeds to step SP24, and if the determination is negative, the process proceeds to step SP26.
[0042] (Step SP24) The notification means 58 notifies the corresponding player that the mission 102 has not been accomplished, based on the mission information 50B.
[0043] FIG. 5B is a diagram showing an example of a notification screen 110 for notifying the player that the mission 102 has not been accomplished. As shown in FIG. 5B, the notification screen 110 includes a notification that the mission is almost complete, in other words, that the mission 102 has not been accomplished.
[0044] Returning to FIG. 4, the process proceeds to step SP26.
[0045] (Step SP26) The second determination means 56 determines whether or not the deadline corresponding to the mission has arrived based on the mission information 50B. If the determination is affirmative, the process proceeds to step SP28, and if the determination is negative, the process proceeds to step SP30.
[0046] (Step SP28) The progress means 52 updates the mission information 50B, and the process then proceeds to step SP30.
[0047] (Step SP30) The second determination means 56 determines whether or not a logout operation has been performed by the player. If the determination is affirmative, the logout process is performed and the series of processes shown in Fig. 5 ends, and if the determination is negative, the process returns to step SP10.
[0048] <Effects> As described above, in this embodiment, the game program 14 causes the server device 10 as a computer to function as a progression means 52 that progresses a game in which missions with deadlines for completion are set based on the player's operations. The game program 14 causes the server device 10 to function as a first determination means 54 that determines whether or not a player has not completed the mission 102 and whether or not a predetermined condition has been met regarding the player's progress 104 of the mission 102 before the completion deadline has arrived, a second determination means 56 that determines whether or not a game condition regarding the game has been met regarding the player based on the determination result of the first determination means 54, and a notification means 58 that notifies the corresponding player that the mission 102 has not been completed based on the determination result of the second determination means 56. According to this configuration, the corresponding player is notified that the mission 102 has not been completed, thereby improving convenience for the player. Furthermore, since the notification is made based on the respective determination results of the first determination means 54 and the second determination means 56, the frequency of notifications is appropriately reduced compared to when a notification is always given when the mission 102 has not been completed, and it is possible to prevent the player's motivation to play the game from decreasing.
[0049] In this embodiment, the game conditions also include a condition that a predetermined time has elapsed since the player logged in to or logged out of the game. In this configuration, if the game condition is that a predetermined time has passed since the player logged into the game, the player can be reminded of the uncompleted mission 102. Also, if the game condition is that a predetermined time has passed since the player logged out of the game, the player can be reminded of the game in addition to being reminded of the mission 102.
[0050] In this embodiment, the game conditions also include a condition that a predetermined time has elapsed since the player performed a game action related to the mission 102 . This configuration makes it possible to remind the player of the mission 102.
[0051] In this embodiment, the server device 10 functions as a setting means 60 that sets a threshold value based on an operation by a player. According to this configuration, the player can set the game himself, which can prevent the player's motivation to play the game from decreasing.
[0052] In this embodiment, the server device 10 functions as a change means 62 that changes the game conditions according to the degree of progress. According to this configuration, the notification frequency is appropriately reduced according to the degree of progress, which further reduces the player's desire to play the game.
[0053] <Modification> The present invention is not limited to the above-described embodiments. In other words, variations of the above-described embodiments, which are appropriately modified by a person skilled in the art, are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.
[0054] For example, in the above embodiment, the notification means 58 notifies when the second determination means 56 makes a positive determination, but the notification means 58 may notify when the first determination means 54 makes a positive determination without making a determination by the second determination means 56. The notification means 58 may also notify when the second determination means 56 makes a positive determination without making a determination by the first determination means 54.
[0055] In the above embodiment, the notification means 58 issues a notification when the progress degree 104 is equal to or greater than a threshold and a predetermined time has elapsed since measurement began, but the notification means 58 may issue a notification according to the type of reward that will be given to the player when the mission is completed. Alternatively, the notification means 58 may issue a notification according to the type of reward that will be given to the player when the progress degree 104 is equal to or greater than a threshold and the mission is completed.
[0056] In the above embodiment, the first determination means 54 makes a determination based on the progress of one mission, but the first determination means 54 may make a determination based on the progress of multiple missions. In this case, the first determination means 54 may make a determination based on the progress of each of the multiple missions, or may make a determination based on the average progress of each of the multiple missions. The first determination means 54 may also make a determination based on the number of missions whose progress exceeds a threshold or the number of missions whose progress is equal to or less than a threshold.
[0057] FIG. 6A shows a modified example of a display screen 120 on which a mission 102 to be accomplished by the player is described. 6A, a plurality of daily missions, for example, Mission A, Mission B, and Mission C, are displayed on the display screen 120. The progress 104 of Mission A is 100%, the progress 104 of Mission B is 50%, and the progress 104 of Mission C is 90%. The average of these progress 104 is 80%. If the threshold is 70%, the first determination means 54 makes a positive determination that the progress 104 of the plurality of missions 102 by the player exceeds the threshold.
[0058] FIG. 6B is a diagram showing a modified example of the notification screen 130 for notifying the player that the mission has not been accomplished. As shown in FIG. 6B, in a scene such as that shown in FIG. 6A, if the first determination means 54 makes a positive determination that the progress 104 of the player's multiple missions 102 exceeds the threshold, the notification screen 130 describes missions B and C as uncompleted missions 102. [Explanation of symbols]
[0059] 10: Server device (computer, information processing device), 12: Terminal device (computer, information processing device), 14: Game program (program), 52: Progression means, 54: First determination means, 56: Second determination means, 58: Notification means
Claims
1. Computer, a progression means for progressing through a game in which a mission with a deadline for completion is set based on an operation of a player; a first determination means for determining whether or not the mission has not been completed by the player and a predetermined condition has been met regarding the progress of the mission by the player before the completion deadline has arrived; a second determination means for determining whether or not a game condition related to the game, which is different from the predetermined condition, is established for the player based on a determination result of the first determination means; and a notification means for notifying a corresponding player that the mission has not been accomplished based on a determination result of the second determination means; A program to function as a
2. the game conditions include a condition that a predetermined time has elapsed since the player logged in to or logged out of the game; The program according to claim 1.
3. the game conditions include a condition that a predetermined time has elapsed since the player performed a game action related to the mission; The program according to claim 1.
4. The computer a setting means for setting the threshold value based on an operation of the player; 4. The program according to claim 1, wherein the program functions as:
5. The computer a change means for changing the game conditions in accordance with the degree of progress; 5. The program according to claim 1, wherein the program functions as:
6. a progression means for progressing through a game in which a mission with a deadline for completion is set based on a player's operation; a first determination means for determining whether or not the mission has not been completed by the player and a predetermined condition has been met regarding the progress of the mission by the player before the completion deadline has arrived; a second determination means for determining whether or not a game condition related to the game, which is different from the predetermined condition, is established for the player based on a determination result of the first determination means; a notification means for notifying a corresponding player that the mission has not been accomplished based on a determination result of the second determination means; An information processing device comprising:
Citation Information
Patent Citations
Manufacture of steel for hardening by high frequency
JP1982016114A