Information processing device, method for processing information, program, and game system
The information processing device addresses the challenge of selecting advantageous evolutionary paths for game objects by recommending evolution paths based on other users' histories, enhancing gameplay enjoyment and quest completion chances.
Patent Information
- Application Number
- JP2024082061
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-20
- Publication Date
- 2025-12-03
AI Technical Summary
Existing game technologies do not effectively guide users in selecting the most advantageous evolutionary paths for game objects with multiple evolution options, leading to difficulty in deciding which object to evolve, which affects gameplay enjoyment.
An information processing device that identifies quests satisfying predetermined conditions, receives user designations of target game objects with multiple evolution destinations, and displays information recommending evolution paths based on the usage history of other users' game objects in those quests, enhancing the entertainment value by clearly presenting advantageous evolutionary paths.
Improves gameplay enjoyment by clearly presenting evolutionary paths that are advantageous for quests, allowing users to make informed decisions and enhance their chances of successfully completing quests.
Smart Images

Figure 2025175796000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, a program, and a game system. [Background technology]
[0002] There are known games in which players clear quests using a team made up of multiple game objects (characters) called a deck. For example, in the technology of Patent Document 1, a deck is organized using objects possessed by a player (user) based on examples of clearing the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-176872 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology of Patent Document 1 does not take into consideration a situation in which a user selects a desired game object from multiple game objects to decide on a deck. As a result, when there are multiple options for the evolution of game objects that make up a deck, the user has difficulty deciding which game object to evolve into, which can be a problem.
[0005] Therefore, one of the objectives of the present invention is to improve the entertainment value of gameplay by clearly showing the user the evolutionary paths that are advantageous for the quest when the user performs a quest using a game object that has multiple evolutionary paths. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention includes an identification unit that identifies a quest that satisfies predetermined conditions, a reception unit that receives from a user a designation of a target game object that has multiple evolution destinations, and a display control unit that displays information recommending an evolution destination that is advantageous for clearing the identified quest from among the multiple evolution destinations, based on the usage history of game objects of other users in the identified quest. [Effects of the Invention]
[0007] According to the present invention, when a user performs a quest using a game object that has multiple evolutionary paths, the evolutionary paths that are advantageous for the quest can be clearly presented to the user, thereby improving the entertainment value of gameplay. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system. [Figure 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 5] FIG. 10 is a diagram illustrating an example of the operation of the game system. [Figure 6] FIG. 10 is a diagram showing a specific example of game data. [Figure 7] FIG. 10 is a diagram showing a specific example of game data. [Figure 8] FIG. 10 is a diagram showing a specific example of game data. [Figure 9] FIG. 10 is a diagram showing an example of a screen display. [Figure 10] FIG. 10 is a diagram showing an example of a screen display. [Figure 11] FIG. 10 is a diagram showing an example of a screen display. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar components.
[0010] <System configuration> Fig. 1 is a diagram showing an example of the system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and one or more terminals 20. The game server 10 and the terminals 20 are communicatively connected via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is an information processing device that performs some of the functions required for the terminal 20 to provide a game, such as managing various types of information related to users and executing some of the game processing. The game server 10 may be composed of one or more information processing devices, or may be composed of a virtual server (such as a cloud server). The game server 10 may also be called a computer.
[0012] The terminal 20 is an information processing device that provides a game to a user, and the user plays the game according to the present disclosure by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 may notify the game server 10 of its own location detected using a GPS (Global Positioning System) or the like. The terminal 20 may also be called a computer.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1, a user plays a quest using a deck made up of one or more characters. A quest is made up of one or more mini-games. In this disclosure, playing a mini-game that makes up a quest is referred to as "playing a quest." If the user succeeds in a mini-game that makes up a quest, the user has successfully cleared the quest.
[0014] In this disclosure, a "game object" refers to game media used when playing a game, including characters, items, game cards, etc. Below, an example of a "game object" being a "character" is described, but the scope of application of this disclosure is not limited to this. The description of a "character" in this disclosure can be interpreted as referring to other game objects as appropriate.
[0015] In this disclosure, a user who plays a quest is referred to as a “player,” and users other than the player are referred to as “other users.” When there is no distinction between the player and other users, they are simply referred to as “users.”
[0016] A user creates a deck to be used in a quest to be played. A deck is created, for example, by selecting a desired character from a list of characters owned by the user. In this disclosure, a deck created using one or more characters may be referred to as a "deck composition."
[0017] Here, some characters have one or more evolution destinations available. By evolving a character, the characteristics of the character can be changed and the character can be strengthened. Therefore, the user selects a character to evolve from one or more characters selected to be included in the deck, and further selects which evolution destination the character to evolve to. After selecting the character to evolve and which evolution destination the character to evolve to, the user instructs the execution of evolution. When the user instructs the execution of evolution, the character evolution begins.
[0018] In this disclosure, a game object that has evolved into an evolutionary target may be referred to as an "evolved game object." Also, a character that has evolved into an evolutionary target may be referred to as an "evolved character."
[0019] In this disclosure, when there is no need to distinguish between a game object before evolution and an evolved game object, they will simply be referred to as "game objects."
[0020] The user performs a quest using a deck containing the evolved character and begins playing the quest.
[0021] In this disclosure, when we say that game object C is used when playing quest Q, we include using a deck that includes game object C when playing quest Q.
[0022] Once the user leaves the quest play state, either by successfully completing the quest or by aborting the quest, they can return to the process of creating a deck to use for the quest they wish to play.
[0023] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each have a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), a memory (for example, RAM (Random Access Memory) or ROM (Read Only Memory)), a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a network IF (Network Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0024] <Function block configuration> -Game Server- FIG. 3 is a diagram illustrating an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100, an identification unit 110, a reception unit 120, a display control unit 130, a notification unit 140, and a control unit 150. The storage unit 100 can be implemented using a storage device 12 included in the game server 10. The identification unit 110, the reception unit 120, the display control unit 130, the notification unit 140, and the control unit 150 can be implemented by the processor 11 of the game server 10 executing a program stored in the storage device 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a universal serial bus (USB) memory or a compact disc read-only memory (CD-ROM).
[0025] (Storage part) The storage unit 100 stores game data necessary for the game server 10 to execute the game. The game data includes a user management DB 601a, a game object management DB 601b, a quest management DB 601c, a usage history DB 601d, and a completion history DB 601e.
[0026] 6 to 8 are diagrams showing specific examples of game data stored by the game server 10. The user management DB 601a stores information about characters owned by each user and quest play results. For example, the user ID, the character ID of the user's owned character, the quest ID of a quest that the user has completed, and the quest ID of a quest that the user has not yet completed are stored in association with each other. As shown in FIG. 6, the number of times a quest has been played and the number of times it has been successfully cleared can also be stored. In addition, the date and time of play and the date and time of successful clearing (not shown) can also be stored in association with each other. By referring to the user management DB 601a, information regarding play history such as the correspondence between users and characters, whether the quests have been completed or not, the number of times each quest has been played, and the success rate of completing each quest can be obtained.
[0027] In this disclosure, a "play history" is a record of information related to a user's play of a quest. The play history includes the number of times the user played a quest, the number of times the user successfully completed a quest, the number of times the user failed to complete a quest, the user's success rate in completing a quest, the user's failure rate in completing a quest, the date and time the user played a quest, the date and time the user successfully completed a quest, the date and time the user failed to complete a quest, etc. The play history is referred to, for example, when the identification unit 110, which will be described later, identifies a quest.
[0028] The game object management DB 601b stores information about evolved game objects for each game object, such as a character ID and a character ID corresponding to one or more evolved game objects of the character, in association with each other. By referencing the game object management DB 601b, information regarding the correspondence between game objects and evolved game objects can be obtained.
[0029] The quest management DB 601c stores information about characters used for each quest. For example, for each quest, the database stores the character ID of the character used, the number of times the character was used, the number of users who used the character, and the number of times the character was used when the quest was successfully cleared, in association with each other. As shown in FIG. 7, a table may be provided for each quest. For example, quest Q01 is stored in table 601c-1, quest Q02 is stored in table 601c-2, quest Q03 is stored in table 601c-3, and quest Q04 is stored in table 601c-4. As shown in FIG. 7, the usage rate when a quest is successfully cleared can also be stored. The usage rate when a quest is successfully cleared can be calculated, for example, as [usage rate when a quest is successfully cleared] = [the number of times the character was used when the quest was successfully cleared] / [the number of times the character was used in the quest]. By referring to the quest management DB 601c, information on popular game objects for playing quests can be obtained.
[0030] For each quest, the usage history DB 601d stores information about the game objects used during the play of that quest. For example, the usage history DB 601d stores a quest ID, the user ID of the user who played that quest, the character ID of the character used by that user during that play, and the date and time of that play, all in association with each other. By referring to the usage history DB 601d, it is possible to obtain information about game objects and the like that were used in playing quests during a certain period of time.
[0031] In this disclosure, a "game object usage history" is a record of information about game objects used by a user when playing a quest. The game object usage history includes the game objects used by the user when playing a quest, the deck composition used by the user when playing a quest, the number of times the user used a game object when playing a quest, etc. The usage history of the game object is referred to, for example, when the display control unit 130, which will be described later, performs display.
[0032] The clear history DB 601e stores, for each play that successfully clears a quest, information about the game object used when the quest was successfully cleared. For example, the clear history DB 601e stores the quest ID, the user ID of the user who successfully cleared the quest, the character ID of the character used by the user when the quest was successfully cleared, and the date and time of the successful clearing, in association with each other. By referring to the clear history DB 601e, it is possible to obtain information about the clear history of game objects and the like used in play when quests were successfully cleared during a certain period of time.
[0033] In this disclosure, a "clear history" is a record of information about game objects used when a user successfully clears a quest, among game object usage histories. The clear history includes the game objects used by the user when the user successfully clears the quest, the deck composition used by the user when the user successfully clears the quest, the number of times the user used the game objects when the user successfully clears the quest, etc. The clear history is referred to, for example, when the display control unit 130, which will be described later, performs display.
[0034] (Specific part) The identification unit 110 provides a function for identifying a quest that satisfies a predetermined condition. A quest that satisfies a predetermined condition (hereinafter referred to as a "specific quest") is a quest that satisfies a predetermined condition in relation to a user (player). Examples of specific quests include a quest designated by the user, a quest determined based on the play history of the user (player) or the player and other users, and a quest determined by lottery.
[0035] Quests determined based on the player's play history include, for example, quests that the player has not yet completed, quests that the player has failed to complete a predetermined number of times or more, quests that the player has failed to complete a predetermined number of times or more in a predetermined period of time, quests that the player has successfully completed less than a predetermined number of times, quests that the player has successfully completed less than a predetermined number of times in a predetermined period of time, quests that the player has played a predetermined number of times or more, quests that the player has played a predetermined number of times or more in a predetermined period of time, quests that the player has played less than a predetermined number of times, quests that the player has played less than a predetermined number of times in a predetermined period of time, quests that the player's failure rate in completing is a predetermined number or more, quests that the player's failure rate in completing is a predetermined number or more in a predetermined period of time, etc.
[0036] The quests determined based on the play history of other users are, for example, quests that other users have failed to clear a predetermined number of times or more, quests that other users have failed to clear a predetermined number of times or more in a predetermined period, quests that other users have successfully cleared less than a predetermined number, quests that other users have successfully cleared less than a predetermined number of times in a predetermined period, quests that other users have played a predetermined number of times or more, quests that other users have played a predetermined number of times or more in a predetermined period, quests that other users have played less than a predetermined number, quests that other users have played less than a predetermined number of times in a predetermined period, quests that the number of other users who have played is a predetermined number or more, quests that other users have played less than a predetermined number Examples of such quests include quests where the number of other users who played is more than a predetermined number in a period of time, quests where the number of other users who played is less than a predetermined number, quests where the number of other users who played is less than a predetermined number in a predetermined period of time, quests where the number of other users who failed to clear is more than a predetermined number, quests where the number of other users who failed to clear is more than a predetermined number in a predetermined period of time, quests where the number of other users who successfully cleared is less than a predetermined number, quests where the failure rate of other users to clear is more than a predetermined number, quests where the failure rate of other users to clear is more than a predetermined number in a predetermined period of time, quests where the success rate of other users to clear is less than a predetermined number, quests where the success rate of other users to clear is less than a predetermined number in a predetermined period of time, etc.
[0037] Quests determined based on the play history of the player and other users include, for example, quests that other users have successfully cleared a predetermined number of times or more but the player has not cleared, quests that other users have successfully cleared a predetermined number of times or more but the player has not cleared, quests that other users have a predetermined number of success rate or more but the player has not cleared, quests that other users have successfully cleared a predetermined number of times or more but the player has failed to clear a predetermined number or more, quests that other users have successfully cleared a predetermined number of times or more but the player has failed to clear a predetermined number or more, quests that other users have successfully cleared a predetermined number of times or more but the player has failed to clear a predetermined number or more, and quests that other users have a predetermined number of success rate or more but the player has not cleared.
[0038] The user can specify a quest by, for example, having the player select a quest from a list of quests that the player can play.
[0039] The quest can be determined based on the play history of the player and / or other users, for example, by selecting a quest from a list of quests that the player can play based on the play history stored in the game data.
[0040] The quest can be determined by lottery, for example, by selecting the quest that the player will play by lottery from a list of quests that the player can play.
[0041] (Reception Department) The reception unit 120 provides a function for receiving, from a user, a designation of a game object that the user wishes to evolve. In this disclosure, a game object that the user wishes to evolve is referred to as a "target game object." A target game object has multiple evolution destinations.
[0042] The user can specify the target game object by, for example, selecting the target game object from a list of game objects owned by the player. The receiving unit 120 receives the user's selection of the target game object as the specification of the target game object.
[0043] The reception unit 120 also provides a function for receiving, from the user, a designation of a destination game object into which the user wishes to evolve the target object. In this disclosure, the destination game object may be simply referred to as an "evolution destination." The user designates the destination game object by, for example, selecting the destination game object from a list of multiple evolution destinations of the target game object.
[0044] The user can specify the evolved game object by, for example, selecting the evolved game object from a list of game objects owned by the player. The reception unit 120 receives the user's selection of the evolved game object as a specification of the evolved game object.
[0045] (Display control unit) The display control unit 130 provides a function for displaying information recommending evolutionary paths that are advantageous for clearing a specific quest, based on the usage history of game objects of other users in the specific quest. Whether an evolutionary path is advantageous for clearing the specific quest may be evaluated based on the affinity between multiple evolutionary paths of the target game object and the specific quest.
[0046] By playing a specific quest using an evolved game object that is suggested to have an affinity with the specific quest, among the multiple evolutions of the target game object, the user can expect a higher chance of successfully clearing the quest compared to using other evolved game objects.Furthermore, by playing a specific quest using an evolved game object that is suggested to have a relatively high affinity with the specific quest, among the multiple evolutions of the target game object, the user can expect a relatively higher chance of successfully clearing the quest compared to using other evolved game objects.
[0047] The affinity between a particular quest and a game object is suggested by information about other users' game object usage history and completion history. For example, a popular game object that is frequently used by other users in a particular quest is suggested to have an affinity with the particular quest. For example, a popular game object that is frequently used by other users when they successfully complete a particular quest is suggested to have an affinity with the particular quest.
[0048] The display control unit 130 evaluates the affinity between a specific quest and a game object based on the usage history and completion history of other users' game objects. If a game object has multiple evolutions, the display control unit 130 evaluates the affinity between the specific quest and each of the evolved game objects. Then, based on the evaluation results, an evolved game object that is considered to be advantageous for completing the specific quest is recommended from among the multiple evolved game objects.
[0049] The following describes the evaluation of affinity, the determination of evolved game objects that are advantageous for conquering the game, and the recommendation of evolved game objects.
[0050] [Evaluation of affinity] In the present disclosure, affinity is defined as a possibility of successfully clearing a specific quest when the evolved game object is used to play the quest.
[0051] The display control unit 130 can also evaluate the affinity between multiple evolution destinations and any quest.
[0052] An example of affinity evaluation based on the usage history of game objects by other users will be described. For convenience of explanation, the following description will be given assuming that affinity between "Quest Q1" and "Game Object C3" is evaluated. For example, the display control unit 130 evaluates "whether the number of times other users used game object C3 when playing Quest Q1 is a predetermined number or more" as an indicator of the degree of affinity. For example, the display control unit 130 evaluates "whether the number of times other users used game object C3 when playing Quest Q1 is a predetermined number or more within a predetermined period" as an indicator of the degree of affinity. For example, the display control unit 130 evaluates "whether the number of other users who used game object C3 when playing Quest Q1 is a predetermined number or more within a predetermined period" as an indicator of the degree of affinity. For example, the display control unit 130 evaluates "whether the number of other users who used game object C3 when playing Quest Q1 is a predetermined number or more within a predetermined period" as an indicator of the degree of affinity.
[0053] An example of affinity evaluation based on the completion histories of other users will be described. For convenience of explanation, the following description will be given assuming that the affinity between "Quest Q2" and "Game Object C4" is evaluated. For example, the display control unit 130 evaluates "whether the number of times other users used game object C4 when successfully completing Quest Q2 was a predetermined number or more" as an indicator of the degree of affinity. For example, the display control unit 130 evaluates "whether the number of times other users used game object C4 when successfully completing Quest Q2 was a predetermined number or more within a predetermined period" as an indicator of the degree of affinity. For example, the display control unit 130 evaluates "whether the number of other users who used game object C4 when successfully completing Quest Q2 was a predetermined number or more within a predetermined period" as an indicator of the degree of affinity. For example, the display control unit 130 evaluates "whether the number of other users who used game object C4 when successfully completing Quest Q2 was a predetermined number or more within a predetermined period" as an indicator of the degree of affinity.
[0054] When evaluating affinity, game objects can be compared and ranked according to the degree of affinity between a specific quest and each game object. Information regarding the rankings may be stored in storage unit 100 as information regarding rankings according to the degree of affinity (sometimes referred to as "ranking information" in this disclosure).
[0055] The information relating to ranking according to the degree of affinity is, for example, information indicating that the evolved game object is ranked at or above a predetermined rank (e.g., TOP 3) when game objects are ranked based on the number of times they were used when playing Quest Q3. For example, information indicating that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of times they were used when playing Quest Q3 over a predetermined period of time. For example, information indicating that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of times they were used when successfully clearing Quest Q3 over a predetermined period of time. For example, information indicating that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of times they were used when successfully clearing Quest Q3 over a predetermined period of time. For example, information indicating that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of times other users used the game object when playing Quest Q3. For example, information indicating that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of other users used the game object when playing Quest Q3 over a predetermined period of time. For example, the information indicates that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of other users who used the game object when they successfully cleared quest Q3. For example, the information indicates that the evolved game object is ranked at or above a predetermined rank when game objects are ranked based on the number of other users who used the game object when they successfully cleared quest Q3 during a predetermined period.
[0056] [Determining which evolution game object is advantageous for the strategy] The evolved game object that is considered to be advantageous for completing a particular quest is determined based on the affinity indexes described above that can be used to evaluate affinity, such as, but not limited to, the following criteria: -Other users have used the game object a specified number of times when playing a specific quest. - The number of users who use the game object when playing a specific quest must be greater than or equal to a specified number. -Other users must have used the game object a specified number of times when successfully clearing a specific quest. - When a specific quest is successfully cleared, the number of users who used the game object must be greater than or equal to a specified number. This allows the user to smoothly determine which evolutionary game object to evolve into by referring to the recommended evolutionary game objects. Furthermore, the user can relatively compare multiple evolutionary game objects based on their affinity with a specific quest, allowing for efficient consideration of which evolutionary game object to evolve into. This also improves the fun of deck creation and gameplay. The above-mentioned criteria can also be used by narrowing the time period down to a predetermined period, for example, the criterion can be that other users have used the game object a predetermined number of times or more when playing a specific quest during a predetermined period.
[0057] The quest and the game object that are determined to be advantageous for the strategy may be stored in the storage unit 100 in association with each other.
[0058] [Recommendations for evolution game objects] The display control unit 130 may recommend an evolved game object in the following format. -Ranking according to the degree of affinity evaluated based on the game object usage and clear history of other users - Ranking of game objects based on the number of times other users have used them when playing a specific quest - Ranking of game objects, which are evaluated based on the number of times other users have used them to successfully complete a specific quest - Ranking of game objects based on the number of users who played a particular quest - Ranking of game objects based on the number of users who successfully completed a specific quest Information indicating the position in the rankings is displayed using expressions such as "1st place," "within 3rd place," "TOP 10," etc. This allows users to refer to the rankings based on affinity, relatively compare evolved game objects, and consider which evolved game object to evolve into, which also improves the fun of deck creation and gameplay.
[0059] The display control unit 130 may display the degree of recommendation for each evolved game object. The recommended information may be displayed in the form of an image, text, a pop-up, or the like, for example.
[0060] When displaying information recommending evolution destinations, the display control unit 130 can identifiably display whether the game object has a predetermined performance record based on the game object usage history and completion history of other users. For example, the display control unit 130 identifiably displays whether the game object has been used in a specific quest by a predetermined number or more other users and has been used when the quest has been successfully completed. The display mode of the field displaying the game object may be different, or the display mode of the game object itself may be different. For example, when displaying information recommending evolution destinations, the display control unit 130 may identifiably display whether the game object has been used in a specific quest by a predetermined number or more other users and has been used when the quest has been successfully completed based on the game object usage history and completion history of other users. This allows the user to identify and recognize game objects that are frequently used by other users or that are used by many other users, making it easier for the user to understand game objects that are advantageous for completing quests and improving the entertainment value of game play.
[0061] When displaying information recommending evolution destinations, the display control unit 130 can change the information displayed for each evolution destination based on information regarding rankings according to the degree of affinity. For example, game objects with relatively high rankings are displayed more prominently than game objects with relatively low rankings. For example, game objects with relatively high rankings are displayed with a higher priority, and game objects with relatively low rankings are displayed with a lower priority. For example, when displaying information recommending evolution destinations, the display control unit 130 changes the information displayed for each of multiple evolution destinations of the target game object based on ranking information for game objects that have been used in a specific quest and successfully completed by a predetermined number or more other users, as evaluated based on the use history and completion history of other users' game objects. For example, the display control unit 130 displays information regarding rankings according to the degree of affinity for each of multiple evolution destination game objects, as evaluated based on the use history and completion history of other users' game objects.
[0062] Some games are played by setting a specific game object as a leader game object from among one or more game objects that make up a deck. In such cases, the display control unit 130 can display information recommending evolutionary paths based on the completion histories of other users who have set the same leader game object as the player. For example, the display control unit 130 displays information recommending evolutionary path game objects included in decks used by other users who share the same leader game object as the player when they successfully cleared a specific quest. For example, the display control unit 130 displays information recommending evolutionary path game objects that have been used by a predetermined number or more of other users who share the same leader game object as the player when they successfully cleared a specific quest.
[0063] The display control unit 130 can also display information recommending evolution destinations based on the clearing histories of other users who share at least one game object set (included) in their decks with the player. For example, the display control unit 130 displays information recommending evolution destination game objects included in decks used by other users who share at least one game object included in their decks with the player when they successfully cleared a specific quest. For example, the display control unit 130 displays information recommending evolution destination game objects used by a predetermined number or more of other users who share at least one game object included in their decks with the player when they successfully cleared a specific quest.
[0064] When a specific quest is performed, if the player's deck composition includes a game object that has not evolved into an evolutionary destination that is advantageous for clearing the specific quest, the display control unit 130 can display information indicating that the game object has not evolved into the advantageous evolutionary destination.
[0065] (Notification Department) The notification unit 140 provides a function for notifying the user, when the user selects a specific evolution-destination game object that the user desires to evolve from among the multiple evolution destinations of the target game object, of specific quests that have been determined to be advantageous for conquering for each of the remaining evolution-destination game objects not selected by the user from among the multiple evolution destinations.
[0066] The notification unit 140 may notify by associating one specific quest with one evolved game object, or may notify by associating multiple specific quests with one evolved game object, or may notify by associating one specific quest with multiple evolved game objects.
[0067] The notification unit 140 notifies the player of the specific quest using, for example, an image, text, a pop-up, or the like.
[0068] (Control unit) The control unit 150 provides a function of controlling the deck of the user (player) to include evolved game objects that have been determined to be advantageous for completing the specific quest when the specific quest is executed.
[0069] The control of including the evolved game object in a deck is, for example, a control of adding the evolved game object to a deck composition that includes one or more characters that have already been created. For example, a control of including the evolved game object in a newly created deck. For example, a control of replacing a predetermined character among one or more characters included in an already created deck composition with the evolved game object.
[0070] Before executing a control to include a deck evolution destination game object, the control unit 150 may present the content of the control to the user and require approval from the user.
[0071] -Device- 4 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a UI (User Interface) unit 210, and a terminal control unit 220. The storage unit 200 can be realized using the storage unit 12 included in the terminal 20. The UI unit 210 and the terminal control unit 220 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0072] (Storage part) The storage unit 200 stores game data necessary for the terminal control unit 220 to execute the game. The game data includes various image data, game scenarios, and the like.
[0073] (UI department) The UI unit 210 has a function to process various inputs from the user and to display various game screens on the display. The UI unit 210 also displays game screens on the display of the terminal 20 in accordance with instructions from the game server.
[0074] (Terminal control unit) The terminal control unit 220 cooperates with the game server to provide various functions necessary for executing the game. For example, the terminal control unit 220 provides a function for acquiring, from the game server, various types of information (icon image data, text data, etc.) for drawing on the game screen.
[0075] Regarding the functional block configuration described above, all or some of the storage unit, identification unit 110, reception unit 120, display control unit 130, notification unit 140, and control unit 150 provided in the game server 10 may be configured to be provided in the terminal 20. In other words, various processes according to this embodiment may be executed by a processor of the game server 10, may be executed by a processor of the terminal 20, or may be executed by processors of the game server 10 and the terminal 20.
[0076] <Example of operation> Next, an example of the operation of the game system 1 will be described with reference to FIG. 5. The identification unit 110 identifies a quest that satisfies a predetermined condition (step S500). The reception unit 120 receives from a user a designation of a target game object that the user wishes to evolve (step S501). The display control unit 130 refers to the use histories of other users of each evolution destination of the target game object from the use histories of other users' game objects in the specific quest (step S502), and evaluates the affinity between the specific quest and each evolution destination. Furthermore, based on the results of the affinity evaluation, the display control unit 130 displays information on the user's device recommending evolution destinations that are advantageous for completing the specific quest (step S503).
[0077] <Screen display example> Next, examples of screen displays of a game provided by the game system 1 will be described with reference to FIGS. 9 and 10. FIG. 9 shows an example of a screen display relating to a process in which a user creates a deck. First, the user specifies a quest to play on screen D10a. Next, on screen D20, the user selects characters from a list of characters d21 to be included in a deck d22 to be used to play the specified quest. Once the selection of characters to be included in the deck is complete, the screen transitions to screen D30. When the user selects a button d31 for starting the character evolution process, the screen transitions to screen D40 for selecting a character to evolve. When the user selects the button d41 for the character to evolve and specifies the character to evolve (target game object), the screen transitions to screen D50a for selecting an evolved character (evolved game object). On screen D50a for selecting an evolved character, information d54 and d55 relating to rankings based on the degree of affinity with the quest (specific quest) specified by the user on screen D10a is displayed as recommended information for the evolution. The user selects an evolved character and selects the evolution execution button d53 to start the evolution. In the example of Figure 9, the user refers to the information recommending evolutions and selects the evolved character Eb, which has a relatively high ranking, so that the user can start playing the quest with a higher expectation of a successful completion probability than if the user had selected the evolved character Ea, which has a relatively low ranking.
[0078] 10 shows an example of a screen display relating to the process in which a user executes evolution. Screen D50b displays information d56 relating to ranking according to the degree of affinity with the quest specified by the user. Screen D50c displays information d57 relating to ranking, for each of a plurality of evolved game objects, according to the degree of affinity with the quest specified by the user.
[0079] <Modification> In the above embodiment, the user is described as specifying one quest when specifying a quest, but this is not necessarily limited to this and multiple quests may be specified. In this case, the identification unit 110 identifies the multiple quests specified by the user. In addition, at this time, the display control unit 120 evaluates the affinity between the quest group and the evolved game object based on the usage history of game objects in quests that make up the quest group including the identified multiple quests. For example, the display control unit 120 determines an evolved game object in a quest that constitutes a quest group that has been used a total number of times by other users that is greater than or equal to a predetermined number as an evolved game object that is advantageous for completing the quest group, and recommends that evolved game object. Even if a user finds it difficult to determine the optimal deck composition due to the large number of quests, they can create a deck by referring to the displayed affinities and taking into account the possibility of clearing the quests, thereby improving the enjoyment of gameplay.
[0080] Referring to FIG. 11, an example of the flow of a user specifying multiple quests will be described. First, the user selects the quest group of Route 1 or the quest group of Route 2 on screen D10b. The quest group of Route 1 includes quests Q1, Q2, and Q3, so by selecting the quest group of Route 1, the user specifies quests Q1, Q2, and Q3. Furthermore, the quest group of Route 2 includes quests Q4 and Q5, so by selecting the quest group of Route 2, the user specifies quests Q4 and Q5. In the example of FIG. 11, a case where the user specifies multiple quests by selecting from a group of quests prepared in advance has been described, but this is not limited to this. For example, the user can specify multiple quests by selecting and combining multiple quests from a list of selectable quests.
[0081] In the above embodiment, the identification unit 110 is described as identifying one quest that satisfies a predetermined condition, but this is not necessarily limited to this, and the identification unit 110 may be configured to identify a plurality of quests that satisfy the predetermined condition. At this time, the display control unit 120 evaluates the affinity between the quest group including the specified multiple quests and the evolved game object based on the usage history of the game objects in the quest group. For example, the display control unit 120 determines that an evolved game object that has been used by other users a predetermined number of times in the quest group is an evolved game object that is advantageous for completing the quest group, and recommends the evolved game object.
[0082] In the above embodiment, the user creates a deck by selecting a desired character from a list of characters that the user owns, but this is not necessarily limited to this, and characters that the user does not own may also be selected and included in the deck. For example, a list of characters that can be used even if the user does not own them may be prepared for a limited time, and the user may select a desired character from the list of characters that can be used even if the user does not own them and include it in the deck. This allows the user to include characters that they have never used before in their deck, not just familiar characters, in consideration of the possibility of clearing the game, improving the appeal of gameplay. Also, the game can be enjoyed by users who are unfamiliar with games and those who have just started playing the game.
[0083] In the above embodiment, the target game object has been described as having multiple evolution destinations, but this is not necessarily limited to this, and the target game object may have only one evolution destination. The reception unit 120 receives a user's designation of the target game object, and the display control unit 130 evaluates the affinity between the one evolution destination and the quest based on the usage history of the target game object's evolution destination by other users, and displays information recommending the one evolution destination on the user's device. This allows the user to create a deck taking into consideration the affinity between the one evolutionary path and the quest, even if the target game object has one evolutionary path, thereby improving the fun of gameplay.
[0084] <Summary> According to the embodiment described above, when a user performs a quest using a game object that has multiple evolutionary paths, the game server 10 can clearly present to the user the evolutionary paths that are advantageous for the quest. This can improve the enjoyment of gameplay.
[0085] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The flowcharts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc., described in the embodiments are not limited to those illustrated and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined with each other.
[0086] <Additional Notes> <General-purpose assignments> One of the objects of the present invention is to improve the entertainment value of games. Another object of the present invention is to present to a user in an easy-to-understand manner the evolutionary path that is advantageous for a quest when the user performs a quest using a game object that has multiple evolutionary paths.
[0087] <Issues regarding Appendix 1> One of the objects of the present invention is to improve the entertainment value of a game by clearly presenting to a user the evolutionary paths that are advantageous to the quest when the user performs a quest using a game object that has multiple evolutionary paths.
[0088] <Appendix 1> an identification unit that identifies a quest that satisfies a predetermined condition; a reception unit that receives from a user a designation of a target game object having multiple evolution destinations; a display control unit that displays information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the use history of game objects of other users in the specified quest; An information processing device comprising:
[0089] According to Appendix 1, when a user performs a quest using a game object that has multiple evolutionary paths, the evolutionary paths that are advantageous for the quest can be clearly presented to the user, thereby improving the entertainment value of gameplay.
[0090] <Issues regarding Appendix 2> One of the objects of the present invention is to improve the enjoyment of gameplay by clearly presenting to the user evolutions that are advantageous for quests even when multiple quests are specified.
[0091] <Appendix 2> When there are a plurality of quests identified by the identification unit, the display control unit displays information recommending evolution destinations for the plurality of identified quests whose total number of times used by the other users is equal to or greater than a predetermined number. 10. The information processing device according to claim 1.
[0092] According to Supplementary Note 2, even when multiple quests are identified, the evolutionary path that is advantageous for the quest can be clearly presented to the user, thereby improving the entertainment value of gameplay.
[0093] <Issues regarding Appendix 3> One of the objects of the present invention is to present to the user in an easy-to-understand manner advantageous evolutionary paths for quests that the user has not yet successfully completed.
[0094] <Appendix 3> the identifying unit identifies a plurality of quests that the user has not yet completed based on the user's play history; the display control unit displays information recommending evolution destinations for the plurality of uncompleted quests that have been used by the other users a total number of times equal to or greater than a predetermined number. 10. The information processing device according to claim 1.
[0095] According to Appendix 3, it is possible to clearly present to the user advantageous evolutions for quests that the user has not yet successfully cleared.
[0096] <Issues regarding Appendix 4> One of the objects of the present invention is to present to the user in an easy-to-understand manner advantageous evolutionary paths for quests that the user has frequently failed to clear.
[0097] <Appendix 4> the identification unit identifies a quest that the user has failed to complete a predetermined number of times or more; the display control unit displays information recommending an evolution destination that has been used by the other user a predetermined number of times or more in the quest that has been failed a predetermined number of times or more, 10. The information processing device according to claim 1.
[0098] According to Appendix 4, advantageous evolutions can be presented to users for quests that have not been successfully cleared not because the user has not played, but because the user has played but failed to clear the quest.
[0099] <Issues regarding Appendix 5> One of the objectives of the present invention is to improve the entertainment value of gameplay by changing the display mode of information recommending evolution destinations based on whether the game object was used by another user when they successfully cleared the game.
[0100] <Appendix 5> when displaying the information recommending the evolution destination, the display control unit identifiably displays whether the evolution destination is a game object that has been used by a predetermined number or more of the other users in the specified quest and that has been used when the other users successfully cleared the quest. 10. The information processing device according to claim 1.
[0101] According to Appendix 5, the display manner of information recommending evolution destinations can be changed taking into account whether the game object was used by another user when they successfully cleared the game, thereby improving the entertainment value of gameplay.
[0102] <Issues regarding Appendix 6> One of the objectives of the present invention is to improve the entertainment value of gameplay by enabling the manner in which information recommending evolution destinations is displayed to be changed taking into account the rankings based on the history of game objects used by other users when they successfully cleared the game.
[0103] <Appendix 6> the display control unit, when displaying the information recommending the evolution destination, changes the information to be displayed for each of the plurality of evolution destinations of the target game object based on ranking information of game objects used by the other user in the specified quest and used when the other user successfully cleared the quest; 6. The information processing device according to claim 5.
[0104] According to Appendix 6, the manner in which information recommending evolution destinations is displayed can be changed taking into account the ranking based on the history of game objects used by other users when they successfully cleared the game, thereby improving the entertainment value of gameplay.
[0105] <Issues regarding Appendix 7> One of the objectives of the present invention is to improve the enjoyment of gameplay by being able to suggest evolutionary paths by taking into account the history of game objects used when other users using similar decks successfully cleared the game.
[0106] <Appendix 7> the display control unit displays information recommending the evolution destination based on the clear history of another user who has at least one game object set in a deck in common with the user; 10. The information processing device according to claim 1.
[0107] According to Appendix 7, evolutionary paths can be suggested by taking into account the history of game objects used when other users using similar decks successfully cleared the game, thereby improving the entertainment value of gameplay.
[0108] <Issues regarding Appendix 8> One of the objects of the present invention is to improve the enjoyment of the game by displaying to the user information about other quests in which it is advantageous to use an evolutionary entity not selected by the user.
[0109] <Appendix 8> a notification unit that, when the user selects an evolution destination, notifies the user of a quest that is advantageous for clearing and corresponds to an evolution destination that the user did not select from among the plurality of evolution destinations; Further provided with 10. The information processing device according to claim 1.
[0110] According to Appendix 8, information about other quests in which it is advantageous to use an evolutionary entity not selected by the user can be displayed to the user, thereby improving the appeal of the game.
[0111] <Issues regarding Appendix 9> One of the purposes of the present invention is to improve the appeal of the game by automatically including evolutions that are advantageous for quests in the deck.
[0112] <Appendix 9> the reception unit receives from the user an instruction to evolve the target game object into an evolutionary destination advantageous for completing the specified quest; a control unit that controls the user's deck composition to include the target game object evolved into the evolution destination when the specified quest is executed; Further provided with 10. The information processing device according to claim 1.
[0113] According to Appendix 9, evolutions that are advantageous for quests can be automatically included in the deck, improving the game's appeal.
[0114] <Issues regarding Appendix 10> One of the purposes of the present invention is to improve the entertainment value of the game by displaying to the user if a character included in a deck has not evolved to an evolutionary stage that is advantageous for the quest.
[0115] <Appendix 10> When the specified quest is executed, if the user's deck composition includes the target game object that has not evolved into an evolutionary destination advantageous for clearing the specified quest, the display control unit displays information indicating that the target game object has not evolved into the evolutionary destination. 10. The information processing device according to claim 1.
[0116] According to Appendix 10, if a character included in the deck has not evolved to an evolutionary stage that is advantageous for the quest, this fact can be displayed to the user, thereby improving the entertainment value of the game.
[0117] <Issues regarding Appendix 11> One of the objects of the present invention is to improve the entertainment value of gameplay by clearly presenting to the user the evolutionary paths that are advantageous for the quest when the user performs a quest using a game object that has multiple evolutionary paths.
[0118] <Appendix 11> The processor: Identify quests that meet certain conditions, receiving from a user a designation of a target game object having multiple evolution destinations; displaying information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the usage history of game objects of other users in the specified quest; Information processing methods.
[0119] According to Appendix 11, when a user performs a quest using a game object that has multiple evolutionary paths, the evolutionary paths that are advantageous for the quest can be clearly presented to the user, thereby improving the entertainment value of gameplay.
[0120] <Issues regarding Appendix 12> One of the objects of the present invention is to improve the entertainment value of gameplay by clearly presenting to the user the evolutionary paths that are advantageous for the quest when the user performs a quest using a game object that has multiple evolutionary paths.
[0121] <Appendix 12> The processor Identify quests that meet certain conditions, Accepting from a user a designation of a target game object having a plurality of evolution destinations; displaying information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the usage history of game objects of other users in the specified quest; program.
[0122] According to Appendix 12, when a user performs a quest using a game object that has multiple evolutionary paths, the evolutionary paths that are advantageous for the quest can be clearly presented to the user, thereby improving the entertainment value of gameplay.
[0123] <Issues regarding Appendix 13> One of the objects of the present invention is to improve the entertainment value of gameplay by clearly presenting to the user the evolutionary paths that are advantageous to the quest when the user performs a quest using a game object that has multiple evolutionary paths.
[0124] <Appendix 13> A game system including a terminal and an information processing device, The information processing device includes: an identification unit that identifies a quest that satisfies a predetermined condition; a reception unit that receives, from a user, a designation of a target game object having a plurality of evolution destinations; a display control unit that displays information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the use history of game objects of other users in the specified quest; A game system comprising:
[0125] According to Appendix 13, when a user performs a quest using a game object that has multiple evolutionary paths, the evolutionary paths that are advantageous for the quest can be clearly presented to the user, thereby improving the entertainment value of gameplay. [Explanation of symbols]
[0126] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 110...identification unit, 120...reception unit, 130...display control unit, 140...notification unit, 150...control unit, 200...storage unit, 210...UI unit, 220...terminal control unit
Claims
1. an identification unit that identifies a quest that satisfies a predetermined condition; a reception unit that receives from a user a designation of a target game object having multiple evolution destinations; a display control unit that displays information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the use history of game objects of other users in the specified quest; An information processing device comprising:
2. When there are a plurality of quests identified by the identification unit, the display control unit displays information recommending evolution destinations for the plurality of identified quests whose total number of times used by the other users is equal to or greater than a predetermined number. The information processing device according to claim 1 .
3. the identifying unit identifies a plurality of quests that the user has not yet completed based on the user's play history; the display control unit displays information recommending evolution destinations for the plurality of uncompleted quests that have been used by the other users a total number of times equal to or greater than a predetermined number. The information processing device according to claim 1 .
4. the identification unit identifies a quest that the user has failed to complete a predetermined number of times or more; the display control unit displays information recommending an evolution destination that has been used by the other user a predetermined number of times or more in the quest that has been failed a predetermined number of times or more, The information processing device according to claim 1 .
5. when displaying the information recommending the evolution destination, the display control unit identifiably displays whether the evolution destination is a game object that has been used by a predetermined number or more of the other users in the specified quest and that has been used when the other users successfully cleared the quest. The information processing device according to claim 1 .
6. the display control unit, when displaying the information recommending the evolution destination, changes the information to be displayed for each of the plurality of evolution destinations of the target game object based on ranking information of game objects used by the other user in the specified quest and used when the other user successfully cleared the quest; The information processing device according to claim 5 .
7. the display control unit displays information recommending the evolution destination based on the clear history of another user who has at least one game object set in a deck in common with the user; The information processing device according to claim 1 .
8. a notification unit that, when the user selects an evolution destination, notifies the user of a quest that is advantageous for clearing and corresponds to an evolution destination that the user did not select from among the plurality of evolution destinations; The information processing device according to claim 1 , further comprising:
9. the reception unit receives from the user an instruction to evolve the target game object into an evolutionary destination advantageous for completing the specified quest; a control unit that controls the user's deck composition to include the target game object evolved into the evolution destination when the specified quest is executed; Further provided with The information processing device according to claim 1 .
10. When the specified quest is executed, if the user's deck composition includes the target game object that has not evolved into an evolutionary destination advantageous for clearing the specified quest, the display control unit displays information indicating that the target game object has not evolved into the evolutionary destination. The information processing device according to claim 1 .
11. The processor: Identify quests that meet certain conditions, receiving from a user a designation of a target game object having multiple evolution destinations; displaying information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the usage history of game objects of other users in the specified quest; Information processing methods.
12. The processor Identify quests that meet certain conditions, Accepting from a user a designation of a target game object having a plurality of evolution destinations; displaying information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the usage history of game objects of other users in the specified quest; program.
13. A game system including a terminal and an information processing device, The information processing device includes: an identification unit that identifies a quest that satisfies a predetermined condition; a reception unit that receives, from a user, a designation of a target game object having a plurality of evolution destinations; a display control unit that displays information recommending an evolution destination that is advantageous for clearing the specified quest from among the plurality of evolution destinations based on the use history of game objects of other users in the specified quest; A game system comprising:
Citation Information
Patent Citations
Computer system
JP2017176872A